docs/canon/VISUAL.md and the reference masters
Visual canon
How the game looks, as the owner wrote it, and the images that are authoritative for it. These pages are the canon itself, cut into its sections, never retold.
The reference masters
77 images fill a master or a library; each is shown on the page it is about (a class's character master on the class, a realm's library under its realm in the lore). Where each one lives, and the 6 masters still missing.
How it looks
- About the visual canon
- The four visual layers §1
- Core visual formula §2
- Gameplay camera §3
- Three-plane composition §4
- Tower gigantism §5
- Gameplay character rendering §6
- Character detail hierarchy §7
- Gameplay proportions §8
- Active-driven character identity §9
- Cultural design §10
- Porter §11
- Creature rendering §12
- Creature design §13
- Tower technology §14
- Tower material at gameplay scale §15
- Property colour §16
- VFX hierarchy §17
- Environmental rendering §18
- Middle-floor language §19
- Cartographer traces §20
- UI relationship §21
- Production asset hierarchy §22
- Reference authority §23
- Canonical visual principles §24
- Generating the world
For image generation
The canon's second part: production tiers, prompt modules and the laws an image generator is given.