Style books

Prompt blocks

A prompt is blocks joined by one space, in the order a recipe gives. The style block says the look, the zone fragment says the place, the subject says the thing, and POSE and FRAME make a reference image meshable. Every block was run on gpt-image-2.5-sunburst; a few also on a hosted Krea 2 Turbo. None is validated on the game's local Krea 2. The zone fragments are new and were not run as a block of their own: judge the first image made with one. Human folk have one design in the whole game (decided 2026-10-01): the outside design, 4.5 heads, with the zone's clothes. STYLE_INSIDE is kept for animals inside the wall.

Compose one with the CLI: stylebook prompt eventyrland <look|zone> <kind> "<subject>". The recipes below say which blocks go in which order.

Recipes

LookKinds and their blocks, in order
inside
scene: FAMILY + INSIDE + {zone_scene} + {subject}
figure: STYLE_FOLK_INSIDE + FOLK_ADD + {zone_figure} + {subject} + POSE_FIG + FRAME
building: STYLE_BLD_INSIDE + {zone} + {subject} + POSE_BLD + FRAME
sheet: FAMILY + INSIDE + {zone} + {subject} + SHEET_FRAME
animal: STYLE_INSIDE + {subject} + POSE_FIG + FRAME
outside
scene: FAMILY + OUTSIDE + {zone_scene} + {subject}
figure: STYLE_OUTSIDE + FOLK_ADD + {zone_figure} + {subject} + POSE_FIG + FRAME
building: STYLE_BLD_OUTSIDE + MID + {zone} + {subject} + POSE_BLD + FRAME
sheet: FAMILY + OUTSIDE + {zone} + {subject} + SHEET_FRAME

Scenes

FAMILY

First block of every scene. Do not put a light colour in it.

FAMILY
A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos.
Proof:art/key-inside.webpart/key-outside.webp

INSIDE

After FAMILY, for scenes inside the wall.

INSIDE
The fairy-tale look inside the town wall: storybook-cute, like a warm animated feature painted by hand. Soft blended brushwork with strokes barely visible. Round, chunky, bread-loaf shapes; every corner bevelled; roofs sag and walls bulge a little; props a little oversized; nothing sharp, thin, leaning or broken. Built things carry painted rosemaling: curling flower scrolls in rose, butter yellow and blue. A light, bright palette with soft blue-violet shadows. Folk and animals have a head one third of their height. An enclosed, cosy composition framed on both sides, the far view closed by round trees, low hills or the honey-coloured town wall.
Proof:art/key-inside.webpart/gamecam-inside.webpart/zone-mollebakken.webp

OUTSIDE

After FAMILY, for scenes outside the wall. Its first paragraph is PETTER, verbatim. Compare art/test-outside-A-block-only.webp, which has only his block.

OUTSIDE
A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. The world outside the town wall. Surface: painted like gouache poster art for an animated film, big simple shapes first; each object is built from three flat tones (light, half-tone, shade) with hard cut edges and long visible square-brush strokes that follow the form; almost no small detail, the sharpest edges and the only fine detail at the one focal point; far things are single flat shapes. Thin linework in a darker shade of the colour it sits on, only on the silhouettes of near things, never black. Space: three depth layers parted by pale haze (a deep-teal foreground frame, a lit middle ground, a far layer close to the sky's colour) and one small figure against one very large shape. Shapes: tall, tapered, leaning, asymmetric silhouettes, their corners still rounded. Bases are muted and cool, with one small glowing accent colour. Built things carry carved ornament, unpainted: knotwork, a sun wheel or a rune cut into wood or stone, never on rocks or trees. An open composition with a far horizon and a painted sky of long level strokes. Brave and a little wild, still friendly.
Proof:art/key-outside.webpart/zone-nordalen.webpart/zone-fjellet.webp

GAMECAM

Optional: a frame as the game's camera sees it. Add with --add GAMECAM.

GAMECAM
Seen as the game shows it: a third-person camera five and a half metres behind the princess and two metres above the ground, looking level over her head; she is small, in the lower middle of the picture, seen from behind. A real-time game frame, so shapes are simple and few: low-detail models with hand-painted textures, ground painted in broad patches of three or four tones, trees as a few big painted clumps, nothing finely detailed.
Proof:art/gamecam-inside.webpart/gamecam-outside.webp

HERO

The stand-in for the princess when she is near. The game's princess is her own model.

HERO
a small princess of about eight with curly brown hair, a small gold crown, a red cape and a leather backpack

TINY

The stand-in when the land is the subject.

TINY
A small princess with curly brown hair, a gold crown, a red cape and a backpack, tiny in the frame and seen from behind,

NIGHT_OUTSIDE

Adapt: in place of the hour, outside.

NIGHT_OUTSIDE
The sky carries a wide band of northern lights in green-teal and violet over the mountains, and their colour lies faintly on the lake. The land is deep blue and teal, every shape still readable, nothing black. A traveller's campfire burns by the cart, the only warm thing in the picture: its ember-orange light falls on the nearest things in a small pool. Two thirds of the picture is night blue and teal; the green-teal and violet of the sky are the second colour; the fire is the one warm accent.
Proof:art/test-outside-C-night.webp

NIGHT_INSIDE

Adapt: in place of the hour, inside.

NIGHT_INSIDE
Every window and six lanterns glow warm butter-yellow and make soft pools of light on the cobbles; the sky is rose and violet with the first stars; the shade is blue-violet and the ground keeps its colour: the cobbles are still tan and the grass still green, only deeper. Nothing is dark or empty.
Proof:art/rule-night-inside.webp

Figures

STYLE_INSIDE

The rulebook's inside style, unchanged. Since 2026-10-01 only for animal villagers and other creatures inside the wall (the Tripo cast and animals stay as they are), not for human folk.

STYLE_INSIDE
Stylised 3D character for a cosy Norwegian fairy-tale video game for young children, in the look of a warm hand-painted animated film: soft rounded shapes, painted textures, warm storybook colours, a Kittelsen and John Bauer folk-tale mood made friendly and cute, nothing scary, a big head and big kind eyes.
Proof:art/sheet-creatures.webp

PETTER

Petter's block, verbatim from the rulebook. It names a studio because he wrote it; nothing else here names an artist or a studio.

PETTER
A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice.
Proof:art/key-outside.webp

STYLE_OUTSIDE

PETTER plus the game's own rule line for figures, unchanged. For folk inside the wall use STYLE_FOLK_INSIDE instead.

STYLE_OUTSIDE
A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. A character for a Norwegian fairy-tale adventure game for children: muted cool base colours with one or two glowing accent colours, thin coloured linework and no heavy black outlines, big bright readable eyes, friendly and brave, not scary, no weapons pointed at the viewer, no blood, no bared teeth.
Proof:art/mesh-ref-fisker-outside.webp

STYLE_FOLK_INSIDE

New (2026-10-01), for human folk inside the wall: STYLE_OUTSIDE with 'muted cool base colours' changed to 'light warm colours'. The same design as outside, in the zone's lighter and warmer clothes. Tried once, see the proof line-up.

STYLE_FOLK_INSIDE
A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. A character for a Norwegian fairy-tale adventure game for children: light warm colours with one small accent colour, thin coloured linework and no heavy black outlines, big bright readable eyes, friendly and brave, not scary, no weapons pointed at the viewer, no blood, no bared teeth.
Proof:art/lineup-folk-inside.webp

FOLK_ADD

The folk design for the whole game, inside and outside the wall: head count, eyes, three tones, where the painted light comes from. Without it the first wording gave a mosaic on a 3D render (art/rejected/mesh-ref-fisker-v1.webp). Decided 2026-10-01: inside folk use it too.

FOLK_ADD
A hand-painted 2D illustration, not a 3D render. Stocky and sturdy, exactly four and a half heads tall: a large head, a short neck, a long body and short strong legs. Eyes as big and bright as an animated-film hero, strong expressive eyebrows, a friendly face. A tapered silhouette with rounded corners. Painted like gouache: every form in three flat tones (light, half-tone, shade) laid as broad flat brush planes with hard edges, the edges of the strokes left visible, no smooth gradients, no mosaic, no pixel pattern, no fine fabric texture. The painted light comes from above and in front, so shade lies only under the chin, the arms and the folds. One clear colour of their own for the whole figure, and one small accent.
Proof:art/mesh-ref-fisker-outside.webp

Buildings

STYLE_BLD_INSIDE

STYLE_BLD_INSIDE
Stylised 3D building for a cosy Norwegian fairy-tale video game for young children, in the look of a warm hand-painted animated film: soft rounded bread-loaf shapes, every corner bevelled, a roof that sags a little and walls that bulge a little, painted textures with soft blended brushwork, warm storybook colours, nothing sharp or broken.
Proof:art/mesh-ref-stue-inside.webp

STYLE_BLD_OUTSIDE

Petter's block plus the building rules. Use with MID.

STYLE_BLD_OUTSIDE
A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. A building for a Norwegian fairy-tale adventure game for children, outside the town wall: a tall, narrow, tapered, slightly leaning silhouette with rounded corners; every surface in three tones with hard-edged painted shadow shapes and visible square brushstrokes that follow the planks and stones; muted cool colours with one warm glowing window; weathered and lived-in, friendly, not scary; thin darker-coloured linework, no black outlines.
Proof:art/mesh-ref-fiskerstue-outside.webp

MID

Without it the wood goes near-black and grim (art/rejected/mesh-ref-fiskerstue-v1.webp).

MID
A hand-painted 2D illustration, not a 3D render, painted like gouache in broad flat brush planes with the stroke edges left visible; no gritty fine texture. Mid values only: the darkest wood is a mid slate teal, nothing near black.
Proof:art/mesh-ref-fiskerstue-outside.webp

Pose and frame (what makes it meshable)

POSE_FIG

Makes a figure meshable. Do not change it.

POSE_FIG
Presented in a neutral A-pose as a clear character reference for 3D model generation: standing upright, facing directly forward, arms angled a little away from the body, legs shoulder-width apart, hands fully visible and empty, the whole figure readable from head to toe with a margin around it. Chunky solid shapes, no thin or loose parts, no loose hair strands.
Proof:art/mesh-ref-fisker-outside.webpart/lineup-folk-inside.webp

FRAME

Plain ground, no shadow. For figures and buildings. Do not change it.

FRAME
Centered, symmetrical, a single isolated subject on a plain flat light-grey background, soft even lighting, no ground shadow, no cast shadow, no scenery, no text.
Proof:art/mesh-ref-fisker-outside.webpart/mesh-ref-stue-inside.webp

POSE_BLD

Makes a building meshable.

POSE_BLD
Chunky solid closed shapes with no thin, loose or see-through parts. A single isolated building, centered, fully visible with a margin around it, 3/4 front view from slightly above eye height, standing on a thin round pad of its own ground.
Proof:art/mesh-ref-fiskerstue-outside.webpart/mesh-ref-stue-inside.webp

SHEET_FRAME

A pattern, not a single run: the sheets in the portfolio were prompted with FAMILY, the look, 'a design sheet', the rows with a sentence on each row's look, then 'Rules to show: ...' and 'No labels'.

SHEET_FRAME
A design sheet on a plain flat light-grey background: each thing shown whole with space around it, soft even light, no cast shadows. No labels, no text.
Proof:art/sheet-buildings-outside.webpart/sheet-creatures.webp

Zone scenes (the proof frames)

ZONE_SOLENGEN

The scene that proved the zone card. Stand-in princess.

ZONE_SOLENGEN
Scene: the village square of Solengen at eleven in the morning under a clear blue sky: clean white-gold daylight, no orange glow, no sunset colours. A round stone well in the middle of a small square of big rounded tan cobbles with grass growing between them and a green lawn round it; low cottages with thick green turf roofs with daisies, a bakery with a carved pretzel sign and one sky-blue door painted with rosemaling flower scrolls (the only painted ornament in the picture), flower tubs of rose and butter-yellow flowers, bunting, lanterns on posts, a bench with a basket left on it, round apple trees. A small princess of about eight with curly brown hair, a small gold crown, a red cape and a leather backpack stands by the well seen from behind at three-quarter, talking to a friendly fox baker in an apron; a rabbit postman crosses the square. Half the picture is yellow-green: turf roofs, grass and trees; then honey sandstone, cream plaster and warm timber; small accents of rose and sky blue. Soft blue-violet shadows. Simplify: big clear painted shapes, cobbles in a few tones, fur as soft masses.
Proof:art/key-inside.webp

ZONE_MOLLEBAKKEN

The scene that proved the zone card. Stand-in princess.

ZONE_MOLLEBAKKEN
Zone: Møllebakken, the mill hill inside the wall, on a breezy golden afternoon. A cobbled street climbing a hill between tall upright half-timbered houses with steep red tile roofs and blue window frames, market stalls with striped awnings, a round fountain, washing on a line, a windmill with turning sails at the top of the hill, a goat lady selling cheese, a cat on a barrel. A small princess of about eight with curly brown hair, a small gold crown, a red cape and a leather backpack walks up the street seen from behind. Half the picture is tile red and cream plaster; then dark warm timber, window blue, butter yellow. Shape motif: the tall gable and the turning wheel. Still round and chunky, only taller and tidier than the turf cottages of the square.
Proof:art/zone-mollebakken.webp

ZONE_SKUMLESKOGEN

The scene that proved the zone card. Stand-in princess.

ZONE_SKUMLESKOGEN
Zone: Skumleskogen, the spooky-funny wood inside the wall, in lilac twilight under its canopy. Curly trees with plum-purple trunks whose branches end in spirals, lilac mist on the ground, round teal-glowing mushrooms, fallen apples, a tipped flower cart. Four skumlinger: round fuzzy imps the colour of deep violet plums with big glowing yellow eyes, tiny horns and goofy grins, one peeking from behind a tree, one running off with an armful of apples, one laughing on the cart. A small princess of about eight with curly brown hair, a small gold crown, a red cape and a leather backpack stands on the path with a wooden sword, seen from behind; far off between the trunks the warm lit windows of the village. Half the picture is plum and lilac; then deep violet, mushroom teal, the yellow of the eyes. Shape motif: the spiral. Funny, not frightening; no black.
Proof:art/zone-skumleskogen.webp

ZONE_KYSTEN

The scene that proved the zone card. Stand-in princess.

ZONE_KYSTEN
Zone: the coast inside the wall, at bright noon. A small cove of pale warm sand with soft ripples, clear aqua shallows over a clean blue sea, a beach camp with a striped tent, bunting, a campfire ring, a little rowing boat pulled up, shells, a sandcastle, a crab, a bear in a yellow raincoat fishing from a rock; the honey-coloured wall runs out into the sea at the right with a round tower and a water gate. A small princess of about eight with curly brown hair, a small gold crown, a red cape and a leather backpack runs on the sand seen from behind. Half the picture is sand cream and aqua; then sky blue, coral red and white stripes, driftwood grey. Shape motif: the scallop and the wave arc.
Proof:art/zone-kysten.webp

ZONE_SORVIKA

The scene that proved the zone card. Stand-in princess.

ZONE_SORVIKA
Zone: Sørvika, the dunes and the spit south of the town, at windy bright midday under a very big sky that fills half the picture, with fast streaked clouds. Pale sand dunes with wind-combed marram grass all leaning one way, two wind-bent pines, a long sand spit curving out into teal sea to a weathered stone gate arch at its tip, pink sea-thrift cushions, silver driftwood, white foam lines, gulls; the honey-coloured town wall small in the far left. A small princess with curly brown hair, a gold crown, a red cape and a backpack, tiny in the frame and seen from behind, on the dune crest, her cape blowing. Two thirds of the picture is pale sand and pale sky; then sea teal, marram grey-green, thrift pink; gold sparkle on the water is the one glowing accent. Shape motif: the wind-leaning crescent. The gentlest land outside: bright and open.
Proof:art/zone-sorvika.webp

ZONE_SORMARKA

The scene that proved the zone card. Stand-in princess.

ZONE_SORMARKA
Zone: Sørmarka, farmland in late-afternoon harvest light. A long low red barn on a stone foot with a ramp to its hay door, a small storehouse on pillars, a cream farmhouse, hay drying on long racks in rows across a stubble field, striped fields of barley, rail fences, a windmill on a low hill, big round oak crowns, a slow river; long shadows; on a far hill a ring of standing stones catching gold light, the one glowing accent. A small princess with curly brown hair, a gold crown, a red cape and a backpack, tiny in the frame and seen from behind, on the farm road with a hen. Two thirds of the picture is barley ochre and straw; then barn red, oak green, earth umber, cream. Shape motif: long low horizontals and parallel rows.
Proof:art/zone-sormarka.webp

ZONE_FJELLFOTEN

The scene that proved the zone card. Stand-in princess.

ZONE_FJELLFOTEN
Zone: Fjellfoten, the old forest Gammelskogen, under a closed canopy at midday, no sunset colours. Enormous ancient spruce trunks as plain tall shapes and one giant tree with roots like arches, a deep moss floor, ferns, rust-red fallen needles, boulders shaped like hunched sleeping trolls with moss on their backs and kind sleeping faces, pale mist filling the depth between the trunks so the far trunks are pale blue-green shapes, three broad shafts of pale green-gold light falling on the path and the moss, a small log hut with a turf roof and one warm window far in. A small princess with curly brown hair, a gold crown, a red cape and a backpack, tiny in the frame and seen from behind, on the sunlit path between the roots. A mid-value picture: the moss in the light is a bright spring green, the shade is a mid teal, and nothing is darker than a deep teal; no black, no heavy dark foreground. Two thirds of the picture is moss green and teal; then rust red and pale green-gold light; small cyan-glowing mushrooms are the one glowing accent. Shape motif: massive trunks and hunched, round-backed shapes. Hushed and old, and a child would still walk in.
Proof:art/zone-fjellfoten.webp

ZONE_NORDALEN

The scene that proved the zone card. Stand-in princess.

ZONE_NORDALEN
Zone: Nordalen, the summer valley of the north, on a cool clear morning, no sunset colours. A wide mirror-still lake fills half the picture; slender white birches; on a stony shore three small boathouses of dark tarred wood with turf roofs on stone feet, nets drying on poles, a rowing boat pulled up, a thin column of smoke from a smokehouse with an ember-orange glow in its hatch, the one glowing accent; far off on a headland a white lighthouse with a red band; blue mountains behind as flat hazy shapes. A small princess with curly brown hair, a gold crown, a red cape and a backpack, tiny in the frame and seen from behind, on the shore path. Two thirds of the picture is lake blue and cool birch green; then birch white, deep tar brown, a little buttercup yellow. Shape motif: tall slender verticals and their mirror image in the water.
Proof:art/zone-nordalen.webp

ZONE_FJELLET

The scene that proved the zone card. Stand-in princess.

ZONE_FJELLET
Zone: Fjellet, the high mountains, in cold clear afternoon air. Jagged blue-grey peaks with snow and lavender shadows, wind blowing streamers of snow off the tops, a narrow path to a rope bridge over a gorge, a thin waterfall, dwarf birch and heather turned wine-red, three reindeer on a shoulder, a stone cairn with a small flag and a lit ember-orange lantern, the one glowing accent. A small princess with curly brown hair, a gold crown, a red cape and a backpack, tiny in the frame and seen from behind, on the path before the bridge. Two thirds of the picture is rock blue-grey and snow white; then lavender shadow, wine-red heather, yellow-green lichen. Shape motif: the triangle and the diagonal.
Proof:art/zone-fjellet.webp

ZONE_ALVHEIM

The scene that proved the zone card. Stand-in princess.

ZONE_ALVHEIM
Zone: Alvheim, a small elf village on a mountain shelf, in blue dusk under a rising moon with a faint green and violet northern light in the sky. Only five huge pale silver-barked trees, each carrying one round tree house with a spiral stair, lanterns hung from the boughs on long threads; in the middle an open court of pale flagstones with a low carved moonstone well whose water glows blue-violet and a leaning crescent-shaped moonstone horn over it; deep teal moss in broad shapes, a few small glowing flowers; much open ground and open sky, a snowy peak behind as one flat shape; two tall graceful elves in long cloaks with leaf collars, kind faces. A small princess with curly brown hair, a gold crown, a red cape and a backpack, tiny in the frame and seen from behind, at the edge of the court. Two thirds of the picture is silver, deep teal and dusk blue; violet and cyan glow are the accents. Shape motif: the crescent and the pointed leaf. Quiet and spare, not a city.
Proof:art/zone-alvheim.webp

Krea 2

KREA_OUTSIDE

Hosted Krea 2 Turbo only, not the game's local Krea 2. Put the subject first, and keep the whole prompt under 900 characters. Write without similes.

KREA_OUTSIDE
Painted like gouache poster art for an animated film: big simple shapes, each in three flat tones with hard cut edges and broad visible brushstrokes, thin dark-teal linework on near silhouettes, no black. Muted cool colours, pale haze between three depth layers, one small glowing ember-orange accent. Tall, leaning, tapered shapes with rounded corners. A Norwegian fairy-tale land for children, brave and friendly. No text.
Proof:art/krea-short-scene.webpart/krea-fiskerstue.webp

KREA_FIGURE_SHORT

The short figure prompt that worked, whole. Krea does not follow head counts closely.

KREA_FIGURE_SHORT
Full-body character reference, the whole figure from cap to boots inside the frame with a margin, on a plain flat light-grey background, standing upright facing forward in an A-pose, arms a little out, hands empty: a stocky friendly fisherman four and a half heads tall, short brown beard, sea-blue knitted cap, sea-blue wool smock with a woven band at the hem, leather belt with a brass buckle, grey trousers, brown boots, a small glowing ember-orange lantern at the belt. Big bright eyes, strong eyebrows. Painted like gouache in three flat tones with hard-edged shadow shapes and broad visible brushstrokes, thin darker-coloured linework, no black, even light, no cast shadow, no text.
Proof:art/krea-short-fisker.webp