The zone system
Ten zones as one world. Seven variables each zone sets, a neighbour rule, a compass rule for glow, and the colour script.
Ten zones in two groups: four inside the wall, six outside (Alvheim is one of them, and has a book of its own). Each has a card with the same fields, a page of its own, and numbers in tokens.json. A zone added later fills in zones/_template.md.

What keeps them one world
The eight family rules; the same sky and sun; the same princess; the same paper UI; one umber path colour outside (#5A4636) and one tan inside (#B07A48); one family of lantern posts, waystones and signposts on each side of the wall.
What makes each distinct: seven variables
| Variable | Rule |
|---|---|
| Key colours | 5 to 7 hex with roles; the first one or two take half to two thirds of a frame. |
| Value key | The allowed median luma of a daytime frame, a band 0.14 to 0.18 wide. |
| Shape motif | One shape that the land, the trees and the buildings all repeat. |
| Accent | One of the four glow colours, by the compass rule below. |
| Light and weather | An hour and a weather the zone leans toward. In the game this is a bias in the region grade and the haze while the clock keeps running. |
| Signature plant and ground | One flower or plant found nowhere else as a drift, and one ground. |
| Architecture | One roof, one wall material, one colour, one detail. |
The compass rule
North is fire against the cold: ember #FF8A3D. West is old magic: cyan #4FF3E0. South is the sun: gold #FFD166. High is the moon: violet #C77DFF, with cyan. Inside the wall nothing glows by day except Skumleskogen's mushrooms and eyes.
The neighbour rule
Two zones that meet differ in at least two of: key hue (40 degrees or more apart), value key (0.10 or more apart), temperature (warm or cool). The closest pairs:
- Solengen and Møllebakken: both warm, both about 0.45. Hue and motif carry it: turf green against tile red, a low dome against a tall gable. The ground carries the rest: lawn and turf in Solengen (green at least 40 % of a frame), cobbles and red tile on Møllebakken.
- Nordalen and Fjellet: both cool and light. Nordalen keeps its birch green as the larger share, and the border runs through red heather.
The ten cards
| Zone | Side | Value key | Shape motif | Glow |
|---|---|---|---|---|
| Solengen | inside | 0.38 to 0.55 | the bread loaf: a low dome on a round foot | none that glows by day; butter-yellow windows and lanterns |
| Møllebakken | inside | 0.35 to 0.52 | the tall gable and the turning wheel | none that glows by day; striped awnings |
| Skumleskogen | inside | 0.22 to 0.36 | the spiral | mushroom teal and the skumlinger's yellow eyes |
| Kysten | inside | 0.50 to 0.68 | the scallop and the wave arc | none that glows by day; coral stripes |
| Sørvika | outside, look 0.85 | 0.52 to 0.70 | the wind-leaning crescent | gold: sparkle on the sea, the lamp at Havporten |
| Sørmarka | outside | 0.30 to 0.46 | the long low line and the row | gold: the sun stones, lamplight in the barn |
| Fjellfoten | outside | 0.24 to 0.38 | the huge trunk and the hunched round back | cyan: glowing mushrooms, the trolls' tarn |
| Nordalen | outside | 0.40 to 0.58 | the slender upright and its mirror image | ember: the smokehouse, the kiln, the brazier, the lighthouse lamp |
| Fjellet | outside | 0.40 to 0.58 | the triangle and the diagonal | ember by day (a lantern, a campfire); the northern lights at night |
| Alvheim | outside, look 0.6 | 0.26 to 0.42 | the crescent and the pointed leaf | violet and cyan: the moonwell, the runes, the flowers |
Open a zone for its palette, motif, light, plants, buildings, creatures and its one "never".
The colour script, painted

What the strip must keep doing, and what a new zone must not break:
- Inside is one warm chord with one low, violet dip.
- The wall is the biggest step; the first zone outside (Sørvika) is the lightest and most open, so the step out feels like air.
- Outside swings: light and pale (Sørvika), warm and mid (Sørmarka), low and green (Fjellfoten), light and blue (Nordalen), light and cold (Fjellet), low and glowing (Alvheim). No two neighbours share a value key and a hue.
- Saturation falls and glow rises along the way.
- The strip's own fault: Solengen and Møllebakken average to nearly the same tan. In the game the ground must carry the difference.
Adding a zone
Fill in zones/_template.md, add the card to tokens.json, and run the six checks at the end of making and judging. The accent follows the compass rule or the card says why not.