Style books

Alvheim: research portfolio

The elf village on Alvehylla, under Alvtinden, and the way up to it. Raw material for Alvheim's zone book: findings, then rules a frame or an asset can be checked against. Made 2026-10-01. Prompts are in prompts.json and prompt-blocks.md, sources in sources.md, Petter's decisions in open-questions.md.

Read docs/art-direction.md in a local file first. Where this portfolio departs from it, the section says "Departs from the rulebook".

Alvheim in one sentence

A small village that has been awake at night for a thousand years: pale giant trees, warm windows high up, a well that holds the moon, and tall quiet people who are glad you came.

The village at night

Findings

Today's Alvheim, measured

From the stills in a local file (her camera on the square) against this portfolio's key frames. Luma is display luma (0–1) of a frame scaled to 320 × 180; "glow cores" are pixels whose brightest channel is over 0.78 and that are saturated or near white.

FrameMedian luma2nd percentileGlow coresWarm : cool coresPixels under luma 0.08
Game, 13:000.130.099.4 % (sky)n/a0.8 %
Game, dusk0.120.076.2 %30 : 110.0 %
Game, 22:000.130.071.7 %3.5 : 12.6 %
Game, arch 22:000.160.032.2 %6 : 112.7 %
key-1-day0.480.21(sky)n/a0 %
key-2-dusk0.290.126.5 % (with sky)n/a0.1 %
key-3-night0.250.103.0 %1 : 40.8 %
key-4-arrival0.250.112.1 %1.6 : 10.2 %

What that says:

  1. The village is as dark by day as by night. Her camera stands in the giant trees' shade, so the ground's median luma is 0.13 at 13:00 and 0.13 at 22:00. Day has no look of its own.
  2. At night the lanterns win over the well. Warm cores outnumber cool ones 3.5 to 1 and their halos are the biggest shapes in the frame. The moonwell, the reason the place exists, is a thin lilac line.
  3. 10–13 % of a dusk or arch frame is under luma 0.08, the rulebook's floor ("no black").
  4. The shapes are thin. The arch is two white ribs, the lantern a wire crook, the tree house a turret on a pole with a wire stair. All of it flickers at distance and none of it could be meshed from an image.
  5. The trees are the forest's stock trees (dark green blob crowns, dark trunks next to the pale house trees). The "huge pale trees" read as white poles among ordinary trees.
  6. The elves in cast-art rounds 2 and 3 (a local file, tinde-r3.png, sildre-r3.png) are drawn with STYLE_INSIDE: chibi villagers in Frozen-like dresses with pointed ears. They read as Solengen children in costume. The rulebook already says they must be redrawn in the outside look.

What the references give, and what to leave

ReferenceTakeLeave
Nordlys (Malin Falch)The northern lights as the sign of magic in a Norwegian landscape, in aurora green, cyan and violet over deep blue; small warm fires against a cold night; round, kind shapes for kind characters (a reviewer notes she codes kindness in round forms and villainy in long noses); backgrounds built like Ghibli's, painted and calm, with the figures simple on top. Falch says she works digitally and tries to make the pictures look less digital.The Viking and troll cast; manga faces. Nordlys has no elf people to copy (not found in the sources; her Espen is a boy with a tail and pointed ears, closer to huldrefolk).
Amulet (Kazu Kibuishi)Simple figures in thin, single-weight line and flat colour, placed in painted, glowing places; backgrounds only suggested in most panels and fully painted at establishing moments, so detail sits at one focal point; glow as the light source of a scene (the stone, the lamps). This is the rule "detail only at the focal point" in every key frame here.Its elves. They are the antagonist people for most of the series: grey skin, long sharp ears, slit eyes, military coats and masks, a walking-dead king. That design says "threat". Nothing of it suits a safe village. (Their look is described from the books; not confirmed online today.)
The Dragon Prince, Moonshadow elvesProof that a moon-elf people reads with three fixed marks per figure (white hair, face markings, one accent colour) and that tree-borne homes say "elves" at once; cel-shaded 3D figures over painted backgrounds hold together.Horns, four fingers, assassin gear, blades, the purple-black palette.
Frozen II, the Enchanted ForestStrong straight trunks as verticals with layered depth between them (the team took this from Eyvind Earle's Sleeping Beauty work); a palette held to a few hues (they cut yellow from their autumn so it would stay cool); placing foliage shot by shot so it never competes with the figures; one simple, readable shape per spirit.Mist walls, the autumn reds, Elsa's ice dresses (the existing elf picks lean on them).
Arcane (Fortiche)Light and brush painted into the textures, so a model looks painted from any angle. That is what a meshed reference image does for us for free.The grime and the hard, dark contrast.
Raya and the Last DragonOne world, five lands, each with its own shape language, building material and clothing colours (Heart is built of drop shapes, Fang is over-scaled). Alvheim needs its own shape, material and colour, stated as plainly.
WolfwalkersThe place draws its people: town folk are boxed and thick-lined like the town, forest folk loose and curved like the forest. The elves should be drawn with Alvheim's shapes (taper, lean, curl), the princess keeps hers.The scribbled line; it cannot be meshed.
Norse and Norwegian loreLysalver, "fairer than the sun", live in Alvheim, Frøy's home. In later folk belief they merge with huldrefolk, the hidden people: beautiful, living beside humans, kind to those who are kind to them (they watch the charcoal burner's kiln while he sleeps), fond of music, given milk and butter. That is the temper: neighbours with their own ways.The dangerous side (taking people into the hill, the cow tail as a trap).
Kittelsen, John BauerBauer's forest pictures put one small, pale, glowing figure among huge dark trunks, in a few muted colours. Alvheim turns that inside out and makes it friendly: the trunks are pale, the dark is a deep teal, and the glowing thing is the well.Black forest floors, staring trolls.

Two things are distinctly Norwegian and are used here because no other fantasy elves have them: folk-dress forms (a fitted bodice over a bell skirt, a knee-length coat, a shoulder cape, one woven band) and stave-church and loft woodwork (interlaced loop bands round doors, scaled shingle roofs, an upper storey wider than the foot, as on a stabbur).

Rules

1. Where Alvheim sits among the looks

Alvheim is painted with the outside look's brush and has its own shapes, palette and light.

Outside the wall (rulebook)Alvheim
Brushvisible strokes, 1–3 % of a texture's widththe same
Shapestapered, angular, asymmetric, brokentapered, leaning, curling; never angular, never broken
Base coloursolive, umber, cold greymoonstone blue-grey, silver wood, teal moss
Lightteal shade, amber lightteal shade, silver light; amber only from lanterns
Glow≤ ~10 % of a frame, four accentstwo families with fixed jobs (rule 3)
Folk4–5 heads tall, sturdy5–5.5 heads, slender
Dangerreadablenone; no ember orange anywhere

Departs from the rulebook: LOOK_PLACES gives Alvheim the paint pass at 0.6. Keep 0.6 for the pass's bands and mute (at 1 they posterise the glow gradients and grey the moss), and make every asset fully painted. The lower pass strength is a property of the screen pass and says nothing about how painted the models are.

2. Palette

Palette
RoleColourUsed on
Moonstone#9FB0BD, lit #D3DDE6, shade #5B7682the well, the horn, seats, path stones, way stones, veins (the kit's STONE values, kept)
Silver wood#B9BEB8, lit #DDE0D8, shade #7E8A8Cevery outside face of elf woodwork
Honey wood#C9A066only inside: doors, window reveals, the underside of roofs, where hands have worn a rail
Pale bark#D9DDD6, marks #8E979Bthe giant trees' trunks; marks are grey, never black
Canopy#4F8577, lit #86B39Bthe giant trees' leaves: blue-green, lighter than a spruce
Teal moss#2F5D58, cushion #4E8266, tip #7D9450the ground inside ELF_GROUND
Clothdusk violet #4A4470, deep teal #2F6466, night blue #2B3A66, plum #6B3A5E, slate blue #5B7391, lichen grey #9A9E8E, silver-grey #C4CCD2one main colour per elf
Shadeday #2E4A55, dusk #27345A, night floor #1B2740nothing on screen is darker than the night floor
Lightday silver #EAF0F2, dusk rose #F2B7A8, moonlight #8FA8E0
Cool glowmoon blue #8FA6FF, elf violet #C77DFF, magic cyan #4FF3E0, blossom pink #F5A3D0, aurora green #7DF5B0magic: well water, runes, flower hearts, moon thread, gems, hem bands, the sky's lights
Warm glowhoney #FFD166, core #FFF1C2people: lanterns, windows, the seat ring's lamp

Departs from the rulebook: it lists elf violet and magic cyan as Alvheim's accents. Add moon blue as the well's and the runes' colour (the kit already paints them blue-violet), keep the rulebook's gold as the lanterns' honey, and ban ember #FF8A3D in Alvheim: ember is the telegraph colour of danger and there is none here.

Never in Alvheim: red, orange, saturated yellow-green, gold metal, brown earth paths (trodden ground is dark teal-grey #3E5F66), black.

3. Glow: two families, a budget

  1. Warm light is where people are, cool light is where magic is. A lantern, a window and the seat ring's lamp are honey. Water, runes, flowers, thread and gems are cool. Nothing mixes them: no blue lantern, no golden rune.
  2. One brightest thing. Where Månebrønnen is in view it is the brightest object in the frame, day, dusk and night. No lantern within 8 m of it; its water's core may reach white, a lantern's glass may not.
  3. Budget per frame (glow cores as measured above): day ≤ 1 % (sky excluded), dusk ≤ 5 %, night ≤ 4 %. With halos, the rulebook's 10 % stands. key-3-night has 3.0 %.
  4. Night balance in the square: cool cores ≥ warm cores (key-3-night is 4 : 1; today's game frame is 1 : 3.5). On Lyktestien and at the arch warm may lead (key-4-arrival is 1.6 : 1): the way in is lit by people.
  5. A halo is at most 3 × its lantern's glass on screen and never clips to white outside the glass.
  6. Glow is small on the thing that carries it: a rune stroke, the heart of a bell, the last row of a cloth, one gem. Never a whole object, never a whole plant, never an elf's skin or dress.
  7. Runes glow only on stone, and one per run of path (seven stones). key-3-night breaks this with a rune on every stone; that reads as a runway.
How an elf glows

4. Shape language and motifs

Three verbs for every silhouette: it leans (3–8° off plumb), it tapers (the top is at most half the foot's width) and it curls or points at its end. Nothing is a box, nothing is mirrored exactly, nothing is broken or jagged. Edges she can touch are rounded as inside the wall (a bevel of at least 8 % of the smallest dimension).

Motifs
MotifMeansMaterialWhere, and how many
Crescent (lying on its back, or leaning)the moon, the well, the queenmoonstone or silverstructural and large: the moon horn, the arch's top, a roof's finial, Eldrid's headband, the brooch. One per object. At most three in a frame.
Birch leaf (rounded, toothed teardrop)things worn or hungcloth, silvermantle hems (five points), lantern caps, the elder's seat back, charms tied to cords
Rune (2–4 straight strokes, the kit's RUNES)things that speak or do magiccut in moonstone only, glowingthe well's rim (18), the horn (5), one per path run, one per way stone, the elder's seat. Never on wood, cloth or skin.
Fern spiralthings that grow or endwoodthe top of every post (lantern, bridge, loom, harp), stair ends, bench ends
Loop (two interlaced ribbons, one thick and one thin; the stave-church portal band without its beasts)thresholdscarved in wood onlydoor frames, the arch's posts, the bridge's posts, lantern posts. Never on stone.
Eight-petal rose (åttebladrose)made by the weaverwoven cloth onlyone band at a hem, a blanket's border, the loom's cloth. In an elf's own glow colour, never red or white on dark.

The motif sheet's rose band is drawn knitted. Weave it flat instead: the knitted rose is known abroad as a Christmas pattern (sources), and knit stitches are noise in a 1024² texture.

5. Materials

MaterialLooks likeRule
Moonstonecool blue-grey, smooth, worn; a faint blue sheen along lit edges (the real stone's adularescence, a floating light under the surface)paint the sheen as a pale cyan-white edge stroke on the lit side; it is not emissive. Moss in joints and at the foot. Carved only with flutes and runes.
Silver woodsun-bleached, unpainted pine and birch gone silver-grey, long grain strokessilver outside, honey inside (rule 2). Pegged or grown together. No nails, no iron, no paint.
Mossdeep teal cushions 1–3 m across with lighter tipson every foot, roof and north side; it shows the thing has stood for a long time
Woven clothfelted wool in flat brushed fieldsone colour per garment, one band. No fur, no leather armour, no metal thread.
Moon silverpale, mattebrooches, lantern caps, the cup. The only metal.
Elf light, warma honey-filled teardrop of pale glassunlit by day (#E9B45A glass)
Elf light, coollight inside water, stone cuts, petals, threadpulses slowly (the game's existing pulse)

6. Light by day, dusk and night

The three key frames are one view (dusk and night are edits of the day image).

Day

Day: the village sleeps. High, cool sun; silver trunks and roofs are the lightest shapes; ground in sun at luma 0.35–0.5 and in shade never under 0.2; long soft teal shadows; lanterns unlit; the well and its runes glimmer; flowers are plain flowers. Fewer elves about (the weaver at the loom, the guard at the arch). Target median luma 0.4–0.5 from her camera on the square; today it is 0.13, so the giant crowns need gaps or the place grade needs a fill light.

Dusk

Dusk: the lighting. Rose-to-violet sky; trunks rose on one side, violet-teal on the other; Tinde lights the lanterns one by one along Lyktestien toward the well (a thing to watch: about half are lit in the frame); windows come on; flower hearts begin. Ground luma ≥ 0.15 and still teal-green (the rulebook's dusk rule, with a higher floor here).

Night: the hero time. Deep blue-violet sky, aurora in green and cyan with a violet fringe over Alvtinden, a small crescent moon. Moonlight keeps every surface readable: median luma 0.22–0.3, 2nd percentile ≥ 0.10, under 1 % of the frame below 0.08. Pale trunks stand lighter than the sky behind them. The well is brightest and lights whoever stands at it from below. All elves are out; Tingringen has singers.

7. Architecture and props

Buildings

An elf-made thing always has:

  1. a lean and a taper (rule 4), and a curl or a point at its end;
  2. silver outside, honey inside;
  3. one motif, the right one for its material (rule 4), and one small glow at most;
  4. moss at its foot and on what faces up;
  5. parts as thick as an arm or thicker: a post is ≥ 0.25 m at the foot, a step ≥ 0.12 m thick, a cord ≥ 5 cm.

It never has: right angles or boxes; nails, iron, hinges, chains (a lantern hangs from a wooden link or a thick cord); railings, balusters, lattice, wire; banners or flags; glass panes with bars; painted colour; gold; a spike or point below 1 m; text other than runes; a house on the ground (elves live in the trees; on the ground they only work and gather).

ThingRuleSize
Tree house (five)a round house wrapped round the trunk like a stabbur: the upper part wider than the foot; a scaled shingle roof with a crescent finial; one round door, one leaf-shaped window; a slab stair winding once round the trunk, no railing; each of the five differs in one thing (a pod between two boughs, a porch, two storeys)house 3–3.5 m across, its floor 4.5–6 m up; roof scales 0.4 m; door 1.9 m
Alveportentwo thick leaning silver posts with loop bands, joined by one moonstone crescent on its back; a lantern tucked under each side; the seam between mountain and village (rule 10)3.3 m between the posts (the placed solids are at ± 1.65 m), 5 m tall, posts 0.6 m at the foot
Månebrønnenfluted basin, plain rim band with 18 runes, glowing water with a crescent of light in it, a slender horn bowing over it, a court of worn flagsas built: basin r 1.7 m, rim at 0.92 m, horn 4 m, court r 3.3 m. The horn stays slender: a fat horn reads as a snail (see rejected/props-1).
Tingringenfive moonstone stools with a waist, the elder's with a leaf-shaped back stone and one rune, one sunk and mossed; a moonstone dish lamp with a warm domering r 2.35 m, stools 0.4–0.5 m high
Lantern posta thick leaning post, loop band, fern-spiral top, one teardrop glass close under the curl2.6 m tall, 0.3 m at the foot, glass 0.35 m
Hanging lanternthe same glass on a thick braided cord with two silver leaves2.7–6.3 m over the ground, as placed
Vevenupright warp-weighted loom on two forked posts with spiral tops; silver-grey cloth, teal bands, the newest row glowing; moonstone weights; basket, stool2.3 m tall
Taubrua's endstwo carved posts with spiral tops at each rim, a lantern on the east pairposts 3 m
Stairs and small bridgesslab steps; a single curved moonstone slab over Månebekken with one runeslab 2.5 m
Props

8. The elves

Line-up

Who they are. Hidden folk of the mountain: old, unhurried, fond of songs and of visitors, a little odd (they count drops, sing to flowers, never hurry). Beautiful in a quiet way. They carry lanterns, harps, yarn and horns, never weapons.

Proportions (the princess is 1.2 m and 3 heads tall):

Proportions
HeightHeads tallShoulder width
The princess1.2 m3
Outside folk, grown1.5–1.65 m4–51.6 heads
Elf child1.15–1.25 m3.5
Grown elf1.75–1.9 m51.3 heads
The queen1.95 m5.51.3 heads

The head stays big (the same head as the outside folk); the height is in the neck, the waist and the long skirt or coat. The outline is a candle flame: narrow at the shoulders, a high fitted waist, one long bell to the hem. Departs from the rulebook only in adding the elves' row; outside folk stay 1/4–1/5.

Face, hair, ears.

Heads
  • Eyes a quarter of the face's width each, whites visible, the iris softly glowing in the elf's own colour.
  • A spray of 10–20 tiny pale star-freckles over cheeks and nose. They glow faintly at night. This is the elves' mark, in the place where Moonshadow elves have stripes.
  • Ears: short, thick, leaf-shaped, flat to the head, the tip no higher than the brow.
  • Hair moon-white or silver at the roots, shading to a faint tint (lilac, mint, pale blue, pink) at the ends. Always braided into masses as thick as a wrist: a crown braid, a braided bun, one braid lying on the back or the chest, two short braids. No loose hair, no fringe.
  • Skin from birch-pale to warm brown. Old elves have smile lines and stand straight.

Clothes. Women: a fitted bodice and a bell skirt to the ankle. Men: a fitted knee-length coat over trousers and tall soft boots; old men a long coat. All: narrow sleeves; a short shoulder mantle with a hem of five rounded leaf points; one round silver brooch with a crescent; a broad cloth headband with one gem; exactly one woven band of eight-petal roses at the hem; felt boots.

How they glow. Four places, all small: the gem, the irises, the freckles, the hem band. Under 5 % of the figure's area. One colour per elf.

idWhoAge, buildClothMantleGlowCarries (a separate model)
eldridEldrid, queen, keeper of Månebrønnenold and ageless, tallestdusk violetsilver-whiteelf violetnothing; a low silver crescent on her headband
tindeTinde, lights the lanternsyoung womandeep tealmoss greenhoney (the one warm elf: she carries the fire)a teardrop lantern
viljaVilja, sings to the flowersgrown womanplumblossom pinkblossom pink
sildreSildre, watches the waterfallyoung mandeep bluespray whitemagic cyan
newthe eldervery old man, thin, clean-shavenlichen greypale mossaurora greena small harp
newthe weavergrown womansilver-grey with teal bandstealmoon bluea ball of moon yarn
newthe guard at Alveportenbroad man, trimmed white beardslate bluemoonstone greymoon bluea short birch-bark horn; no weapon, no shield
newa childabout eightnight bluepale bluemoon bluea moon bell

A meshable A-pose reference exists for all eight (art/cast-*.webp). The four ids in src/npc/elves.ts are kept.

Cast, A-pose

Rules that survive meshing (from a local file, the cast-art grades in docs/cast-art.md, and the meshes below):

  1. Ears short and thick (above). Both image models draw them long whatever the prompt says; check every image and redraw or paint them back before meshing.
  2. Hair is one mass. A braid lies on the head, the back or the chest; it never hangs free beside the neck.
  3. Nothing in the hands. Lantern, harp, yarn, horn and flower are separate props on the hand bone.
  4. No staff, wand, bow, string, chain, earring, feather or floating rune.
  5. The circlet is a cloth band at least 1/8 of the head's height with a flat gem; a wire circlet vanishes.
  6. Narrow sleeves. Bell sleeves fuse with the skirt in A-pose and tear in a wave.
  7. The mantle ends above the elbow and is rigged to the chest. A cape that reaches the forearm tears when the arm lifts (rodhette in docs/cast-art.md).
  8. Both boots show under the hem; the hem is 10 cm over the ground.
  9. Glow is painted flat in the accent colour with no painted halo round it, so the game's glow mask (src/world/looks.ts) can pick it out of the texture and a halo is not baked in as a pale smudge.
  10. No painted runes or glyphs on the figure (they become bumps); the rose band is flat pattern only.

9. Flora and ground

Flora
  • The giant pale trees: silver-white trunks 3–5 m thick, marks grey, big rounded roots with moss, a high crown of small blue-green leaves in a few large masses with sky gaps. All trees within 80 m of the well are this kind. A dark-trunked forest tree inside the ring breaks the place (today the ten ancient trees do).
  • Moon bells: five to seven bells on arched stems over broad leaves, 0.4–0.7 m tall, in pale blue, violet or pink; one colour per clump; only the bell's heart glows. In drifts of 3–7 clumps along ways and round the well, none in the 3 m round a path's middle.
  • Star moss: teal cushions with tiny pale star flowers that glow faintly at night; the ground cover under the trees.
  • Glow caps: pale caps with a cyan glow underneath, on roots and logs in the old wood round the edge only.
  • Ferns with fiddlehead spirals (the living form of the spiral motif); cotton grass and a white mountain flower at the edge, where Alvheim meets the mountain.
  • Ground: teal moss in broad shapes, lighter cushions 1–3 m across, moonstone veins 0.3–1 m wide winding through it, pale gravel on ways, dark teal-grey where it is trodden. No snow inside ELF_GROUND, no brown earth, no grass blades over 15 cm.
  • Technique for painterly clumps and motion is the flora portfolio's (../flora/).

10. The way up: the transition in six steps

Distances are polyline lengths from world/alvheim.ts and world/regions/fjellfoten.ts, measured from Alvestien's foot at Fjellfoten's edge (900, 257). From Varden it is 440 m more along Fjellstien. One new sign per step; nothing elf-made before the bridge.

StepWhereAlong the wayTo the wellWhat she seesPalette and lightPlants
0Fjellstien and Alvestien's foot−440 to 0 mNo sign by day. At night, the aurora stands over Alvtinden only, and two warm pin-points show on the shelf.outside look, whole: olive, umber, cold grey; ember and gold accentsspruce, pine
1Fjelltjernet244 mThe first sign: one knee-high mossy way stone with one faint blue rune, and one clump of moon bells at its foot, beside an ordinary bench.unchangedunchanged, plus the one clump
2The shoulder's six hairpins370–830 mA way stone at every second hairpin (three), each with one clump of bells and a silver ribbon with a leaf on the nearest birch; pale gravel sprinkled on the umber path for 5 m round each stone.unchanged; the far view opensbirch and heather replace spruce
3Taubrua830–864 m286 m at the west rimThe first elf-made thing: two carved silver posts with spiral tops at each rim, one warm lantern on the east pair. Moonstone shows as one pale vein in the gorge's far wall.east of the bridge the path is umber earth; west of it pale moonstone gravel mixed half and half with rockthe last birches
4Hengestien, eight hairpins beside Sildrefossen864–1570 m286 → 116 mMoonstone veins in the rock from Fjellutsikten on (356 m up Hengestien), one with three runes; a pair of bell clumps at each hairpin; from 577 m up Hengestien the pale crowns of the giant trees show over the cliff with small warm lights.cold: grey and slate-teal rock, snow; Fjellet's clear cold grade; the path is all pale gravelalmost none; moss in cracks
5Lyktestien1570–1652 m116 → 35 mA lantern post every 11 m on alternating sides. Snow ends and moss begins: ELF_GROUND fades in from 123 m to 78 m from the well (the 38th metre of Lyktestien). The lilac-silver place grade fades in from 130 m and is whole at 70 m.from Fjellet's cold grey to lilac-silver over 50 m of walkingdrifts of moon bells; the first giant trees
6Alveporten1625 m62 mThe seam. Everything is whole at the arch: ground whole 16 m before it, grade whole 8 m before it. Through it the well is 1.4° off the arch's axis, dead ahead; Tinde or the guard stands at the left post.AlvheimAlvheim

Rules of the seam, like the town gates': nothing fully elf-made (a building, a tree house, the well's glow) is nearer the bridge than the arch, and nothing of the mountain (snow, grey rock, heather) is inside the arch.

1
2
3
4
5
6

The five way frames share one early-dusk light so that what changes between them is the place. The frames of steps 1–4 are painted more finely than the outside look calls for; they show staging, and the family portfolio owns the outside brush.

11. Meshing: how well the look survives

Pending. The three meshes were queued on zap but not run before this portfolio was written: the queue held seven jobs ahead at about 25 minutes each (2026-10-01). No mesh was looked at, so nothing below is a result. The orchestrator collects, judges and archives them; commands are in models/README.md.

MeshSource imagezap-mesh jobLands inPrompt
Eldridart/cast-eldrid.webp (a local file)1001-150516-0pywa local fileprompts.json, art/cast-eldrid.webp
Tree houseart/mesh-treehouse.webp (…/mesh/alvheim-treehouse.png)1001-150746-oyqra local fileprompts.json, art/mesh-treehouse.webp
Lantern postart/mesh-lantern.webp (…/mesh/alvheim-lantern.png)1001-150746-oyqra local fileprompts.json, art/mesh-lantern.webp

What to look for in each -views.png, from the recipe and the cast-art grades (expectations, not findings):

  • Eldrid: whether the leaf mantle's points stay separate from the upper arms (if they fuse, shorten the mantle to the shoulder seam and say "the mantle ends at the shoulder, the whole arm is free"); whether the crown braid stays a ring or melts into a cap; whether the ears come back as thick flaps (acceptable) or spikes; whether the back of the skirt keeps the rose band (the back is invented: if it is blank, the band must be re-projected or the hem painted in the pipeline); whether the hem band's violet is flat enough for the glow mask.
  • Tree house: the underside of the wide upper storey and the stair's back half are invented; the slab steps may fuse into a ramp (then ask for "eight separate thick steps with clear gaps"); the moss cushions may become lumps with green smears; the crescent finial is the thinnest part.
  • Lantern post: the two chain links and the flower stems are the thin parts and are expected to come back as blobs. art/krea-lantern.webp shows the fix: one thick link, and the flowers left off and planted in the engine. The glass is opaque in a mesh; its light is the game's (ELF_GLASS halo).

Two references are ready and not queued: art/mesh-arch.webp (Alveporten) and art/mesh-well.webp (Månebrønnen), and seven more elves (art/cast-*.webp).

12. Never

  • A fantasy city: houses on the ground, towers, bridges between trees, waterfalls in the village, banners, railings. Both image models add them whenever a prompt says "elf village"; every scene prompt lists them as absent.
  • Tolkien's elves (long loose hair, bows, armour, filigree, haughty faces) and Christmas elves (red and green, pointed hats, curled shoes, stripes, a white beard on a small round man, a knitted rose jumper).
  • Amulet's elves (grey skin, slit eyes, uniforms, masks) and Moonshadow elves (horns, four fingers, blades).
  • Eyes without pupils or whites; skin that glows; blue or grey skin.
  • Ember orange, red, gold metal, black, brown earth.
  • A lantern brighter than the well; a blue lantern; a golden rune; a rune on wood, cloth or skin; a loop band on stone.
  • Thin things: wire crooks, ribs, railings, ladders, free strings, chains.
  • Boxes, right angles, mirror symmetry, broken or jagged silhouettes.
  • A dark-trunked tree, a spruce or snow inside the ring.
  • A weapon on any elf.

13. Checklist

Hold an asset or a frame against it; every line is yes or no.

An asset

  1. Does it lean 3–8°, taper to half its foot or less, and end in a curl or a point?
  2. Is its motif the right one for its material (stone: rune; wood: loop and spiral; cloth: rose and leaf; silver: crescent and leaf), with at most one crescent?
  3. Is wood silver outside and honey only inside?
  4. Is its glow one small part, warm if people use it and cool if it is magic?
  5. Is every part at least as thick as an arm (post ≥ 0.25 m, cord ≥ 5 cm)?
  6. Is there moss at its foot?
  7. Is its darkest texel lighter than #1B2740, and is it free of red, ember, gold and black?
  8. Could the reference image be meshed: one object, whole, plain light-grey ground, no shadow, no thin part?

An elf

  1. 5 heads tall (queen 5.5, child 3.5), shoulders 1.3 heads, a bell outline?
  2. Star-freckles, glowing irises with whites, ears no higher than the brow?
  3. Hair braided in thick masses that lie on the head or body?
  4. One cloth colour, one leaf mantle above the elbow, one brooch, one headband gem, one rose band?
  5. Glow in four places at most, under 5 % of the figure, one colour?
  6. Empty hands in the reference; no weapon ever?

A frame

  1. Is the well, if in view, the brightest thing?
  2. Are glow cores within budget (day 1 %, dusk 5 %, night 4 %)?
  3. At night in the square, are cool cores at least as many as warm ones?
  4. Median luma: day 0.4–0.5, dusk 0.25–0.35, night 0.22–0.3; under 1 % of pixels below 0.08?
  5. Are the trunks in the ring pale and lighter than the night sky behind them?
  6. Is there calm, empty moss between the things (no cluster nearer than 6 m to the next)?
  7. On the way up: does this stretch show only the signs its step allows?

Files

  • art/: 34 images (33 generated, 1 palette sheet rendered in code), art/rejected/: 8 with their fault in prompts.json.
  • prompts.json: every image's prompt, model, seed, size, provider, role and verdict.
  • prompt-blocks.md: the reusable blocks and the image that proves each.
  • models/: empty but for README.md: three meshes pending (rule 11), with the commands to fetch and archive them.
  • sources.md, open-questions.md.
  • Originals: a local file (with gen.sh, build.py, measure.py).