Style books

Folk and creatures

One design for human folk, with numbers. Eyes first. The bigger, the kinder.

Folk

One design for human folk in the whole game (Petter, 2026-10-01): the outside design, shown by the bottom row of the line-up. It is used inside the town wall too. The 3-head chibi folk of the top row are retired as a target.

Two rows of five villagers on a grey ground: a farmer, a grandmother, a girl, a fisherman and a guard. The top row is short and round; the bottom row is taller, in layered worn clothes.
The bottom row is the design everywhere: 4.5 heads, stocky, big eyes with strong brows, three painted tones, one colour each. The top row (3 heads) is retired as a target. Kept as a comparison.
Human folk, inside and outsideElves of Alvheim (own book)
Grown-up4.5 heads tall (4 to 5), stocky: a large head, a short neck, a long body, short strong legs5 heads; the queen 5.5
Child3.5 heads3.5 heads
Height in the game1.45 to 1.8 m1.75 to 1.9 m; the queen 1.95 m
Each eyeat least 1/5 of the face's width, with strong expressive browsa quarter of the face's width, whites visible
Facea nose with a shape, a smile, brows that actstar-freckles, leaf-shaped ears
Paintthree flat tones with hard edges, brush planes visible, thin coloured line; painted light from above and in frontthe same brush; the book's own glow rules
Colour inside the walllighter and warmer: the zone's palette (cream, honey, butter, yellow-green, rose, sky blue), one small accent
Colour outside the wallone colour of their own per figure from the zone's palette and one small glowing accent (a lantern, a buckle)
Ornament on clothesinside: one painted rosemaling band; outside: one woven or carved geometric bandone woven rose band in the elf's glow colour
The princess1.2 m, 3 heads: the game's own model, not redesignednot redesigned

The wall's difference is carried by the place (shape, palette and paint of buildings and land, enclosure). On a figure it is carried only by what the zone sets:

  • Clothing colours from the zone's palette. Inside, lighter and warmer: cream, honey, butter, fresh yellow-green, with a clear rose or sky-blue accent; brown only for boots and belts. Outside, one colour of their own and one small glowing accent.
  • The ornament rule: inside, one band of painted rosemaling flower scrolls in rose, butter and blue; outside, one woven or carved geometric band.

Same body, same face, same brush. The princess, the animal villagers already in the game (the Tripo cast inside the wall), animals and creatures, and Alvheim's elves are not changed by this.

Three Solengen villagers in a row: a bearded baker in a flour-dusted apron, a grandmother in a yellow shawl and green dress, and a boy in a green vest and yellow breeches; flower scrolls on apron, shawl and vest.
Proof: the outside design inside the wall, in Solengen's colours. Same stocky body, big eyes, strong brows and flat brush planes; clothes are cream, honey and yellow-green with a rose, butter and blue scroll. Misses: the rosemaling is on three garments where the rule says one band, the boy is about 4 heads where 3.5 is the rule, and the coloured line is hard to see. Not a mesh reference.
The inside figure made before the decision: a round grandmother in a rose shawl, a blue skirt and an apron with one band of painted flower scrolls.
Bestemor, made before the decision (3 heads, soft blended paint). Kept as a comparison; not the target.
A broad fisherman in a blue wool smock with a rope coil and a small lantern at the belt; the paint shows flat brush planes.
Fisker, 4.5 heads, three flat tones, visible planes, one ember lantern: the design for everyone.

Do

  • Say the head count as a number and a fraction: "exactly four and a half heads tall"; a child "exactly three and a half".
  • Give the eyes their own sentence: "as big and bright as an animated-film hero, strong expressive eyebrows".
  • Inside, put the zone's light warm colours and one rosemaling band on the clothes.

Never

  • Folk at 5.5 heads with small eyes (a grown-up fantasy game).
  • Folk at 2 or 3 heads (gnomes, chibi) for new human figures.
  • Weapons held up, shields, or black clothes.
The first line-up: top row two heads tall, bottom row 5.5 heads with small eyes, with pitchforks, spears and shields.
Rejected: gnomes on top, a grown-up fantasy game below, and weapons.

Do not draw gákti, the four-winds hat or Sami band patterns for mountain folk, elves or herders. Use generic Norse carving and woven bands. See open questions.

Creatures

Twelve animals on a grey ground: sheep, cow, hen, fox, hare and a plum-coloured skumling above; wolf with a red neckerchief, lynx, reindeer with a lantern, a mossy bear, a raven, a white water-horse with a cyan sheen and a stone giant with a tree on its shoulder below.
Top: inside. Bottom: outside. The bigger, the kinder.
Inside the wallOutside the wall
Headhalf the body's sizea third
Legsshort; at most 1/4 of the heightlonger, real joints, still thick
Anything over 3 mnot insideround back, half-closed warm eyes, closed mouth
InsideOutside
Eyesbig, round, dark with a highlightbig, coloured, bright; a magic creature's eyes glow in its zone's accent
Silhouetteround rump, no necktapered, one asymmetry (a bent ear, a neckerchief, moss on one shoulder)
Surfacesoft masses, no strandsthree tones, fur and feathers as brush planes
Worn or growna bell, a bowa neckerchief, flowers or moss growing on it, a lantern

Rules for all:

  • The bigger, the kinder. Anything over 3 m has a round back, half-closed warm eyes and a closed mouth.
  • A dangerous thing differs from a friendly one by silhouette and accent before it is close.
  • Skumlinger are deep violet plum #3B2A4F (proposed), never black, with big yellow eyes and tiny horns.
  • A creature belongs to one zone and wears something of it: Fjellfoten's bear grows moss and anemones, Nordalen's water-horse has a cyan sheen, Fjellet's reindeer carries a lantern.