Style books

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.

The colour script: ten frames in travel order, each with its palette, the frame boiled down to twelve columns of its average colour, and its median luma.
The colour script. Inside is one warm chord with one dip (Skumleskogen); the wall is the biggest step; outside swings between light and low; saturation falls and glow rises along the way.

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

VariableRule
Key colours5 to 7 hex with roles; the first one or two take half to two thirds of a frame.
Value keyThe allowed median luma of a daytime frame, a band 0.14 to 0.18 wide.
Shape motifOne shape that the land, the trees and the buildings all repeat.
AccentOne of the four glow colours, by the compass rule below.
Light and weatherAn 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 groundOne flower or plant found nowhere else as a drift, and one ground.
ArchitectureOne 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

ZoneSideValue keyShape motifGlow
Solengeninside0.38 to 0.55the bread loaf: a low dome on a round footnone that glows by day; butter-yellow windows and lanterns
Møllebakkeninside0.35 to 0.52the tall gable and the turning wheelnone that glows by day; striped awnings
Skumleskogeninside0.22 to 0.36the spiralmushroom teal and the skumlinger's yellow eyes
Kysteninside0.50 to 0.68the scallop and the wave arcnone that glows by day; coral stripes
Sørvikaoutside, look 0.850.52 to 0.70the wind-leaning crescentgold: sparkle on the sea, the lamp at Havporten
Sørmarkaoutside0.30 to 0.46the long low line and the rowgold: the sun stones, lamplight in the barn
Fjellfotenoutside0.24 to 0.38the huge trunk and the hunched round backcyan: glowing mushrooms, the trolls' tarn
Nordalenoutside0.40 to 0.58the slender upright and its mirror imageember: the smokehouse, the kiln, the brazier, the lighthouse lamp
Fjelletoutside0.40 to 0.58the triangle and the diagonalember by day (a lantern, a campfire); the northern lights at night
Alvheimoutside, look 0.60.26 to 0.42the crescent and the pointed leafviolet 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

Ten thin painted thumbnails in travel order: a fountain square, a windmill, a violet wood, a cove, a dune, a barley field, a green forest, a lake, a snow range, an aurora night.
The same journey as abstract thumbnails. Travel order: the four places inside, the wall, then south and round by the west and north, and up.

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.