Lore · §11

Human recruits

Guild recruitment commonly offers 10+ fighters. Recognizable fantasy/historical roles and cultural clichés are allowed when they communicate gameplay efficiently. The universe does not need to reinvent every archetype.

Humans vary strongly in height, corpulence, age, sex, culture, armor, weapon and posture. Amended D-441 Median gameplay anatomy: about 7--8 heads, grounded and realistic, with variation by body. Full plate exists. Human-made weapons normally use realistic proportions. No conventional spellcaster visual language unless explicitly established later. Amended D-311 Established: a mage may look like a classic fantasy mage; what they carry is a device (§28).

Amended D-291, D-293, D-294, D-307 - Everyone is human. There are no other peoples, and no one has magic. A healer uses creature-derived medicine; a fire-thrower carries a device of hot Tower stone (GAMEPLAY §7). Amended D-311 The frontier still calls them a hedge-witch and a pyromancer (§28).

PRODUCTION RULE: each recruit needs one canonical gameplay appearance, not separate early/mid/veteran sprites. Sprites communicate role, body, silhouette and general identity, not exact inventory. Gameplay faces are anonymous at distance; portraits can show full identity.

Amended D-080 The gameplay appearance is one sprite per Active: everyone with the same Active looks the same in combat, apart from a palette tint. The diversity above lives across Actives and in the portraits, which come from an offline library (D-081).

Visual references

humans/HUMAN_VISUAL_MASTER_001.png

humans/HUMAN_VISUAL_MASTER_001.png 1536 × 1024

Fills HUMAN_VISUAL_MASTER

Canonical for Human design language, diversity, clothing, cultural influence, detailed character appearance (VISUAL §23); devices as the source of effects.

Not canonical for The concept-to-sprite strip's sprites — ≈ 39 art px tall, ≈ 2.8 heads: chibi retro sprites, which VISUAL §1 and §8 rule out. The culture labels (Western, Mediterranean, Eastern…) are examples; named cultures are open (UNIVERSE §23). The device names are examples. "Crystal" as a device material conflicts with tower_adaptation_001's "do not include: crystal".

What it shows

"Human visual reference sheet": ten ordinary humans of varied height, build, age and sex; body-diversity silhouettes; cultural-influence portraits; six Active-device examples (Tower-stone staff, crystal launcher, arc rod, resonance lantern, vapour canister, harpoon gun); a concept-to-sprite strip; rules ("one active ability = one gameplay sprite family").

humans/HUMAN_POPULATION_001.png

humans/HUMAN_POPULATION_001.png 1536 × 1024

Fills Recruit population reference (UNIVERSE §22); the style reference for Fighters and portraits (D-274)

Canonical for Human, body and role diversity (UNIVERSE §22); concept art for the general style and the range of heights and builds Fighter sprites follow; the hand-drawn portrait style (VISUAL §1, D-274).

Not canonical for Its head proportions (≈ 7 heads): concept art; sprites keep canon's 5.5–6 heads (UNIVERSE §11) as the Yui sheet draws them. Names, classes, cultures and trait words are examples only (UNIVERSE §22) — recruits have no classes and no identity tags (D-015). Per-person gameplay looks — the sprite is per Active (D-080).

What it shows

"Guild recruitment population": twelve named humans (Sera, Brann, Lio, Kael, Mara, Ren, Yui, Garr, Tess, Dorn, Elias, Nadia) with roles, portraits, trait words and a silhouette line-up.