The reel, and every ruling you have made. This page is the source of
truth for what can go into a shot: if an asset is not in LOCKED below, it cannot be
attached to a Higgsfield prompt and the shot gate will block it.
Everything produced so far, cut together in order: THREE COMPLETE
EPISODES plus the opening of the fourth - Chapters 1 through 10, from a courier girl on
a hoverboard to the night the enemy stopped sending scouts and sent something with a
name. Over forty minutes. Chapters are still being revised as notes come in - this reel
is always the current state of all of them.
SKYREELS - 37 APPROVED PROMPTS, AND WHAT THEY MADE
Every SkyReels prompt you have approved, kept here after it leaves the inbox:
the exact words, the roll it became, how the gate judged it, and the clip at 720p. The 1080p
masters are on disk. Credits spent on rolls so far: 2345.
THE REEL SO FAR - scene 1's first 30 seconds, then scene 2 end to end 96 seconds. Scene 1 runs 0-31.7s (its last 15 seconds are not shot yet - the slate says so), then scene 2 runs 62.9s. RE-CUT 2026-09-22 after the first assembly went out with the pre-recorded mix laid over the dialogue takes, which put every line's lips 0.24-2.11s late. Now every shot where someone speaks on camera keeps SkyReels' OWN audio - picture and sound are the same recording - and the mix carries only George and the bed over the silent shots. Built by Tools/series/cut_dialogue.py from test-sc02/CUT2.json; 1080p master at film/skyreels/REEL_v2.mp4.
SCENE 1 - the first 30 seconds, every shot SkyReels 31.7s cut against the scene-1 mix by Tools/series/cut_first30.py from test-sc01/CUT.json: sea 2.0-6.4, island push, sea, island crown, mill, porch, Holly, island wide. Brandt 2026-09-20: 'the first 30 seconds is looking good'.
APPROVE - roll it exactly like thi
SC01 S5 - PORCH
Result: PASS - full frame, frame 0 at 19.6 dB from the plate, one continuous push-in ending tight on the door, petals drift, native audio = birdsong only.
UNDER: George - "We're going to start at the bottom. On a porch. That's where things get decided." @Porch is the place, exactly as pictured. Full-frame 16:9 edge to edge, no black...
the exact prompt you approved
UNDER: George - "We're going to start at the bottom. On a porch. That's where things get decided."
@Porch is the place, exactly as pictured. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: early morning at the end of the east orchard. Nobody is home yet. We start wide on the empty porch from the yard and drift slowly toward the closed door, the way you would walk up to a house you know. This is the porch where things get decided.
CAMERA: one slow, steady push-in toward the porch door for the whole five seconds, at eye level; it never pulls back and never tilts up into the sky; by the end the porch and its door fill most of the frame.
TIMING:
0-2s: wide on the porch and the orchard row; blossom petals drift across the yard on a light breeze; the trees sway.
2-5s: the push continues; the railing and the bench slide past the edges of frame; we settle on the closed door and the barrel beside it and hold there.
MOTION LAYERS: petals in the foreground drift right to left; the blossom trees in the mid-ground sway gently; the house and porch are solid and still; the shadows stay put.
<sfx>a light breeze moving through blossom trees, birdsong far off, one slow creak of porch boards as we get close</sfx> No music, no voice.
MUST NOT: no person or animal; the door stays closed; no light in the windows; no camera pull-back; no text.
task 2101334799704272896 · 175 credits
APPROVE - roll it exactly like thi
SC01 S4 - MILL
Result: PASS - full frame, locked camera (per-frame change 0.74), wheel turns, water flows; native audio dropped in the cut (scribe tagged it '[outro jingle]').
UNDER: George - "We're going to start at the bottom." (the cut down the terraces, past the mill and the crossing) @Mill is the picture, exactly as it is. Full-frame 16:9 edge to edge,...
the exact prompt you approved
UNDER: George - "We're going to start at the bottom." (the cut down the terraces, past the mill and the crossing)
@Mill is the picture, exactly as it is. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: the canal mill at the bottom of the town, early, working on its own - the wheel turning, water running, nobody about. A short establishing beat on the way down to the porch; the town is already at work before anyone is awake.
CAMERA: locked off for all five seconds - no pan, no zoom, no push, no pull-back. The wheel is the motion.
TIMING:
0-5s: the big wooden wheel turns slowly and steadily the whole time; water pours from the flume onto its paddles and drips off them into the canal; the canal flows gently toward the bottom right; the coil of rope, the sacks, the bowl on the sill and the open door stay exactly as they are.
MOTION LAYERS: water on the wheel in the foreground; the wheel itself; the canal surface behind it; the mill house and the bridge solid and still.
<sfx>water pouring over a wooden mill wheel and dripping into a canal, the slow creak of the wheel's axle, a light wind</sfx> No music, no voice.
MUST NOT: no person, animal, boat or bird; the wheel keeps its size and its number of spokes and paddles; the water never floods, splashes high or turns white; no text.
task 2101339267711774720 · 175 credits
APPROVE - roll it exactly like thi
SC01 S2 - ISLAND
Result: PASS - full frame, push rises then eases to a HOLD as scheduled, ring stays highest, one lit glyph as on the plate; native audio = wind.
UNDER: George - "...one mountain that refused to drown. They call it Solmara." and later "Up on the crown of it there is something. We will get to it." @Island is the picture, exactly...
the exact prompt you approved
UNDER: George - "...one mountain that refused to drown. They call it Solmara." and later "Up on the crown of it there is something. We will get to it."
@Island is the picture, exactly as it is. Full-frame 16:9 edge to edge, no black bars, no letterbox. The stone ring on the crown is the highest thing in the frame at every moment.
SHOT: first sight of Solmara from the sea at first light - one mountain that refused to drown, a whole town climbing its flanks under strings of pink lanterns, and on the bare crown a ring of standing stone that the eye is drawn up to. We arrive.
CAMERA: one slow, steady push-in from the sea toward the crown, low angle, for eight seconds; then it eases to a stop and holds. It never orbits, tilts, cranes, drifts sideways or pulls back. The island fills the frame for all ten seconds including the last.
TIMING:
0-3s: the whole island centred in the calm sea, the push just beginning.
3-8s: we close on the island; the town's terraces and lantern strings pass below the centre of frame as the crown and the ring rise into the upper third.
8-10s: the push eases to a stop and HOLDS: the bare crown and the ring fill the upper two-thirds of the frame, the top rows of the town still visible along the bottom edge.
MOTION LAYERS: the sea swells gently around the shore; the lantern strings hang still; the ring is still and does not light up; the sky is still.
<sfx>sea against a rocky shore, a low wind that rises slowly as we get close</sfx> No birds. No music, no voice.
MUST NOT: no boats, birds, clouds, people or smoke; the island does not change shape or grow a second ring; the ring does not glow, spin or open; no text.
task 2101339727663345664 · 350 credits
APPROVE - roll it exactly like thi
SC01 S1 - OPEN SEA
Result: PASS WITH A HEAD TRIM - opens on a tilted horizon for ~1.5s then levels and holds to 15.0s; the cut uses 2.0s onward. Lesson: say 'the horizon is level from the first frame'.
UNDER: George - "There is a world that is mostly ocean..." and "Nothing has come over that water in a thousand years. Nothing has come out of that sky either." @Sea is the picture,...
the exact prompt you approved
UNDER: George - "There is a world that is mostly ocean..." and "Nothing has come over that water in a thousand years. Nothing has come out of that sky either."
@Sea is the picture, exactly as it is. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: the opening of the film. Open ocean at first light, and nothing on it - no land, no boat, no bird, no sun. The emptiness is the point: this is a world that is mostly water, and nothing has crossed it in a thousand years.
CAMERA: low over the water, almost locked - a barely perceptible forward drift for the whole fifteen seconds, as if we are travelling slowly toward something not yet in sight. The horizon stays level and exactly where it is. It never tilts up and never pulls back.
TIMING:
0-5s: long slow swells roll toward us; pale glints slide across the water.
5-10s: the same, the water a little brighter as the light lifts; the sky holds its cream-to-rose gradient.
10-15s: the swells keep rolling; nothing has appeared; hold.
MOTION LAYERS: the foreground swells lift and fall slowly; glints drift on the mid-water; the far water is almost still; the sky is still.
<sfx>open sea - slow swells, a low steady wind, nothing else</sfx> No birds. No music, no voice.
MUST NOT: nothing appears on the water or in the sky at any moment; no big wave, whitecap, foam or spray; the horizon never tilts; no text.
task 2101343539060944896 · 525 credits
APPROVE - roll it exactly like thi
SC01 S6 - HOLLY CROSSES THE YARD - v5 after the first roll recomposed it
Result: PASS - she crosses right to left in profile, face to camera, board flat at her hip, crate in the other hand, footsteps on the track; frame 0 at 16.2 dB from the frame. She stops at ~3.3s because the TIMING block ended with 'hold' - the cut uses 0.2-3.2s. (The v4 roll before it, task 2101345230401449984, 175 credits, was REJECTED: she walked away from camera.)
UNDER: George - "That's Holly Jo. Nineteen, and she carries this island. Every loaf, every crate, every box up every stair..." THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE: the...
the exact prompt you approved
UNDER: George - "That's Holly Jo. Nineteen, and she carries this island. Every loaf, every crate, every box up every stair..."
THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE: the camera stands in the yard looking SIDE-ON at the wash line, the farmhouse porch at the LEFT edge of frame, the blossom trees at the RIGHT edge, the line of hung clothes across the middle. @Holly walks ACROSS this frame from right to left IN PROFILE, her face toward the camera side the whole way - we never see her back. @Board is her hoverboard. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: this is Holly Jo. She crosses her mother's yard right to left in front of the wash line, early, already working: the board flat at her hip in her right hand (nearest us), a crate of fruit in her left, the brisk, unbothered walk of someone who runs a mountain every day. She does not stop, does not turn toward the house, does not look at us.
CAMERA: locked off for all five seconds at the side of the yard; no pan to follow her, no zoom, no push, no pull back, never behind her. She stays fully in frame, in profile, throughout.
TIMING:
0-1s: mid-yard, already walking, in front of the wash line.
1-4s: she crosses at a brisk pace, board and crate level, hair moving with her stride, the hung clothes stirring as she passes.
4-5s: she reaches the porch steps at the left, still in frame, still walking; hold.
MOTION LAYERS: Holly walking; the clothes stirring; a few petals drifting; house and posts still.
<sfx>footsteps on packed earth, the creak of a wooden crate, washing flapping once in a light breeze, birds far off</sfx> No music, no voice.
MUST NOT: her back is never turned to the camera and she never walks away from us toward the house; she does not ride, drop or mount the board; the board keeps its shape and colour and grows no wheels; nobody else appears; no camera move; no text.
task 2101463088414470144 · 175 credits
APPROVE - roll it exactly like thi
SC02 R3 - MOMMA ALONE - the voice test, rolls FIRST
Result: PASS, and it settles the question the scene was waiting on. The line is verbatim in her mouth ('Mm, ducked under my arm every time'), and it is OUR cast voice: median pitch 163.3 Hz against our own take's 163.3 Hz, and not a paste of our file (waveform correlation 0.24), so SkyReels generated the performance on her timbre from the uploaded sample. Frame 0 at 17.3 dB against the frame, the best composition hold of any character shot so far; camera locked; full frame; her face holds to her sheet; the mouth articulates on the line and is closed after.
UNDER: MOMMA JO - "Mm. Ducked under my arm. Every time." She says it herself in this shot; George is silent here. THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE: the camera stands in...
the exact prompt you approved
UNDER: MOMMA JO - "Mm. Ducked under my arm. Every time." She says it herself in this shot; George is silent here.
THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE: the camera stands in the yard square-on to the wash line, a medium shot; @Momma alone at the centre between the two posts, facing the camera, the cloth in both hands, her face toward us for all five seconds and never her back; @Washline is her line, its hung clothes at FRAME LEFT; the farmhouse porch at the FRAME RIGHT edge; the orchard behind. Full-frame 16:9 edge to edge, no black bars, no letterbox. She is the only person in the shot.
SHOT: Momma Jo alone at the line a moment after the girl has gone, pleased with herself, going on with the washing.
@Momma says quietly, to herself, <dialogue>Mm. Ducked under my arm. Every time.</dialogue><voice_ref>Mm. Ducked under my arm. Every time.</voice_ref>
CAMERA: locked off for all five seconds including the last - no pan, no zoom, no push, no pull back; the posts, the line, the house and the trees stay put and the same size.
TIMING:
0-0.7s: the pose in @Frame, looking down at the cloth, hands moving a little on it.
0.7-3.4s: the line - unhurried, small clear mouth shapes, the smile held where it is; one small glance up and to FRAME LEFT, her face staying to the camera, then back down to the cloth.
3.4-5s: her mouth closed and still, the half-smile widening a touch; she folds the cloth once, slowly, below her chin, and keeps hold of it; she stays where she is.
MOTION LAYERS: her hands and face; the hung clothes stirring faintly; a petal or two drifting; everything else still.
<sfx>a light breeze in blossom trees, cloth being handled, birds far off</sfx> No music, no jingle. No other voice.
MUST NOT: nobody else appears and nobody walks through; she does not turn away or step out of frame; the clothes on the line keep their count and colours; no text.
task 2102073754414362624 · 175 credits
APPROVE - roll it exactly like thi
SC02 R2 - COIN TO POCKET - silent
Result: PASS after a ~75-minute stall on 'Generating...'. Full frame, no bars. The coin is pushed in and out of sight by ~1.5s, the fingers open and the hand comes to rest on the jacket, and from 2.5s nothing moves. No face, no second coin, no glow. Native audio is near-silent (-57.9 dB, scribe hears only '[clicking]'). One accepted deviation: the framing is tighter than the plate (frame 0 at 11.4 dB), a macro rather than the plate's wider close-up - it obeys the prompt's own framing law and reads as an insert.
UNDER: HOLLY JO, off camera - "Love you, Momma Jo!" (the mix carries it; the shot is the coin and the pocket) THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE: an extreme close-up on...
the exact prompt you approved
UNDER: HOLLY JO, off camera - "Love you, Momma Jo!" (the mix carries it; the shot is the coin and the pocket)
THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE: an extreme close-up on @Holly's jacket front, square to camera; the top edge of frame cuts her at the chest and the bottom edge at her trouser button, so her head and shoulders stay outside the frame for all five seconds; her hand comes in from FRAME LEFT holding @Coin at the open pocket on the FRAME-LEFT panel; the orchard a soft blur behind. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: @Coin goes into her pocket by feel, the way it does every morning. One small action, then stillness.
CAMERA: locked off for all five seconds including the last - the torso stays the same size in the same place; no push, no pull back, no reframing, no widening to show the whole figure.
TIMING:
0-1.5s: the fingertips push @Coin down into the pocket until the coin is out of sight; only the fingertips reach the pocket lip, the hand stays outside.
1.5-2.5s: the fingers open and the hand draws back to the left the way it came in and comes to rest flat against the jacket, still in frame.
2.5-5s: the hand rests there and the pocket edge lies flat; she stays square to camera; NOTHING moves - not the torso, not the jacket, not the background.
MOTION LAYERS: the hand and the coin only; the jacket settling once as the hand comes to rest; the background still.
<sfx>a light breeze in blossom trees, a jacket settling once</sfx> No music, no jingle, no voice.
MUST NOT: a second coin; the coin lighting up or a cyan ring around it; the coin reappearing or going anywhere but that pocket; the hand changing to the other hand, or extra fingers; the torso turning, swaying or walking after the hand comes to rest; a face entering frame; no text.
task 2101833047883788288 · 175 credits
APPROVE - roll it exactly like thi
SC02 R1 - THE DUCK - rolls LAST, after the voice test
Result: PASS WITH A TAIL TRIM - use 0.0-2.6s. Only Momma Jo's mouth moves; Holly holds her grin through the whole line, which was the two-face risk. The voice is ours again (median F0 155.3 Hz against our take's 155.3). She stays in frame at the rail post, full frame, no bars, and the board, satchel and coin all hold. The one defect is that she says the line twice, at 0.30-2.30s and again at 2.98-4.92s; the beat the cut needs is ~1.8s, so a 2.6s trim removes the repeat. Cause: the TIMING block never told her mouth to stop after the line, where R3's did.
UNDER: MOMMA JO - "Deflect, baby. Don't dodge." Holly is silent in this shot; her line is the next shot, off camera. THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE: the camera on the...
the exact prompt you approved
UNDER: MOMMA JO - "Deflect, baby. Don't dodge." Holly is silent in this shot; her line is the next shot, off camera.
THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE: the camera on the porch looking along it, @Momma at the LEFT edge in the doorway with her arm out straight to the right like a bar, @Holly at the RIGHT just past that arm, bent low at the rail post. She rises where she stands and is still at that post at five seconds; nobody goes right of it. Only @Momma's mouth moves; @Holly's lips stay still in her grin for all five seconds. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: Holly has just ducked under her mother's arm, the coin already in her hand; she straightens up past the arm and is still there, in frame, when the shot ends.
@Momma says, calm and level, <dialogue>Deflect, baby. Don't dodge.</dialogue><voice_ref>Deflect, baby. Don't dodge.</voice_ref>
CAMERA: locked off for all five seconds including the last - no pan to follow Holly, no zoom, no push, no pull back, no widening; the porch stays put.
TIMING:
0-0.5s: the pose in @Frame, Momma Jo's eyes on Holly and her head where it is.
0.5-2.6s: Momma Jo's mouth moves on the line, small calm shapes, the arm stays out; Holly comes up out of the duck grinning back at her, her feet where they are.
2.6-5s: Holly comes up to full height at the rail post and settles there, board and coin in the same hands as in @Frame, her raised hand well inside the right edge; Momma Jo's arm lowers slowly; both stay put.
MOTION LAYERS: Momma Jo's mouth and arm; Holly rising, her hair with the movement; the orchard still.
<sfx>a light breeze in blossom trees, birds far off</sfx> No music, no jingle. No second voice.
MUST NOT: Holly leaving the frame or the camera following her; the coin changing hands or a second coin; the board changing shape or growing wheels; anyone else appearing; no text.
task 2102157264336596992 · 175 credits
APPROVE - roll it exactly like thi
SC02R B1 - THE RAIL - "Sit down a minute"
Result: PASS, and it settles the biggest open question in the film: a two-character conversation with alternating dialogue, each line in its own cast voice from its own uploaded sample. All four lines verbatim, in order, each spoken once. The voices separate with no overlap - Momma at 149.5 and 155.4 Hz against her reference 163.3, Holly at 228.6 and 193.9 against hers at 228.6. The right mouth moves on every line and the other stays closed. Picture is the cleanest measured: frame 0 at 16.8 dB, per-frame change 0.26, full frame, both faces holding off the rebuilt plate.
UNDER: MOMMA JO "Sit down a minute, sugar." / HOLLY JO "Can't. Ossie doubled his order, Missus Petra's scorin' my landing -" / MOMMA JO "Holly Jo. One minute." / HOLLY JO "- and one...
the exact prompt you approved
UNDER: MOMMA JO "Sit down a minute, sugar." / HOLLY JO "Can't. Ossie doubled his order, Missus Petra's scorin' my landing -" / MOMMA JO "Holly Jo. One minute." / HOLLY JO "- and one box up the keeper's stair."
THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE: @Momma at the LEFT in profile facing right and never turning to camera, the coin flat on her open palm out over the rail; @Holly at the RIGHT, square to camera with her head turned to @Momma; the orchard row between them. Neither woman moves from her place or toward an edge, and both are in frame for all twelve seconds. ONLY ONE MOUTH MOVES AT A TIME; the one who is not speaking keeps her lips closed and still. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: a mother asking for one minute and a daughter who will not sit down.
@Momma says, warm and unhurried, <dialogue>Sit down a minute, sugar.</dialogue><voice_ref>Mm. Ducked under my arm. Every time.</voice_ref> @Holly answers fast, <dialogue>Can't. Ossie doubled his order, Missus Petra's scorin' my landing -</dialogue><voice_ref>Ossie doubled his order.</voice_ref> @Momma, flat and level, <dialogue>Holly Jo. One minute.</dialogue> @Holly, quick, <dialogue>- and one box up the keeper's stair.</dialogue>
CAMERA: locked off for all twelve seconds including the last - no pan, no zoom, no push, no pull back.
TIMING:
0-1.2s: @Momma speaks, @Holly's lips closed and still.
1.4-5.7s: @Holly speaks, @Momma's lips closed and still, her palm unmoved.
5.9-7.5s: @Momma speaks, @Holly's lips closed and still.
7.7-9.9s: @Holly speaks, @Momma's mouth closed and still.
9.9-12s: both mouths closed and still; they hold each other's eyes; nothing else moves.
MOTION LAYERS: the speaking mouth, small head movement, hair; hung clothes; petals; all else still.
<sfx>a light breeze in blossom trees, birds far off</sfx> No music, no jingle. No third voice.
MUST NOT: the coin moving off the palm; the board changing shape; anyone else appearing; no text.
task 2102230450940035072 · 420 credits
APPROVE - roll it exactly like thi
SC02R B2 - THE RAIL - "Bridge money. Come get it."
Result: not rolled yet.
UNDER: MOMMA JO "Bridge money. Come get it." / HOLLY JO "Toss it." / MOMMA JO "I don't toss money." / MOMMA JO "That is for the bridge. You have never paid that bridge one morning of...
the exact prompt you approved
UNDER: MOMMA JO "Bridge money. Come get it." / HOLLY JO "Toss it." / MOMMA JO "I don't toss money." / MOMMA JO "That is for the bridge. You have never paid that bridge one morning of your life."
THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE - same distance, same brightness, nothing tighter or darker: @Momma at the LEFT in profile facing right, never turning to camera, the coin flat on her open palm over the rail; @Holly at the RIGHT, square to camera, head turned to @Momma, HER HOVERBOARD IN HER HAND - it never leaves it. Neither moves; @Holly never reaches for the coin. Both in frame all ten seconds; the palm stays open with the coin throughout. ONLY ONE MOUTH MOVES AT A TIME; the one not speaking keeps her lips closed and still. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: the coin is offered, not thrown; the refusal is the point.
@Momma, level, <dialogue>Bridge money. Come get it.</dialogue><voice_ref>Ducked under my arm.</voice_ref> @Holly, easy, <dialogue>Toss it.</dialogue><voice_ref>Ossie doubled his order.</voice_ref> @Momma, dry, <dialogue>I don't toss money.</dialogue> @Momma, quieter, <dialogue>That is for the bridge. You have never paid that bridge one morning of your life.</dialogue>
CAMERA: locked off for all ten seconds including the last - no pan, zoom, push or pull back.
TIMING:
0-1.5s: @Momma speaks, @Holly's lips closed.
1.5-2.4s: @Holly speaks, @Momma's lips closed.
2.4-3.8s: @Momma speaks, @Holly's lips closed.
3.8-4.2s: both mouths closed; her eyes on @Holly.
4.2-8.0s: @Momma speaks her last line; @Holly listens, lips closed.
8.0-10s: both mouths closed and still; palm, coin and board unmoved.
MOTION LAYERS: the speaking mouth and small head movement; all else still.
<sfx>a light breeze in blossom trees, birds far off</sfx> No music, no third voice.
MUST NOT: the board leaving her hand or vanishing; the coin leaving the palm, being thrown, dropped or taken; anyone leaving frame; no text.
APPROVE - roll it exactly like thi
SC02R B3 - THE RAIL - "Why does nobody ever go up there?"
Result: not rolled yet.
UNDER: HOLLY JO "Momma Jo. Why does nobody ever go up there?" / MOMMA JO "Eat something." / HOLLY JO "...You do that every time I ask." The silent hold at the end of this roll is also...
the exact prompt you approved
UNDER: HOLLY JO "Momma Jo. Why does nobody ever go up there?" / MOMMA JO "Eat something." / HOLLY JO "...You do that every time I ask." The silent hold at the end of this roll is also the scene's later callback shot, so it has to stay clean to the last frame.
THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE - same distance, same brightness, nothing tighter or darker: @Momma at the LEFT in profile facing right, never turning to camera, the coin flat on her open palm; @Holly at the RIGHT, square to camera, head turned to @Momma, HER HOVERBOARD IN HER HAND - it never leaves it. Neither moves from her place or toward an edge; both in frame all ten seconds. ONLY ONE MOUTH MOVES AT A TIME; the one not speaking keeps her lips closed and still. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: the girl asks the question the show is about; her mother answers a different one.
@Holly asks, direct, <dialogue>Momma Jo. Why does nobody ever go up there?</dialogue><voice_ref>Ossie doubled his order.</voice_ref> @Momma, flat and unhurried, <dialogue>Eat something.</dialogue><voice_ref>Ducked under my arm.</voice_ref> @Holly, quieter, <dialogue>...You do that every time I ask.</dialogue>
CAMERA: locked off for all ten seconds including the last - no pan, zoom, push or pull back.
TIMING:
0-2.9s: @Holly speaks, @Momma's lips closed.
2.9-3.8s: @Momma speaks two words, @Holly's lips closed.
3.8-5.3s: both mouths closed and still; @Holly's eyes drop once and come back to @Momma.
5.3-7.4s: @Holly speaks, @Momma's lips closed and her eyes level.
7.4-10s: both mouths closed and still; neither moves; board and coin unmoved.
MOTION LAYERS: the speaking mouth and a small shift of the head; all else still.
<sfx>a light breeze in blossom trees, birds far off</sfx> No music, no third voice.
MUST NOT: the board leaving her hand or vanishing; the coin leaving the palm; a glance up the mountain becoming a camera move; anyone else appearing; no text.
APPROVE - roll it exactly like thi
SC02R A1 - THE CANAL BRIDGE
Result: not rolled yet.
UNDER: GEORGE - "There is a bridge on her round. The canal bridge, in town." and later "One coin for the bridge." THE COMPOSITION IS @Bridge AND IT DOES NOT CHANGE: the single stone...
the exact prompt you approved
UNDER: GEORGE - "There is a bridge on her round. The canal bridge, in town." and later "One coin for the bridge."
THE COMPOSITION IS @Bridge AND IT DOES NOT CHANGE: the single stone arch at mid-depth toward the RIGHT of centre, the canal running out of frame at the BOTTOM, the stepped quays and teal stone buildings climbing away on both sides, the strung rows of pink lanterns crossing the frame, and the WEIR in the foreground pouring white water into the pool below it. The same angle, the same distance, the same size for all ten seconds. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: the canal bridge working on its own, early, nobody on it. This is the thing the coin is for, and the cut uses it twice, so it has to hold for a long look.
CAMERA: locked off for all ten seconds including the last - no pan, no zoom, no push, no pull back, no drift. The water is the motion.
TIMING:
0-10s: the weir pours steadily the whole ten seconds at the same width and the same height, and the pool below it churns; the canal runs on under the arch; the lantern strings sway the smallest amount; the stonework and the buildings stay exactly as they are.
MOTION LAYERS: the weir and the pool in the foreground; the canal surface; the lantern strings; stone, buildings and sky still.
<sfx>water falling over a weir into a pool, water moving under a stone arch, a light wind</sfx> No music, no voice.
MUST NOT: any person, boat, cart or animal appearing; the weir stopping, drying up or flooding over the parapet; the canal rising; the bridge gaining a second arch; a lantern lighting up; the camera moving or reframing; no text.
APPROVE - roll it exactly like thi
SC02R A2 - THE CROSSING, FARE PAID
Result: not rolled yet.
UNDER: GEORGE - "The crossing goes over the top of it, and it is paid." THE COMPOSITION IS @Crossing AND IT DOES NOT CHANGE: the humpbacked stone bridge side-on filling the middle of...
the exact prompt you approved
UNDER: GEORGE - "The crossing goes over the top of it, and it is paid."
THE COMPOSITION IS @Crossing AND IT DOES NOT CHANGE: the humpbacked stone bridge side-on filling the middle of frame, the line of townsfolk walking up and over it from FRAME LEFT toward the toll house at the RIGHT, the man at the front holding a gold coin out to the open hatch, the mill wheel turning at the RIGHT edge, the canal and its falls below. The toll hatch is UNMANNED and stays that way. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: the crossing is paid, and it is an ordinary morning queue doing it. Everyone already in the picture keeps moving; nobody arrives and nobody leaves.
CAMERA: locked off for all five seconds including the last - no pan, no zoom, no push, no pull back.
TIMING:
0-2.0s: the man at the front lays the coin on the hatch sill and it is gone from sight; the queue behind him walks on at an easy pace.
2.0-5s: he walks on over the bridge; the queue keeps moving up and over; the mill wheel keeps turning; the falls keep pouring. Everyone stays on the bridge and inside the frame.
MOTION LAYERS: the walking figures on the bridge; the coin and the paying hand; the mill wheel; the falling water; the lantern strings; the buildings still.
<sfx>footsteps on stone, a coin set down, a mill wheel turning, water falling</sfx> No music, no voice.
MUST NOT: a keeper, shopkeeper or any hand or face appearing at the hatch or the window; a second coin; anyone leaving frame or walking off the bridge; the figures freezing; the mill wheel stopping; no text.
APPROVE - roll it exactly like thi
SC02R A4 - THE FARMHOUSE
Result: not rolled yet.
UNDER: GEORGE - "Every morning, at the farmhouse. Into her daughter's hand." AND, at the end of the scene, the wordless hold after Holly has gone. Same plate, two moments; the cut...
the exact prompt you approved
UNDER: GEORGE - "Every morning, at the farmhouse. Into her daughter's hand." AND, at the end of the scene, the wordless hold after Holly has gone. Same plate, two moments; the cut takes a different slice for each.
THE COMPOSITION IS @Farm AND IT DOES NOT CHANGE: the orchard row running away from us at FRAME LEFT, the lane between the trees, the porch and the stone house filling the RIGHT half with the barrel on the boards and the bench below them. The lane and the porch are EMPTY and stay empty for all twelve seconds. The same angle, the same distance, the same size throughout. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: the Jo farmhouse with nobody on it. The cut uses the head of this shot to say where the coin is handed over, and the tail of it as the silence after the girl has gone, so it has to stay completely still and completely empty either way.
CAMERA: locked off for all twelve seconds including the last - no pan, no zoom, no push, no pull back, no drift.
TIMING:
0-12s: the orchard sways gently the whole time; blossom petals drift down and across the empty lane; the shadows stay exactly where they are; the house, the porch, the rail, the bench and the barrel do not move or change.
MOTION LAYERS: petals in the foreground; the blossom trees in the mid-ground; the light; the house, porch and lane still.
<sfx>a light breeze in blossom trees, birds far off, one slow creak of porch boards</sfx> No music, no voice.
MUST NOT: any person or animal appearing at any moment; a wash line, posts or hung clothes appearing; the door opening; a light in a window; the camera moving or reframing; dark bands at any edge; no text.
APPROVE - roll it exactly like thi
SC02X B3v3 - THE RAIL - "Why does nobody ever go up there?"
Result: not rolled yet.
UNDER: HOLLY JO "Momma Jo. Why does nobody ever go up there?" / MOMMA JO "Eat something." / HOLLY JO "...You do that every time I ask." IT IS FULL DAYLIGHT ON AN OPEN PORCH AND IT...
the exact prompt you approved
UNDER: HOLLY JO "Momma Jo. Why does nobody ever go up there?" / MOMMA JO "Eat something." / HOLLY JO "...You do that every time I ask."
IT IS FULL DAYLIGHT ON AN OPEN PORCH AND IT STAYS FULL DAYLIGHT: the blossom orchard and the bright sky stay visible BEHIND them for all eight seconds and are never replaced by a wall, a door or a dark interior.
THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE - same distance, same brightness, nothing tighter or darker: @Momma at the LEFT in profile facing right, never turning to camera, the coin flat on her open palm; @Holly at the RIGHT, square to camera, head turned to @Momma, HER HOVERBOARD IN HER HAND - it never leaves it. ONLY ONE MOUTH MOVES AT A TIME; the one not speaking keeps her lips closed and still, and NEITHER MAKES ANY SOUND EXCEPT THE THREE LINES BELOW. Full-frame 16:9, no black bars.
SHOT: the girl asks the question the show is about; her mother answers a different one.
@Holly, direct, <dialogue>Momma Jo. Why does nobody ever go up there?</dialogue><voice_ref>Ossie doubled his order.</voice_ref> @Momma, flat, <dialogue>Eat something.</dialogue><voice_ref>Ducked under my arm.</voice_ref> @Holly, quieter, <dialogue>...You do that every time I ask.</dialogue>
CAMERA: locked off for all eight seconds including the last - no pan, zoom, push or pull back.
TIMING:
0-3.0s: @Holly speaks, @Momma's lips closed.
3.0-4.0s: @Momma speaks two words, @Holly's lips closed.
4.0-5.4s: both mouths closed; @Holly's eyes drop once and come back.
5.4-7.6s: @Holly speaks her last line, @Momma's lips closed, eyes level.
7.6-8s: both mouths closed, and no further words from anyone.
MOTION LAYERS: the speaking mouth and a small head shift; petals; all else still.
<sfx>a light breeze in blossom trees, birds far off</sfx> No music, no third voice, no muttering.
MUST NOT: the board leaving her hand; the coin leaving the palm; anyone else appearing; no text.
APPROVE - roll it exactly like thi
SC02X A1v3 - THE CANAL BRIDGE
Result: not rolled yet.
UNDER: GEORGE - "There is a bridge on her round. The canal bridge, in town." and later "One coin for the bridge." IT IS FULL DAYLIGHT IN THE CANAL DISTRICT AND IT STAYS FULL DAYLIGHT....
the exact prompt you approved
UNDER: GEORGE - "There is a bridge on her round. The canal bridge, in town." and later "One coin for the bridge."
IT IS FULL DAYLIGHT IN THE CANAL DISTRICT AND IT STAYS FULL DAYLIGHT. Every paper lantern in frame is UNLIT and stays unlit for all eight seconds, the lamp under the arch stays dark, no window comes on, and the sky above the rooftops stays pale and bright the whole time.
THE COMPOSITION IS @Bridge AND IT IS A WIDE - it does not change and it never crops in: the stone buildings reach the LEFT and the RIGHT edges of frame, the pale sky is visible above their rooflines along the TOP edge for all eight seconds, the single arch sits SMALL at mid-depth toward the RIGHT of centre, and the weir pours white water in the foreground at the BOTTOM. Same angle, same distance, same size at eight seconds as at zero. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: the canal bridge working on its own, early, nobody on it. This is the thing the coin is for, and the cut uses it twice.
CAMERA: locked off for all eight seconds including the last - no pan, no zoom, no push in, no crop in, no drift. The water is the only motion.
TIMING:
0-8s: the weir pours steadily at the same width and the same height and the pool below it churns; the canal runs on under the arch; the lantern strings sway the smallest amount and stay DARK; the stonework, the buildings, the sky and the light do not change at all.
MOTION LAYERS: the weir and the pool in the foreground; the canal surface; the lantern strings swaying; stone, buildings and sky still.
<sfx>water falling over a weir into a pool, water moving under a stone arch, a light wind</sfx> No music, no voice.
MUST NOT: a lantern, lamp or window lighting up; the frame tightening on the arch; any person, boat, cart or animal appearing; the weir stopping or flooding over the parapet; a second arch; no text.
APPROVE - roll it exactly like thi
SC02X A2v3 - THE CROSSING, FARE PAID
Result: not rolled yet.
UNDER: GEORGE - "The crossing goes over the top of it, and it is paid." THE CAMERA DOES NOT MOVE AND THE FRAME DOES NOT TIGHTEN. The mill wheel stays the same size in the same place at...
the exact prompt you approved
UNDER: GEORGE - "The crossing goes over the top of it, and it is paid."
THE CAMERA DOES NOT MOVE AND THE FRAME DOES NOT TIGHTEN. The mill wheel stays the same size in the same place at the RIGHT edge for all five seconds, the arch of the bridge keeps the same width, and the buildings keep reaching the LEFT and RIGHT edges of frame. If anything in the picture grows larger, the shot is wrong. It is full daylight and nothing lights up.
THE COMPOSITION IS @Crossing AND IT DOES NOT CHANGE: the humpbacked stone bridge side-on across the middle of frame, the line of townsfolk walking up and over it from FRAME LEFT toward the toll house at the RIGHT, the man at the front holding a gold coin out to the open hatch, the mill wheel turning at the RIGHT edge, the canal and its falls below. The toll hatch is UNMANNED and stays that way. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: the crossing is paid, and it is an ordinary morning queue doing it.
CAMERA: locked off for all five seconds including the last - no push in, no zoom, no pan, no crop.
TIMING:
0-2.0s: the man at the front lays the coin on the hatch sill and it is gone from sight; the queue behind him walks on at an easy pace; the frame does not change.
2.0-5s: he walks on over the bridge; the queue keeps moving up and over; the mill wheel keeps turning at the same size; the falls keep pouring. Everyone stays on the bridge, and the frame at five seconds is the frame it was at zero.
MOTION LAYERS: the walking figures; the coin and the paying hand; the mill wheel; the falling water; the buildings still.
<sfx>footsteps on stone, a coin set down, a mill wheel turning, water falling</sfx> No music, no voice.
MUST NOT: the camera pushing in or the frame tightening; a keeper, hand or face at the hatch or window; a second coin; anyone leaving frame; no text.
APPROVE - roll it exactly like thi
SC02X A3v3 - THE COIN IN THE PALM
Result: not rolled yet.
UNDER: GEORGE - "And it costs a coin." THE COIN IS PLAIN SOLID GOLD AND IT STAYS PLAIN SOLID GOLD for all five seconds. The only light on it is ordinary daylight sliding across its...
the exact prompt you approved
UNDER: GEORGE - "And it costs a coin."
THE COIN IS PLAIN SOLID GOLD AND IT STAYS PLAIN SOLID GOLD for all five seconds. The only light on it is ordinary daylight sliding across its surface. It does not shine from within, it grows no ring, no halo and no mark of its own, and its colour never changes.
THE COMPOSITION IS @Palm AND IT DOES NOT CHANGE: a close-up of the open hand held out over the porch rail with @Coin lying flat in it, the blue sleeve and the apron filling the LEFT of frame and the porch rail at the RIGHT, both of them touching their edges for all five seconds. The hand stays the same size in the same place and the frame never tightens. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: the coin alone in an open hand, held long enough for the audience to learn what it looks like. This coin matters later in the film, so this is the shot that plants it.
CAMERA: locked off for all five seconds including the last - no push in, no pull back, no crop, no reframing.
TIMING:
0-5s: the open palm holds steady with @Coin lying flat in it; the fingers shift the smallest amount, twice, the way a hand holding something out does; ordinary daylight moves a little across the coin's gold face; the hand never tips, closes or turns over, and the coin never slides and never changes.
MOTION LAYERS: the smallest finger movement and the daylight on the gold; nothing else.
<sfx>a light wind, birds far off</sfx> No music, no voice.
MUST NOT: a second coin; the palm closing, tipping or turning over; the coin falling or being taken; another hand or a face entering frame; the frame tightening; no text.
APPROVE - roll it exactly like thi
E1SC01 S1-01 - THE ONE MOUNTAIN
Result: not rolled yet.
UNDER: George line: "There is a world that is mostly ocean, and one mountain that refused to drown." (3.10-8.30), then "They call it Solmara." (9.00-10.57). The ringnotelong starts at...
the exact prompt you approved
UNDER: George line: "There is a world that is mostly ocean, and one mountain that refused to drown." (3.10-8.30), then "They call it Solmara." (9.00-10.57). The ring_note_long starts at 3.41 and sea_open at 0.74; the gulls are mix ambience.
THE SEA IS CALM FOR ALL ELEVEN SECONDS: long low swells and sun glitter slide under the camera, and the water stays low and level out to one flat horizon line straight across the frame. The sky is open and empty from edge to edge.
ONE ISLAND, ONE RING: the Ring stands whole on the flat crown, the highest thing in the picture, open sky above it. The Ring, its one small cyan mark and the thin line of cyan steps up the crown stay exactly as @Island draws them, the same soft light from first second to last. The town's strings are dull matte rose, flat as its stone, and its windows dark.
@Frame is where the shot begins: the island small at the centre of the horizon, open sea all round. @Island is where it arrives: the whole island filling the frame. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: the first picture of the show: across open sea to the one mountain that did not drown.
CAMERA: one slow, steady glide forward just above the water, straight at the island, carrying the audience to it; the island stays centred and the camera never rises, never turns and never pulls back.
TIMING:
0-1.0s: already gliding; the island small at the centre as in @Frame.
1.0-7.3s: the same steady speed; the island grows evenly toward @Island.
7.3s: the island fills the frame as in @Island.
7.3-11s: the glide eases to the slowest drift; at eleven seconds open sea still shows beyond both shores at the LEFT and RIGHT edges and open sky above the Ring along the TOP edge.
MOTION LAYERS: swells and glitter nearest; water lapping at the shore; the island only growing with the approach; the sky still.
<sfx>open-sea wind, low swells washing, far off</sfx> No music, no voice.
MUST NOT: a second island or mountain; anything on the water or in the sky; a cut; no text.
APPROVE - roll it exactly like thi
E1SC01 S1-02 - THE TOWN WAKES
Result: not rolled yet.
UNDER: No line. The shot is wordless (10.58-13.25). Mix sfx: shutteropen at 10.93 (0.35 s in) and clothfold at 12.00 (1.42 s in), with seaopen, seagullst2 and the ring note under....
the exact prompt you approved
UNDER: No line. The shot is wordless (10.58-13.25). Mix sfx: shutter_open at 10.93 (0.35 s in) and cloth_fold at 12.00 (1.42 s in), with sea_open, sea_gulls_t2 and the ring note under. George's next line starts on the cut to S1-03.
THE RING ON THE FLAT CROWN AT THE TOP LEFT STAYS EXACTLY AS @Frame DRAWS IT for all five seconds: the same size against its crown, the same place in the sky, one small cyan point on its left inner rim. The paper balls on the cord across the top are dull matte rose, flat and cool in daylight.
THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE: low in the lane and wide - the stone stair climbing away up the middle, the house front and its door at the RIGHT edge, the cord of paper balls along the TOP edge, the Ring small at the top left. @Woman is on her doorstep at the right, one hand on the door, the cloth in the other - the only thing she holds - and the only person in the lane. Full-frame 16:9 edge to edge, no black bars, no letterbox.
THE DOOR is one tall leaf of weathered vertical planks hinged at the RIGHT of the doorway.
SHOT: the town arrives through one ordinary woman opening her house to the morning.
CAMERA: locked off for all five seconds including the last - no pan, no zoom, no push in.
TIMING:
0-0.5s: @Woman pushes the door; it swings open to the RIGHT and rests at the right of the doorway by 0.5s, still in sight, open to the last second.
0.5-1.2s: she steps to the front of the doorstep.
1.2-1.7s: she shakes the cream cloth out once with both hands, one snap.
1.7-2.8s: she holds it open, hanging from both hands, head level, looking up the lane.
2.8-5s: she stands still; only the cloth's hem and her shawl fringe stir.
MOTION LAYERS: the woman, the door and the cloth at the right; the cord of paper balls swaying the smallest amount; stair, houses, crown and Ring still.
<sfx>an old wooden door creaking open, one snap of a shaken cloth, a light wind in a stone lane</sfx> No music, no voice.
MUST NOT: a second person; the frame tightening; a cut; no text.
APPROVE - roll it exactly like thi
E1SC01 S1-03 - SHE LOOKS UP
Result: not rolled yet.
UNDER: George line: "People built a town up its sides." (13.25-15.48, the whole slot), with ringnotelong faint under it. THE RING ON THE FLAT CROWN STAYS EXACTLY AS @Frame DRAWS IT for...
the exact prompt you approved
UNDER: George line: "People built a town up its sides." (13.25-15.48, the whole slot), with ring_note_long faint under it.
THE RING ON THE FLAT CROWN STAYS EXACTLY AS @Frame DRAWS IT for all five seconds: the same size against its crown, one small cyan point on its left inner rim, open sky above it, the highest thing in the picture. The paper balls on the cords across the lane are dull matte rose, flat and cool in the daylight.
THE COMPOSITION IS @Frame: from just behind @Woman's right shoulder - her bun and fringed shawl fill the LOWER LEFT and touch the BOTTOM edge, a house wall runs up the LEFT edge, the house front with its open door stands at the RIGHT edge - looking up the stepped lane and the stacked terraces to the crown. She is seen from behind the whole time and stays standing exactly where she is. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: a town built up the mountain's sides, and the audience looks where she looks - up the terraces to the Ring.
CAMERA: one slow tilt up the lane toward the crown, following her eyes. It never pushes in, never pulls back and never turns away from the crown.
TIMING:
0-0.4s: she stands with her head level, the cloth over her arm.
0.4-2.0s: she slowly tips her head back to look up at the Ring; the camera tilts slowly up with her.
2.0-2.6s: she holds, looking up; the camera settles with the Ring whole in the upper middle of the frame and open sky above it.
2.6-5s: she stays still, looking up; only her shawl fringe stirs; the frame does not change.
MOTION LAYERS: her head and shawl fringe in the foreground; the cords of paper balls swaying the smallest amount at mid-depth; houses, stair, crown and Ring still.
<sfx>a light wind along a stone lane, cloth stirring</sfx> No music, no voice.
MUST NOT: a second person; a cut; no text.
APPROVE - roll it exactly like thi
E1SC01 S1-04 - SHE GOES BACK IN
Result: not rolled yet.
UNDER: No line. The shot is wordless (15.50-17.58). Mix sfx: lanterncreak at 16.01 (0.51 s after the cut) and doorhit at 16.31 (0.81 s after the cut). The cut out at 17.58 is on the...
the exact prompt you approved
UNDER: No line. The shot is wordless (15.50-17.58). Mix sfx: lantern_creak at 16.01 (0.51 s after the cut) and door_hit at 16.31 (0.81 s after the cut). The cut out at 17.58 is on the crown wind.
THE RING ON THE FLAT CROWN AT THE TOP LEFT STAYS EXACTLY AS @Frame DRAWS IT for all five seconds: the same size against its crown, the same place in the sky, one small cyan point on its left inner rim. The paper balls on the cord across the top are dull matte rose, flat and cool in the daylight.
THE DOOR IS ONE tall leaf of plain weathered planks hinged at the RIGHT of the doorway; shut, it fills the doorway as one flat face of planks.
THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE: low in the lane and wide - the stone stair climbing away up the middle, the house front and its door at the RIGHT edge, the cord of paper balls along the TOP edge, the Ring small at the top left. @Woman is on her doorstep, half turned away, one hand on the door's edge, the cloth in her other hand. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: she goes back inside and the lane is empty again, handing the audience up to the Ring.
CAMERA: locked off for all five seconds including the last - no pan, no zoom, no push in.
TIMING:
0-0.6s: @Woman turns to her door.
0.6-1.3s: she steps back over the threshold into the dark doorway, drawing the door after her.
1.3-1.8s: the door swings across the doorway, right to left, and meets the left side of its frame at 1.8s with one small wooden knock; she is behind it.
1.8-3.2s: the doorstep is empty and the door shut; the cord of paper balls above it sways a little and settles.
3.2-5s: everything still; the door stays shut.
MOTION LAYERS: the woman and the door at the right; the cord swaying; stair, houses, crown and Ring still.
<sfx>a step on stone, a wooden door swung shut with one small knock, a cord creaking as it sways</sfx> No music, no voice.
MUST NOT: anyone in the lane; the frame tightening; a cut; no text.
APPROVE - roll it exactly like thi
E1SC01 S1-05 - UP THE CROWN TO THE RING
Result: not rolled yet.
UNDER: GEORGE: "High above the town stands the Ring. It is a door between worlds." 18.50-22.96 (0.92-5.38 s into the slot). sfx windcrownt1 from 17.60. ringnotelong faint under...
the exact prompt you approved
UNDER: GEORGE: "High above the town stands the Ring. It is a door between worlds." 18.50-22.96 (0.92-5.38 s into the slot). sfx wind_crown_t1 from 17.60. ring_note_long faint under (unbroken 3.41-47.21).
THE RING IS @Ring AND IT KEEPS ONE SIZE FOR ALL SEVEN SECONDS. Draw it as @Ring draws it - its stone, its carved circles, and the one small lit mark on its left inner rim a little below halfway up, which is @Mark. @Ring gives the Ring's shape, stone and marks only; the light, the sky and every colour are @Frame's morning, and the Ring's empty mouth shows that morning sky. The paper balls strung over the rooftops stay dull flat pink paper.
THE COMPOSITION IS @Frame: the Ring on the broad flat top of the bare crown, two fifths as wide as that top and the highest thing in frame; the thin stair of small cyan steps zigzagging up the cliff to its foot, as thin as in @Frame; rooftops along the BOTTOM edge; sky along the TOP edge. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: the camera climbs from the town to the Ring so the eye arrives at the door as George names it.
CAMERA: one slow, steady tilt upward from the rooftops to the Ring - a tilt, not a zoom. It never pushes in and never pulls back; the Ring is the same size at seven seconds as at zero.
TIMING:
0-1.0s: @Frame; the tilt has already begun, slow.
1.0-4.5s: the tilt runs on at one pace; the rooftops slide out of the BOTTOM edge, the cliff follows, and more sky opens above the Ring.
4.5-5.0s: the tilt eases to a stop: the Ring whole at the centre, its foot on the flat top, the stair's last steps below, a wide band of sky above.
5.0-7s: held still.
MOTION LAYERS: the picture sliding down with the tilt; the paper-ball strings swaying a little; the lit mark and the stair holding one steady light; rock still.
<sfx>steady high wind over bare rock</sfx> No music, no voice.
MUST NOT: a second ring; any person or bird; the camera pushing in or pulling back; no text.
APPROVE - roll it exactly like thi
E1SC01 S1-06 - THE RING ALONE
Result: not rolled yet.
UNDER: GEORGE: "The town believed nothing had crossed the sea, or come through that door, in a thousand years." 23.46-28.89, the whole slot. The tail of windcrownt1 ends about 0.14 s...
the exact prompt you approved
UNDER: GEORGE: "The town believed nothing had crossed the sea, or come through that door, in a thousand years." 23.46-28.89, the whole slot. The tail of wind_crown_t1 ends about 0.14 s in. ring_note_long faint under.
THE RING'S MOUTH IS EMPTY: plain morning sky straight through it for all six seconds. Draw the Ring as @Ring draws it - its stone, its carved circles, and the one small lit mark on its left inner rim a little below halfway up, which is @Mark. @Ring gives the Ring's shape, stone and marks only; the light, the sky and every colour are @Frame's morning.
THE COMPOSITION IS @Frame: the Ring whole and upright at the centre, standing on the broad flat top of the bare crown, the highest thing in the frame; open sky along the TOP edge and above the Ring's top; the flat rock and the cliff of the crown along the BOTTOM edge and reaching the RIGHT edge; the stair's last small cyan steps climbing to the Ring's foot, as thin as in @Frame. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: nothing has come through this door in a thousand years; the camera leans in on it while George says so.
CAMERA: one slow, shallow, steady push in toward the Ring, ending no more than 8 percent closer. The whole Ring, sky above its top and the flat rock under its foot stay in frame for all six seconds; it never pulls back and never tilts.
TIMING:
0-1.0s: @Frame; the push has begun, very slow.
1.0-4.5s: the push glides on at one even pace; the Ring grows only slightly; plain sky stays in its mouth.
4.5-5.0s: the push eases to a stop: the Ring whole, a band of sky above it, the flat rock under it, the lit mark clear on the left inner rim.
5.0-6s: held still.
MOTION LAYERS: the slow push; the lit mark and the stair holding one steady light; stone, rock and sky still.
<sfx>high steady wind across bare rock</sfx> No music, no voice.
MUST NOT: a second ring; any person or bird; the camera pulling back; no text.
APPROVE - roll it exactly like thi
E1SC01 S1-07 - THE KEEPER WATCHES
Result: not rolled yet.
UNDER: GEORGE (Vess in frame, silent): "One man watches it: the Keeper, Vess." 31.57-34.77 (2.70-5.90 s into the slot), wordless before it. sfx lanterntickst1 in the crown mix:...
the exact prompt you approved
UNDER: GEORGE (Vess in frame, silent): "One man watches it: the Keeper, Vess." 31.57-34.77 (2.70-5.90 s into the slot), wordless before it. sfx lantern_ticks_t1 in the crown mix: to=29.746, gust kick 30.162, far point 30.604, knock on the shaft 31.083, trimmed at 33.076. ring_note_long faint under.
@Vess DOES NOT MOVE. He sits on his knee-high boulder, @Staff upright in his hand, mouth closed, gaze on the Ring's left rim; his body, head and gaze stay exactly as in @Frame for all seven seconds. @Vess gives the man only; the staff and the one lantern hanging from its crook are @Staff.
THE COMPOSITION IS @Frame, A LOCKED WIDE: the Ring at the LEFT, close to the LEFT edge, its one small lit mark on the left inner rim unchanged; the flat rock of the crown along the BOTTOM edge; the sea's horizon from the LEFT edge to the RIGHT edge; sky across the TOP. @Vess small, right of centre; seated, he is about a third as tall as the Ring. The Ring and @Vess keep their sizes and places from @Frame. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: we meet the man who watches the Ring; only the wind moves.
CAMERA: locked off for all seven seconds including the last - no pan, no zoom, no push.
TIMING:
0-1.2s: still; the lantern hangs straight down from the crook, its cyan flame upright.
1.2-2.2s: a gust off the sea: the lantern swings out to the LEFT on its iron ring, the flame leans, the hem of his coat lifts, his hair and beard stir.
2.2s: the lantern swings back and its cage knocks the staff once.
2.2-5.0s: the lantern sways, each swing smaller; the hem ripples and settles; @Vess has not moved.
5.0-7s: the lantern nearly still, the flame upright again.
MOTION LAYERS: the swinging lantern and its flame; the coat hem; his hair and beard; small ripples on the far sea; @Vess's body, the Ring and the rock still.
<sfx>wind over rock, one strong gust, an iron lantern creaking and ticking, one knock against the staff</sfx> No music, no voice.
MUST NOT: @Vess standing, turning or looking away from the Ring; the lantern touching him; anyone else; no text.
APPROVE - roll it exactly like thi
E1SC01 S1-08 - ALONG THE DARK RIM
Result: not rolled yet.
UNDER: Wordless 34.75-36.57, then GEORGE: "Thirty years ago, one small light on its dark rim came on..." from 36.57 (1.82 s into the slot). It runs on into S1-09, and the cut at 39.00...
the exact prompt you approved
UNDER: Wordless 34.75-36.57, then GEORGE: "Thirty years ago, one small light on its dark rim came on..." from 36.57 (1.82 s into the slot). It runs on into S1-09, and the cut at 39.00 falls on "came on". ring_note_long faint under.
ONE MARK ON THIS RIM IS LIT AND EVERY OTHER MARK IS DARK CARVED STONE. The lit one is @Mark, the circle with three short ticks, and it keeps exactly that shape - one tick at the top, one lower left, one lower right - for all five seconds. The dark marks keep the shapes they have in @Frame and @End.
THE SHOT OPENS ON @Frame AND ENDS ON @End: a close-up along the curved stone rim, a strip of pale morning sky along the TOP edge, the rim's dark lower course along the BOTTOM edge. Every mark stays the same size from the first second to the last. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: the rim of a door that has been dead for a thousand years, and the one light on it - what Vess watches.
CAMERA: one slow, steady sideways track to the RIGHT along the rim, the stones sliding LEFT across the frame. No zoom and no push, and it never pulls back.
TIMING:
0-0.5s: @Frame; the track has begun; the lit mark's edge shows at the RIGHT edge.
0.5-2.6s: the track runs on at one pace; the dark circle with five inward ticks leaves at the LEFT edge, the dark double circle slides from the centre toward the left, and the lit mark comes fully into view.
2.6-3.2s: the track eases to a stop exactly on @End: the dark double circle at the left, the lit mark two thirds of the way across.
3.2-5s: held still; the lit mark's light holds steady.
MOTION LAYERS: the slow track; the lit mark's cyan light steady in its channels; the stone still.
<sfx>a soft steady wind over stone</sfx> No music, no voice.
MUST NOT: the track stopping short of @End or carrying past it; any letter or numeral; no text.
APPROVE - roll it exactly like thi
E1SC01 S1-09 - THE ONE LIGHT
Result: not rolled yet.
UNDER: George line: GEORGE "...came on, humming one low note. It has never once gone out." (39.00-44.61), then 44.61-47.21 wordless with the Ring's note held for two breaths. At 47.21...
the exact prompt you approved
UNDER: George line: GEORGE "...came on, humming one low note. It has never once gone out." (39.00-44.61), then 44.61-47.21 wordless with the Ring's note held for two breaths. At 47.21 the note cuts out, the mark switches dark in the edit, and GEORGE begins "This morning, it went out." (that line carries on over S1-10).
ONE MARK ON THIS RIM IS LIT: @Mark, AND IT STAYS EXACTLY AS @Mark FOR ALL TEN SECONDS - steady cyan light rising out of its carved channels, a soft bloom on the stone around it, at one steady strength. Every other mark on the rim is a plain dark groove in grey stone, like @Groove.
THE COMPOSITION AT THE START IS @Frame: a close-up on the Ring's weathered stone rim; @Mark right of centre; @Groove whole at the LEFT; a strip of pale sky along the TOP edge and nothing else beyond the rim; the rim's lower course along the BOTTOM edge. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: what the Keeper watches - the one small light on the dark rim, held long enough for the audience to know it by heart.
CAMERA: one slow move for all ten seconds, and it never pulls back: it slides right along the rim to bring @Mark to the centre, then pushes in on it very slowly.
TIMING:
0-1.5s: the camera slides right until @Mark sits at the centre; @Groove reaches the LEFT edge and is cut by it.
1.5-7s: a very slow push in on @Mark; it grows from about half to about two thirds of the frame's height; the marks either side are cut by the LEFT and RIGHT edges.
7-10s: the push goes on, slower still; @Mark stays centred and whole, its top tick below the TOP edge and its two lower ticks above the BOTTOM edge; nothing else changes.
MOTION LAYERS: the camera's move; a few grains of grit blown across the stone; the light in @Mark perfectly steady.
<sfx>steady high wind across bare stone</sfx> No music, no voice.
MUST NOT: any figure or building; no text.
APPROVE - roll it exactly like thi
E1SC01 S1-10 - VESS HEARS IT STOP
Result: not rolled yet.
UNDER: George line: the end of GEORGE "This morning, it went out." (47.21-48.93, so "...it went out." is under this shot). The mix's clothfold attack sits at 47.796 on the head lift;...
the exact prompt you approved
UNDER: George line: the end of GEORGE "This morning, it went out." (47.21-48.93, so "...it went out." is under this shot). The mix's cloth_fold attack sits at 47.796 on the head lift; wind_crown_t2 runs under it; no note.
EVERY CIRCLE CARVED IN THE RING'S RIM IS A PLAIN DARK GROOVE IN THE STONE, the one on its LEFT side too, for all five seconds. The only cyan in the picture is the small flame in his lantern.
THIS SHOT IS ONE MOVE: @Vess, SEATED ON HIS BOULDER, LIFTS HIS BOWED HEAD SHARPLY AND STRAIGHTENS HIS BACK, AND HIS EYES FIX ON THE LEFT SIDE OF THE RING.
THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE: the Ring whole in the LEFT half of frame, its left side near the LEFT edge, sky through its mouth and above its top; the bare crown rock reaching the BOTTOM edge; the sea's horizon running out to the RIGHT edge; @Vess small on his knee-high boulder right of centre, seated just under a third of the Ring's height, @Staff upright in his hand. Same size, same place at five seconds as at zero. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: the note has stopped; the man who keeps the vigil by ear hears the silence, and his head comes up.
CAMERA: locked off for all five seconds including the last - no push, no pan, no zoom.
TIMING:
0-1.0s: @Vess sits still, head bowed, chin low, eyes on the rock at his feet, mouth closed.
1.0-1.6s: his head comes up SHARPLY and his back straightens; his eyes rise to the Ring's left side; the lantern sways once on its crook.
1.6-5s: he holds, seated, head up, eyes fixed on that mark, mouth closed, hand on the upright staff; only his coat hem and hair move in the wind.
MOTION LAYERS: @Vess's head, shoulders and back; the lantern's one small sway; coat hem and hair in the wind; the Ring, rock, sea and sky still.
<sfx>a heavy wool coat rustling as he straightens; steady wind across the bare summit</sfx> No music, no voice.
MUST NOT: anyone else appearing; a second staff or lantern; no text.
APPROVE - roll it exactly like thi
E1SC01 S1-11 - THE GIRL LOOKS UP
Result: not rolled yet.
UNDER: No line. Mix: bedfarmmorning from 49.04; bootlace placed at 48.96 so its one tug burst hits 49.000 (f1176), trimmed to 0.6 s (the WATCH2 move); no note. SHE IS SEEN ONLY THROUGH...
the exact prompt you approved
UNDER: No line. Mix: bed_farm_morning from 49.04; boot_lace placed at 48.96 so its one tug burst hits 49.000 (f1176), trimmed to 0.6 s (the WATCH2 move); no note.
SHE IS SEEN ONLY THROUGH THE SHUT SCREEN DOOR'S FINE SQUARE WIRE MESH, which covers the whole doorway in front of her for all five seconds. The room behind her is flat deep shadow.
THIS SHOT IS ONE CHANGE: @Holly tugs her laces tight, then looks up past the camera toward the mountain's crown, and her hands stop.
THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE: the house wall and the door jamb with its hinge along the LEFT edge; the door's stile down the RIGHT edge; the door's broad rail across the TOP, above her head; @Holly seated on the wooden sill right of centre, one knee drawn up, her trainer on the sill in front of her; the sill reaching the BOTTOM edge. She stays the same size in the same place at five seconds as at zero. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: first light at the last house; she is the second person on the island to see that the light on the crown has gone.
CAMERA: locked off for all five seconds including the last - no push, no pan, no zoom.
TIMING:
0-1.6s: head bowed, both hands on the laces of her trainer; two firm tugs, at about 0.5s and 1.2s.
1.6-2.0s: her eyes come up first, then her face lifts and turns up past the TOP of frame toward the crown above the camera; her hands stop where they are on the laces.
2.0-5s: she holds still, face up, eyes wide and fixed, mouth closed, hands frozen on the laces; only a strand of hair moves.
MOTION LAYERS: her hands on the laces; her eyes and head lifting; a strand of hair; the mesh, door, sill and the room behind her still.
<sfx>two quick tugs of a shoelace; outside, a quiet farm morning - birds far off, a light breeze</sfx> No music, no voice.
MUST NOT: anyone else appearing; no text.
APPROVE - roll it exactly like thi
E1SC01 S1-12 - THE LIGHT IS BACK
Result: not rolled yet.
UNDER: No line. Mix: synhumplain at 50.13 (the note comes back on this cut); staffonrock knock attack at 50.334; windcrownt1 from 50.72. THE ONE SMALL MARK ON THE RING'S LEFT SIDE IS...
the exact prompt you approved
UNDER: No line. Mix: syn_hum_plain at 50.13 (the note comes back on this cut); staff_on_rock knock attack at 50.334; wind_crown_t1 from 50.72.
THE ONE SMALL MARK ON THE RING'S LEFT SIDE IS BRIGHT CYAN, EXACTLY AS IN @Frame, FOR ALL FIVE SECONDS. Every other circle carved in the rim is a plain dark groove in the stone.
THIS SHOT IS @Vess SETTING HIS STAFF DOWN: its lantern comes to rest upright on his boulder at about one second; he stays seated, eyes on that mark.
THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE: the Ring whole in the LEFT half of frame, its left side near the LEFT edge, sky through its mouth and above its top; the bare crown rock reaching the BOTTOM edge; the sea's horizon running out to the RIGHT edge; @Vess small on his knee-high boulder right of centre, seated just under a third of the Ring's height, facing LEFT toward the Ring, @Staff slanting down to the RIGHT from his hand. Same size, same place at five seconds as at zero. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: the light is back; he sets his staff down and leans in to watch it.
CAMERA: locked off for all five seconds including the last - no push, no pan, no zoom.
TIMING:
0-1.0s: his hand lowers @Staff the last short way; the lantern sets down upright on the boulder's top, its flame steady; the staff lies along the rock to the RIGHT.
1.0-1.8s: his hand rests on the staff; he leans a little forward over his knees, eyes on the mark, mouth closed.
1.8-5s: he holds, seated and leaning in, eyes on the mark; only his coat hem and hair move in the wind.
MOTION LAYERS: his arm and the staff; the lantern settling; his small lean; coat hem and hair in the wind; the Ring, rock, sea and sky still.
<sfx>a wooden staff knocking on rock, a small iron clink as the lantern sets down; steady wind across the bare summit</sfx> No music, no voice.
MUST NOT: anyone else appearing; a second staff or lantern; no text.
APPROVE - roll it exactly like thi
E1SC01 S1-13 - THE KEEPER STANDS
Result: not rolled yet.
UNDER: no line. Wind only; the hum has just cut out at 51.13. At 52.84 the Ring's note (ringnotelong) comes back, and oldmanrises plays at 52.95 (coat rustle, boot on grit). THIS IS...
the exact prompt you approved
UNDER: no line. Wind only; the hum has just cut out at 51.13. At 52.84 the Ring's note (ring_note_long) comes back, and old_man_rises plays at 52.95 (coat rustle, boot on grit).
THIS IS ONE LOCKED WIDE AND IT DOES NOT CHANGE. ONE Ring, @Ring, stands at the LEFT: its left side near the LEFT edge, its top near the TOP edge, the same size in the same place at five seconds as at zero. The sea's horizon runs level across frame. @Vess is small at the RIGHT beside his low rock; standing, he is about a third of the Ring's height. If the Ring or the rock grows larger, the shot is wrong.
@Ring gives the Ring's design and its one mark ONLY; its night sky and blue cast are wrong - sky, light, colour and size all come from @Frame. @Vess's face, hair and coat are @Vess's. @Vess draws the staff in his hand; here it lies on the rock with its lantern, as in @Frame, for all five seconds, and his hands stay empty. Full-frame 16:9, no black bars.
SHOT: the light on the rim has gone out a second time; it comes back, and the old man who never moves gets to his feet.
CAMERA: locked off for all five seconds including the last - no pan, zoom, push or pull back. The frame holds for a small event.
TIMING:
0-2.0s: the mark on the Ring's left inner rim is plain dark stone like the rest of the rim; @Vess sits leaning over his knees, still.
2.0s: the mark lights, as @Ring draws it, and stays lit to the end.
2.0-2.6s: with it, he pushes off his knees and rises fast to his feet.
2.6-3.2s: he straightens beside his rock, facing the Ring, boots planted.
3.2-5s: he stands still, eyes on the lit mark; only his coat hem and hair move in the wind.
MOTION LAYERS: the mark; the old man rising; coat hem, hair and the lantern's flame in the wind; the far sea; the Ring, the rock and the ground still.
<sfx>wind across bare rock, a coat rustling, a boot on grit as he stands</sfx> No music, no voice.
MUST NOT: anyone else in frame; the frame tightening or drifting; no text.
APPROVE - roll it exactly like thi
E1SC01 S1-14 - "MOMMA JO! IT WENT OUT AGAIN"
Result: not rolled yet.
UNDER: character line, HOLLY JO, on camera: "Momma Jo! It went out again - come look!" (53.50-56.44 in the mix). This take's own performance replaces the mix's line. The...
the exact prompt you approved
UNDER: character line, HOLLY JO, on camera: "Momma Jo! It went out again - come look!" (53.50-56.44 in the mix). This take's own performance replaces the mix's line. The floorboard_creak at 53.22, the Ring's note, the farm bed and MN01 from 55.8 stay under it from the mix.
THE SCREEN DOOR IS SHUT AND STAYS SHUT for all six seconds: @Holly is INSIDE the house, behind its mesh, the whole time, and the mesh lies over her from head to foot. The door is @Door - hinges on the LEFT, handle on the RIGHT.
THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE: square-on from the porch, the doorway at the centre with its lintel just under the TOP edge, the stone wall from the corner post to the RIGHT edge, the orchard and pale sky beyond the post along the LEFT edge, the porch boards along the BOTTOM edge. Same distance, same brightness at six seconds as at zero. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHE IS @Holly: her face, hair and clothes are @Holly's, and where @Frame draws them differently, @Holly is right.
SHOT: the girl saw it go out too, and she wants a witness.
@Holly, bright, half a laugh, <dialogue>Momma Jo! It went out again - come look!</dialogue><voice_ref>Ossie doubled his order.</voice_ref>
CAMERA: locked off for all six seconds including the last - no pan, zoom, push or pull back. The doorway frames her, so the frame holds.
TIMING:
0-0.5s: she springs up from the sill to standing behind the mesh.
0.5-3.5s: head turned to FRAME RIGHT, her left hand cupped beside her mouth, @Holly speaks the line once toward the yard.
3.5-6s: her mouth closed and still; her hand comes down; her eyes stay on the yard at frame right.
MOTION LAYERS: her spring up and the turn of her head; the speaking mouth and the cupped hand; her hair; the mesh, the door, the wall and the porch still.
<sfx>a floorboard creaking as she stands, a quiet farm morning, birds far off</sfx> No music, no second voice.
MUST NOT: anyone else in frame; the frame tightening; no text.
APPROVE - roll it exactly like thi
E1SC01 S1-15 - NOBODY COMES
Result: not rolled yet.
UNDER: no line. Wordless ("no answer from the yard"). sheetflap at 56.94, with the Ring's note and the score MN01RISEOFLIGHT (from 55.8) under. The tail of Holly's call may carry in as...
the exact prompt you approved
UNDER: no line. Wordless ("no answer from the yard"). sheet_flap at 56.94, with the Ring's note and the score MN01_RISE_OF_LIGHT (from 55.8) under. The tail of Holly's call may carry in as an L-cut for the first ~0.4 s.
@Momma KEEPS HER BACK TO THE CAMERA FOR ALL FIVE SECONDS. She faces the yard and the orchard the whole time; we see only the back of her head, her bun and her apron bow.
THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE: we look out from inside the house through the shut screen door - its frame along the LEFT and RIGHT edges, its handle at the LEFT, its rail across the lower third, the porch roof along the TOP edge, the mesh over the whole view. @Momma stands at the LEFT on the porch by the rail, the wash line on its two posts beyond her, the orchard at the RIGHT. Same distance, same brightness at five seconds as at zero. Full-frame 16:9 edge to edge, no black bars, no letterbox.
She is @Momma: her hair, dress, apron and boots are @Momma's.
SHOT: a call from the house, and nobody comes. @Momma gets on with the washing, her back to the house.
CAMERA: locked off for all five seconds including the last - no pan, zoom, push or pull back. It is a view from inside the house, held still.
TIMING:
0-1.0s: @Momma gathers the big wet sheet up in both hands.
1.0-1.5s: she lifts it high and snaps it out wide, once.
1.5-2.5s: it falls back across her arms; she keeps hold of it in both hands to the end.
2.5-5s: she stands at the rail holding the sheet, back to camera, still; the yard beyond stays empty.
MOTION LAYERS: the sheet; her arms; the hung shirts and trousers stirring on the line; blossom on the orchard trees; the mesh, the door and the porch still.
<sfx>a wet sheet snapping in the air, a light breeze in blossom trees, birds far off</sfx> No music, no voice.
MUST NOT: anyone else in frame; the frame tightening; no text.
APPROVE - roll it exactly like thi
E1SC01 S1-16 - ONLY TWO PEOPLE SAW IT: VESS
Result: not rolled yet.
UNDER: George line: "At first, only two people saw it: Vess," from 57.84. The cut at 60.50 lands on the onset of "and the girl". Wind, the Ring's note and MN01 run under it. THIS IS...
the exact prompt you approved
UNDER: George line: "At first, only two people saw it: Vess," from 57.84. The cut at 60.50 lands on the onset of "and the girl". Wind, the Ring's note and MN01 run under it.
THIS IS ONE LOCKED WIDE AND IT DOES NOT CHANGE. ONE Ring, @Ring, stands at the LEFT: its left side near the LEFT edge, its top near the TOP edge, the same size in the same place at five seconds as at zero. The sea's horizon runs level across frame. @Vess stands small at the RIGHT, about a third of the Ring's height, and stays that size. If anything in the picture grows larger, the shot is wrong.
THE ONE MARK ON THE RING'S LEFT INNER RIM IS LIT for all five seconds, as @Frame shows it.
@Ring gives the Ring's design ONLY; its night sky and blue cast are wrong - sky, light, colour and size all come from @Frame. @Vess's face, hair and coat are @Vess's; his collar stands as @Vess draws it and his hair blows free above it. @Vess draws the staff in his hand; here it lies on the rock with its lantern, as in @Frame, for all five seconds, and his hands stay empty. Full-frame 16:9, no black bars.
SHOT: the narrator names the first witness. The keeper takes one step toward the light he has watched for thirty years, and stops.
CAMERA: locked off for all five seconds including the last - no pan, zoom, push or pull back. The distance between the man and the Ring is the picture.
TIMING:
0-0.4s: @Vess stands still beside his rock, facing the Ring, as in @Frame.
0.4-1.6s: he takes ONE slow step toward the Ring, to frame left, and brings his other boot beside it.
1.6-5s: both boots planted; he stands still, eyes on the lit mark; only his coat hem and hair move in the wind.
MOTION LAYERS: his one step; coat hem and hair in the wind; the lantern's flame; the far sea; the Ring, the rock and the ground still.
<sfx>wind across bare rock, a coat stirring, one boot on grit</sfx> No music, no voice.
MUST NOT: anyone else in frame; the frame tightening or drifting; no text.
APPROVE - roll it exactly like thi
E1SC01X S1-01v2 - THE ONE MOUNTAIN
Result: not rolled yet.
UNDER: George line: "There is a world that is mostly ocean, and one mountain that refused to drown." (3.10-8.30), then "They call it Solmara." (9.00-10.57). The ringnotelong starts at...
the exact prompt you approved
UNDER: George line: "There is a world that is mostly ocean, and one mountain that refused to drown." (3.10-8.30), then "They call it Solmara." (9.00-10.57). The ring_note_long starts at 3.41 and sea_open at 0.74; the gulls are mix ambience.
THE SEA IS CALM FOR ALL ELEVEN SECONDS: long low swells slide under the camera, and the water stays low out to one flat horizon line, level at one height for all eleven seconds. The sky is one even pale pink, first second to last.
ONE ISLAND, ONE RING: the Ring stands whole on the flat crown, the highest thing in the picture, open sky above it. The Ring, its one small cyan mark and the thin line of cyan steps up the crown stay exactly as @Island draws them, the same soft light from first second to last. The town's strings are dull matte rose, flat as its stone, and its windows dark.
@Frame is the first frame exactly: the island at the size and place @Frame draws it, open sea all round. @Island is where it arrives: the whole island filling the frame. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHOT: the first picture of the show: across open sea to the one mountain that did not drown.
CAMERA: one slow, steady glide forward just above the water, straight at the island, carrying the audience to it; the island stays centred and the camera never rises, never turns and never pulls back.
TIMING:
0-1.0s: already gliding; the island exactly as in @Frame.
1.0-7.3s: the same steady speed; the island grows evenly toward @Island.
7.3s: the island fills the frame as in @Island.
7.3-11s: the glide eases to the slowest drift; at eleven seconds open sea still shows beyond both shores at the LEFT and RIGHT edges and open sky above the Ring along the TOP edge.
MOTION LAYERS: swells nearest; water lapping at the shore; the island only growing with the approach; the sky still.
<sfx>open-sea wind, low swells washing, far off</sfx> No music, no voice.
MUST NOT: a second island or mountain; anything on the water or in the sky; a cut; no text.
APPROVE - roll it exactly like thi
E1SC01X S1-14v2 - "MOMMA JO! IT WENT OUT AGAIN"
Result: not rolled yet.
UNDER: character line, HOLLY JO, on camera: "Momma Jo! It went out again - come look!" (53.50-56.44 in the mix). This take's own performance replaces the mix's line. The...
the exact prompt you approved
UNDER: character line, HOLLY JO, on camera: "Momma Jo! It went out again - come look!" (53.50-56.44 in the mix). This take's own performance replaces the mix's line. The floorboard_creak at 53.22, the Ring's note, the farm bed and MN01 from 55.8 stay under it from the mix.
THE SCREEN DOOR IS SHUT AND STAYS SHUT for all six seconds: @Holly is INSIDE the house, behind its mesh, the whole time, and the mesh lies over her from head to foot. The door is @Door - hinges on the LEFT, handle on the RIGHT.
THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE: square-on from the porch, the doorway at the centre with its lintel just under the TOP edge, the stone wall from the corner post to the RIGHT edge, the orchard and pale sky beyond the post along the LEFT edge, the porch boards along the BOTTOM edge. Same distance, same brightness at six seconds as at zero. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHE IS @Holly: her face, hair and clothes are @Holly's, and where @Frame draws them differently, @Holly is right.
SHOT: the call from the doorway - one line, then quiet.
@Holly, bright, half a laugh, <dialogue>Momma Jo! It went out again - come look!</dialogue><voice_ref>Ossie doubled his order.</voice_ref>
CAMERA: locked off for all six seconds including the last - no pan, zoom, push or pull back. The doorway frames her, so the frame holds.
TIMING:
0-0.5s: she springs up from the sill to standing behind the mesh.
0.5-3.5s: head turned to FRAME RIGHT, her left hand cupped beside her mouth, @Holly speaks the line once toward the yard.
3.5-6s: her mouth closed and still; her hand comes down; her eyes stay on the yard at frame right.
MOTION LAYERS: her spring up and the turn of her head; the speaking mouth and the cupped hand; her hair; the mesh, the door, the wall and the porch still.
<sfx>a floorboard creaking as she stands, a quiet farm morning, birds far off</sfx> No music, no second voice.
MUST NOT: anyone else in frame; the frame tightening; no text.
APPROVE - roll it exactly like thi
E1SC01Y S1-14v3 - "MOMMA JO! IT WENT OUT AGAIN"
Result: not rolled yet.
UNDER: character line, HOLLY JO, on camera: "Momma Jo! It went out again - come look!" (53.50-56.44 in the mix). This take's own performance replaces the mix's line. The...
the exact prompt you approved
UNDER: character line, HOLLY JO, on camera: "Momma Jo! It went out again - come look!" (53.50-56.44 in the mix). This take's own performance replaces the mix's line. The floorboard_creak at 53.22, the Ring's note, the farm bed and MN01 from 55.8 stay under it from the mix.
THE SCREEN DOOR IS SHUT AND STAYS SHUT for all seven seconds: @Holly is INSIDE the house, behind its mesh, the whole time, and the mesh lies over her from head to foot. The door is @Door - hinges on the LEFT, handle on the RIGHT.
THE COMPOSITION IS @Frame AND IT DOES NOT CHANGE: square-on from the porch, the doorway at the centre with its lintel just under the TOP edge, the stone wall from the corner post to the RIGHT edge, the orchard and pale sky beyond the post along the LEFT edge, the porch boards along the BOTTOM edge. Same distance, same brightness at seven seconds as at zero. Full-frame 16:9 edge to edge, no black bars, no letterbox.
SHE IS @Holly: her face, hair and clothes are @Holly's, and where @Frame draws them differently, @Holly is right.
SHOT: the call from the doorway - one line, then quiet.
@Holly, bright, <dialogue>Momma Jo! It went out again - come look!</dialogue><voice_ref>Ossie doubled his order.</voice_ref>
CAMERA: locked off for all seven seconds including the last - no pan, zoom, push or pull back. The doorway frames her, so the frame holds.
TIMING:
0-0.5s: she springs up from the sill to standing behind the mesh.
0.5-3.5s: head turned to FRAME RIGHT, her left hand cupped beside her mouth, @Holly speaks the line once toward the yard.
3.5-7s: her mouth closed and still; her hand comes down; her eyes stay on the yard at frame right.
MOTION LAYERS: her spring up and the turn of her head; the speaking mouth and the cupped hand; her hair; the mesh, the door, the wall and the porch still.
<sfx>a floorboard creaking as she stands, a quiet farm morning, birds far off</sfx> No music, no second voice.
MUST NOT: anyone else in frame; the frame tightening; no text.
LOCKED - 82 ASSETS
These are registered with Higgsfield, which means a prompt can
attach the actual picture instead of describing it in words. That is the whole
fix: Darren drifted because his sheet could only ever be described. Anything here is
safe to put in a shot today.
Changed your mind? Press REVOKE. It takes effect immediately - the asset stops being
attachable and any shot that needs it gets blocked until it is re-done.
LOCKED
ANT BEE - the heart
NEVER list added 2026-09-02. The description for this asset lives in another canon source and is unchanged; this block exists only to carry its NEVER list, which it had never had. ---...
the full canon wording
NEVER list added 2026-09-02. The description for this asset lives in another
canon source and is unchanged; this block exists only to carry its NEVER list,
which it had never had.
--- from CHARACTER-DESIGNS.md ---
**Accent: honey gold (1.00, 0.75, 0.15)**
### *** IDENTITY CORRECTION: ANT BEE IS AN OLDER WOMAN. ***
An older woman with a warm, knowing half-smile and laugh-lines earned honestly.
Golden-blonde bob with silver at the temples. Emerald-green knit cardigan
flecked with gold, wooden buttons, a small bee brooch. A honeycomb-pattern
golden scarf. A beekeeper's mesh hood folded back on her shoulders, ready.
Beaded earrings. Golden star-bees drift around her; one sits glowing on her
raised fingertip, perfectly calm.
**HER NAME IS "ANT BEE" - LOCKED.** Both words, exactly that spelling, always.
Do NOT write it as "Auntie B". Do NOT treat the name as a pun or a joke, do NOT
have any character explain it, riff on it, or wink at it, and do NOT build her
characterization on "she's everybody's aunt". It is simply her name.
(Brandt ruled on this 2026-07-26 after an earlier draft leaned on the
wordplay. That reading is dead - do not let it creep back in.)
**WHAT THE ART FIXED:** the bible wrote Ant Bee as a 41-year-old male "gentle
giant". She is an older woman. All pronouns corrected to she/her, and anything
that depended on her being a large man was rewritten. Keep the last-hive-on-a-
harvested-world backstory, the softness, the humming, and THE SWARM ability.
Her warmth comes from who she IS - the last keeper of a living thing on a dead
world - not from a family nickname.
She is now the crew's other elder alongside Darren: two people of an age who
never have to explain anything to each other. Mutual respect, no romance.
---
--- from series_graph.py (locked wording) ---
Future crew. Game pilot (The Swarm: homing bees). Older beekeeper, honeycomb scarf, live bees.
male, he/him, a large man or "gentle giant" build, young or middle-aged rather than an elder, frail or stooped or leaning on a cane, dark hair, long loose hair past the shoulders, a...
NEVER - what breaks it
male, he/him, a large man or "gentle giant" build, young or middle-aged rather than an elder, frail or stooped or leaning on a cane, dark hair, long loose hair past the shoulders, a braid or a bun instead of the chin-length pale silver-gold bob, reading glasses or spectacles, the mesh veil pulled down over her face instead of folded back on her shoulders, no veil on her shoulders at all, a white full beekeeper's suit with gloves or a domed pith-helmet veil replacing the knit cardigan, a honey-gold or yellow cardigan or black-and-yellow bee stripes on her clothing (only the scarf is gold, the cardigan is emerald green), a zip hoodie or sweatshirt in place of the buttoned knit cardigan, a plain unpatterned scarf or no scarf, a missing bee brooch or bee brooches and patches scattered over the cardigan, a skirt, dress or apron instead of the taupe trousers and brown boots, antennae, wings or a stinger on her, cyan bees or any cyan glow on her or her bees (cyan is Holly Jo's power and the keeper's lamps), wasps, hornets, bumblebees or dragonflies in place of honeybees, a dense swarm cloud swallowing her or bees massed on her face and hands as a beard, an angry or attacking swarm, a hive, skep, smoker, honey jar or comb frame added to the sheet, a pilot flight suit, helmet or in-game neon armour (no pilot look of hers is approved), a Solmara street, night sky or any location behind her instead of the plain pale backdrop, "Auntie B" spelling, the name explained, punned on or winked at
Approved/ant-bee/antbee_1.png ref 96c4c7c5
LOCKEDNO "NEVER" LIST
BAKERY INTERIOR
You said: Inside Ossie's bakery, PRE-ATTACK clean state. The oven fire is the only light. Ossie is NOT on the sheet - compose him in. The CH5 blast scar is exterior and belongs in shot prompts.
You said: Inside Ossie's bakery at CREAM DAY - Brandt 2026-09-06, v2:bakery-day: GIVE THE ROOM A DAY STATE. Same room as bakery-interior, cool daylight from the windows, oven banked and its pool faint. Attach THIS for a day scene; never relight the night sheet. Ossie is NOT on the sheet.
You said: Two isolated Solmara houses on plain night backdrops - a lit bakery shopfront and a porched farmhouse. bakerybldg_2.png approved 2026-08-25 in WAVE 6 - BAKERY BUILDING RE-ROLL (the wave-5 bakerybldg_1.png was DENIED); the SECOND picture in this slug, farmbldg_1.png, was approved 2026-08-25 in WAVE 5 - ISOLATED BUILDINGS and is the farmhouse. WARNING, BOTH SHEETS BREAK THE ROOF LAW: every roof on both is PITCHED and SHINGLED and the bakery carries a chimney with roof smoke, all of which LOOK-LOCK and the town canon name as NEVER - attach these for wall stone, shopfront and porch joinery only, and write the flat-roof clause into every prompt. Registered 2026-09-07 (approved but never registered).
Approved/buildings/bakerybldg_2.png ref 35539eb9
LOCKED
CANAL BRIDGE - the arch alone, one warm lantern under it
SHEET: Approved/canal-bridge/bridgep2.png (registry slug canal-bridge) APPROVED 2026-08-25 as bridgep2.png in WAVE 12 - THE REALIGNMENT: ASSET SHEETS REPAINTED (verdictledger.csv:94,...
the full canon wording
SHEET: `Approved/canal-bridge/bridge_p2.png` (registry slug `canal-bridge`)
APPROVED 2026-08-25 as `bridge_p2.png` in WAVE 12 - THE REALIGNMENT: ASSET SHEETS
REPAINTED (verdict_ledger.csv:94, verdict APPROVE), and REGISTERED by Brandt 2026-08-29
on card `reg2:canal-bridge` (verdict REGISTER, no note). Graph and ledger status for the
slug is WORLD SUITE - CANON, type `places`, related "On solmara". Until now this entity
had a picture, a registry id and one sentence of locked wording and no description at
all, which is how a shot spec came to describe it as stone only and miss the one lit
thing in it (SPEC-VS-SHEET.md:124). TRANSCRIBED FROM THE SHEET 2026-09-06 by opening it,
and at native crops of the lantern, the arch ring, the crown, both approaches and both
abutment feet - not from memory and not from the filename.
WHAT IT IS. ONE STONE FOOTBRIDGE AND NOTHING ELSE, floating alone on a flat, plain,
near-black charcoal field (sampled 34,34,34) that fills the whole frame edge to edge. No
water, no canal, no channel, no bank, no ground, no cast shadow, no sky, no stars, no
horizon, no town, no plants, no figures. The span runs left to right across the middle of
a square frame and recedes away to the LEFT: the right end is drawn nearer and larger and
its foot sits lower in frame, the left end smaller and set back. The camera sits a little
ABOVE deck level and off to the RIGHT, so both copings are seen from above as flat lit top
faces, the right abutment's end face is turned toward the lens, and the vault inside the
arch is open to view. BOTH ABUTMENTS STOP IN MID-AIR: each ends in a flat cut block face
with nothing under it, the left foot stopping higher in frame than the right. The whole
object sits inside the frame and is not cropped by it.
THE ARCH is ONE single span, a broad round-headed opening. Its near face is ringed by a
band of roughly two dozen dressed VOUSSOIR BLOCKS running springing to springing, each
block outlined and separated by a drawn joint. Behind that ring the SOFFIT is a barrel
vault receding away from camera, cool blue-grey where it emerges on the left and carrying
drawn block coursing there, going smooth and warm grey-brown where the lantern reaches it
near the crown; below and right of it the opening is open straight through to the bare
charcoal field. Above the ring, coursed ashlar SPANDREL walls of irregular blocks carry up
to the deck. THE DECK has TWO PARAPETS, near and far, each a low wall finished with a
continuous flat COPING of long stones. Both copings climb from the ends to a short flat
crown at the top of the span and fall away again, so the profile is a shallow peak rather
than a smooth curve. ONLY ONE APPROACH IS DRAWN: between the parapets the RIGHT approach
carries a run of roughly seven wedge-cut STEP BLOCKS descending away from the crown, while
on the LEFT the near parapet hides the deck completely and no left-hand approach surface
appears on the sheet at all.
COLOUR AND MATERIAL: weathered TEAL-GREEN stone throughout, mid-value and cool, brightest
on the lit coping tops and the sunward block faces (sampled 44,107,96) and dropping to a
cool blue-grey-teal on the abutment end faces, the deep parapet faces and the soffit
(sampled 32,51,65 and 32,60,72). No tan, beige, brown, sandy, grey or pale mint STONE
anywhere; the only warm colour in the picture is the lantern and the light it throws. The
blocks are drawn with hairline cracks, short ink ticks and small squared notches scattered
across their faces.
THE ONE LIGHT IN THE PICTURE IS A LANTERN, AND IT IS AMBER. A single paper lantern hangs
under the crown of the arch from ONE short, straight, thin dark stem fixed to the soffit -
a rigid drop, not a swooping cord and not a string of lanterns. It is a barrel shape,
taller than wide, with a small squared cap on top and a small squared foot below, and four
or five horizontal rib seams crossing its face. Its skin is salmon-orange over a hot pale
gold core (sampled 255,207,131 at the centre). It lays a warm amber pool on the soffit
around it, fading out within about two lantern widths to each side, and tints the crown
voussoirs and the coping stones directly above it gold-cream for about three blocks each
side. Nothing else in the image is lit; every other surface is read by flat cel colour
alone.
RENDERING STYLE: painted 2D, flat cel colour under a heavy near-black INK OUTLINE drawn
around every block, coping, arch stone and edge, with visible brush texture and soft
value washes inside the fills. Not photoreal, not a 3D render, no plinth, no table, no
studio backdrop, no drawn panel border, no lettering.
WHAT IT IS FOR. The graph and the registry carry one locked line for this entity:
"Regulation goes over the canal; she goes under it." SOLMARA-GEOGRAPHY.md:59-61 places it:
"THE CANAL is spring-fed from the mountain: it steps DOWN through the terraces on the
south face and runs WEST to the sea. The arched footbridge crosses it mid-slope." It is
the canal beat of Holly Jo's courier round in E1 - E1-FORMATB-SCRIPT.md B14 ("Canal - she
rides the pod under the bridge, drones arc over it, regulation and slower"),
E1-INTRO-5MIN.md C3 ("Regulation goes over the canal. She goes under it."),
E1-PART1-FINAL.md shot 11, film/SCRIPT-V2.md 1-06 ("She goes UNDER the bridge instead of
over it"), and film/shotlist.json A2-07, which attaches this slug. E1-CH1-MANIFEST.md:36-37
names it for Shot 2e alongside the wide plate, "(+ [W12] bridge_p2.png for close work) ",
and close work is what it is: this is a STRUCTURE SHEET under the ONE ASSET PER SHEET law
(deflekt-episode SKILL.md: "STRUCTURES (a building, a bridge, a stair) shown ALONE on a
plain backdrop rather than staged inside a lane full of other things"), which is why the
bridge has been lifted out of its lane and repainted by itself. It is the construction and
colour reference for the arch - the ring, the coursing, the parapet and coping profile,
the teal-green stone and the ink-and-cel line quality - and it is not a location plate.
PROMPTING. NOTHING BUT THE BRIDGE IS ON THIS SHEET. The canal water, the weirs and the
cascade, the banks and their step flights, the town, the windows, the pink lantern
strings, the Ring, the mountain, the sky, the stars, the blossom petals and the ground are
all absent and every one of them is composed in by prompt or taken from its own sheet.
Holly Jo, the hoverboard, the delivery pod, the Mint drones, Darren, Vess, Momma Jo,
Ossie, Petra and every townsperson are absent and are composed in by prompt. THE BACKDROP
IS A PLAIN CHARCOAL FIELD AND IT IS NOT A NIGHT SKY - take no sky, no ground, no state and
no backdrop from this picture. The sheet also declares no palette state: it carries no
daylight and no moonlight, only flat cel colour and the one warm lantern, so a shot states
EMERALD NIGHT or CREAM DAY from the film's own lock and never reads a state out of this
image. Attach it for the arch's build and the stone; for Solmara's lantern light go to the
lantern law, which is PINK paper lanterns in swooping catenary strings, never this one
amber lamp. Rework/prompts/CRITIQUE.md has already caught this sheet being attached to a
prompt whose MUST NOT list held "a bridge", "any ring, arch, doorway or opening", "yellow
or amber light" and "lanterns of any colour", and its ruling there stands as the usage
model: attach it "ONLY for the weathered teal-green stone colour and the painted
ink-and-cel line quality" when everything else in it is unwanted.
RECORDED DEFECTS. (1) THE LANTERN IS AMBER AND THAT BREAKS THE FILM'S LANTERN LAW.
film/LOOK-LOCK.md: "THE LANTERNS are PINK PAPER LANTERNS hung in long SWOOPING CATENARY
STRINGS ... They are never magenta, never violet, never purple, never single wall-mounted
lamps or sconces, never yellow, never amber, never white." This sheet's only light is a
single amber lamp hung alone on a rigid stem, which misses that law on colour and on
mounting. Rework/prompts/CRITIQUE.md records it twice, at line 66 and as library gap 3:
"`Approved/canal-bridge/bridge_p2.png` breaks the pink-lantern rule. I opened it: the
lantern under the arch is orange-amber. It is an approved, registered, attachable sheet
carrying the exact violation that got the first Vellamar plate denied". The sibling wide
plate carries the identical defect and CHARACTER-CANON.md's canal_v2 block rules on it:
"do not read an amber lantern out of this plate into any other frame." IT IS NOT SETTLED,
because film/shotlist.json A2-07 carries a spec_correction dated 2026-09-04 that rewrote
that shot TO the amber lantern - "A single warm amber paper lantern hangs from the crown
of the arch on a short cord, the ONLY warm light in frame" - so one shot spec now
describes it as intended while the lantern law and two canon blocks call it a violation.
Both stand as written; this is Brandt's call and not a shot's or a redraw's to settle.
(2) ONLY ONE APPROACH IS DRAWN AND THE DECK DOES NOT RESOLVE. Step blocks on the right
approach, no deck surface visible on the left at all, and at the crown the copings, the
deck surface and the step run read as four or five parallel ridges that do not resolve
into a readable stair. Generator artifact; recorded so nobody "fixes" it into a new
picture.
(3) WARM GOLD SITS ON THE OUTER FACE OF THE CROWN VOUSSOIRS although the lantern hangs
behind them under the arch, so light is crossing solid stone. Not load-bearing.
(4) RECORDED CONFLICT - THE NAME IS PLURAL AND NAMES WATER; THE SHEET HAS NEITHER. The
registry and ledger name this entity "CANALS + BRIDGES" and the locked wording is
"Regulation goes over the canal; she goes under it." The sheet draws ONE bridge and no
canal, no water and no channel at all. Geography allows one crossing ("The arched
footbridge crosses it mid-slope") and the world-plate NEVER line forbids "a second canal
or a second bridge". Recorded, not resolved.
(5) RECORDED CONFLICT - TWO DIFFERENT PICTURES SIT UNDER THIS ONE SLUG.
C:\Deflekt\Tools\series_graph.py:113 (repo root, not Series/Tools) names the sheet for
`canal-bridge` as `AssetSheets\wave11\canal_v2.png`, while ref-media-ids.json,
canon-index.json and the asset record all name `Approved/canal-bridge/bridge_p2.png`.
Those are not the same image: `canal_v2.png` is the wide EMERALD NIGHT canal plate and it
already carries its own canon block at CHARACTER-CANON.md:2132 under a different heading,
"THE CANAL AND THE FOOTBRIDGE", marked UNREGISTERED there. So the registry id and this
block describe the isolated bridge, and the graph line points at the location plate.
Recorded, not resolved.
(6) STALE POINTER. E1-CH1-MANIFEST.md:36-37 still names this sheet for Shot 2e beside
`world-suite\canal_v2.png`, and the canal_v2 block records that CH1-09 was re-rendered as
a daylight clip when CH1 Beat 2 moved to CREAM DAY. This sheet is state-neutral so it
survives that move, but the manifest line beside it does not.
VERIFIED 2026-09-06 by a second agent against the sheet: 70 claims checked, 12 corrected.
a second bridge, a second arch, a twin span or a double-arched viaduct - it is ONE opening and one span, a flat plank, timber or rope footbridge, a plank deck, or a wooden or iron...
NEVER - what breaks it
a second bridge, a second arch, a twin span or a double-arched viaduct - it is ONE opening and one span, a flat plank, timber or rope footbridge, a plank deck, or a wooden or iron railing, balusters, posts or a handrail in place of the solid stone parapet with its continuous flat coping, a pointed, gothic, ogee, flat-lintel, corbelled or stepped-corbel opening in place of the single round-headed arch, a smooth unblocked arch face with the voussoir ring dropped, or a keystone carved, dated, crested or marked, a pitched, gabled, tiled or shingled roof, eaves, rafter tails, a chimney, a roofed span, a covered bridge, a gatehouse or a tollhouse built on the deck, tan, beige, brown, sandy, ochre, terracotta, whitewashed, pale mint, grey or grey-blue stone in place of weathered teal-green, brick, timber, concrete, plaster or metal in place of cut stone, steps on both approaches or steps on the left one - the only run drawn is on the right approach and the left approach's deck is not drawn on this sheet at all, more than ONE lantern, a string, swag, catenary or festoon of lanterns on this sheet, a lantern hung on a swooping cord instead of the one short rigid stem, a wall-mounted sconce, a lamp post, a glass street lantern, a torch, a brazier, an electric bulb or any wire or cable, that lantern recoloured cyan, white, green, magenta, violet or RED - red is the Swarm's and never appears here - or its amber read out of this sheet into any other frame as Solmara's lantern colour, since the town's lanterns are PINK and this amber lamp is a recorded defect, the arch soffit, the voussoirs, the water or the stone drawn as self-luminous cyan, the game's neon cyan-magenta rim-light laid on the stone, or neon used as an object outline instead of as a light source, canal water, a weir, a cascade, spray, reflections, blossom petals, a bank, a towpath, a quay, a pier, mooring rings, a boat, a barge or a punt drawn onto this sheet - there is no water in this picture and the canal is composed in, ground, grass, earth, cobbles, a road surface, a horizon, a skyline, buildings, lantern strings, the Ring, the mountain, the town, stars or a night sky added behind it - the backdrop is a plain flat charcoal field and stays empty, a sky gradient, a vignette, a glow halo, a spotlight pool, a plinth, a dais, a table, a diorama base or a studio backdrop under the bridge, the abutment feet given ground, a shadow, a footing or a splash instead of stopping in mid-air, a photoreal, CGI, glossy 3D-render, sculpted-model or scale-model finish in place of flat cel colour under heavy near-black ink outline, cracks, rubble, craters, blast scars, fire, wreckage, moss, ivy, weeds or harvest damage - this is the clean pre-attack state and every damaged frame is a shot made FROM it, readable text of any kind - letters, numerals, runes, glyphs, a date stone, a sign, a caption, a filename or a watermark, a drawn panel border, frame line or letterboxing, and Holly Jo, the hoverboard, the delivery pod, a Mint drone, Darren, Vess, Momma Jo, Ossie, Petra or any figure at all drawn onto this sheet - it is a structure sheet and every figure is composed in by prompt
Approved/canal-bridge/bridge_p2.png ref 7638ac39
LOCKEDNO "NEVER" LIST
CHALK COLUMN
You said: A 9, a 6, and BARE STONE beneath - the blank is the subject as much as the marks. Vess counts the shrinking gaps between sightings, in years. Do NOT add a third numeral: the empty space is the closing image of CH13. Brandt approved the art and asked for one line of narration to say what the numbers count, because nothing in the script ever does.
Approved/chalk-column/chalk_1.png ref 7bb167f2
LOCKEDNO "NEVER" LIST
CHILDREN
You said: Boy about 7 with a hoop, girl about 11 arms folded. The FIRST children in the show - before this there was no child in any sheet and no word for one in canon, which is why crowds read as a set. Earth-tone hand-me-downs, matching the townsfolk plate.
Approved/children/children_1.png ref 02263418
LOCKED
COURIER SATCHEL - three views of Holly Jo's brown leather cross-body bag
SHEET: Approved/courier-satchel/satchel1.png (registry slug courier-satchel) APPROVED as courier-satchel, currentstatus SHEET APPROVED in verdictledger.csv; the sheet itself is the...
the full canon wording
SHEET: `Approved/courier-satchel/satchel_1.png` (registry slug `courier-satchel`)
APPROVED as `courier-satchel`, current_status SHEET APPROVED in `verdict_ledger.csv`; the sheet itself is the WAVE 2 variant `satchel_1.png`, verdict APPROVE, decided_on 2026-08-25, with the sibling `satchel_2.png` DENIED the same day. The graph entry (`Tools/series_graph.py`) carries the whole of its written canon in one sentence - "Worn leather cross-body satchel - Holly's badge of office. Detail sheet queued." - and the registry note is empty, which is why a shot spec was able to call it canvas for a month. TRANSCRIBED FROM THE SHEET 2026-09-06 by opening it, and at native crops of the front buckle, the back keepers, both side anchors, the back panel and the open lining - not from memory.
WHAT IT IS. A props sheet: THREE VIEWS of ONE small cross-body bag, spaced left to right on a plain backdrop, nothing else in frame. The bag is a broad low rectangle, about a third wider than it is tall (measured on the sheet: 330 px across the body against 252 px from the top of the flap to the bottom edge), with softly rounded corners, a rolled and stitched edge all round, a shallow boxed gusset and a flat bottom. EVERY LEATHER PART IS THE SAME MATERIAL AND COLOUR: warm mid-brown leather, chestnut to a redder tan across the flap, darkened almost to coffee at the rolled edges, the base and the creases, and lifted to a pale amber sheen along the top roll of the flap and the top face of the strap. It is drawn WORN - visible grain, a fine pinprick stipple across parts of the panels, soft rubbed lighter patches, a hard crease at the flap fold, and pale X-SHAPED SCRATCH PAIRS: one high on the flap toward the left, one low on the front pocket toward the left, one low on the front pocket toward the right. Body, flap, strap, keepers, anchor tabs and the closure billet are ALL leather. THE ONLY NON-LEATHER MATERIAL ON THE SHEET is the lining, seen in the open view: pale oat-khaki CLOTH with a visible woven texture. ALL HARDWARE IS AGED BRASS - warm gold-brown, unpolished, no bright metal anywhere - and the counts are: ONE roller buckle with a centre prong (the front closure), ONE brass keeper loop below it on the billet, ONE brass slide adjuster on the shoulder strap, and ONE brass D-ring per side, two in total, each carried in a short leather anchor tab set with TWO round brass rivets.
LEFT VIEW - THE FRONT, CLOSED, seen square on. The flap covers a little over half the front and its lower edge is piped and saddle-stitched; below it the front pocket panel runs across the lower third with its own stitched top edge. The closure hangs from the flap's lower edge: a short tab whose bottom is cut in a shallow V-NOTCH, two points either side of a single dip, stitched round its edges, then the brass roller buckle with its prong through a punched hole, then a brass keeper, then the billet tail hanging free below with one more punched hole and a rounded tip. The strap rises from the D-rings at both sides and loops above the bag in a long doubled-back figure eight; on this view the slide adjuster and a leather keeper sit on the upper-left run.
CENTRE VIEW - THE BACK, CLOSED, seen square on. The same bag from behind: NO buckle, NO closure, NO pocket on this face. The flap rolls over the top edge and is held by TWO vertical leather keeper straps, one left of centre and one right, each finished with an X-BOX STITCH - a stitched cross inside a stitched square. Under the flap's edge a horizontal saddle-stitch line runs the full width, and a single vertical seam, stitched down both sides, runs from that line to the bottom edge ON THE CENTRE LINE (measured: the body spans x526-847 and the seam sits at x686). The strap loops in the same figure eight above; on this view the slide adjuster sits on the upper-right run.
RIGHT VIEW - OPEN, three-quarter from the front right and slightly above. The flap is thrown fully back and hangs behind, showing its underside lined in the pale oat cloth, with one small round-cornered patch outlined in stitch in that cloth near its top edge. Inside the mouth is ONE open-topped slip pocket, and it is on the INNER BACK WALL - the wall the flap hinges from, the one facing the camera when you look down into the mouth - bound at its opening with a leather strip and set against the cloth lining, not on the inner front wall, and THE MAIN COMPARTMENT IS EMPTY - nothing is packed in it. The outside front pocket reads clearly here, stitched border, its lower right corner puckered from wear. On the near left side the riveted anchor tab and its D-ring are drawn plainly, the strap running from it down to the left and looping back; and low at the right the CLOSURE BILLET - not the shoulder strap - passes through the brass buckle and its keeper and finishes in a POINTED tongue, where the same tail on the left view is cut ROUND, so the two views disagree and the tip shape is not locked.
LIGHT, BACKDROP AND RENDERING. A single soft neutral key from the upper left; nothing coloured touches the leather, no rim light, no glow. The backdrop is a warm bone-grey, plainly darker into the corners in a soft vignette (RGB about 227,219,206 at the centre against 190,182,169 at the corners), and completely empty. Under each of the three bags sits a soft elliptical shadow that does not touch it. PAINTED 2D: brown ink linework with painted value modelling and blended highlights, not photoreal, not a 3D render.
WHAT IT IS FOR. It is Holly Jo's courier bag and, in the graph's words, "Holly's badge of office"; the graph's only edge on it is ("Worn by", "holly-jo"). `CHARACTER-DESIGNS.md` puts it inside her LOCKED WARDROBE - "the courier satchel worn cross-body", alongside the navy bomber with hot-pink piping and the black top - and names it again in the one permitted wardrobe evolution: when she stops being a courier and becomes a pilot "she keeps the navy bomber and the satchel - the silhouette and the hot-pink accent NEVER change" and gains flight gear over them. Four production shots attach the file, across two documents. `E1-CH1-MANIFEST.md` Beat 2 shot 2a, the porch launch, refs `farm_v2.png` + `hj_p2.png` + `hover_p1.png` + `courier-satchel\satchel_1.png`; shot 2c is the bakery stop, "bread bundles into the satchel". In the v2 film's shotlist three shots list `courier-satchel` among their assets: A2-02, the rooftop route, "worn brown leather courier satchel swinging across her back", with the strap snapping in her wake; A2-05, the parapet jump, "auburn hair and satchel flung up behind her"; and A2-06, the bakery stop, "Her open satchel takes them alongside two brass-capped message tubes". The narration names it outright in CH1-05 - "First light. Satchel. Board. Go."
PROMPTING. HOLLY JO IS NOT ON THIS SHEET, and neither is anything she carries: no figure, no hand, no shoulder, no strap on a body, no hoverboard, no bread, no message tubes, no lane, no ground. Compose her in from `Approved\holly-jo\hj_p2.png`; the wrapped parcels from `Approved\bread-package\package_1.png`; the brass-capped message tubes from `Approved\delivery-pod\pod_3.png` (registry slug `message-cases`, a separate prop this sheet does not supply). Worn CROSS-BODY: strap over one shoulder and across the chest, bag riding at the opposite hip, swung round to the back when she rides. OPEN AND CLOSED ARE TWO STATES and shots ask for one or the other - A2-06 needs it open with the parcels going in, A2-02 and A2-05 need it closed and buckled. This is a studio plate, so it is never a light or palette reference: repaint the leather into whichever legal state the scene is, EMERALD NIGHT or CREAM DAY, never a blend, and never carry the bone backdrop, the neutral key or the floating shadow into a frame. Per the LOOK-LOCK rule that a number not written into a prompt is a number the model will choose for itself, copy the counts verbatim into the MUST NOT list: ONE front buckle, TWO X-box keepers on the back, ONE D-ring per side, ONE front pocket, ONE inner slip pocket, THREE X-scuffs and all three on the front (high on the flap left, low on the pocket left, low on the pocket right). The graph says "Detail sheet queued" - no such sheet exists, so this one is the whole authority.
RECORDED DEFECTS. (1) ALL THREE BAGS FLOAT. Each sits above a soft, detached elliptical shadow with no ground contact - the same studio artifact recorded against `bread-package`, and it must never carry into a shot; in a frame the bag hangs on her body or rests on a counter. (2) THE SIDE HARDWARE IS DRAWN SOFT ON BOTH CLOSED VIEWS, all four fittings, not one. At native crop the left and right anchors of the front view and the left and right anchors of the back view all merge the strap end, the anchor tab and the D-ring into an ill-defined mass - the brass reads as a plain straight bar with no ring shape, and no rivets are drawn on any of the four - while the same fitting on the open view is drawn cleanly as a two-rivet tab carrying a proper brass D-ring. The OPEN view is the authority on that anchor; the closed views' blur is not a second design. (3) NO OTHER LOOK-LOCK BREACH. Checked at native crops: no readable text, letterform, numeral, maker's stamp or watermark anywhere on the leather or the lining; no architecture at all, so the flat-roof law is not in play; no cyan and no red; no drawn panel border. (4) THE AUDIT'S CONVICTION IS AGAINST A SHOT, NOT THIS SHEET. `ANIMATION-AUDIT-2026-08-24.md` CH1-06 @0:45, image-mismatch: over the line "A courier carries small things - bread, letters, spare parts", s917 shows Holly Jo carrying nothing - "no satchel, no bag, no strap across her body" - one shot after she wore it in s901, so the prop the line names vanishes on the line that names it.
RECORDED CONFLICT - CANVAS OR LEATHER, AND THE DOCS SAY BOTH. The sheet is leather in every panel. `ANIMATION-AUDIT-2026-08-24.md`'s CH1-06 remedy says to put it back on her "crossbody, canvas flap bulging". `SPEC-VS-SHEET.md` line 122 lists this exact pair as a spec error - spec says "canvas", sheet shows "scuffed chestnut leather, three views" - under a heading that reads "Not yet corrected". `film/shotlist.json` A2-02 does carry a `spec_corrections` entry dated 2026-09-04 changing "canvas courier satchel" to "worn brown leather courier satchel" after opening this file. So the film's shot text is corrected and the audit's remedy text and the SPEC-VS-SHEET row still say canvas. Both readings are on the record; not resolved here. SECOND, IN THE SAME REMEDY: it prescribes "a baguette end and a rolled letter sticking out of it", while `bread-package` canon is "round golden boules only" and lists a baguette on its NEVER line. Also on the record, also not resolved here.
VERIFIED 2026-09-06 by a second agent against the sheet: 92 claims checked, 10 corrected.
a canvas, cloth, waxed cotton, nylon, denim, oilskin, suede or fabric body, flap or strap (only the lining is cloth), black, grey, white, cream, ox-blood, green, blue or any dyed...
NEVER - what breaks it
a canvas, cloth, waxed cotton, nylon, denim, oilskin, suede or fabric body, flap or strap (only the lining is cloth), black, grey, white, cream, ox-blood, green, blue or any dyed leather in place of warm scuffed mid-brown, a pristine factory-new bag with the scuffs, creases and rubbed patches cleaned off, chrome, silver, nickel, steel, iron, blackened or bright-polished hardware in place of aged unpolished brass, more than ONE front closure buckle, a second buckle added to the flap, or a snap, magnet, clasp, turn-lock, drawstring, toggle, zip, velcro, lock or padlock closure, a square, straight-cut, rounded or pointed closure tab in place of the shallow V-notched tab, X-box keepers on the back in any count but TWO, D-rings in any count but ONE PER SIDE, or the riveted anchor tabs redrawn as sewn loops, a backpack, tote, handbag with grab handles, bucket bag, hard case, satchel with a rigid frame, a school satchel with two front buckles, a wide padded messenger sling, a scroll tube or a basket in place of this bag (the brass-capped message tubes are `message-cases` and the basket is CH5's, both separate props), a doubled, chained, braided, webbed, padded or shoulder-padded strap, or the bag worn on both shoulders, on the front as a chest rig, or carried in the hand instead of cross-body, studs, conchos, tassels, fringe, embroidery, tooling, a crest, badge, patch, monogram, maker's stamp, numerals or any readable letterform anywhere on it, extra pockets, flap pockets, side pockets, bottle pockets, slots or a row of D-rings added to the body, the lining redrawn in leather or in any colour but pale oat cloth, the open view packed with visible cargo (the compartment is EMPTY on the sheet and what goes in it comes from its own sheet), the game's neon cyan or magenta rim-light, any glow, cyan (cyan is the Ring, the crown stair and Holly Jo's shield) or red (red is the Swarm's) anywhere on it, a photoreal, 3D-render, CGI, model or diorama finish, this sheet's bone-grey backdrop, its neutral studio key or its detached floating ellipse shadow used as a light, palette, backdrop or staging reference for any shot, a third palette state that is neither emerald night nor cream day, a drawn panel border or frame, and Holly Jo, a hand, an arm, a shoulder, a hoverboard, bread parcels, message tubes, a counter, a ground plane or any Solmara scenery drawn onto the sheet itself
CRIMSON RAPTOR - the game's own render of the red Sentinel fighter
SHEET: Approved/crimson-raptor/rendercrimson.png (registry slug crimson-raptor) APPROVED as GAME RENDER - CANON - the standing status for all five Sentinel ships in the ships block of...
the full canon wording
SHEET: `Approved/crimson-raptor/render_crimson.png` (registry slug `crimson-raptor`)
APPROVED as `GAME RENDER - CANON` - the standing status for all five Sentinel ships in the ships block of `verdict_ledger.csv` and in `Tools/series_graph.py`, carried under the Manta ruling of 2026-08-25, which locks the Violet Manta to "the GAME's own render". The ledger row carries no dated verdict and no comments, and the registry note is empty. THIS PICTURE IS A RENDER OUT OF THE DEFLEKT GAME, not series art: it is the same file as `GameRefs/Ships/render_crimson.png`, copied into the Approved folder, and it is the ONLY image in that folder. THE SERIES DRAWS THIS HULL IN THE PAINTED 2D LOOK - the render is the authority on shape, count and colour, never on finish. TRANSCRIBED FROM THE SHEET 2026-09-06 by opening it at native 1024x1024 and at magnified crops of the nose, the canopy, both wings, the forward gun mount and the engine cluster - not from memory.
WHAT IT IS. ONE SHIP ALONE ON A PLAIN BACKDROP, no ground, no horizon, no second object. A long, low, hard-angled fighter seen in a HIGH THREE-QUARTER REAR view: the nose points up and to the LEFT of frame, the tail and the engines come down to the RIGHT and toward the camera, and the ship is rolled so the camera looks down onto its TOP surface. THE HULL IS DEEP WINE RED - a dark oxblood lacquer, not a bright red - broken into many flat faceted plates by fine dark panel lines and stepped panel edges. Every crest and leading edge carries a lighter pink-red gloss highlight, every recess and undercut falls to near-black, and the paint is lightly worn: faint scuffs, thin scratches and rubbed edges on the raised plates. All hardware is a NEUTRAL GREY with no colour in it - barrels, grilles, vent slots and the flat blocks on the tail pods - and it is not a black material: it reads near-black where it is shadowed (the near pod's blocks average about (49, 47, 53)) and a clear mid-grey where the key catches it (the far pod's, about (122, 119, 125)). THE NOSE is a slender chisel-tipped wedge, blunt at the very tip, not a needle and not a cone; TWO thin dark rods project forward past it, roughly parallel, one off the top of the nose and one lower on the near side. THE CANOPY sits well forward on the spine and is set FLUSH INTO the hull: a low faceted glasshouse of dark olive-grey glass in THREE panes - one flat pane lying along the top of the spine, and below it on the near side two more, a small forward pane and a larger aft pane, divided by a thick body-coloured pillar. It is opaque - no interior, no seat, no instruments, nobody in it. There is no dome, no bubble, no raised hood. Aft of it the spine carries small recessed dark grille panels and slot vents. FORWARD GUN MOUNTS: a boxy body-coloured housing on each side of the forward fuselage, each carrying a tight cluster of thin dark barrels raked forward and slightly outward - on the near mount one barrel sits raised above the bundle; the far mount is mostly hidden behind the hull and only its muzzle tips clear the fuselage line. THE WINGS: TWO, one to each side, each a broad flat swept blade that SPLITS INTO TWO LONG TAPERING POINTS with a deep concave crescent bite between them - a forward-raked outer point and a shorter aft point. A dark slot runs between the wing's forward blade and the wing body. At the near wing's trailing root, on the underside, is a fine-slatted dark grille. THE TAIL: two long slim outboard pods, one each side, running aft along the wing roots; each pod's upper face carries the SAME recessed bay of THREE flat grey-black rectangular blocks - a small one forward, a large one in the middle, a smaller one aft - and both pods read alike, the near pod's in shadow and the far pod's lit. THE ENGINES: FOUR nozzles at the stern, in TWO PAIRS, one pair to each side of the tail. Each is a short cylindrical can in the same wine red, banded with a dark ring near the lip, and each mouth is a deep dark cup with a BRIGHT RED-WHITE GLOWING CORE inside it - the only bright saturated red in the picture. NOTHING ON THE HULL IS CYAN, and there is no lettering, numeral, insignia, squadron marking or decal anywhere on it. LIGHT AND BACKDROP: one soft key from the upper left front, a soft cool grey fill; the background is a flat dark grey-blue studio gradient, darkest in the corners, with no shadow cast and no surface under the ship - it floats.
WHAT IT IS FOR. Per `SERIES-CANON.md`, the CRIMSON RAPTOR is one of THE FIVE SENTINEL SHIPS, the First Light's five surviving fighters that the crew recovers across the season. Its exact game entry: crimson, "3-way spread", special REFLECT NOVA (send every bolt back at once), recovered E11, quad engines. `SERIES-CANON.md` also records that the Sentinel ships are semi-alive - they hum, warm to their pilots, and choose them (Mystery M6) - and that ANY PILOT CAN FLY ANY SHIP, the game's mix-and-match, with crew members swapping ships in emergencies. `CHARACTER-CANON.md`, "THE FLIGHT CREW'S SHIPS - WHO FLIES WHAT" (Brandt ruled 2026-08-29): "CYAN RAZOR and CRIMSON RAPTOR are registered with no pilot assigned. Do not invent one." `ASSET-MAP.md` lists it under SHIPS with code colour (1.00, 0.18, 0.22) and the series note "Future", under the section rule "GAME = LAW; art from game renders/captures, never invented". The game code agrees: `Source/Deflekt/DFKGameState.cpp` names it third in the ship list and gives it `FLinearColor(1.00f, 0.18f, 0.22f)`. Nothing in the docs assigns it a home, a hangar or a scene beyond the E11 vault beat quoted under RECORDED CONFLICT below.
PROMPTING. ATTACH THIS SHEET TO EVERY SHOT THAT CONTAINS THIS SHIP and copy the counts out of the NEVER line verbatim - four engine nozzles, two wings, two points per wing, two nose rods - because per LOOK-LOCK a number that is not written into the prompt is a number the model will choose for itself. THE SHIP IS ALONE ON THIS SHEET: no pilot, no crew, no figure of any kind, no cockpit interior, no hoverboard, no shield, no town, no Ring, no sea, no sky, no enemy craft, no bolts, no HUD. Everything else in a shot is composed in from its own approved sheet. LAW ZERO-F APPLIES AND IT BITES HERE: this asset has exactly ONE VIEW, so by F1 it is NAMED, NOT LOCKED, and by F2 no shot may be generated from a camera this sheet does not cover. The one camera it covers is the high three-quarter rear. Any other angle - side, front, plan, low, cockpit-side - is CAPTURED FIRST from the real game mesh (`dfk.PreviewShip 2` parks this ship, `dfk.ShipYaw <deg>` turns it, `Tools/capture_ships.ps1` and `dfk.ForceShipSelect 1` put it big and clean on the ship-select screen) and added to the sheet; it is never extrapolated by a generator. State heading and orientation explicitly in every shot per LAW ZERO-E5. A second in-game capture of this ship exists at `GameRefs/Ships/select_crimson-raptor.png`; it is NOT on the registry, is NOT approved, was NOT transcribed here, and is not the sheet.
RECORDED DEFECTS. THE SHEET'S FINISH IS NOT THE FILM'S FINISH: this is a photoreal 3D render - glossy specular lacquer, physically-lit metal, a soft studio gradient backdrop with vignetted corners and no ground - and `film/LOOK-LOCK.md` requires "painted 2D animation background art, bold clean ink linework, flat cel shading" and forbids, verbatim, "Not photoreal, not a 3D render, not CGI, not a diorama, not a scale model, no plinth, no table, no studio backdrop". So the render is a GEOMETRY AND COLOUR reference only; its backdrop, its gloss and its studio light belong to the sheet and never travel into a shot. ONE VIEW ONLY, which is the LAW ZERO-F1 condition, recorded here so nobody mistakes "canon" for "locked". THE FORWARD GUN BARRELS DO NOT RESOLVE at 1024 px: the near mount reads as one raised barrel above a bundle of two or three - about four in all - and the far mount is occluded to two visible tips, so NO BARREL COUNT MAY BE WRITTEN INTO A PROMPT FROM THIS PICTURE; capture the count off the mesh first. NO SCALE REFERENCE: there is no figure, ground or object beside the hull, so the Manta's canopy-anchor scale test cannot be applied to this ship from this sheet, and no size statement should be written from it.
RECORDED CONFLICT - THE COLOUR. The registry wording, `ASSET-MAP.md` and `DFKGameState.cpp` all give this ship as crimson (1.00, 0.18, 0.22), which is a bright saturated scarlet. THE SHEET'S HULL PAINT IS NOT THAT COLOUR: it is a dark wine/oxblood red, sampled at roughly (118, 64, 66) on the lit crests and (79, 22, 26) in the shadowed flanks, with the whole hull's median near (78, 26, 31), and the bright saturated red appears only inside the four engine mouths. Both are recorded; this block does not resolve which one a painted shot should use.
RECORDED CONFLICT - THE PILOT. `SERIES-CANON.md` E11 "SYSTEM CRASH" reads: "Ki dives the vault where the CRIMSON RAPTOR sleeps; it answers Ki's touch. 'KI JOINS THE CREW!'" `CHARACTER-CANON.md`, THE FLIGHT CREW'S SHIPS (Brandt ruled 2026-08-29), reads: "CYAN RAZOR and CRIMSON RAPTOR are registered with no pilot assigned. Do not invent one." Both are recorded; this block does not resolve whether the E11 beat assigns Ki to this ship.
RECORDED CONFLICT - RED ON A FRIENDLY HULL. `film/LOOK-LOCK.md` states "CYAN belongs to us and appears ONLY as: the Ring's glyph, the crown stair, Holly Jo's shield, and friendly drive-glow. RED belongs to the enemy and appears nowhere else." This is a friendly Sentinel ship whose hull is red and whose four drive glows are red, in the game and on this sheet. Both are recorded; this block does not resolve the exception.
VERIFIED 2026-09-06 by a second agent against the sheet: 69 claims checked, 7 corrected.
--- from series_graph.py (locked wording) ---
Game ship, crimson (1.00, 0.18, 0.22).
orange-red, pink, magenta, violet, brown or any non-red hull (wine red versus the code's bright scarlet is left OPEN above, so neither may be forbidden here), a matte, bare-metal,...
NEVER - what breaks it
orange-red, pink, magenta, violet, brown or any non-red hull (wine red versus the code's bright scarlet is left OPEN above, so neither may be forbidden here), a matte, bare-metal, chrome, rusted or unpainted hull, any count of engine nozzles but FOUR, a single big engine, twin engines or six engines, engines in one row instead of TWO PAIRS, any count of wings but TWO, a plain single-pointed wing instead of a TWO-POINTED FORK, any count of nose rods but TWO, a raised bubble canopy, a dome, a glass hood or a canopy with a visible pilot, seat, instruments or lit interior, a nose cone, a snout, a dorsal fin or a whip tail, a manta-ray silhouette or any part of the VIOLET MANTA's hull, bolted wooden patches or any PATCHED MANTA repair, cyan glow, cyan rim light, cyan inset strips or any cyan anywhere on this hull, the game's neon rim light, HUD, reticles, health bars or arena grid, letters, numerals, squadron numbers, insignia, decals, labels or watermarks, a photoreal, 3D, CGI, plastic-model or diorama finish in a film shot, a plinth, table, studio backdrop, vignette or drawn panel border in a film shot, any pilot, crew, hand or figure of any kind on this sheet, any invented pilot assignment, any camera angle this sheet does not cover.
CYAN RAZOR - the cyan Sentinel fighter, the game's own render
SHEET: Approved/cyan-razor/rendercyan.png (registry slug cyan-razor) APPROVED with status "GAME RENDER - CANON" - the ships category, where the GAME IS LAW and the art comes from game...
the full canon wording
SHEET: `Approved/cyan-razor/render_cyan.png` (registry slug `cyan-razor`)
APPROVED with status "GAME RENDER - CANON" - the ships category, where the GAME IS LAW and the art comes from game renders and captures, never from invention. Its ledger row is `cyan-razor,CYAN RAZOR,ships,GAME RENDER - CANON,,,,` : no verdict, no comment, no decided_on date and no actioned_by_claude mark - the ledger's four trailing columns, and this file carries no wave column at all, so the status is the registry's own, inherited from the ship existing in the shipped game, not a dated approval written by Brandt on a review page. The registered file is byte-identical to `GameRefs/Ships/render_cyan.png`, which is where it came from. TRANSCRIBED FROM THE SHEET 2026-09-06 by opening it, at full size and at native crops of the engines, the prow, both wings, the dorsal deck and the plate under the hull - not from memory.
WHAT IT IS. One spacecraft alone on a plain square plate: no ground, no horizon, no stars, no architecture, no figure, no text. It is seen FROM ABOVE and from its left front quarter, so the whole top surface faces camera - the two engines and their exhaust sit at the UPPER RIGHT of the frame, the long pointed prow runs down to the LOWER LEFT, and a soft dark elliptical shadow lies on the plate directly beneath the hull. THE HULL IS A BROAD FLAT ARROWHEAD BUILT ENTIRELY OF HARD FLAT FACETS - triangles and trapezoids meeting at sharp creases and bevelled edges, with no curved or organic surface anywhere on it (the two engine cylinders, below, are the only round forms on the ship). Its material is two things and only two. First, POLISHED MIRROR CHROME, silver-white, which takes hard white highlights along every upward-facing crease and reflects the dark plate as near-black in its downward facets. Second, INSET PALE TEAL PANELS - flat and satin, running from an almost white ice-blue on the lit faces to a saturated turquoise in shadow - laid into the chrome as long rectangles, chevrons and slender triangles, every one of them framed by a thin raised chrome lip. The chrome is the ground and the teal is the inlay: this is a silver ship with teal panels, not a cyan-painted ship. THE PROW is a long tapering blade of hull, about a third of the whole length, narrowing to one sharp point at the lower left; its top face carries a long teal stripe between two chrome ribs, and the narrow face below that top face is NOT teal - it is near-black mirror chrome taking the dark plate, sampling #141e1f and #060b0e. THE WINGS ARE TWO, both swept back, and the viewing angle draws them very differently: the FAR wing, at upper left, is a thin flat blade seen nearly edge-on, with a very fine leading edge, a black slot separating it from the hull along its root, and a small teal chip at the tip; the NEAR wing, at right, is broad and faces camera, panelled in three long teal rectangles between chrome ribs, and it KINKS DOWNWARD at a knuckle about two thirds of the way out so that its tip hangs below the line of the hull. THE DORSAL DECK between the wings carries a large elongated hexagonal pale-teal panel set flush in the chrome, further chevrons and triangles of teal around it, and TWO DARK OPENINGS, near-black, set flush in the deck - the count is two, not one: a small rectangle forward of the engines (about x442-472, y369-376 on the 1024px plate) and, outboard and aft of it, a larger chrome-lipped tapered slot forward of the near engine (about x626-676, y438-461). There is NO bubble canopy, NO dome, NO glass blister, no visible cockpit and no pilot. THE ENGINES ARE TWO, and the count is the picture's, not the docs': two short cylinders mounted on top of the rear deck, side by side, each a fluted chrome barrel with vertical ribs, and around the forward end of each cylinder a RING OF SMALL BEADS glowing cyan-white. From the back of each cylinder one plume streams up and to the right - a cone that is blown out to white-cyan at the mouth and cools outward into a soft turquoise haze with no hard edge and no visible flame shape. Two engines, two plumes, and that glow is the only light the ship emits. PALETTE AND LIGHT: silver-white, pale teal and turquoise on a near-black desaturated blue-green field (a vertical gradient, about #1f292b along the top edge cooling to about #161b1e along the bottom, and even from side to side - not an even field, and the corners are not darker than the middle). A single cool white key comes from above and slightly left; there is nothing warm anywhere in the frame, no rim light of any other colour, and no lens flare.
WHAT IT IS FOR. The docs give it three jobs and nothing more. FIRST, it is one of THE FIVE SENTINEL SHIPS - the First Light's five surviving fighters, recovered across the season, with the game's exact names, colours and specials: CYAN RAZOR (cyan) is "fast, straight", its special is SLIPSTREAM (bullet-time), and it is RECOVERED IN E6. SECOND, E6 "GONE FISHING" is where it enters the story: Ring 11, the Deepwater Shrine, a drowned world, where KITTY - after hooking the crew's supply pod mid-flight and being saved from the Hunt Guild - pays them back by diving the flooded shrine for the CYAN RAZOR, steals the ship, gets to the horizon and comes back, on the episode captioned "KITTY JOINS THE CREW!". THIRD, it carries the general ship law: the Sentinel ships are semi-alive, they hum, they warm to their pilots and they choose them (Mystery M6, are the Sentinel ships alive?), and ANY pilot can fly ANY ship, the game's mix-and-match, so crew members swapping ships in an emergency is a recurring delight. Its registry wording is "Game ship, cyan (0.15, 0.90, 1.00). Crew assignment as the story grows", and Brandt's flight-crew ruling of 2026-08-29 is explicit that CYAN RAZOR and CRIMSON RAPTOR are registered WITH NO PILOT ASSIGNED and that one must not be invented. Nothing else about this ship is written down: it has no interior, no named guns, no history before E6 and no hull damage state.
PROMPTING. THIS PICTURE IS A GAME RENDER, and it must be used the way the Manta's render is used - it is the authority on the HULL (silhouette, facet layout, where the teal sits, the two engines, the downward-kinked near wingtip) and it is NOT the authority on the LOOK. The series draws this ship in the PAINTED 2D ANIMATION look - bold clean ink linework, flat cel shading, painted background art - so every prompt that attaches this sheet must say painted 2D animation and must say NOT photoreal, not a 3D render, not CGI, not a diorama, not a scale model, no plinth, no studio backdrop. STATE THE HEADING IN WORDS. The sheet shows one three-quarter angle from above and to the ship's left; the way the ship happens to face on this plate must never be allowed to decide which way it flies in a shot, and there is no side, front, rear, underside or cockpit view to fall back on. ASSET ISOLATION: nothing else is on this sheet and nothing else may be read off it. No pilot, no crew, no cockpit interior, no Solmara, no sea, no Ring, no Deepwater Shrine, no HUD, no score, no reticle, no second ship, no shield, no weapon fire, no coins. Holly Jo comes from her own master, the ship's cyan deflect shield from the ship-shield sheet (`shield_ship_v3`), the VIOLET MANTA from `Approved\violet-manta\render_violet.png`, and the enemy Interceptor from its own game captures - each composed in from its own block. THE OTHER GAME FILE FOR THIS SHIP IS NOT A SHEET: `GameRefs\Ships\select_cyan-razor.png` is a top-down GAMEPLAY SCREENSHOT with the whole HUD burned into it - DEFLEKT, SCORE, LIVES, LEVEL, TIME, BEST, "BOSS IN 37", "PERFECT!", the DEFLEKT BEAM / SPECIAL: TORNADO / BOOST bars and the control legend - and the ship in it is a few dozen pixels seen in plan view. It must never be attached to a shot, and no hull detail may be taken from it. SCALE: this render carries no scale reference at all - no figure, no ground, no prop - so it cannot answer how big the ship is. The Manta's canopy-anchor rule belongs to the Manta's block; any size statement for the Razor has to be written from the story, not measured off this plate.
RECORDED DEFECTS. (1) THE FINISH IS THE DEFECT. This is a photoreal 3D studio render - mirror reflections, ray-traced specular highlights, a soft contact shadow under the hull and an evenly lit seamless dark backdrop - which is precisely the finish LOOK-LOCK forbids in every shot of the picture. The sheet can therefore never be used as, or animated into, a frame; it is hull reference only. (2) THE PAINTED SHIP SHEET DOES NOT EXIST. ASSET-MAP's per-ship deliverable - a painted-dawn SHIP SHEET at 3/4, side, front and cockpit, generated FROM the game capture as primary reference - is still unticked for all five ships, so this single-angle render is the only master this ship has, and three of the four views that sheet was to carry - side, front and cockpit - are simply not drawn anywhere. (3) NO COCKPIT IS ANSWERED. The render shows no canopy, no glass and no seat; the only openings on the hull are the two dark deck recesses described above. Where a pilot sits in this ship is not settled by any approved picture. (4) THE STATUS IS UNDATED. The ledger row has an empty verdict, an empty comment and an empty decided_on, so nothing records Brandt looking at this specific file and saying yes. The Manta's render is in exactly the same position - `violet-manta,VIOLET MANTA,ships,GAME RENDER - CANON,,,,` is the identical undated row - and what Brandt ruled on 2026-08-25 were the Manta's PAINTED variants (`manta_hum`, `manta_dead`, `manta_second_seat`), never `render_violet.png` itself.
RECORDED CONFLICT (docs vs picture, colour). The docs call this ship cyan and give one number - ASSET-MAP "CYAN RAZOR | (0.15, 0.90, 1.00)", the graph entry "Game ship, cyan (0.15, 0.90, 1.00)", SERIES-CANON "CYAN RAZOR (cyan)" - which is a bright blue-cyan. The picture shows a MIRROR-CHROME SILVER-WHITE hull with pale teal inlays, no cyan paint on the hull at all, and the only saturated colour is the engine ring and plume, whose body samples green-leaning turquoise (about hue 178, for example #298078 and #3ea9a1) with a white-cyan blown-out core, rather than the stated blue-cyan. Both are recorded here; this block does not resolve which one a shot should follow.
RECORDED CONFLICT (doc vs doc, pilot). CHARACTER-CANON's flight-crew ruling of 2026-08-29 states that CYAN RAZOR and CRIMSON RAPTOR "are registered with no pilot assigned. Do not invent one", and the registry wording says "Crew assignment as the story grows". SERIES-CANON's E6 outline has KITTY dive the Deepwater Shrine for this ship, steal it, fly it to the horizon and bring it back on the episode she joins the crew. Both are recorded here; this block does not decide whether that makes her its pilot.
VERIFIED 2026-09-06 by a second agent against the sheet: 156 claims checked, 8 corrected.
--- from series_graph.py (locked wording) ---
Game ship, cyan (0.15, 0.90, 1.00). Crew assignment as the story grows.
any engine count but TWO, any plume count but TWO, one long central thruster, a quad-engine cluster (that is the Raptor) or a single big engine (that is the Wasp), orange, red, yellow,...
NEVER - what breaks it
any engine count but TWO, any plume count but TWO, one long central thruster, a quad-engine cluster (that is the Raptor) or a single big engine (that is the Wasp), orange, red, yellow, white-hot, magenta or violet exhaust, hard-edged afterburner flame cones or ring-shaped shockwaves at the nozzles, a cyan-painted, turquoise-painted, white matte, grey gunmetal, black, gold or violet hull (violet is the Manta), magenta panel-seam webbing tracing the plating (that light belongs to the Interceptor), the teal inlay panels redrawn as glowing neon strips, lit veins or a hull-wide energy glow, a curved organic manta-ray body, a rounded jet fuselage or any soft surface in place of the hard flat faceted arrowhead, a raised bubble canopy, a glass dome, a cockpit blister, a visible pilot or seats, a dorsal fin, vertical stabiliser, rudder or trailing tail, wingtips bent UPWARD or both wings drawn identical instead of the near wing kinking down at its knuckle, a symmetrical two-wing plan flattened to a plain delta with the prow blade dropped, gun barrels, turrets, cannons, missile pods or torpedo racks, landing gear, wheels or struts, registration numbers, lettering, insignia, decals, watermarks or any readable text, the game's HUD - score, lives, level, timer, bars, PERFECT!, reticle or control legend - anywhere in frame, the top-down HUD screenshot `select_cyan-razor.png` used as the reference, a photoreal or 3D-rendered finish, mirror-chrome reflections, a studio backdrop, a plinth, a table or a contact drop shadow in a film frame, a background of any kind baked onto the isolated sheet, the deflect shield drawn as a bubble or dome wrapped around the whole ship instead of coming from its own sheet, any figure, crew member or Holly Jo on this sheet, and a named pilot or owner attached to this ship.
Approved/cyan-razor/render_cyan.png ref 35e04c10
LOCKEDNO "NEVER" LIST
DANERREN COIN
Approved/danerren-coin/coin_b.png ref 22e607f9
LOCKED
DARREN - the warrior
BLOND hair, swept back from the temples and tied behind; LONG BLOND BEARD reaching mid-chest. Broad, heavy-built. BLUE-STEEL PLATE ARMOR - segmented chest and shoulder plates with...
the full canon wording
BLOND hair, swept back from the temples and tied behind; LONG BLOND
BEARD reaching mid-chest. Broad, heavy-built. BLUE-STEEL PLATE ARMOR -
segmented chest and shoulder plates with GLOWING BLUE KNOTWORK patterns
etched across chest, pauldrons, bracers and belt. Thick brown FUR
mantle over the shoulders and fur at the boot tops and thighs. Wide
leather belt with a round steel boss. Brown fur-trimmed boots with
steel guards. On his BACK: a round wooden shield, steel-rimmed, with a
steel dome boss and a ring of GOLDEN RUNES around the rim.
AGE: 41. RULED 2026-09-08 by Brandt ("give him an age that makes sense but it doesn't
really need to be said"). This closes a real conflict that had already reached a shot:
this block previously implied 29, while the SkyReels shot card called him "54, widowed
ex-Bastion guard". Those are different men, and the confession only works one way.
41 is chosen because it is the only reading that carries every fixed piece of him at once:
old enough to have served in the Bastion, married, and lost her; old enough to read as a
mentor to a nineteen-year-old rather than a peer; and it puts roughly TWENTY YEARS between
the day he stepped aside (around twenty-one) and the night he tells Holly about it. That
twenty years is the weight in the line - a 29-year-old has not carried it long enough for
"the man who stepped aside" to have become who he is, and a 54-year-old reads as her
grandfather rather than someone she could become.
HIS AGE IS NEVER STATED. No line of dialogue, narration or on-screen text gives a number.
It exists to keep the drawing and the performance consistent, nothing else. What the
audience sees is a man in his early forties: weathered but still a fighter, the face of
someone who has been carrying something a long time and is not old.
AND THE SHEET GOVERNS THE DRAWING, NOT THE AGE. The number does not license grey hair, a
lined face, or an unarmoured body - the NEVER line above still stands unchanged. It was a
paraphrase from memory ("the older man ... grey-blond") that put a white-haired man in a
knit sweater into a finished shot while darren_p1.png was attached to the prompt. Copy
this block; never describe him from memory.
--- from CHARACTER-DESIGNS.md ---
**Accent: steel-cyan (0.31, 0.76, 0.85)**
Heavyset, powerful older man built like a bulwark. Long blond-brown hair swept
back, and a huge braided beard. Warm, crinkled eyes and a surprisingly gentle
smile. Fur-collared steel plate armor over dark leathers: pauldrons, bracers,
a broad belt with a domed steel boss, knee plates and heavy boots. A round
shield slung on his back. Every plate is etched with interlaced knotwork that
GLOWS steel-cyan - the same light as his SHIELD WALL.
Reads as: a Norse/warden warrior, not a soldier. Ancient, dented, maintained.
**WHAT THIS FIXED:** the bible had him as a temple caretaker in a guard's
uniform. He is grander than that - a WARDEN of the old order in inherited
armor, which now also explains the glowing knotwork as First Light craft
(House Danerren metalwork). Keep his age, his grief, his sewing, his wall.
Keep him gentle; the armor is the joke - the biggest, most armored person in
the show is the softest one in it.
---
--- from series_graph.py (locked wording) ---
VIKING ship fighter - keeps this exact game look (braided beard, fur-trimmed knotwork armor, round shield = his Shield Wall). Comes through the portal to Solmara, trains Holly for many months, then brings her to his world to fight the enemy. Opening beat: beaten in his world's war, then called to where Holly is - she is the answer. Deeper backstory held offline.
dark hair, clean-shaven, plain tunic, unarmored, helmeted.
You said: DARREN's NEUTRAL master - the turnaround with the shield slung on his back. LONG BLOND BEARD TO MID-CHEST; a short or trimmed beard is the named CH6/CH12 drift. Distinct from 'darren-shield-states', which is the OFF/ON shield sheet and is not his character master.
Approved/darren/darren_p1.png ref a2fb824e
LOCKEDNO "NEVER" LIST
DARREN SHIELD STATES
You said: Darren's shield OFF (left) and ON (right). Approved 2026-08-29: 'This is perfect.' The ON panel also lights his EYES - that was flagged on the card as something he had never ruled on, and he approved it anyway, so glowing eyes ARE canon in the shield-up state. His neutral master is 'darren'.
DARRENS WORLD - Vardeim's war coast, viking starships under red fire
SHEET: Approved/darrens-world/vardeimv2.png (registry slug darrens-world) APPROVED 2026-08-29 in the rework wave and registered as darrens-world, against Brandt's note "Should be...
the full canon wording
SHEET: `Approved/darrens-world/vardeim_v2.png` (registry slug `darrens-world`)
APPROVED 2026-08-29 in the rework wave and registered as `darrens-world`, against Brandt's note "Should be viking themed but more futurrisitc where they also fight with lazer peams and space ships"; the graph status is "NAMED + CONCEPTS APPROVED - CANON" and the verdict ledger carries the wave-12 rows `dworld2_b` / `dworld2_c` and the wave-20 rows `vardeim_redsky` / `vardeim_ring` as APPROVE, decided 2026-08-25. The superseded war coast `dworld2_a.png` is in `Series/Denied/2026-08-29/` and must never be attached. TRANSCRIBED FROM THE SHEETS 2026-09-06 by opening all five pictures in `Approved/darrens-world/` at full size, plus native crops of the beached hull's gunwale, the airborne hull, the three shielded warriors and the top strip of sky - not from memory. Until now this entity had five approved pictures, one sentence of graph wording and `never: null` in the canon index, which is how a shot spec was able to describe its shields wrongly.
WHAT IT IS. VARDEIM'S WAR COAST AT NIGHT, a wide 16:9 battle plate (2752x1536) with no named character in it, drawn in the show's flat cel language with heavy black ink outline. THE SKY is flat desaturated TEAL-GREEN, darkest along the top edge - no stars, no moon, no cloud shapes, no red crack - and fine pale near-vertical streak lines are ruled across the whole of it. THE LAND: snow-streaked grey rock mountains ring the horizon on both sides, a cold blue-teal inlet fills the left and middle distance with long pale-cyan strokes lying on the water, and the foreground is a bare dark slate-and-charcoal PEBBLE SHORE scored with long striations, rising to dark rock outcrops at the right. The snow is on the mountains and in pale patches lying on the dark rock outcrops at the right; the shore itself is dark shingle.
FIVE SHIPS, ALL VARDEIM'S, ALL ONE DESIGN: DRAGON-PROW LONGSHIP STARSHIPS. A carved dragon head at the prow, knotwork down its neck, mouth open on teeth; a curled spiral stern-post; clinker planking amidships under riveted metal armour plates over the fore-hull; a carved chevron-knotwork band running the sheer strake; and a row of ROUND SHIELDS hung along the near gunwale, each a plank disc with a domed central boss (FOUR on the left beached hull and FOUR on the upper-right airborne hull; FIVE on the upper-left airborne hull and FIVE on each of the other two grounded ships). Under the hull sit cylindrical DRIVE NOZZLES with glowing cyan circular ports; a boxy deck housing carries a glowing cyan rectangular screen; BEAM CANNON on pintle mounts stand amidships with the muzzle flaring cyan. TWO ships are AIRBORNE, upper left and upper right, each hanging on downward cyan thruster cones from underslung pods - THREE cones under the upper-left hull, FOUR under the upper-right - with a further cyan jet trailing aft from the stern nozzle, each burning amidships with an orange fire and a grey-brown smoke plume, each firing a cyan beam forward past its own dragon head. THREE ships are DOWN at the waterline: one large at left foreground standing on A-frame LANDING LEGS with flat footpads on the shingle, prow up-right, two cannon firing cyan while a red beam bursts orange on its deck in flying debris and a grey smoke column; a second at centre-right, same design, hit and burning; a third, smaller, further right on the water, firing cyan and struck with orange sparks.
THE FIRE IS TWO-COLOURED AND THE SIDES ARE NEVER SWAPPED. Every Vardeim light is CYAN - drives, hull ports, deck screens, beams, sword blades, shield barriers. Every incoming beam is RED: THREE red beams come down steeply from off the top of frame and there is no fourth - two are long and end in the orange bursts on the two grounded hulls, and the third is thinner and stops in mid-sky at a small red bolt with an orange flame head. THE ENEMY ITSELF IS NOT IN FRAME - no Swarm hull, no body, no Warlord; only its fire enters.
THE WARRIORS, roughly a dozen, every one anonymous, scattered from the foreground to the far right of the shore. Mail hauberks, heavy grey-brown FUR-COLLARED CLOAKS and mantles, riveted CONICAL HELMS with a nasal bar and no horns, wide belts, cross-wrapped leather boots. Their weapons are CYAN ENERGY BLADES - a sword-shaped blade of cyan light on a plain cross-guard hilt - and a few also carry an ordinary dark blade sheathed or held low. THREE of them, in the foreground, carry the barrier: a domed CYAN BARRIER BUBBLE standing PROUD of the shield face, visibly wider than the shield on every side, its bright rim arcing outside the shield's edge all round, its curved surface webbed with fine crackle lines. TWO of the three have the physical shield drawn inside it - a round wooden shield of pale plank staves with a metal rim and a domed metal boss. On the THIRD, the foreground-left warrior, the dome is drawn ALONE on a clenched fist, with no plank disc, no rim and no boss inside it and the shore's strata showing straight through. Either way the barrier is carried on the arm; it never stands off an open palm. CAMPFIRES of stacked logs burn along the shore, six or more, each laying a warm orange pool on the shingle; those fires and the burning hulls are the only warm light in a cold picture. No text, no lettering, no banner and no rune appears anywhere on this sheet.
THE FOUR OTHER APPROVED PICTURES IN THE FOLDER ARE DIFFERENT PLACES AND STATES, NOT THIS ONE. `dworld2_b.png` THE LONG-HALL CAMP (square, 2048x2048): night, snow-covered ground, a timber long-hall with a steep SHINGLED PITCHED ROOF under snow, crossed carved gable finials at the ridge, carved knotwork over the lintel, a chimney trailing pale smoke, plank double doors standing open on an orange fire within, and a lower wing at the right with a second lit doorway; in front of it a camp of six dark canvas A-frame ridge tents on guy ropes, spear shafts standing upright, four burning pole TORCHES, and round shields racked lower-left (blue-grey planks, iron boss), three more leaning against the hall wall right of the doors, and a mixed group lower-right - red-brown and blue-grey plank shields, one of them with red-and-ochre radial segments, over a stack lying flat behind them. Flat dark slate blue-grey sky, snow falling. NO cyan, NO beams, NO drives, NO starship anywhere in it. `dworld2_c.png` THE SCARRED FIELD (square, 2048x2048): a wide snow-and-mud valley between rounded snow mountains, heavy slate-purple cloud over a low pale cream-and-peach band; a TORN BANNER on a spear-topped pole, dark blue-grey with a large silver interlace knot device and a shredded fly; dozens of spear shafts standing and broken; six round wooden shields lying and leaning; one small orange pyre in the middle distance under a thin smoke column; about a dozen black ravens circling. No figures, no cyan, no red beam. `vardeim_redsky.png` THE RED-CRACK SKY (16:9, 2752x1536): the long-hall camp re-framed wide with everything unchanged, plus a jagged RED FISSURE splitting the sky left of the hall - a branching vertical crack with a hot pink-white core - washing red-magenta across the cloud and laying a red glow over the snow; eight tents, FIVE torches, and four shield groups - a leaning pair lower-left, three against the hall wall right of the door, and two racks at lower-right. Still no cyan and no starship. `vardeim_ring.png` VARDEIM'S RING ON THE ICE (16:9, 2752x1536): a massive upright stone torus of dark weathered grey-green stone, its whole outer face carved with one continuous interlace band, snow lying along the rim, standing on a snow drift over black cracked ice with a cold grey sea beyond and heavy grey-blue overcast above. ONE small CYAN GLYPH, a hook-and-spiral mark on a darker inset panel at the top of the rim, is the only lit thing on it, and the mouth is EMPTY - sea and sky show straight through. ASLEEP. Away to the right along the far shore, four small orange fires under dark smoke columns.
WHAT IT IS FOR. VARDEIM IS DARREN'S WORLD, named by Brandt 2026-08-20 in his own spelling - not "Vardheim" - and the name is public canon that narration may use freely, not a spoiler. The graph wording: a Viking war-world losing its fight against the enemy; Darren is beaten here before crossing to Solmara; Chapters 2/3 travel here when he brings Holly back to help. SERIES-CANON's live lock (2026-08-25) makes Vardeim his HOME world, not an adoptive one - TEN WINTERS in a Vardeim shield-wall (CH2-15) and a crossing to Solmara at about TWENTY-SEVEN, two years ago, so "the last of his shield-wall" is earned. The older reading - adoptive world, crossed at nineteen - is in SERIES-CANON's SUPERSEDED Darren timeline, is marked DO NOT PROMPT FROM THIS, and must never be copied out of it. Brandt ruled on 2026-08-29 that Vardeim is viking AND futuristic, both halves required: dragon-prow longship hulls are armoured STARSHIPS with cyan drives, and warriors carry energy weapons and cyan force-field shields. E1 carries Vardeim as its B-thread - the cold intercut at CH1 beat 4, the shield-wall at CH2-15, the decision at CH3 beat 3 - and hands E2 all of Vardeim. In the four-minute film the slug `darrens-world` is attached to exactly two shots, both 5 seconds and both without a named character in them because canon forbids singling Darren out: A3-03, the fleet lifting off the black shingle on cyan plumes with red beams coming down, and A3-04, the locked shield wall with red fire breaking across the domed cyan barriers. The two wave-20 cards have their own jobs: `vardeim_redsky` is the state card for CH3's sky cracking red, recurs heavily in E2 and is the approved Vardeim flash in E3-CH7; `vardeim_ring` is Vardeim's own gate, the door Darren crossed through, and E2's escape gate. Further out, the Volume One break names Vardeim as the destination the whole volume points at; its phrasing of that - the destination "named off the shivering lamp" - is NOT carried here, because Brandt ruled 2026-08-29 that the Keeper's chamber is just Vess's room, the lamps carry no meaning, and the world-lamp reading may not be written back into any note.
PROMPTING. NOBODY WHO HAS A NAME IS ON ANY OF THESE SHEETS. Darren is composed in from `Approved\darren\darren_p1.png`, his shield's on/off states from `Approved\darren\darren_shield_states.png`, Holly Jo from her own master; every warrior on the war coast is anonymous and stays anonymous. The enemy is composed in as RED FIRE ONLY - no Swarm scout, weaver or Warlord sheet is ever attached to a Vardeim plate. FIVE PICTURES, FIVE JOBS: attach `vardeim_v2` for the war coast under fire, `dworld2_b` for the long-hall camp at night, `dworld2_c` for the scarred field after a battle (its job in E1 CH1 beats 4c/4d), `vardeim_redsky` when the sky must be cracked, `vardeim_ring` for the gate on the ice. Do not attach one and ask for another's state - A3-03's spec had to be revised specifically to strip an imported red-cracked sky and an imported gate back out of a war-coast shot. VARDEIM IS NOT SOLMARA: its roofs ARE pitched and shingled, the flat-roof law belongs to Solmara and does not apply here, and neither the emerald-night nor the cream-day lock is carried onto Vardeim - its night is teal-green and slate blue-grey, cold, with orange only from fire. Quote the counts verbatim into any prompt built from this block: three thruster cones under the upper-left airborne hull and four under the upper-right, three red beams and no fourth, four round shields on the beached gunwale, three shielded warriors in the foreground, one cyan glyph on the Ring.
RECORDED DEFECTS, so nobody "fixes" them into a new picture and so the open ones are not mistaken for settled. THE STYLE SPLITS ACROSS THE FIVE: `vardeim_v2` is flat cel with heavy black ink linework, `vardeim_ring` is soft painterly with no ink outline and no cel banding at all, `dworld2_c` is a painterly landscape that still carries black ink outlines on its foreground props, and `dworld2_b` / `vardeim_redsky` sit between them; LOOK-LOCK requires bold clean ink linework and flat cel shading on every shot, and ANIMATION-AUDIT-2026-08-24 already logged the Vardeim run as going cel to painted-cel to fully painterly in four cuts. Not fixed. READABLE TEXT ON `dworld2_c`: the round shield at lower left carries a ring of gold-ochre RUNIC LETTERFORMS around its rim, and LOOK-LOCK bans letters outright. ASPECT: `dworld2_b` and `dworld2_c` are 1:1 SQUARE and cannot fill a 16:9 frame without cropping roughly half their content or padding; the other three are 2752x1536. GENERATOR ARTIFACT: the fine pale near-vertical streak lines ruled across the whole sky of `vardeim_v2` (and of the denied `dworld2_a`) can be read as falling snow or as scratches on a scan; nothing is load-bearing on them. RECORDED CONFLICT, WHICH PICTURE IS THE SHEET: `C:\Deflekt\Tools\series_graph.py` (the repo-root Tools folder, not `Series/Tools`) points `darrens-world` at `AssetSheets\wave12\dworld2_b.png`, while the rework-approval registry line in CHARACTER-CANON.md and the asset record both name `Approved\darrens-world\vardeim_v2.png`. Both stated; not resolved here. RECORDED CONFLICT, THE RULING AGAINST THREE APPROVED PICTURES: the 2026-08-29 ruling says a purely historical Viking plate is now WRONG for Vardeim, and the war coast `dworld2_a` was moved to `Series\Denied\2026-08-29\` under it, yet `dworld2_b`, `dworld2_c` and `vardeim_redsky` are equally purely historical - no drive, no beam, no energy weapon, no starship in any of the three - and all three are still in `Approved\`. Both stated; not resolved here. RECORDED CONFLICT, THE WORDING AGAINST THE FOLDER: the graph wording names the approved looks as "the war coast, the long-hall camp, the scarred field", but the war coast plate it was written for is now denied and the war coast that is approved is `vardeim_v2`, a different picture. RECORDED CONFLICT, AN UNHEADED NEVER ALREADY EXISTS: a NEVER paragraph for this asset sits in CHARACTER-CANON.md immediately after the rework-approval registry list with no heading above it, so `canon-index.json` reads this entity's `never` as null; that paragraph also still says every Vardeim barrier is bonded to the face of the shield, while SPEC-VS-SHEET.md and the sheet itself show a DOMED BUBBLE standing proud of the face, which is how the film's A3-04 spec was corrected on 2026-09-04. RECORDED CONFLICT, THE RING IS ASLEEP: ANIMATION-AUDIT-2026-08-24 records CH3-12 playing "when the sky went red, it woke" over a picture in which the Ring is fully asleep with one small cyan glyph and an empty mouth, and an asleep Ring with one glyph is exactly what `vardeim_ring` shows. Both stated.
VERIFIED 2026-09-06 by a second agent against the sheet: 168 claims checked, 18 corrected.
--- from series_graph.py (locked wording) ---
VARDEIM (named by Brandt 2026-08-20): a Viking war-world losing its fight against the enemy. Darren is beaten here before crossing to Solmara; Chapters 2/3 travel here when he brings Holly back to help. Approved looks: the war coast, the long-hall camp, the scarred field.
a purely historical Viking plate - timber longships under a square sail on a mast with rigging and oars run out, no drive nozzles and no beams anywhere in frame (the exact picture...
NEVER - what breaks it
a purely historical Viking plate - timber longships under a square sail on a mast with rigging and oars run out, no drive nozzles and no beams anywhere in frame (the exact picture Brandt refused, now in Denied), axes, spears, bows and plain steel swords as the only weapons with no cyan energy blades, no domed shield barriers and no beam cannon present, the opposite overcorrection of a clean sci-fi fleet - sleek chrome starfighters, gunships or wedge cruisers with no carved dragon-head prow, no curled spiral stern-post, no clinker planking and no row of round plank shields along the gunwale, hulls that fly with no cyan thruster cones or drive nozzles under them, fewer than THREE thruster cones under an airborne hull (the sheet carries three under one and four under the other), warriors in bodysuits, sealed power armour or full visored helmets instead of mail, fur-collared cloaks and riveted conical nasal helms, horned or winged helmets, ornate gold filigree parade armour, a marble palace, a bridge of coloured light, a living dragon flying or fighting (the dragon is a carved prow and nothing else), Vardeim's own beams, blades, shield barriers, hull ports, deck screens and drive plumes drawn in any colour but Ring-cyan - never magenta, violet, green, amber, gold or white - or the two sides swapped so incoming fire reads cyan and Vardeim's shields read red, a free-floating disc of concentric cyan rings standing off an open palm (that is HOLLY JO's deflect shield; a Vardeim barrier is a domed bubble carried on the ARM - over a physical round shield on two of the sheet's three foreground warriors, on the closed fist alone on the third - and never off an open palm), that barrier drawn as a flat skin lying on the shield face or as a bubble smaller than the shield - it stands proud of the face and is wider than the shield on every side, Darren singled out of the crowd, or any warrior given his glowing rune-knotwork armour or his planked steel-rimmed gold-runed shield, the Interceptor, a Swarm scout or weaver, the Warlord, or any enemy hull, body or crew drawn at all - the enemy stays off-frame and only its red fire enters, the Ring on the ice or the red-cracked sky imported into the war-coast plate, or the war coast's ships and beams imported into the camp (all separate registered pictures and separate states), the Ring drawn awake - rim band burning, mouth filled, more than the ONE small cyan glyph at the top of its rim, Solmara smuggled in - teal-green cubic flat-roofed houses, cream daylight, blossom orchards, pink or amber lantern strings, the island profile or the town Ring on its mountain, green grass, forest, farmland, desert or any warm climate in place of snow mountains, dark pebble shore, cold water and black ice, a bright blue sunny sky, golden-hour warmth or a green aurora, an orbital or outer-space view - starfield, vacuum, the planet seen from outside, a pristine undamaged fleet at rest with no smoke plumes, no hits and no burning hulls (Vardeim is LOSING), photoreal, 3D-rendered or soft painterly finish with no black ink outline in place of the show's flat cel language, the game's neon cyan-magenta rim light on stone, hulls, water or people, runes, glyphs, banners, labels, numerals or any readable lettering anywhere - including runic letterforms around a shield rim, a drawn panel border, frame, letterbox or vignette, and jets, helicopters, tanks, missiles or rifles shouldered like modern assault weapons
You said: VARDEIM: viking AND futuristic - dragon-prow starships, energy weapons, cyan force-field shields. His ruling 2026-08-29.
EMERALD WASP - Pat's Sentinel, the game's own render
SHEET: Approved/emerald-wasp/renderemerald.png (registry slug emerald-wasp) APPROVED as GAME RENDER - CANON - the status it carries in verdictledger.csv row 30 and in...
the full canon wording
SHEET: `Approved/emerald-wasp/render_emerald.png` (registry slug `emerald-wasp`)
APPROVED as `GAME RENDER - CANON` - the status it carries in `verdict_ledger.csv` row 30 and
in `Tools/series_graph.py`, with no verdict date and no comment recorded, because it did not
come up for a look the way a generated sheet does: it entered as GAME TRUTH under rule 2b and
LAW ZERO-D, which make the DEFLEKT game the authority for every ship. The registry wording is
one sentence - "Game ship, emerald green." - and the registry note is "Pat's ship." The file in
`Approved\emerald-wasp\` is byte-identical to `GameRefs\Ships\render_emerald.png` (same md5,
a5bf5abb...), so the asset has exactly ONE picture, not two. TRANSCRIBED FROM THE SHEET
2026-09-06 by opening it, and at native crops of both leading blades, the spine, the lit
housing, the right wing tip and the plate - not from memory.
WHAT IT IS. A single spacecraft alone on a dark plate, square frame, ship centred, nothing else
in the picture. The camera is slightly ABOVE it and off its front left, so the ship's long
points lead to the LOWER LEFT of frame and its wide layered body closes to the UPPER RIGHT. THE
SILHOUETTE IS A BROAD FLAT ARROWHEAD. Leading it are TWO long straight NEEDLE-POINTED BLADES,
near-parallel, each tapering over most of its length to a fine sharp tip: the UPPER one sits
higher and carries its point furthest to the LEFT of frame, the LOWER one runs below it and puts
its point nearest the BOTTOM of frame. Both are thin in section - flat plates, not tubes or
barrels - and each carries a narrow polished grey-silver chamfer along its inner top edge.
Behind them the hull STACKS UP IN LAYERED ANGULAR PLATES stepping back and outward, with a
raised centre spine carrying ONE flat BLADE FIN that runs back along the top and overhangs the
hull above and behind the body, ending in a ROUNDED BLUNT CAP and not in a point. To the right,
ONE broad flat SWEPT WING PANEL sweeps out and back and ends in a BLUNT TIP CUT AT AN ANGLE - a
chamfered corner, not a point. Almost every surface is hard-edged and faceted: flat plates
meeting in crisp seams, hard chamfers, a slight camber across the largest panels. The two
exceptions are both ROUNDED and neither is a point: between and behind the blades the raised
centre spine runs FORWARD and ends in a BLUNT ROUNDED SNOUT, and the dorsal fin ends in its
rounded cap.
MATERIAL AND COLOUR. Glossy painted metal with a car-body finish. In shade the hull is a DEEP
PINE-EMERALD GREEN (around 25,97,51 to 54,111,76); where the broad soft key rakes across a plate
it sweeps to a near-white PALE MINT highlight (around 180,207,192), so the same one colour reads
dark on the flanks and almost white on the top plates. Panel seams are fine light grey-white
lines and many panel edges carry a POLISHED GREY-SILVER chamfer strip. There is no second hull
colour, no trim colour and no metal that is not this green or that silver.
THE LIGHTS ARE GREEN, AND THEY ARE SEPARATE BARS, NOT PIPING. Roughly TWO DOZEN separate glowing
marks (twenty-four read as distinct at native size) are let into recesses across the hull: bars
and slashes with rounded ends, most of them short but several running long, each sitting inside
its own recess - where a run does follow a panel edge it is BROKEN INTO SEGMENTS with visible
gaps, never one unbroken line and never a full outline. Their core is near-white green (around
197,255,211) bleeding out into saturated green. The largest and brightest is ONE recessed
housing on the near flank just forward of centre holding EXACTLY THREE parallel glowing bars.
The rest are singles and small runs: TWO long strokes end to end with a gap between them, in the
channel along the inner top edge of the UPPER leading blade ONLY - the LOWER blade carries no
light anywhere in this view - one long curved stroke along the lower edge of the near flank,
several short strokes on the upper plates, a long stroke on the right-hand panel, and ONE small
green CAPSULE light, a short bar with rounded ends, set into the angled end face of the right
wing tip.
THE DARK SLOTS. Several near-black recessed intakes are cut into the upper hull - plain angular
slits, and at least two of them LOUVRED with fine black slats inside. They are unlit and they
are the darkest thing on the ship. NONE OF THEM IS A WINDOW.
WHAT IS NOT DRAWN ON IT. No canopy, no glass, no cockpit, no seat, no hatch anywhere in this
view. No gun barrels, turrets, cannons or missile pods. No engine nozzle, exhaust or flame. No
landing gear, wheels or struts. No numbers, letters, insignia, decals or markings of any kind.
The one thing that could be mistaken for a painted or engraved graphic is a group of FOUR short
parallel slashes on the upper hull just off the spine - and they are neither painted nor
engraved: they are LIT, green, and carry the same near-white core as every other mark on the
ship.
THE PLATE. A plain dark charcoal studio backdrop, near-black at top left (15,16,20) lifting
slightly toward the bottom (29,33,36), with a soft wide dark CAST SHADOW lying under the hull
and spreading down and to the LEFT across the floor, so the ship reads as standing on a studio
floor. One broad soft key from the upper left is the whole light. No horizon, no stars, no
ground detail, no plinth, no fixture in frame.
RENDERING STYLE: A 3D RENDER. Photographic gloss, true specular sweeps, a soft raytraced shadow,
faint bloom around the lit bars. This is a photograph of the game's mesh, not painted art - see
RECORDED DEFECTS.
WHAT IT IS FOR. One of THE FIVE SENTINEL SHIPS, the First Light's five surviving fighters
recovered across the season (SERIES-CANON). Its exact roster entry: EMERALD WASP (emerald),
"wide scatter", special VORTEX - a singularity that swallows bolts and erupts them back - SINGLE
BIG ENGINE, RECOVERED E14. E14 "SENTRY" is Ring 9, Crimson City, the air-assault world where
Josh holds a rooftop and joins the crew: "EMERALD WASP recovered from the city's foundry-vault."
It is PAT'S SHIP - Brandt ruled the flight crew's ships on 2026-08-29 and CHARACTER-CANON
records it in as many words: "EMERALD WASP is PAT's ship. Registered." The Sentinels are
semi-alive - they hum, warm to their pilots and choose them - and any pilot CAN fly any ship
(the game's mix-and-match), so a crew member in someone else's cockpit is canon, not an error.
Nothing else is decided: it has no scene in E1, no shot in the film, no painted series sheet,
and ASSET-MAP still lists it "Future" with the per-ship painted-dawn ship sheet (3/4, side,
front, cockpit) UNCHECKED. WHAT THE STATUS MEANS: this render is canon for the HULL - shape,
colour, plating, lights - because the game is the authority for ships. It is not canon for the
FINISH. The series DRAWS this hull in the show's painted 2D look (painted 2D animation art, bold
clean ink linework, flat cel shading, per LOOK-LOCK), never as a glossy 3D render on a studio
plate.
PROMPTING. Attach this sheet to every shot the ship appears in, and COPY THE COUNTS INTO THE
PROMPT VERBATIM - three bars in the lit housing, four slashes in the upper-hull group, two
strokes on the upper leading blade and none on the lower, one light at the right wing tip,
roughly two dozen green marks in all, two leading blades, one dorsal blade fin - because a
number that is not written into the prompt is a number the model chooses for itself (LOOK-LOCK,
after the hoverboard's four light-bars). ASSET ISOLATION: the sheet carries THE HULL ALONE. Pat
is not on it - compose him in from `Approved\pat\patd_hoodset_1.png` and his own block; no other
Sentinel, no Solmara, no arena, no sky, no ground, no fire, no shield (the cyan deflect disc is
Holly Jo's and there is one shield per frame) and no figure of any kind is baked onto this
picture, and none may be. The dark plate and its floor shadow ARE the sheet's backdrop, not a
location - never carry them into a shot as a night sky, a hangar or a deck. STATE THE HEADING
EVERY TIME (LAW ZERO-E, E5): this is one three-quarter view with the long points to the lower
left, so the prompt says which end leads, which way the ship travels across frame, which way is
up and which way its fire goes. AND THE HARD ONE - LAW ZERO-F, F1 and F2: A DESIGN WITH ONE VIEW
IS NOT A LOCKED DESIGN, IT IS MERELY NAMED. This asset has exactly one picture, so no shot may
be generated from a camera this sheet does not cover. If a beat wants side, front, rear or
cockpit, THE ANGLE IS CAPTURED FIRST from the game mesh (`dfk.PreviewShip` / `dfk.ShipYaw`,
`Tools\capture_ships.ps1`, `dfk.ForceShipSelect`) and added to the sheet. An extrapolated hull
collapses into a generic jet with a bubble canopy - that is exactly how the Manta, already
declared locked, diverged five more times inside a day, six failures with one cause.
RECORDED DEFECTS. THE SHEET IS A 3D RENDER, which is the film's STYLE law inverted ("Not
photoreal, not a 3D render, not CGI, not a diorama, not a scale model, no plinth, no studio
backdrop"). It is kept and registered anyway because the game outranks the generator on ship
geometry; the picture is the authority on the hull and has no authority at all on the finish.
THE PLATE IS NOT EMPTY: a soft floor shadow and a graded backdrop put the ship in a studio,
which is the same flaw Brandt named on the Manta's sheet on 2026-08-29 - "the background is
wrong and it changes facing direction so you would want it without background to really have it
be meta". Nobody has re-cut this one on a plain plate. ONE VIEW ONLY, and no other view of this
ship is registered. `GameRefs\Ships\select_emerald-wasp.png` is NOT a second view: opened, it is
a top-down GAMEPLAY frame with the full HUD across it (SCORE, LIVES, BOSS IN 36, DEFLEKT BEAM,
"SPECIAL: TORNADO", the on-screen control legend) and the ship is a small green shape in the
middle of an arena. It is unregistered, it is a scene frame, and a scene frame is never a ship
reference. The count of glowing marks is exact only where it is stated as exact: three bars in
the housing and one wing-tip light are counted; "roughly two dozen" is a read at native size
where bloom joins neighbouring marks.
RECORDED CONFLICT - THE PILOT HAS NOWHERE TO SIT. The docs fly this ship: SERIES-CANON gives the
First Light five launch cradles for the Sentinel fighters and rules that any pilot CAN fly any
ship, CHARACTER-CANON assigns it to Pat, and the ship-scale gate is "A PILOT SITS INSIDE THIS
SHIP ... every scale statement must satisfy that or the picture is wrong on its face". The sheet
shows no canopy, no glass, no cockpit and no hatch. Both are stated here and neither is
resolved: do not draw a canopy onto the ship to fix it, and do not write the ship up as
uncrewed. The missing view is a capture job for the game mesh, not a drawing decision.
RECORDED CONFLICT - THE SINGLE BIG ENGINE. SERIES-CANON's roster entry gives EMERALD WASP a
"Single big engine". No engine, nozzle, thruster or exhaust is visible anywhere on this sheet
from this angle. Both recorded; do not invent one to satisfy the line.
RECORDED CONFLICT - VORTEX OR TORNADO. SERIES-CANON names the ship's special VORTEX ("a
singularity that swallows bolts and erupts them back"). The game's own HUD, in
`GameRefs\Ships\select_emerald-wasp.png`, reads "SPECIAL: TORNADO", and both `series_graph.py`
and ASSET-MAP name PAT's game power Tornado ("a funnel that drags enemies"). Both recorded; not
resolved here.
RECORDED CONFLICT - GREEN LIGHT ON A FRIENDLY SHIP. LOOK-LOCK's colour grammar reads "CYAN
belongs to us and appears ONLY as: the Ring's glyph, the crown stair, Holly Jo's shield, and
friendly drive-glow. RED belongs to the enemy and appears nowhere else." This is a friendly
Sentinel and every lit mark on it is GREEN, on the game's own render, in a roster where the
ships are named and coded by colour. Both stated. Do not recolour this ship's lights cyan to
satisfy the lock, and do not read this entry as licensing green light anywhere else in the show.
RECORDED CONFLICT - THE REGISTRY HAS NO PILOT EDGE. `Tools/series_graph.py` registers
`emerald-wasp` with an EMPTY link list and the wording "Game ship, emerald green.", while
CHARACTER-CANON records Brandt's 2026-08-29 ruling, "EMERALD WASP is PAT's ship. Registered."
Both stated; the graph edge is not added here.
VERIFIED 2026-09-06 by a second agent against the sheet: 96 claims checked, 9 corrected.
any hull colour but the deep pine-emerald green with pale mint highlights - not the Manta's violet-amethyst, not the Interceptor's charcoal-violet with magenta seams, not cyan, teal,...
NEVER - what breaks it
any hull colour but the deep pine-emerald green with pale mint highlights - not the Manta's violet-amethyst, not the Interceptor's charcoal-violet with magenta seams, not cyan, teal, blue, gold, crimson, orange, white, grey or black, RED anywhere on it at all (red is the Swarm's and appears nowhere else in this show), lit marks in any colour but green, the green lights drawn as continuous neon piping, an unbroken outline or a glowing seam tracing every panel edge instead of separate short slashes and bars each sunk in its own recess, any count but THREE parallel bars in the lit housing, any count but FOUR slashes in the upper-hull group, those four slashes drawn unlit, engraved or hull-coloured instead of glowing green, a lit strip run along the LOWER leading blade (only the upper one carries light in this view), more than one light at the right wing tip, a hull with its lights dead or missing entirely, a matte, chalky, rusted, sand-blasted, weathered or battle-scarred hull in place of the glossy painted finish, hull patches, scars, dents or damage of any kind (none is on the sheet and none is ruled), an organic curved manta-ray body, a rounded fuselage or a tubular jet body in place of the flat faceted arrowhead of stacked angular plates, a raised bubble or dome canopy, a glass cockpit, a visible pilot inside, or any window invented onto the closed hull (the dark slots are unlit louvred intakes, not glass), one leading blade, three or more leading blades, blades that are blunt, rounded or stubby rather than long straight needle points, a second dorsal fin, a vertical tail fin, a whip tail or a stinger off the back, a pointed nose cone on a raised centre spine, gun barrels, turrets, cannons, missile pods or hardpoints, round jet nozzles, afterburner flames or a visible engine glow, deployed landing gear, wheels or struts, insect anatomy of any kind - wings, wasp stripes, yellow-and-black banding, antennae, a segmented abdomen, legs or compound eyes (WASP is a name, not a shape), registration numbers, letters, insignia, roundels, kill marks, decals or any readable text on the hull or in the frame, a second ship, a phantom duplicate hull or another Sentinel sharing the sheet, Pat, Holly Jo, any pilot or any figure drawn onto the sheet, Holly Jo's cyan deflect disc, a shield bubble or a dome wrapped around this ship, the game's HUD, score chips, arena, rubble or neon rim light carried into a series frame, a photoreal, glossy, chrome or 3D-render finish in any series shot (the show is painted 2D, ink linework and flat cel shading), this sheet's charcoal studio plate, its graded backdrop or its floor shadow used as a night sky, a hangar, a deck or any location, the ship drawn so small that a pilot could not fit inside it, any camera angle this one-view sheet does not cover invented rather than captured from the game mesh, the unregistered gameplay frame `select_emerald-wasp.png` attached as a reference, and the Violet Manta or any other Sentinel recoloured green and passed off as this ship
You said: The Jo farmhouse kitchen. Every light is open flame and water comes from a hand pump - drawn this way deliberately to kill the shipped CH10-12 defect (electric bulb + refrigerator).
Approved/farm-kitchen/kitchen_1.png ref abf4190e
LOCKEDNO "NEVER" LIST
FARMHOUSE
You said: The Jo farmhouse + porch. Brandt approved farm_v2.png 2026-08-25 (WAVE 14); registered 2026-09-05 so the v2 porch shots 1-07/1-08 can attach it. Its pitched roof is a recorded deviation under the v2:farmhouse-roof card - porch shots are framed with the main roof OUT OF FRAME until he rules. Canon block: CHARACTER-CANON.md 'THE JO FARM'.
Approved/world-suite/farm_v2.png ref 8acc6766
LOCKEDNO "NEVER" LIST
FISHING BOATS
You said: Rowing dory, single-mast netter with a patched sail, trap-hauler with wicker traps. KEPT AS IS on his ruling. STYLE DEVIATION ON THE RECORD: drawn in the GAME's neon palette (cyan/magenta rim-light), not the series' painted teal/violet. Attach it for the BOAT DESIGNS only - never use it to set light or palette for another asset.
Approved/fishing-boats/boats_1.png ref 8bf77280
LOCKED
## FISHING GEAR - what the harbour works with, in the game's palette
SHEET: `Approved/fishing-gear/gear_1.png` (registry slug `fishing-gear`)
SHEET: `Approved/fishing-gear/gear_1.png` (registry slug `fishing-gear`)
Ref media id: 34e083d6-2035-496c-84df-1692250182eb. TRANSCRIBED BY OPENING THE SHEET 2026-09-02 - it was registered with a picture and no words until now.
FIVE objects in a row on a near-black charcoal plate, cel-shaded under a heavy black ink outline, each one rimmed COOL CYAN down its upper-left edge and HOT MAGENTA down its lower-right, with a soft glow bleeding off every silhouette into the dark. Read the deviation paragraph at the foot before using this sheet for anything: that light is the GAME's, not the show's.
LEFT - THE FLOAT LINE. A three-strand rope headline coiled flat into about five turns with an open eye in the middle, its tail running out and back across the front of the coil. Threaded on it, SEVEN barrel-shaped wooden FLOATS - short spools drilled through the long axis, dusty rose-tan wood with the grain drawn - and every one of them CARVED, each with a different motif cut into its face: hooks, curls, spirals, and on the largest, front and centre, a scroll with a fanned sunburst edge. The carving is the whole point of the prop: these are one fisher's own floats, made by hand and told apart by their marks. NO NETTING IS DRAWN ANYWHERE ON THIS SHEET - it is the float line, coiled, not a bundled net.
SECOND - THE WICKER FISH TRAP. Standing upright, bell- or beehive-shaped: a wide swelling body that draws in to a narrow NECK and flares out again into a broad open MOUTH, the rim a thick bundled hoop wrapped with lashings, a woven funnel throat visible down inside it. The body is pale tan vertical cane STAVES crossed by horizontal rope binding hoops, and the staves run out PAST the lowest hoop as a fringe of short splayed stub ends - there is no woven floor, no base plate, no foot. Painted around it, TWO ZIGZAG CHEVRON BANDS, one round the widest part and one low near the stub ends, each band alternating CYAN and MAGENTA. No door, no lid, no handle, no bridle, no buoy.
CENTRE - THE DAY'S CATCH. A shallow round basket of broad flat woven cane with a plain rim ledge, heaped with whole silvery lilac-white FISH - five or six of them, rows of pale spots down the flank, one lying tail-up with its fluke standing clear of the rim - bedded on a heaped pale mound of crushed ice, one flat wooden slat standing upright at the back. IT IS FULL, and that is load-bearing: the fisher on `townsfolk-workers` carries an EMPTY creel because he is going out. This basket is the other end of the same day.
FOURTH - THE GAFF HOOK. One long straight shaft of dark red-brown wood tapering to a plain blunt butt, no cap or ferrule at the bottom. At the head, a pale steel socket sleeved over the shaft and fixed through with EXACTLY TWO round rivets set one above the other, and out of it a smooth polished hook sweeping up, over and back down to a point with a small BARB on the inside of the tip. Unpainted, unwrapped, nothing tied to it - no lanyard, no cord, no rope.
RIGHT - THE ROPE HANK. Natural tan three-strand rope with the lay drawn in, doubled and made up into a long flat hank - wide loop top, wide loop bottom, pinched at the waist - bound at that waist with about five turns of whipping, one loose working END left sticking out to the upper right. This is rope made up to be CARRIED, and it is a different object from the flat spiral ground coil in `lane-kit`.
WHAT IT IS FOR: this is the working kit of Solmara's harbour district on the island's FAR side, and of the orchard shore on the near side where the boats are hauled up. It dresses a quay, a net shed, the fish stall, a boat being loaded or unloaded, and it is what the fisher on `townsfolk-workers` handles. It is ordinary-life set dressing for the town BEFORE the attack. THE GAFF IS NOT A WEAPON AND IS NEVER STAGED AS ONE - Solmara has no weapons, that absence is the argument `lane-kit` and CH20 make, and a hooked pole levelled like a spear destroys it in a single frame.
THE STYLE DEVIATION, ON THE RECORD (Brandt ruled KEEP AS IS, 2026-08-31): this sheet and `fishing-boats` were generated in another session against the DEFLEKT GAME's neon identity - cyan and magenta rim-light on a near-black plate - rather than the series' painted teal/violet, and not on the bone-cream backdrop every other prop sheet uses. I flagged it and he kept them. THE CONSTRAINT THAT COMES WITH THAT RULING: attach this sheet for the OBJECT DESIGNS ONLY. It is never a light reference, never a palette reference, never a backdrop reference, for anything - `townsfolk-workers`, `lane-kit` and `terraced-crops` each name this sheet's neon by name as something that must not leak onto them. Everything built out of these objects is repainted into the shot's own state: EMERALD NIGHT or CREAM DAY, never a blend, and never the neon.
knotted mesh netting or a bundled or draped net drawn in place of the coiled float line, smooth undecorated floats (every one is carved, and no two carvings match), spherical ball...
NEVER - what breaks it
knotted mesh netting or a bundled or draped net drawn in place of the coiled float line, smooth undecorated floats (every one is carved, and no two carvings match), spherical ball floats, glass net floats, orange plastic buoys or polystyrene blocks, floats hung off the line as pendants instead of threaded through their long axis, a rod and reel, a harpoon, a spear, a trident or a long-handled landing net added to the set, a second or double hook head on the gaff, a barbless point, a cross-guard, a wrist lanyard or cord wrapped round the shaft, one rivet or three in the gaff ferrule instead of two, or a hook head lashed or glued on with no steel socket at all, a metal, fibreglass, telescoping or painted gaff shaft, the gaff levelled like a spear, gripped as a weapon, carried into a fight or drawn with blood on it, a flat-topped box or half-cylinder lobster pot in place of the standing bell shape, a lid, hinged door, handle, rope bridle or marker buoy on the trap, a woven floor or a solid base under it (the stave ends splay open and unbound), a third chevron band or only one, or chevrons in amber, yellow or green instead of cyan and magenta, a trap woven from wire, plastic or netting instead of tan cane, an empty catch basket (it is full - the EMPTY one is the fisher's creel on townsfolk-workers and the two states must never be swapped), live or swimming fish, fish in water, red, orange, gold or tropical fish instead of silver-lilac, blood, guts, gutted or filleted fish, a knife, cleaver or chopping board, the rope hank drawn as a flat spiral ground coil (that is lane-kit's rope), nylon, blue polypropylene, wire cable or chain in place of three-strand hemp, a plastic tote, steel bucket or modern crate, a sixth object added to the row or any of the five dropped, readable text, lettering, numbers, price boards or labels anywhere, hands, people, a boat, a quay, a background, ground plane or studio set drawn onto the sheet itself, this sheet's neon rim-light, glow or near-black plate used as the light, palette or backdrop reference for any other asset, its cyan read as Ring-light or Holly Jo's power (it is the game's rim and means nothing), and in any shot it is staged in - pitched or tiled roofs, tan, beige or brown stone, yellow or amber lantern strings, or a dusk or any third palette state
You said: Net with carved floats, wicker fish trap, the day's catch, gaff hook, rope coil. KEPT AS IS on his ruling. Same style deviation as fishing-boats: neon-rimmed rather than painted. Attach for the OBJECTS only, never for palette.
Approved/fishing-gear/gear_1.png ref 34e083d6
LOCKEDNO "NEVER" LIST
FX GLYPH
You said: Macro on the Ring's rim with ONE glyph lit - the resting state, close enough to see the carving. RECORDED DEFECT: the glyph reads as a LETTERFORM (an R and an N are visible), and the show's rule is NO_TEXT in every frame. Any prompt using this must state the glyphs are not letters of any alphabet. Do not read a glyph COUNT off this crop: at rest the Ring shows ONE, awake it shows FORTY.
Approved/fx-glyphs/glyph_2.png ref 1fc443fb
LOCKED
GOLD VANGUARD - the heavy gold gunship, one game render only
SHEET: Approved/gold-vanguard/rendergold.png (registry slug gold-vanguard) APPROVED as GAME RENDER - CANON - the status the ledger carries for it (verdictledger.csv, row gold-vanguard,...
the full canon wording
SHEET: `Approved/gold-vanguard/render_gold.png` (registry slug `gold-vanguard`)
APPROVED as `GAME RENDER - CANON` - the status the ledger carries for it (`verdict_ledger.csv`, row `gold-vanguard`, category `ships`, no verdict comment and no decided-on date), and the same status `Tools/series_graph.py` holds beside its locked wording, "Game ship, gold." THE PICTURE IS A RENDER FROM THE DEFLEKT GAME, not series art: it was staged 2026-08-20 in `Series/GameRefs/Ships/` with the other four ship renders and copied to `Approved/gold-vanguard/`. The hull is the game's own ship mesh (`ASSET-MAP.md`: meshes from `DriveableSpaceshipPack_Vol1`, coloured by the `MI_DFK_Ship_*` materials - `Content/Materials/MI_DFK_Ship_Gold.uasset` for this one). In the game's roster it is ship index 4 with UI accent colour (1.00, 0.75, 0.15) (`Source/Deflekt/DFKGameState.cpp`). THE SERIES DRAWS IT IN THE PAINTED 2D LOOK; this render is the hull truth, never the finish. TRANSCRIBED FROM THE SHEET 2026-09-06 by opening it at full size and at native crops of both prong tips, the spine, both engine drums and the stern - not from memory.
WHAT IT IS. One ship alone on a plate, filling most of the frame, seen from ABOVE AND AHEAD ON ITS NEAR SIDE: the nose points to the upper left, the engines face the lower right, and the top surfaces are turned toward camera. THE HULL is a broad, flat, slab-sided arrowhead - thick and heavy, widest across the middle, squared off at the stern. TWO PRONGS REACH FORWARD, one each side, each a blocky wedge ending in a blunt chamfered tip; the near prong is drawn low and close to camera, the far prong runs up and away, and between them the hull steps down to a short central nose. There is no pointed nose cone, no tail fin, no vertical stabiliser, no wing that sweeps back, no visible landing gear. THE PLATING IS THE DESIGN: the entire hull is a patchwork of flat rectangular panels separated by fine dark seams, in exactly TWO materials interleaved with no pattern - polished warm BRASS-GOLD, mirror-bright and nearly white where the key light strikes it and deep amber-brown in shadow, and flush MATTE DARK-GREY-TO-BLACK panels of the same rectangular sizes. Panels run from small squares to long slabs several times their own width. The gold is USED: fine scuffs across the flat panels, grime settled in the seams, dark scorching around the engine housings. A few small raised gold blisters, narrow recessed slots and shallow gold-lipped hatches break the surface. ON THE SPINE, behind the nose, sits a raised flat DARK-GREY EQUIPMENT DECK - a shallow slab carrying two small gold-capped fittings, one narrow slot, and a long dark rail running forward from it down the centre line. ALONG THE TOP OUTBOARD EDGE OF THE FAR PRONG runs a long, low, glossy BLACK BAND set flush into the gold and crossed by raised gold ribs. A SECOND, WIDER GLOSSY BLACK BAND runs along the near prong's outboard face, and a raised glossy black block sits on the hull top just behind the spine deck, so this band is not the only glossy dark surface on the ship. No bubble canopy, dome or framed cockpit is drawn anywhere. THE GUNS project FORWARD from under the prong tips: thin dark gunmetal barrels, each with a stepped bright collar near the muzzle, hung on a small stepped bronze mount block below the tip. FOUR barrels are visible at the far tip in a staggered cluster of unequal lengths; TWO are visible at the near tip. BLACK LOUVRED GRILLES of fine parallel slats are set into the hull - a large one on the far stern's outboard face inside a gold surround, its slats stacked along the hull's length, and two more under the near prong's lower outer flank whose slats run across the flank, the smaller of the pair further forward. THE ENGINES ARE TWO LARGE ROUND DRUMS side by side at the stern, the near one lower and left, the far one higher and right, each drum roughly a quarter as wide as the hull is long. Each housing is built of dark scorched metal staves banded around it; a bright ORANGE-AMBER RING of light runs the whole way round the housing about a third back from the mouth, and the open mouth shows a hot orange-to-white interior with a ring of small orange lights around the inner lip. Between and above the drums sits a stepped dark centre block with a black louvred vent and a short ladder of small orange-lit slots. THE ONLY LIGHT COLOURS ON THIS SHIP ARE ORANGE AND AMBER, at the drums and on the stern centre block between them; there is no cyan, no magenta, and no glowing seam or edge line anywhere on the hull. LIGHT: one hard key from the upper left flares the top surfaces almost white-gold and drops the underside to near black; the drums throw their own orange light onto their housings and onto the floor behind. BACKGROUND: none of the world. A seamless DARK CHARCOAL-GREY studio sweep with no horizon line between wall and floor. One soft pale pool runs down the LEFT side behind the nose - and even at its brightest it is still a dark grey, not a mid grey - while the top, the whole right side and the ground under the hull fall away to near black. THE GROUND IS MATTE, NOT MIRRORED: it carries a soft dark SHADOW below the hull and two orange pools of engine light behind the drums, and no reflected image of the ship anywhere. The ship FLOATS - no ground contact, no gear, no struts, no stand, no plinth. NO TEXT: not one letter, numeral, insignia, decal or watermark on the hull or the plate. RENDERING STYLE: PHOTOREAL 3D - reflective metal shaders, hard specular highlights, a studio floor and a soft vignette. No ink line, no cel bands, no brushwork.
WHAT IT IS FOR. GOLD VANGUARD is one of THE FIVE SENTINEL SHIPS, the First Light's surviving fighters recovered across the season (`SERIES-CANON.md`): the gold one, "heavy twin", special PRISM - deflects shatter into homing shards - recovered E17. The picture and the doc agree on the engines: "heavy twin" and two drums. The Sentinel ships are semi-alive - they hum, warm to their pilots and choose them - and any pilot CAN fly any one of them, the game's mix-and-match carried into the show as crew swapping ships in emergencies. Brandt ruled on 2026-08-29 (`CHARACTER-CANON.md`, THE FLIGHT CREW'S SHIPS) that this is JP's ship, "when he joins the group eventually", and the wording matters: the ship reads as his only from the chapter he joins onward. JP HIMSELF IS NOT RULED ON - he has no master sheet and cannot be attached to a shot - so this ship can appear before its pilot can. `ASSET-MAP.md` still lists the per-ship deliverable that has not been made: a painted-dawn SHIP SHEET (3/4, side, front, cockpit) generated FROM the game capture. Until that exists, this render is all there is.
PROMPTING. TAKE THE SHAPE, NOT THE FINISH. Carry the silhouette, the two-material panel patchwork, the spine deck, the prong-tip guns, the grilles and the orange drum rings into a painted 2D animation frame - bold clean ink linework, flat cel shading - and never carry the render's photoreal chrome, its studio backdrop, its mirror floor or its corner vignette. LAW ZERO-F APPLIES IN FULL. F1: a design with one view is not a locked design, and this asset has exactly ONE view, the three-quarter from above-front-left; it is named, not locked. F2: no shot may use an angle the sheet does not cover. If a beat needs another angle, PHOTOGRAPH THE MESH FIRST - `Tools\capture_ships.ps1` puts each ship big and clean on the ship-select screen (`dfk.ForceShipSelect 1, dfk.PreviewShip 4` is this ship), and `Tools\capture_manta_turnaround.ps1` shows the yaw-sweep pattern (`dfk.PreviewShip` plus `dfk.ShipYaw`) for a real turnaround. Never generate a ship view that could be captured instead. NOTHING ELSE IS ON THIS SHEET: no pilot, no JP, no May-Day, no Holly Jo, no cockpit interior, no hangar, no tarp, no arena, no planet, no town, no other ship, no ORBI. Every one of those is composed in from its own sheet, and there is no approved JP sheet at all, so a shot cannot show this ship's pilot. THE SHEET GIVES NO SCALE ANCHOR - no readable cockpit, and no person beside it - so never state a size, a seat count or a pilot's position from this picture; the Manta's canopy-length anchor belongs to the Manta and cannot be borrowed. QUOTE THE COUNTS VERBATIM into any prompt, per the LOOK-LOCK rule: TWO engine drums, TWO forward prongs, ONE orange ring around each drum, ZERO glowing hull seams.
RECORDED DEFECTS. ONE VIEW ONLY, which is an F1 breach on its face - a second capture of the same mesh already exists unregistered at `GameRefs/Ships/select_gold-vanguard.png` (the ship-select screen) and is not part of this asset. NO CANOPY IS READABLE: the far prong's flush black band could be glazing or vents, and the picture cannot settle it, which is also why the asset has no scale anchor. THE BARREL COUNT CANNOT BE SETTLED FROM ONE CAMERA - four barrels read at the far prong tip, two at the near one, and the near cluster is seen almost edge-on so it may hide more; do not write a per-tip count into a prompt until a second view exists. THE PHOTOREAL 3D FINISH, the seamless studio backdrop, the shadow-catching studio floor and the dark falloff are exactly what `film/LOOK-LOCK.md` bans from a frame ("not photoreal, not a 3D render, not CGI, no studio backdrop"); that is inherent to a GAME RENDER - CANON asset and is not a fault to be "fixed" by generating replacement art. THE WORN FINISH - scuffs, seam grime, scorching at the drums - is the render's own surfacing, not damage from a story beat; do not read it as battle damage and do not clean it to bright unmarked gold.
RECORDED CONFLICT - WHO FLIES IT. `CHARACTER-CANON.md` (THE FLIGHT CREW'S SHIPS, Brandt ruled 2026-08-29) and this asset's registry note both say GOLD VANGUARD is JP's ship, "when he joins the group eventually". `SERIES-CANON.md` gives the same ship to MAY-DAY (real name Aaron): E16 "PUNCHLINE" ends with "GOLD VANGUARD glints under the show-rig tarp" at his arena, and E17 "MAY-DAY" has him answer the crew's mayday and join with "Gold Vanguard + PUNCHLINE + the whole crew", the episode in which the roster also records the ship as recovered. Two documents, two pilots. Not resolved here.
RECORDED CONFLICT - THE DRIVE GLOW. The sheet's drive light is ORANGE-AMBER: an orange ring around each drum and a hot orange-white throat. `film/LOOK-LOCK.md` lists "friendly drive-glow" among the only four things in the film that may be cyan. The render is the hull truth for this ship and it is not cyan. Not resolved here.
VERIFIED 2026-09-06 by a second agent against the sheet: 107 claims checked, 8 corrected.
any count of engine drums but TWO, any count of forward prongs but TWO, more than one broad orange ring around a drum housing, a cyan or violet or magenta drive glow, glowing hull...
NEVER - what breaks it
any count of engine drums but TWO, any count of forward prongs but TWO, more than one broad orange ring around a drum housing, a cyan or violet or magenta drive glow, glowing hull seams or a neon rim line of any colour, magenta panel-seam webbing (that light is the Interceptor's), a sleek curved manta-ray or delta hull, the Violet Manta recoloured gold, swept-back wings, a pointed nose cone or snout, a dorsal fin or tail fin, a raised bubble or dome canopy, deployed landing gear, wheels or struts, turrets, missile pods or a single fat cannon in place of the thin barrel clusters, a smooth unpanelled hull, flat yellow paint, chrome silver or bronze-only plating instead of brass-gold panels interleaved with matte dark-grey ones, clean unscuffed showroom gold, registration numbers, lettering, insignia, decals or any readable text on the hull, the render's studio backdrop, its shadowed studio floor, its dark falloff or any plinth, table or stand carried into a shot, the ship resting on the ground on this sheet's terms, a photoreal or 3D or CGI finish in a series frame, a second gold hull or phantom duplicate behind the real one, any figure, pilot, cockpit interior or JP drawn onto this sheet.
You said: JP's ship, when he joins the group eventually.
You said: SOLMARA's harbour, on the FAR side of the island - the side not visible in solmara-island. Brandt ruled KEEP AS IS twice. DEVIATION ON THE RECORD: pitched tile roofs, AMBER lantern strings and grey-blue stone, where every other Solmara plate is flat-roofed, pink-strung and teal-green. Safe while the harbour is the only far-side location; a shot showing the harbour AND the terraces together would show two different towns and needs a re-roll first.
Young woman, late teens. MID-BROWN / chestnut hair, long and wavy, past the shoulders, warm brown highlights - NOT red, NOT ginger, NOT auburn. Cropped NAVY-BLUE bomber jacket with HOT...
the full canon wording
Young woman, late teens. MID-BROWN / chestnut hair, long and wavy, past
the shoulders, warm brown highlights - NOT red, NOT ginger, NOT auburn.
Cropped NAVY-BLUE bomber jacket with HOT PINK piping down the front,
collar and pockets, one grey sleeve panel and a small shoulder patch.
BLACK crop top beneath, midriff visible. BLACK slim trousers. Navy
trainers with pale soles. Slim, athletic. Soft warm PAINTERLY rendering
with rounded features and a friendly face - not hard black ink outlines,
not angular.
hard-inked angular anime face, long skirt or dress, armor.
SPEC-VS-SHEET DEFECT, FOUND AND FIXED 2026-09-07. Until today this block
read "AUBURN / warm reddish-brown hair" and "MAGENTA-VIOLET piping" - and
`shot_gate.py` copies this text VERBATIM into every prompt Holly appears
in. The sheet it claims to describe does not say that: measured off
`hj_p2.png`, her hair is R=194 G=112 B=74, a warm mid-brown. The words
"AUBURN" and "VIOLET" were doing the drifting, not the model. Every Act
3-5 shot in the v2 film came out RED-HAIRED with PURPLE piping because
the gate told it to, and Brandt rejected exactly that on 2026-09-07:
"this is not good art for Holly", pointing at 3-04. He then pointed at the
bakery shot and said "yeah this is the meta version of Holly Jo."
THE LESSON: a spec that paraphrases a sheet from memory outranks the
sheet at generation time, because the words travel into the prompt and
the picture does not. Transcribe colours by MEASURING the sheet.
See `Approved/holly-jo/hj_meta_bakery.png` - the shot-proven master.
GLOW STATE (Approved\holly-jo\hj_glow2.png): hands and forearms haloed
Ring-cyan with thin cyan wrist-rings. Used ONLY at approved milestones.
--- from CHARACTER-CANON.md ---
`Approved/holly-jo/hj_p2.png` is the **META master**. His words: "This is the meta version
of Holly." It is registered (`holly-jo`) and it is the sheet a prompt attaches.
`Approved/holly-jo/Pilot3.png` stays APPROVED but is **NOT the meta**: "Approving but know
this is not the meta but is like her in the game." So it is the in-game likeness, usable when
a shot is deliberately showing the GAME's Holly Jo, and never as the character master. It is
deliberately unregistered so it cannot be attached by accident.
DENIED and dead: `hj_f1.png`, `hj_f2.png` (AssetSheets/wave1). Do not revive them.
STILL WRONG: `hj_glow2.png`. "I'm on the fence on this one. Here hands are supposed to create
a deflect shield in front of her. We have assets like it but this one is off." The sheet shows
glowing HANDS; canon is a shield SHE MAKES, standing IN FRONT of her, hands outside it. This
is the same staging error the animation audit found in CH9's two hero deflect frames, where
her hand and forearm are inside her own shield. One fix, two places.
--- from CHARACTER-DESIGNS.md ---
**Accent: hot pink (1.00, 0.30, 0.60)**
Young woman, late teens. Long brown hair pulled into a high, swinging
ponytail. Warm, confident half-smile; bright hazel eyes; athletic build.
Olive/khaki bomber jacket, sleeves pushed up, worn open over a grey training
top; a circular mission patch (star/comet on navy and red) on the left chest;
zip pockets on the sleeve. A fitness tracker on one wrist.
SIGNATURE PROP: a kettlebell, carried casually on one shoulder like it weighs
nothing.
Lit in hot pink from one side, acid-yellow-green from the other.
**LOCKED WARDROBE - MATCH THE UPLOADED REFERENCE EXACTLY.** Her jacket is a
**NAVY-BLUE bomber**, worn open, sleeves pushed up, over a black training top,
with dark leggings and sneakers, a fitness tracker on the wrist, and the
courier satchel worn cross-body. Long brown hair, loose or pulled back.
(An earlier draft of this doc said olive/khaki with a high ponytail from a
first-pass image - that is SUPERSEDED. The uploaded Higgsfield reference is
the canonical one, and every generated shot must match it.)
She wears this, unchanged, in every shot until the milestone below.
**DECIDED (2026-07-26), NAVY IS FINAL.** The narration page called the jacket
"hot pink" and two early shots split the difference badly - one zipped the
jacket shut and painted magenta blush onto her cheeks, the other put a pink
streak in her hair. Neither is the design. Brandt confirmed navy stays: it
holds a clean silhouette against a gold sunrise, and it keeps hot pink free to
mean something specific elsewhere - hero deflect is cyan, swarm fire is red,
and a fully pink hero would blur into that grammar. Hot pink lives ONLY as a
rim-light along her silhouette edge and as piping/trim on the jacket. It must
never appear on skin (blush, makeup) or in her hair. The narration page's
"hot pink jacket" line is being corrected to match this, not the other way
around.
**WARDROBE EVOLUTION - THE ONE ALLOWED CHANGE (approved 2026-07-26).**
Costume is otherwise fixed all season, because a fixed outfit is how a young
audience tracks a character. The single permitted evolution is when she stops
being a courier and becomes a PILOT: she keeps the navy bomber and the
satchel - the silhouette and the hot-pink accent NEVER change - and GAINS
First Light flight gear layered over them: a Sentinel flight harness across
the chest, and a socket at the shoulder or belt where the key-shard rides.
Rules for it: (1) the jacket itself never changes, (2) it is added ONCE, at a
story milestone, never gradually, (3) the audience should be able to date any
frame in the series by whether the harness is on. Recommended milestone: the
end of E2, when the Manta chooses her and she leaves Solmara. If a later
season needs another step, it follows the same law - add a layer, never
replace the jacket.
**WHAT THIS FIXED IN THE BIBLE:** Holly Jo is an ATHLETE, not just a skater
courier. This is a better fit for the game than what was written: her signature
ability SECOND WIND is literally a "HIIT burst - rapid fire + a speed surge"
and the code comment calls it an "interval sprint." So: she trains. She runs
intervals up the orchard terraces before her route. Her endurance is EARNED,
which is why she is still standing at the end of a fight when nobody should be,
and why the "second wind" is a real thing about her body and not a metaphor.
Keep the courier job and the delivery-racing - the athlete identity sits under
it and explains it.
---
--- from series_graph.py (locked wording) ---
THE LEAD. Game pilot (Second Wind: 6s rapid fire + speed surge). Courier on Solmara. Series look derives from this game portrait, repainted painted-dawn: late teens, athletic, long loose brown hair, open navy bomber with hot-pink piping over a black top, courier satchel.
blonde, RED or GINGER hair, PURPLE or VIOLET jacket piping, a
You said: META Holly Jo. Approved/holly-jo/Pilot3.png is also approved but is the IN-GAME look, not the meta - never attach Pilot3 as the character master.
Approved/holly-jo/hj_p2.png ref a02a7ba6
LOCKEDNO "NEVER" LIST
HOLLY JO SHIELD
You said: Holly Jo's GLOW / SHIELD state - she is making the cyan disc in front of her palms. Use ONLY at approved milestones. Her neutral master is 'holly-jo'.
Approved/holly-jo/hj_shield.png ref 74ac364a
LOCKEDNO "NEVER" LIST
HOVERBOARD
Approved/hoverboard/hover_p1.png ref 33369cc9
LOCKED
JOSH - the builder
NEVER list added 2026-09-02. The description for this asset lives in another canon source and is unchanged; this block exists only to carry its NEVER list, which it had never had. ---...
the full canon wording
NEVER list added 2026-09-02. The description for this asset lives in another
canon source and is unchanged; this block exists only to carry its NEVER list,
which it had never had.
--- from CHARACTER-DESIGNS.md ---
**Accent: safety orange (1.00, 0.50, 0.10)**
Lean, strong man, late twenties/thirties. Short brown hair under a scuffed
WHITE HARD HAT stencilled JOSH. Clean-shaven, square jaw, an easy confident
smirk; arms folded. Dark grey work shirt, sleeves rolled to the elbow, genuinely
dirty. A high-visibility YELLOW safety harness over the shoulders and chest,
with a coiled yellow lanyard and a clipped gas-monitor. Lit in hot orange from
one side against cold blue industrial steelwork.
**MATCHES THE BIBLE** - the city-raiser who holds a rooftop and builds a turret
in seconds. "Easy fix."
---
--- from series_graph.py (locked wording) ---
Future crew. Game pilot (Sentry: auto-firing turret). Construction worker, named hard hat.
a coloured hard hat of any kind - his is white, any lettering on the hat or shirt other than JOSH - he has no surname, an orange or lime reflective hi-vis vest - the yellow harness is...
NEVER - what breaks it
a coloured hard hat of any kind - his is white, any lettering on the hat or shirt other than JOSH - he has no surname, an orange or lime reflective hi-vis vest - the yellow harness is his hi-vis and there is no vest, a harness in orange or red instead of high-visibility yellow, a chest-only rig with no leg loops, a back with no yellow X and no grey dorsal D-ring plate, gold or brass hardware in place of the grey steel buckles, a full-brim or headlamp-mounted hard hat, a tool belt slung tools a hammer or a power tool in his hands, safety glasses goggles or a welding mask on his face, coveralls a boiler suit or a plaid flannel shirt in place of the dark work shirt, sleeves buttoned to the wrist instead of rolled above the elbow, crisp clean unworn clothing - the shirt is genuinely dirty and worn, bare hands or black leather gloves in place of the olive canvas cuffed gloves, stubble a beard a moustache or hair longer or greyer than his short dark brown, a heavyset bruiser build or a boyish teenage frame - he is lean and strong and May-Day is the big one, a cyan deflect shield or any glow on him - that power is Holly Jo's, any environment behind him such as steelwork scaffolding a rooftop or a Solmara street - the plate is plain warm grey with a cast shadow
Approved/josh/josh_1.png ref e360e2fc
LOCKED
JP - the bespectacled pilot in the cyan shoulder rig
SHEET: Approved/jp/jp2.png (registry slug jp) APPROVED in WAVE 7 - the ledger's variant row jp2.png, "WAVE 7 - JP TURNAROUND", carries the verdict APPROVE dated 2026-08-25, and the...
the full canon wording
SHEET: `Approved/jp/jp_2.png` (registry slug `jp`)
APPROVED in WAVE 7 - the ledger's variant row `jp_2.png`, "WAVE 7 - JP TURNAROUND", carries the verdict APPROVE dated 2026-08-25, and the entity row `jp` carries current_status TURNAROUND APPROVED, which is also the status the graph entry holds. The same file is the wave-7 sheet (`AssetSheets/wave7/jp_2.png`) copied into `Approved/jp/`; there is no second image and no earlier approved version. TRANSCRIBED FROM THE SHEET 2026-09-06 by opening it, and at native crops of the head, the chest, one front pauldron, the back panel, the trousers and both sets of boots - not from memory.
WHAT IT IS. A THREE-VIEW CHARACTER TURNAROUND on one wide plate: FRONT at left, a RIGHT-SIDE PROFILE facing frame right in the centre, and the BACK at right. One man, three times, in the same wardrobe in every view. The backdrop and the ground are one flat warm PALE CREAM-GREY with no horizon line, no floor edge and no props; each figure stands on it and throws a long soft brown-grey CAST SHADOW away to FRAME LEFT - the same direction in all three views, which is the figure's own right in the front view and its own left in the back. Nothing else is in the picture.
THE MAN. A young BLACK man, tall and athletic, broad through the shoulders with heavy arms and a flat waist. WARM MEDIUM-BROWN skin, lit. His hair is BLACK, cropped short on top and tapered tight at the temples with a hard clean hairline; no part, no locs, no braids. Straight dark brows, brown eyes, CLEAN-SHAVEN, a small closed mouth, and a calm level expression in the two views that show his face. GLASSES: heavy BLACK rectangular frames with a thick top rim and a solid bridge, worn on the face in the FRONT and PROFILE views, the profile showing the temple arm running back over the ear; the BACK view draws both ears bare, with no temple arm over either, so the glasses are simply not present in that view. No earring, no tattoo, no scar.
THE SHIRT. A DARK SLATE BLUE-GREY short-sleeved collared work shirt with a pointed collar and a short placket closed by one dark button at the throat. The sleeves are cut off mid-upper-arm, so the forearms and hands are BARE. One small rectangular POCKET FLAP with a single round metal stud sits at the CENTRE of the chest, just below the chest strap. The cloth is matte with soft folds and carries no logo, no number and no lettering.
THE SHOULDER RIG, which is the thing that identifies him. On BOTH shoulders a hard armoured PAULDRON in the same dark slate as the shirt, built of layered plates and sitting on top of the shirt's shoulder. THE GLOW IS CYAN AND ONLY CYAN. In the FRONT and BACK views each pauldron carries a filled bright CYAN arrowhead panel set into the plate, a brighter cyan stroke outlining that panel, and a second thin cyan line along the plate's lower band. A thin cyan line also continues off the pauldron down onto the shirt's chest, following a panel seam and hooking inward: a matched PAIR of them in the FRONT view, one on each side of the chest, converging on the black chest strap, and one on the near side in the PROFILE. The BACK view has none. Nothing else on him glows anywhere.
THE HARNESS IS BROWN LEATHER. Across the upper back it is a wide brown yoke in an H shape - a shallow V-notch under the collar, waisted at the centre, two straps up over the shoulders and two short lower arms running down the back - studded with small round RIVETS, a pair at each upper corner and one at each lower corner. Those two lower arms STOP in the middle of the back, well above the belt. On the front the two brown shoulder straps come over the shoulders and run straight down the OUTER chest beside the pectorals WITHOUT crossing, each ending at a small metal slider about level with the sleeve hem and passing behind the arm. NO part of this harness reaches or passes under the belt in any view; the mid-back and the lower chest are plain shirt. Separately, a flat BLACK webbing strap crosses the chest horizontally from one shoulder strap to the other, with a black rectangular slider-buckle set right of centre.
BELT AND BELOW. A plain BLACK belt with a squared DARK buckle carrying one bright silver specular across its top edge. DARK TEAL-SLATE cargo trousers, loose, with one flapped CARGO POCKET on the outside of each thigh - no button is drawn on the flap - a curved slash pocket at each front hip, two flapped rear pockets with pointed lower edges, and cuffs bunched over the boot tops. BLACK lace-up combat boots whose shafts rise well above the ankle to about MID-CALF, the trouser cuff bunched over the top of each, eight or nine pairs of eyelets, a thick lugged sole, a glossy highlight along each toe cap.
LIGHT AND FINISH. Skin, plate and leather are modelled in soft blended value, and a warm COPPER-ORANGE rim traces the FRAME-LEFT contours of all three figures - the left jaw, the left arm, the left flank and leg, the outer edge of each boot - while the frame-right contours carry no rim at all; it is the only warm colour in the picture apart from the leather. The drawing is painted 2D with a dark brown-black contour line around the figure and around the interior shapes, soft blended shading rather than hard cel bands, and small speculars on the boots and the buckle. It is NOT photoreal and NOT a 3D render. THERE IS NO TEXT anywhere on the plate - no name, no label, no number, no watermark.
WHAT IT IS FOR, from the docs and only the docs. He is FUTURE CREW: one of the nine game pilots, ability GOT YOUR SIX - a 30-second rear bounce shield - listed as row 9 of ASSET-MAP.md's pilot table, where the column for what Brandt still owes reads "Look + personality". The registry note ties him to a ship: he flies the GOLD VANGUARD, "but only from the chapter he joins the group onward" (Brandt: "when he joins the group eventually"), so the ship reads as his from that chapter on and not one shot before it. He has no episode, no scene and no line of his own: SERIES-CANON.md does not contain his name at all.
RECORDED CONFLICT - whether he can be shot at all is stated two ways. The ledger's entity row `jp` says TURNAROUND APPROVED, its variant row `jp_2.png` says APPROVE on 2026-08-25, the graph says TURNAROUND APPROVED, and the sheet is sitting in `Approved\jp\`. CHARACTER-CANON.md's flight-crew ruling says the opposite in as many words: "JP HIMSELF IS NOT RULED ON. His card is the one decision with no answer, so he has no master sheet and cannot be attached to a shot. His SHIP is decided; the MAN is not." Both are recorded here; this block does not decide which governs.
RECORDED CONFLICT - the only prior written description of him is the block in `CANON-DRAFT-CHARACTERS.md`, headed "JP - the guard" and marked at the top of that file as NOT CANON YET, awaiting Brandt's verdict. No approved source calls him a guard; every approved source calls him future crew and a game pilot. That same draft also says the brown harness straps cross the chest, where the sheet crosses the chest with a BLACK webbing strap and runs the brown straps straight down the outer chest without crossing, neither of them reaching the belt.
RECORDED CONFLICT - the GOLD VANGUARD. CHARACTER-CANON.md assigns it to JP from the chapter he joins onward. SERIES-CANON.md:200 lists it as the gold ship, "heavy twin", special PRISM, recovered in E17, and the E17 beat reads "Gold Vanguard + PUNCHLINE + the whole crew" - PUNCHLINE being MAY-DAY's ability - with JP named nowhere in that document. The same page also says any pilot can fly any ship. Recorded, not resolved.
PROMPTING. Copy this block verbatim; the sheet is an ISOLATED FIGURE and nothing else is drawn on it. NOT ON THIS SHEET, and composed in from its own sheet if a shot needs it: the GOLD VANGUARD or any other ship, any hoverboard, helmet, goggles, gloves, weapon, pack, parcel or prop, any other character, and any setting whatsoever - Solmara, the town ring, an interior, an arena, a sky. The cream plate, the cast shadows and the warm copper rim are SHEET LIGHTING, not part of him: relight him for the shot's state, EMERALD NIGHT or CREAM DAY, and leave the studio floor behind. Quote the counts out of the NEVER line rather than summarising them - TWO pauldrons, one on each shoulder; ONE black chest strap; the glow CYAN. The glasses stay on his face in every shot. He is a series character drawn in painted 2D; the game's neon rim light does not come with him.
RECORDED DEFECTS, so nobody paints them into the next picture. (1) THE PAULDRON IS NOT THE SAME OBJECT IN ALL THREE VIEWS: front and back give a layered cap with a filled cyan arrowhead set into it, while the profile gives one large hexagonal shoulder cap, bigger and lower on the arm, with a cyan stroke around its whole perimeter and, inside that stroke, a dark central plate ringed by a broad cyan field. The FRONT view is the fuller drawing of the rig; the profile is the outlier. (2) The thin cyan seam line that runs off the pauldron onto the chest is in the FRONT and PROFILE views - it is absent from the BACK view only, and the front carries two of them to the profile's one. (3) The three CAST SHADOWS do not match the pose: they are lumpy hunched silhouettes with no readable head or legs, and they all fall to FRAME LEFT while the warm rim also sits on the frame-left contours - a light on the left cannot cast a shadow to the left, so the shadow and the rim disagree about where it is. (4) The lit floor and those shadows read as a studio plate, which the film's style lock forbids in a shot - no plinth, no studio backdrop - so the shadows belong to the turnaround and never travel with him. (5) THE GLASSES ARE MISSING FROM THE BACK VIEW: both ears are drawn bare with no temple arm over either, so only two of the three views actually carry them - the front is the authority, and he keeps them in every shot. None of the five is load-bearing.
VERIFIED 2026-09-06 by a second agent against the sheet: 143 claims checked, 19 corrected.
--- from series_graph.py (locked wording) ---
Future crew. Game pilot (Got Your Six: 30s rear bounce shield). Young, glasses, cyan shoulder rig.
white or light-skinned, older or middle-aged, bearded or mustached, without his glasses, glasses pushed up on his head or hooked on his collar, hair long, loose, braided, locked or any...
NEVER - what breaks it
white or light-skinned, older or middle-aged, bearded or mustached, without his glasses, glasses pushed up on his head or hooked on his collar, hair long, loose, braided, locked or any colour but black, bare-shouldered, a pauldron on one shoulder only, more than two pauldrons, a pauldron glowing red, orange, magenta, green, gold or white, a pauldron drawn as plain unlit plate, glow anywhere on him but the pauldrons and the thin cyan seam lines on the front of the shirt, long sleeves, a coat, jacket, hoodie, flight suit, armour over the chest or a bare chest, a brown strap crossing the chest in place of the black chest strap, brown straps crossing each other on the front, a black or grey back panel in place of the brown leather yoke, shorts, brown or white boots, a helmet, headset, goggles, hat, earpiece or comms rig, any weapon, ship, board, parcel or prop in his hands, any second figure on the sheet, the game's neon rim light on him, photoreal, CGI or 3D-rendered finish, flat cel bands in place of the painted modelling, and any readable text, name, number, label or watermark on him or the plate.
You said: Flies the GOLD VANGUARD, but only from the chapter he joins the group onward (Brandt: 'when he joins the group eventually').
Approved/jp/jp_2.png ref 219533df
LOCKED
KEEPER VESS
Tall gaunt old man. WHITE hair, thick and unruly; short WHITE beard. Deep-set eyes, long hooked nose, heavily lined face. Ankle-length STORM-GREY coat with a standing collar and four...
the full canon wording
Tall gaunt old man. WHITE hair, thick and unruly; short WHITE beard.
Deep-set eyes, long hooked nose, heavily lined face. Ankle-length
STORM-GREY coat with a standing collar and four horn toggle-clasps down
the chest, cuffs turned back. Brown leather boots.
YOUNG VESS (vess_young2.png): same nose, eyes and jaw, unlined, dark hair.
HIS STAFF (Approved\lantern-staff\staff_1.png, id 14724801-0a9a-4020-b066-46d9ee7bb77d):
tall gnarled dark-wood staff, hooked top, an iron-framed glass lantern
hanging from the hook with a CYAN flame inside.
--- from series_graph.py (locked wording) ---
The Keeper of the gate - an oracle who watches Holly Jo's journey from the background, seeing more than he says. Keepers give up their own names when they take the role. Old, storm-gray clasped coat, lantern-staff with cyan flame.
an amber or orange or yellow or white or magenta flame or a cyan rim around a warm orange core, an unlit or empty lantern, a glowing crystal or orb or gem mounted on the staff head in...
NEVER - what breaks it
an amber or orange or yellow or white or magenta flame or a cyan rim around a warm orange core, an unlit or empty lantern, a glowing crystal or orb or gem mounted on the staff head in place of the lantern, a pink paper lantern like the town's strings, a brass or gold or bronze frame or any gold-brass filigree, an oil lamp with a fuel reservoir or wick knob or chimney instead of the short pale candle standing on its flat base plate, tinted or stained or cracked glass or a modern jar or bulb, a square four-panel railroad lantern instead of the round tapered iron cage that is widest at the bottom, the lantern bolted rigidly to the top or standing upright like a lamppost head, the lantern slung from a chain or rope or leather thong rather than the forged iron ring and eyelet, the lantern hung at mid-shaft or carried separately in his free hand, two lanterns, a straight planed or varnished shaft or pale blond or birch or grey driftwood in place of the dark gnarled visible grain, carved or glowing runes or glyphs or metal inlay anywhere on the wood, a bare shaft missing the spiral dark-leather grip wrap between its two iron bands or missing the iron butt shoe at the foot, a short walking cane or a wand or a fully curled shepherd's crook rather than the short bent hook ending in a cut branch stub, a blade or spear point or axe head, a beam or spotlight cone or lens flare or sparks or embers instead of a small steady pool of cyan candlelight, the staff in anyone's hands but Keeper Vess's
You said: KEEPER VESS. Not the same as 'lantern-staff', which is his staff as an isolated prop.
Approved/keeper-vess/vess_1.png ref 319a15c0
LOCKEDNO "NEVER" LIST
KEEPERS CHAMBER
You said: Vess's room. He ruled 2026-08-29 that it is JUST HIS ROOM - atmosphere, not the world-lamps - so the lanterns carry no meaning and their count is not canon. Registered on the reading that 'it stays'; revoke on /series if that is wrong.
You said: ALIAS of the-keeper-s-stair - the slug the film's shot list (2-01) and the series graph use.
Approved/world-suite/stair_v5.png ref c4e198c3
LOCKED
KETTLE CUPS - the copper kettle and three cream cups, two together and one set apart
SHEET: Approved/kettle-cups/kettle2.png (registry slug kettle-cups) APPROVED in WAVE 2 as kettle2.png - verdictledger.json and sheetverdicts.json both carry the row "WAVE 2 - KETTLE +...
the full canon wording
SHEET: `Approved/kettle-cups/kettle_2.png` (registry slug `kettle-cups`)
APPROVED in WAVE 2 as `kettle_2.png` - `verdict_ledger.json` and `sheet_verdicts.json` both carry the row "WAVE 2 - KETTLE + THREE CUPS / kettle_2.png" = approve, stamped 2026-08-20 (the batch stamp every row of that Google-Sheet import shares), and the Approved copy was filed 2026-08-18; registry row `kettle-cups` / "KETTLE + THE THREE CUPS", category props, current status SHEET APPROVED; the sibling roll `kettle_1.png` carries `deny` at that same stamp and is not on disk anywhere in Series. `AssetSheets/wave2/kettle_2.png` is the same picture byte for byte (md5 077accff57c1e01a3320ce90ce8a4ad4), so there is ONE image of this asset and this block was TRANSCRIBED FROM THE SHEET 2026-09-06 by opening it at full size and at magnified crops of the kettle, the pair of cups, the lone cup and all four plate edges - not from memory. Until now this prop had a picture, one sentence in the graph and no NEVER list, which is exactly the gap that lets a loaded prop drift between shots.
WHAT IT IS. FOUR OBJECTS ON ONE PLAIN PLATE, standing on a common invisible ground line with nothing else in frame: a copper KETTLE at frame left, then THREE ceramic CUPS across the right half of the plate - TWO CUPS TOGETHER, overlapping and touching, then a clear gap of about one cup width, then a THIRD CUP STANDING ALONE at frame right. The count is THREE cups, and the grouping - two together, one set apart - is the entire reason this sheet exists.
THE KETTLE, frame left. Polished COPPER in warm orange-brown, drawn with a bold dark brown ink contour and modelled inside it with soft blended highlights, a warm reflected glow low on the body and a few small darker dents. The body is a squat drum: a flat base with a raised FOOT BAND, sides that rise almost straight - widest at the foot and tapering only a hair as they go up, never bellied - and turn in to a rounded shoulder, and a shoulder COLLAR of two thin raised rings under the lid. On top a DOMED LID with a small turned KNOB. From the right side, low on the body, an S-CURVED SPOUT rises and turns outward to a cut, slightly flared lip. Over the top arches a copper BAIL HANDLE, and only the RIGHT mount is drawn in full: a small teardrop bracket plate on the shoulder with ONE round rivet at its centre and the arm's slotted eye above it. On the LEFT the arm is seen nearly edge-on and ends in a plain narrow curl against the shoulder - no bracket plate and no rivet is drawn on that side. The handle carries a TURNED WOODEN GRIP across the top, warm mid-brown wood with golden-tan highlights, swelling to a bulb at each end. It stands about two and a quarter cup-heights tall to the top of the handle and its body is about one and three fifths of a cup wide. It is CLOSED and EMPTY: no steam, no pour, nothing resting on the lid.
THE THREE CUPS. All three are the same cup drawn three times, at the same scale: HANDLELESS, no saucer, a tapered rounded beaker standing on a small raised FOOT RING, the body plain CREAM-IVORY with a soft warm highlight down its left face. The top fifth is a TEAL GLAZED BAND, a mid-value blue-green glaze that wraps the outside of the lip and carries over the rim onto the inside lip, painted glossy with a white specular streak. The band meets the cream body in one clean level line; below it the ceramic is bare and undecorated. EVERY CUP IS EMPTY - the interiors read pale cream, and there is no tea, no dark liquid line, no steam, no spoon and no lid.
THE ARRANGEMENT. The nearer cup of the pair sits front and left; its partner stands behind it and to the right, a little higher on the plate, and the near cup overlaps the left of it. The lone third cup stands clear at frame right on the same ground line, unoverlapped and untouched by anything. The kettle is the FARTHEST object from that lone cup, with the pair between them.
LIGHT AND BACKDROP. ONE warm key from the upper LEFT: highlights on the left face of every object, and soft warm BROWN cast shadows - measured hue about 20 degrees, no mauve or violet in them anywhere - falling to the RIGHT and slightly BACK, AWAY from camera: every shadow's far tip sits above its object's base line, never below it. The backdrop is a plain flat warm GREY-CREAM field, faintly darker toward the corners, with no horizon, no table edge, no cloth, no floor line, no plinth and no room - the objects float on a neutral plate. The palette is entirely warm (copper, cream, warm grey) and the teal rim bands are the only cool colour in frame; that teal is a GLAZE, not light, and it never glows.
RENDERING STYLE. Painted 2D: a bold dark ink contour around every object, with the modelling inside that contour done in soft blended paint and visible brush texture rather than hard cel bands, over a faint paper grain.
WHAT IT IS FOR. The registry wording, which is locked, is "Two cups poured every evening. A third cup, never poured, beside a chair nobody mentions." The graph places it At the farmhouse. The shipped staging is the JO PORCH: `E1-CH1-MANIFEST.md` shot 2g is "home porch, kettle + cups with Momma Jo, the SAME old worn danerren coin for the day's work. A THIRD CHAIR sits at the table - empty, unlit, NEVER mentioned by narration. Texture, not plot", attaching farm_v2.png + momma-jo\momma_1.png + kettle-cups\kettle_2.png + danerren-coin\coin_b.png, and shot 2g2 is the "cup insert - Momma Jo's hands around her cup, steam" on kettle_2 + momma_1. `E1-PART1-FINAL.md` carries the same two beats as shot 20, "Home before the kettle sings", and shot 22, "WORDLESS: the steaming cup before the empty third chair (the kettle line answered in silence)". THE KETTLE IS ALSO A CLOCK AND THAT CLOCK IS FROZEN: `CH1-STORY-AUDIT.md` lists "the kettle clock (06->11->23)" among the motif chains that must not be touched, and says in as many words that a future edit which loses the kettle clause in CH1-06 kills the epithet in CH1-02 or CH1-23. INDOORS, ONLY THE KETTLE TRAVELS: the FARM KITCHEN block hangs "the POLISHED COPPER KETTLE of the `kettle-cups` prop master" from the hearth crane's S-hook and puts TWO cups on the table, and it reserves the three-cups-one-set-apart staging to this sheet and the porch, never to that table. WHOSE THE EMPTY CHAIR IS IS NOT THIS PROP'S TO SAY: SERIES-CANON:866 rules "THE THIRD CHAIR STAYS THE FATHER'S (the Father Rule is law)", and SERIES-CANON:755's "is the farmhouse THIRD CHAIR Darren's chair" is marked "STORY PROPOSAL, NOT CANON... ASK before using". The sheet names nobody and must keep it that way. Finally, this sheet is attached to OTHER prompts as a line-quality reference only - `Rework/prompts/CRITIQUE.md` requires the clause that it is "here ONLY for the ink line quality and the plain-subject discipline" plus the negative "no copper kettle, no teacups, no cream-and-teal ceramic", because on any sheet with shelves and vessels this kettle and these cups will otherwise land in the room.
PROMPTING. THE SHEET IS ISOLATED AND EVERYTHING ELSE IN THE TABLEAU IS COMPOSED IN. Nobody is on this plate: Momma Jo comes from `Approved\momma-jo\momma_1.png`, Holly Jo from her own sheet, the day's coin from `Approved\danerren-coin\coin_b.png`, and the porch itself, its two posts and its balustrade from the farm plate `farm_v2.png` - whose block states the porch is EMPTY and that "no table, no chair, no kettle, no cups, no coin" is drawn on it, so the porch TABLE and its CHAIRS come from no approved sheet at all and exist only as words. Not on this sheet either, and each must be prompted for by hand: the poured tea, the steam, the third chair, the table, the tray, any cloth, any hands. It carries NO STATE and NO LIGHT REFERENCE - it is neither EMERALD NIGHT nor CREAM DAY but a neutral warm plate on an empty backdrop, so a shot takes its grading from its location plate and never from here, and the backdrop itself never travels into a frame. Quote the counts into the prompt rather than paraphrasing them, per LOOK-LOCK's "QUOTE THE NEVER LIST, DO NOT SUMMARISE IT": THREE cups, TWO together and ONE apart, ONE kettle, no handles on the cups, one teal band on each. When only the kettle is wanted (the kitchen hearth), say so and negative the cups out; when only the cups are wanted, negative the kettle out.
RECORDED DEFECTS. THE FINISH IS PAINTED, NOT FLAT CEL. `film/LOOK-LOCK.md` writes the film's style as "bold clean ink linework, flat cel shading"; this plate has the ink contour but its interiors are modelled in blended, brushy gradients with soft airbrushed cast shadows, not flat cel bands. It was approved as drawn and is not to be "corrected", but it is not a cel-shading reference. TWO CANVAS ARTIFACTS AT THE EDGES: the backdrop darkens softly toward all four corners (a vignette), and there is a single-pixel dark grey-green column down the extreme LEFT and RIGHT edges of the image. Neither is a drawn frame, and LOOK-LOCK's MUST NOT is explicit that a shot carries "no border, no frame, no letterboxing, no vignette drawn as a black edge" - so neither artifact may be reproduced in a composed frame. NO SCALE REFERENCE IS ON THE PLATE - no hand, no table, no object of known size - so the relative measurements above are the only record of how big these things are against each other. RECORDED CONFLICT, THE POURED STATE: the locked registry wording says "Two cups poured every evening. A third cup, never poured", and the superseded intro card (`E1-INTRO-5MIN.md` D3) describes "two cups poured, a third chair empty, a third cup UNPOURED beside the kettle", while `E1-CH1-MANIFEST.md` shot 2g2 and `E1-PART1-FINAL.md` shot 22 both ask for STEAM and a steaming cup; the sheet draws all three cups EMPTY and identical, with no liquid, no steam and no distinguishing mark on the one that is set apart. Both are stated here and neither is resolved. RECORDED CONFLICT, WHERE THE LONE CUP STANDS: that same intro card puts the unpoured third cup "beside the kettle", and on the sheet the lone cup is at frame RIGHT and is the object FARTHEST from the kettle, with the pair between them. Noted, unresolved - and note also that SERIES-CANON:811 rules `E1-INTRO-5MIN` "SUPERSEDED as a script; lore quarry only", which is a fact about that document, not a ruling on this picture.
VERIFIED 2026-09-06 by a second agent against the sheet: 96 claims checked, 10 corrected.
a cup count other than THREE, all three cups touching in one clump, three cups evenly spaced in a row, only two cups, four or more cups, or the pair drawn apart with the loner joined...
NEVER - what breaks it
a cup count other than THREE, all three cups touching in one clump, three cups evenly spaced in a row, only two cups, four or more cups, or the pair drawn apart with the loner joined to them - the reading is two together and one set apart, cups of different sizes, shapes, colours or designs from each other, a handle, ear, lug or thumb rest on any cup, a saucer, lid, spoon, teabag, string or tag with any cup, a mug, tankard, tin cup, glass, goblet, bowl, tumbler or stemware in place of the handleless footed cup, a white, blue, green, grey, black, pink, brown or terracotta glaze in place of cream-ivory, a gold, silver, black, white, pink or cyan rim in place of the teal band, the teal band running the full height of the cup, dropped to the foot, split into stripes or drawn as a thin pinstripe rather than the top fifth, painted decoration of any kind on the ceramic - flowers, checks, stripes, spots, glyphs, crests, monograms or a maker's mark, chips, cracks, crazing, stains or a repaired cup, teal that glows, blooms, emits or reads as the show's cyan (it is a glaze under a warm key and it is never light), the game's neon cyan-magenta rim-light on any object here, red or magenta light anywhere on the plate, tea, coffee, milk, water, a liquid line, a floating leaf, a petal or steam drawn onto this sheet, a kettle of enamel, cast iron, steel, chrome, brass, silver, painted tin or ceramic in place of polished copper, a black, white, green, blue or two-tone kettle, an electric kettle, a cord, base, switch, gauge, whistle cap or plastic anywhere on it, a bail handle with no wooden grip or with a plastic, cloth-wrapped or bare-metal grip, a bracket plate or a rivet invented on the LEFT mount, or the RIGHT bracket plate drawn without its single rivet, a straight, short, stubby or downward spout, a spout on the LEFT, a teapot with a fixed side handle, a coffee pot, a samovar, a cauldron or a pan in place of the kettle, a lid standing open, tilted or removed, a second kettle, a fifth object of any kind, any figure, hand, arm or animal on this prop sheet, Momma Jo, Holly Jo or Darren drawn onto it, a table, tabletop, chair, third chair, porch deck, balustrade, tray, cloth, doily, board, shelf, hearth, fire, crane arm or S-hook drawn onto it, the danerren coin on the plate, any background whatsoever - kitchen, porch, farmhouse, orchard, lane, town, market, Ring, mountain, sea, sky, stars, wall, window, curtain or horizon line, a floor line, table edge, plinth, pedestal, base, stand, box or studio set under the objects, emerald-night or cream-day grading baked onto this plate, or this plate's plain backdrop and warm studio key used as the light, palette or state reference for a composed shot, a second light source, camera-side fill or shadows thrown to the left, readable text, letters, numerals, labels, captions, name plates or a watermark anywhere on the sheet, a drawn panel border, frame, letterbox bar or black-edge vignette (the sheet's soft corner falloff and its one-pixel edge columns are recorded artifacts, never something to redraw), and a photoreal, product-photograph, 3D-render, CG, clay-model or diorama finish, or outline-free soft painting in place of the ink contour with painted fill
Approved/kettle-cups/kettle_2.png ref 40080aee
LOCKED
KI - the key
NEVER list added 2026-09-02. The description for this asset lives in another canon source and is unchanged; this block exists only to carry its NEVER list, which it had never had. ---...
the full canon wording
NEVER list added 2026-09-02. The description for this asset lives in another
canon source and is unchanged; this block exists only to carry its NEVER list,
which it had never had.
--- from CHARACTER-DESIGNS.md ---
**Accent: electric blue (0.30, 0.60, 1.00)**
### *** IDENTITY CORRECTION: KI IS AN ADULT, NOT A CHILD. ***
### PRONOUNCED "KEY" - ALWAYS.
A young man in his twenties. Black hair, tight-faded sides with a swept-up
textured top. Black rectangular glasses, and the lenses are always alive with
reflected data - scrolling readouts, blue and cyan glyphs. Clean-shaven, sharp
features, and a small knowing half-smile aimed slightly off-camera: the look of
someone who solved it three seconds ago and is deciding whether to tell you.
A fitted black techwear jacket with a high collar, armored shoulder and chest
panels, and glowing electric-blue circuit tracing running down the sleeves and
across the chest. Fingerless tactical gloves.
SIGNATURE STAGING: he is always working two translucent holographic panels in
mid-air, one in each hand, fingers mid-gesture.
Lit electric blue with violet accents against dark corridor steel.
**WHAT THIS FIXED:** the bible wrote Ki as a 14-year-old runaway slicer-kid.
He is a grown man in his twenties. Corrections required:
* Age 14 -> mid-twenties. He is NOT the crew's child and nobody parents him.
* The backstory changes from "ran away from a Mint academy" to something
adult: he WORKED for the Mint (or a Cobalt Reach data-house), was very
good at it, and walked out - now he scrubs Hunt Guild bounties for
refugees off the books. Same conscience, adult stakes, and it makes his
line about the Rings being keys the deduction of a professional rather
than a precocious kid.
* Keep: fastest brain in the room, zero patience, systems-are-safer-than-
people, SYSTEM CRASH (the EMP), and the arc toward being the crew's
connective tissue.
* Keep the pronunciation gag exactly - strangers say "Kai?", he deadpans
"Key. Like the thing that opens doors." It plays even better dry from an
adult than cute from a kid.
* He is no longer the smallest silhouette in the crew. The lineup's size
contrast now runs Darren and May-Day (big) against Holly Jo and Ki (lean).
---
--- from series_graph.py (locked wording) ---
TECH ADVISOR of the crew. Game pilot (System Crash: EMP jams every enemy gun). Young, glasses, circuit-lined jacket, holo screens - the game portrait is the design.
a fourteen-year-old, a teenager or any child version of him (SERIES-CANON line 288 still says "KI - 14" and that entry is SUPERSEDED - he is a man in his twenties), the smallest or...
NEVER - what breaks it
a fourteen-year-old, a teenager or any child version of him (SERIES-CANON line 288 still says "KI - 14" and that entry is SUPERSEDED - he is a man in his twenties), the smallest or shortest silhouette in a crew lineup, parented, carried, scolded or protected by another crew member, spelled or lettered "Kai" anywhere on screen, given a surname, nickname or callsign, no glasses at all, or the black rectangular glasses replaced by goggles, a visor, an AR monocle, a headset or an earpiece, mirrored, blacked-out or opaque lenses that hide his eyes (his eyes read clearly through them on the sheet), glowing eyes (that is Darren's shield-up state alone), any facial hair, long hair, a man-bun, a ponytail or a shaved head instead of black hair with tight-faded sides and a swept-up textured top, a hood or hooded jacket (the hoodset is Pat's), a cape, a scarf or a courier satchel, a white, grey, tan, brown or any light-coloured jacket instead of near-black with a mottled dark teal-green sheen, sleeve tracing in cyan, magenta, pink, green, orange or white - it is ELECTRIC BLUE (0.30, 0.60, 1.00), and cyan belongs to the Ring and to Holly Jo's shield, the tracing unlit, dead or drawn as flat printed stripes rather than a LIT branching circuit-board pattern with right-angle turns and terminal pads running the full outer sleeve, glowing tracing added to the back panel, spine, trousers, boots or gloves, any emblem, logo, patch, number or lettering on the back (the back panel is blank), full-fingered gloves or bare hands in place of the black fingerless tactical gloves, a t-shirt, open shirt, hoodie or bare chest under the jacket instead of the dark high mock-neck, hard plate armour, a Mint uniform, a flight suit or any military dress, a gun, blade or any weapon in his hands (his power is SYSTEM CRASH, an EMP), a laptop, tablet, phone, keyboard, handheld console or physical screen in place of the two translucent floating holo panels, making or holding a cyan deflect disc (that power is Holly Jo's and there is exactly one shield per frame), dressed as a Solmara islander in earth-tone linen, wool and work boots (he is Cobalt Reach, not the island), his skin or face washed blue by his own accent light, and using this sheet's plain warm-grey studio plate or its upper-right key light as the light or background reference for a shot, or drawing any prop, panel, background or second figure onto the sheet itself
Approved/ki/ki_1.png ref d2e10699
LOCKED
KITTY - the hook
NEVER list added 2026-09-02. The description for this asset lives in another canon source and is unchanged; this block exists only to carry its NEVER list, which it had never had. ---...
the full canon wording
NEVER list added 2026-09-02. The description for this asset lives in another
canon source and is unchanged; this block exists only to carry its NEVER list,
which it had never had.
--- from CHARACTER-DESIGNS.md ---
**Accent: river-teal (0.20, 0.85, 0.80)**
### *** IDENTITY CORRECTION: KITTY IS MALE. ***
A man in his twenties, athletic and wiry. Silver-grey hair in a high textured
crop with tight-faded sides; a few days of stubble; a sly, amused half-smile
and a raised eyebrow that says he already knows what is in your pockets.
Teal-and-blue camo hoodie under an orange-and-blue harness rig with glowing
teal EL-strips. A name patch reading KITTY on the chest. Clipped along the
harness belt: a row of bright fishing LURES (green, orange, pink).
**WHAT THIS FIXED:** the bible wrote Kitty as a woman. He is a man - and
"Kitty" is a CALLSIGN, not a given name, which is funnier and truer to his
GONE FISHING ability. All pronouns and relationship beats corrected to he/him.
Everything else holds: salvage-diver, wreck-town, fast hands, fast mouth, the
one who steals from the crew and comes back. His hook is named "Bait."
---
--- from series_graph.py (locked wording) ---
Future crew. Game pilot (Gone Fishing: hooks the nearest ship - it always drops loot). Camo fisher hoodie, silver hair.
female or she/her, an older or middle-aged man read out of the silver hair (he is 24), dark, brown, blond or auburn hair, long hair, a ponytail, a topknot or a shaved head in place of...
NEVER - what breaks it
female or she/her, an older or middle-aged man read out of the silver hair (he is 24), dark, brown, blond or auburn hair, long hair, a ponytail, a topknot or a shaved head in place of the silver-grey high textured crop with tight-faded sides, clean-shaven or a full long beard instead of a few days of salt-and-pepper stubble, a grim, stern or blank expression in place of the sly amused half-smile and raised eyebrow, heavy-built or broad in Darren's build (he is wiry and athletic), a cat, cat ears, whiskers, a tail or a paw print anywhere on him or his gear, KITTY treated as a given or birth name rather than a callsign, without the orange-and-blue harness rig or without its lures, a lure count other than five or all five clipped on one side of the buckle, lures with no treble hooks, dull unpainted lures, or lures that glow, more than one EL strip per shoulder strap or EL strips in amber, yellow, green, red or magenta (they are cyan), the KITTY chest tape missing, misspelt or reading another word, any other readable lettering, logo, stencil or patch added anywhere, the small enamel fish pin dropped or swapped for a badge, medal or military insignia, green woodland, olive, brown desert, grey urban or pink camo, or a plain unpatterned hoodie in place of the teal-and-blue camo, a rucksack, dive tank, pack or slung bag on his back (the back is bare straps), a wetsuit, dive mask, goggles, rebreather, life vest, waders, oilskins, a sou'wester, a knit cap or any hat, or the hood pulled up over the crop, armour, a breastplate, a flight suit, a jumpsuit or any uniform, full-fingered gloves, gauntlets, or gloves in any colour but black, brown boots, trainers, sandals or bare feet, a fishing rod, reel, creel or net drawn as his gear (his tool is the hook named Bait and it is not on this sheet), a harpoon gun, rifle, blade or sword, glowing eyes (that is Darren's shield-up state alone), a cyan deflect disc in or above his hands (the shield is Holly Jo's power, never his), any background, boat, wreck, deck, water, prop or ground plane drawn onto the sheet itself (three views on a plain cream backdrop), photoreal, 3D-render or flat-vector finish, and in any shot built around him: the game's neon magenta rim-light, pitched or tiled roofs, tan or beige stone, yellow or amber lantern strings, or a dusk or third palette state
Approved/kitty/kitty_1.png ref a441e6b4
LOCKEDNO "NEVER" LIST
LANE KIT
You said: How a town with no weapons fights: ladders, crates, wet sailcloth, boat planks, water butts. Nothing military anywhere - that contrast is the argument CH20 makes.
Approved/lane-kit/lanekit_1.png ref 2de6eb1c
LOCKED
LANTERN STAFF - the hooked staff and the cyan-flame lantern hung from it
SHEET: `Approved/lantern-staff/staff_1.png` (registry slug `lantern-staff`)
APPROVED 2026-08-25 in WAVE 10, `verdict_ledger.csv` row `staff_1.png` / "WAVE 10 - VESS'S LANTERN-STAFF", verdict APPROVE; the registry card carries status SHEET APPROVED. It is the only image in `Approved/lantern-staff/` and the only image the registry lists besides its `AssetSheets/wave10/` original, which is the same file. TRANSCRIBED FROM THE SHEET 2026-09-06 by opening it, and at native crops of the crook, the cage interior, the top and bottom cage bands and the foot - not from memory, not from the filename, and not from the one-sentence registry note that has stood in for this block since the wave landed.
WHAT IT IS. A PROP STUDY of ONE object, drawn THREE TIMES on a plain studio plate. LEFT, small, the COMPLETE staff top to foot, standing upright with the crook at the top and the lantern hanging clear of the shaft to the right. MIDDLE, large, a DETAIL of the crook and the hanging lantern, the shaft running off the top and the bottom edges of the frame. RIGHT, large, a DETAIL of the foot - grip, bands and butt shoe - running off the top edge. All three are the same object at three scales. There is no variant, no second design, and no other view. The backdrop is a flat warm PALE-GREY studio ground graded straight down, from a slightly darker warm grey along the WHOLE top edge to pale cream at the bottom, with no left-to-right falloff at all, and no room, no floor line, no horizon or anything else in the picture. Two soft brown elliptical CAST SHADOWS sit on an implied ground, one under the full staff's foot and one below the right-hand detail.
THE SHAFT is one length of DARK BROWN WOOD, near-black in its shaded core with warm mid-brown lit edges, bark stripped, carrying long vertical grain and a few knots, its silhouette very slightly irregular rather than planed straight. It is round in section and holds close to ONE thickness down its whole length - a little heavier just under the bend and again through the grip - and it does NOT taper toward the foot. THE TOP IS A SHORT BENT CROOK, not a curl: the shaft bends forward at roughly a right angle a short way below the top and runs out almost horizontally to frame RIGHT for about three shaft-widths, ending in a CUT BRANCH STUB whose sawn face is pale tan with concentric growth rings. THE HEAD HAS TWO CUT ENDS, not one: above the bend the shaft carries on a little further and stops in a SECOND cut face, pale tan, about a shaft-width across, hewn and slightly ragged with no growth rings on it. So the head is a natural FORK - the stem cut off short above the branch, the branch cut off short to the right - and not a bent tip.
THE IRON, and the order of it matters. FIVE pieces, all the same dark grey-brown iron. (1) High on the crook, close to the stub, a forged EYELET STRAP wrapped around the wood with its loop hanging beneath. (2) A wide BAND carrying one round rivet head, clamped around the shaft just below the bend. (3) A BAND at the top of the grip. (4) A BAND at the bottom of the grip. (5) The BUTT SHOE at the foot: a heavy cap flaring slightly to a flat bottom, one small rivet on its side, hard bright chipped highlights along its edges. Between bands (3) and (4) the shaft carries a SPIRAL GRIP WRAP of WARM MID-BROWN leather strap, roughly seven overlapping turns laid at a shallow diagonal, lighter and warmer than the near-black wood beneath it. Below band (4) a short stretch of BARE WOOD shows before the shoe.
THE HANGING. A large forged IRON RING, roughly two fifths of the lantern's width, passes through the eyelet strap's loop. The lantern hangs from that ring by a short iron BAIL rising out of a small round boss at its apex. Nothing else joins them: no chain, no rope, no cord, no thong, and the lantern is not fixed to the wood.
THE LANTERN is a TAPERED SIX-SIDED IRON CAGE, NARROWEST AT THE TOP AND WIDEST AT THE BOTTOM. From the apex boss, iron struts splay down to a narrow riveted TOP COLLAR; SIX vertical RIBS run from that collar down the outside of the glass to a broad riveted BOTTOM RIM BAND. There are SIX GLASS PANELS - three across the near face, the centre one much the widest and the two flanking ones foreshortened - and the two back ribs read as dark verticals seen through the glass just inside the silhouette. Low down, about a third of the way up from the foot of the cage, a separate heavy iron GUARD HOOP encircles it standing PROUD of the glass, clasped to each rib by a short bracket; its NEAR side passes in front of the candle, and its FAR side reads through the glass as a horizontal bar behind the FLAME, above the candle's melted top - not behind the candle. The glass is pale and near colourless, milky, brushed with soft vertical strokes and tinted green-grey where the flame reaches it.
INSIDE, standing on a shallow DISHED METAL FLOOR PLATE with a raised rim, is ONE SHORT PALE CANDLE - a squat cylinder with a softly melted top and a drip lip, cream-white and washed cyan by its own light - with a dark upright wick. THE FLAME is a tall leaf-shaped tongue with a hooked tip and one small detached wisp above it: a saturated GREEN-LEANING CYAN body around a near-white cyan core standing over the wick. It is the only light source inside the picture, and it lays cyan on the inner faces of the cage, on the glass, on the candle and on the near side of the wooden shaft. It is not a beam; there is no flare, no halo, no spark and no smoke.
SCALE AND FINISH. The lantern is about one fifth of the staff's overall height and about three shaft-widths across at its base. Nothing on the sheet sets the staff's height against a person. The rendering is PAINTED: a dark drawn contour around every form with soft, blended, value-modelled shading inside it, and visible brush strokes in the wood grain and the glass. All the metal is one material, but it is lit two ways - the shaft's bands and the butt shoe carry hard bright highlights and read polished, while the lantern's cage is matte and carries a warm rust-brown patch on one facet of the bottom rim.
WHAT IT IS FOR. It is KEEPER VESS'S staff and nobody else's. The registry card is one sentence and it is the whole brief: "Tall staff, small glass cage, faint cyan flame. Exists only if Vess does," with the single graph edge "Carried by keeper-vess". CHARACTER-CANON carries it inside the KEEPER VESS block as HIS STAFF, and that block's NEVER line ends "the staff in anyone's hands but Keeper Vess's". In E1 the manifests attach it four times: CH1 beat 3b, Vess at the summit before the dim Ring with the staff up - the OMEN, where the order is fixed, the flame LEANS toward the Ring first and one glyph blinks in answer; CH1 beat 5d, "Vess does not run; he raises the staff", held in silence; CH2's stair-descent two-shot; and CH2-04/05 on the morning stair with Darren. E1-FULL-EPISODE carries it in shot 7 (Vess from behind, mid-climb, staff in hand), shot 10 (frozen on the top stair, staff LOWERED) and shot 19 (coming back up the road at night to the porch). E4-CH11 lists `lantern-staff` with `keeper-vess` for shot 05. Nothing in the docs gives the prop any power, history or origin of its own, and none is invented here.
PROMPTING. NOBODY IS ON THIS SHEET - not a hand, not an arm, not a figure. Vess composes in from `Approved\keeper-vess\vess_1.png`; the Ring, the stair, the crown, the town and the sea each come from their own plates. No location and no time of day is baked in, so the shot's state (EMERALD NIGHT or CREAM DAY) comes from the plate, never from here. The studio backdrop's warm grey key must NEVER be used as a shot's light reference: in a shot the flame is the local light and the plate supplies the rest. Attach this sheet for SHAPE and copy the counts verbatim into the prompt's must-list, because a number that is not written down is a number the model picks for itself: SIX cage sides, ONE candle, ONE flame, ONE guard hoop, TWO cut wood ends at the head, TWO bands bracketing the grip, ONE riveted band below the bend, ONE eyelet strap, ONE hanging ring, ONE butt shoe. The lantern HANGS from the crook and SWINGS - it is never mounted on top, never at mid-shaft, never in a free hand. Take the finish from the film's LOOK-LOCK (bold ink linework, flat cel shading), not from this plate: the soft blended modelling here is prop-study rendering and must not be inherited into a shot.
RECORDED DEFECTS. The right-hand foot detail FLOATS - its cast shadow sits centred DIRECTLY BELOW the shoe, not offset to either side, but separated from it by a clear band of backdrop about a third of the shoe's own height, so the object does not stand on anything. The middle detail carries no shadow at all, so one plate has three elements and two different ground treatments. Two of the three elements are BLEED CROPS cut by the frame edge (the middle by the top and bottom, the right by the top); only the left element is a complete view, and the sheet holds no back, no top-down and no second angle. The glass carries a warm cream specular streak on the upper front panel and cooler ones on the flanking panels - a studio key from outside the picture, on an object whose only in-world light is the flame. The flame's innermost core is drawn NEAR-WHITE inside the cyan body; the KEEPER VESS NEVER line forbids "a white ... flame", and the body here is unambiguously cyan, so this is recorded rather than corrected and nobody should flatten the core to solid cyan. The rendering is soft painted value-modelling, not the flat cel shading the film LOOK-LOCK names as the STYLE.
RECORDED CONFLICT (media id): the asset record `_graph_only_assets.json` gives this sheet's ref as `b46c01f1-f033-4949-bf07-5db0216da52b`; CHARACTER-CANON.md line 96, inside the KEEPER VESS block, gives the same file `Approved\lantern-staff\staff_1.png` as `id 14724801-0a9a-4020-b066-46d9ee7bb77d`. Both are recorded as written; neither is resolved here.
RECORDED CONFLICT (box versus cage): ANIMATION-AUDIT-2026-08-24.md line 158 describes the canon prop as "the canon lantern hanging from the hook at the top of the staff (iron-framed box, cyan flame) exactly as in Approved\lantern-staff\staff_1.png", and names "a larger, tapered conical cage, containing a CANDLE" as the WRONG lantern that a shot had drifted into. The sheet IS a tapered cage containing a candle, and the KEEPER VESS NEVER line agrees with the sheet - it forbids "a square four-panel railroad lantern instead of the round tapered iron cage that is widest at the bottom" and names "the short pale candle standing on its flat base plate". Both statements are recorded as written; neither is resolved here.
RECORDED CONFLICT (gnarled): CHARACTER-CANON's KEEPER VESS block calls it a "tall gnarled dark-wood staff". The shaft on the sheet is a debarked round branch with long grain, a few knots and a slightly irregular silhouette; it is not twisted, burled or heavily gnarled. Both stand.
RECORDED CONFLICT (dark leather): the KEEPER VESS NEVER line calls the grip a "spiral dark-leather grip wrap". On the sheet the wrap is a WARM MID-BROWN leather, lighter and warmer than the near-black shaft it is wound around. Both stand.
RECORDED CONFLICT (registry wording): the registry and graph card say "small glass cage, faint cyan flame". On the sheet the cage is an IRON frame carrying glass panels rather than a glass cage, and the flame is a saturated bright cyan, small only in the size of the pool it would throw and in proportion to the staff. Both stand.
RECORDED CONFLICT (stale map): ASSET-MAP.md line 100 still lists "[ ] VESS'S LANTERN-STAFF (if Vess survives)" as unbuilt, while `verdict_ledger.csv` and the registry both carry it as SHEET APPROVED with `staff_1.png` approved 2026-08-25. Both stand.
VERIFIED 2026-09-06 by a second agent against the sheet: 132 claims checked, 7 corrected.
--- from series_graph.py (locked wording) ---
Tall staff, small glass cage, faint cyan flame. Exists only if Vess does.
an amber, orange, yellow, gold, white, green, red, magenta or violet flame, a cyan rim around a warm core, a flame with no white-cyan core or a core drawn any colour but white-cyan, an...
NEVER - what breaks it
an amber, orange, yellow, gold, white, green, red, magenta or violet flame, a cyan rim around a warm core, a flame with no white-cyan core or a core drawn any colour but white-cyan, an unlit, cold, smoking or empty lantern, two flames or two candles, a glowing crystal, orb, gem, bulb, coal or ember in place of the candle, a tall taper or a floor-length candle, an oil reservoir, fuel tank, wick knob, burner or chimney instead of the ONE short pale candle standing on its shallow dished floor plate, a pink paper lantern like the town's strings, a brass, gold, bronze or copper frame, filigree, engraving, or carved, inlaid or glowing runes, glyphs or letters anywhere on the wood, the iron or the glass, tinted, stained, coloured, frosted, cracked or broken glass, a glass jar, bulb or any modern fitting, a square four-panel railroad or box lantern, a cage with any side count but SIX, a cage narrowest at the bottom or straight-sided instead of widening toward its foot, a missing, doubled or mid-height guard hoop, a cage missing its top collar or its bottom rim band, the lantern bolted rigidly to the staff head or standing upright like a lamppost, slung from a chain, rope, cord or leather thong instead of the ONE forged iron ring through the eyelet strap, hung at mid-shaft, hung from a fully curled shepherd's crook, or carried separately in a free hand, two lanterns, a straight planed or varnished shaft, pale blond, birch, grey driftwood, bamboo, painted or metal shafts in place of the dark grained wood, a smooth top with no crook, a fully curled crook, a crook with no cut branch stub, a blade, spear point, axe head, claw or finial on either end, a bare shaft missing the spiral leather grip, a grip wrapped in black, red, white, rope or cloth instead of warm brown leather, any band count but the TWO bracketing the grip plus the ONE riveted band below the bend, a missing iron butt shoe, a rubber ferrule or a walking-cane tip, a short cane, a crutch or a wand, a beam, spotlight cone, lens flare, halo, sparks, embers or smoke in place of a small steady pool of cyan candlelight, the DEFLEKT game's neon rim light, HUD glow or chrome styling on it, a photoreal, 3D, CG, plastic or metal-render finish, an exploded view, turnaround strip, colour-swatch bar, callout, arrow, ruler, label, caption or any lettering on the plate, a hand, arm, glove, figure, Vess or anyone else drawn onto this sheet, any background at all - stair, Ring, crown, town, lantern strings, orchard, sea, sky, stars, room, wall or floor line - and the staff in anyone's hands but Keeper Vess's.
Approved/lantern-staff/staff_1.png ref b46c01f1
LOCKEDNO "NEVER" LIST
LANTERN STRINGS
You said: Solmara's signature light - one sagging catenary cord carrying SIX lit rose-pink ribbed paper lanterns. Approved 2026-08-25 in WAVE 12 - THE REALIGNMENT: ASSET SHEETS REPAINTED. The count is FIVE small lanterns plus ONE large hero lantern on the same cord, so the big one is a scale detail and not a second fixture; the plate's near-black backdrop is NOT the film's deep blue-violet night and never travels into a frame. Registered 2026-09-07 (approved but never registered).
MARKET SQUARE - the town's fountain, drawn alone on a plain backdrop
SHEET: Approved/market-square/fountainp2.png (registry slug market-square) APPROVED as WORLD SUITE - CANON (verdictledger.csv row market-square, category places); the picture itself is...
the full canon wording
SHEET: `Approved/market-square/fountain_p2.png` (registry slug `market-square`)
APPROVED as WORLD SUITE - CANON (`verdict_ledger.csv` row `market-square`, category `places`); the picture itself is `fountain_p2.png`, verdict APPROVE 2026-08-25 in "WAVE 12 - THE REALIGNMENT: ASSET SHEETS REPAINTED" (ledger line 95), and `_graph_only_assets.json` carries the registry note "This is the market square master. Approved/world-suite/market_v3.png is a DIFFERENT picture and was denied ('close but still needs work') - do not substitute it." `ref-media-ids.json` no longer says that: its note was corrected 2026-09-07 and now reads "The market square's FOUNTAIN, one isolated prop on a plain near-black backdrop - NOT the square itself". TRANSCRIBED FROM THE SHEET 2026-09-06 by opening it, and at native crops of the head, the coping, the base and the shaft - not from memory. Until now this entity had a picture and one sentence of canon, which is the condition that let the fountain drift between shots and, once, be left out of its own square altogether.
WHAT IT IS. ONE STONE FOUNTAIN, ALONE, on a square plate, centred, seen from slightly above at a three-quarter angle so both tiers read as wide ellipses. THE BACKDROP IS A FLAT NEAR-BLACK CHARCOAL with a faint blue-grey cast - sampled 28-30, 31-33, 34-36 at all four corners, at mid-left, and directly under the base, so it is one flat value with no gradient and no vignette. There is NO horizon, NO sky, NO ground plane, NO flagstones and NO CAST SHADOW: the stone simply ends against the dark. THE BUILD IS TWO CONCENTRIC CIRCULAR TIERS IN THREE COURSES OF BLOCK. The outer tier is a wide, low STEP RING - one course of blocks with a rounded outer edge, its flat top a continuous ledge running the whole way round. Nothing on the sheet fixes its real width: there is no figure and no scale reference anywhere on the plate. Set in from that ledge stands the BASIN WALL: two courses, a lower course of block faces and above it a COPING course whose top faces catch the light and form the rim. Every block is drawn as its own trapezoid closed by a dark ink joint; the widths are irregular, there is no repeat unit, and the joints of the step ring do NOT line up with the joints of the basin wall above it. THE STONE IS WEATHERED TEAL-GREEN throughout - mid-value, cool, brush-mottled, with short hairline dark cracks flicked across some faces and a chipped corner or two.
THE POOL AND THE CENTREPIECE. The basin holds a brimming pool of pale MINT-AQUA water, its surface carrying concentric ripple rings drawn as thin ink arcs and pale cream strokes, brightest at the centre and fading toward the wall. Standing in that pool, dead centre, a stack of FOUR STONE PARTS, and the count is the design. From the water up: (1) a TAPERED SHAFT, narrower at the top and flaring toward its foot, its base submerged, no carving on it; (2) ONE COLLAR - a single plain band that overhangs the shaft slightly; (3) a wide CAPITAL BLOCK above the collar, a shallow trapezoid wider at the top than at the bottom, with a plain flat face; (4) a shallow UPPER DISH, a circular bowl with a thin lip, brimming with the same pale mint water and flecked with white ripple marks. Standing in the middle of that dish's water, a small tapered NOZZLE STUB with a dark oval HOLE in its top. NO water is drawn issuing from the nozzle - the dish is simply full. THE FALLS ARE TWO, and only two: one at the left, one at the right, each leaving through a squared step-notch in the dish's rim and hanging straight down as a broad pale ribbon streaked with white highlights, into the pool, where each raises a small ring of splash. The two falls are the only falling water on the sheet. There is no jet, no arc, no plume and no spray.
THE LIGHT. A warm CREAM-GOLD key from LOW, with no source drawn in frame: every surface that faces down or inward toward the pool takes it, and every surface that faces camera stays cool. It lays a warm sandy cream-tan wash across the FAR INNER FACE of the basin wall (sampled around 165,149,123 and 169,152,122), across the lower third of the capital block and the collar, and up the shaft's left and right flanks and across its foot - the centre of the shaft stays teal-green; it puts pale cream-gold highlights on the pool (243,229,180 in the warm strokes, rising to a near-white 249,250,232 at the brightest) and cream-white edges on the two falls. Everything else stays cool teal-green. The stone that faces camera on the outer step ring falls into the coolest, darkest value on the plate.
RENDERING STYLE. PAINTED 2D with BOLD BLACK INK LINEWORK on every silhouette and every block joint, flat cel shading with soft brush mottling inside the shapes. Not photoreal, not a 3D render, not CGI, not a diorama or a scale model; no plinth, no table, no studio backdrop.
WHAT IT IS FOR. The locked wording from the graph entry, kept whole: "Where the town gathers; where Danerrens change hands every day." `SOLMARA-GEOGRAPHY.md` fixes the place: "MARKET SQUARE is the widest terrace, mid-slope on the south face, fountain at center. The Ring is visible above the rooftops to the NORTH (upper background) from the square", and "OSSIE'S BAKERY fronts a lane one terrace BELOW the market square." The fountain is the square's DEFINING LANDMARK: the town master calls it out by name, records that "the audit already convicted one shot for losing it", and the seam plate says the square "resolves as a small circular stepped basin" with the fountain "present in this plate". It is also load-bearing infrastructure - THE WELL IS CUT (Brandt ruled 2026-08-31): "The town takes its water from the spring-fed canal stepping down the terraces and from the approved fountain in the market square. There is no separate well or cistern, and none is to be drawn." The graph ties it to the currency (`Currency` -> `danerren-coin`; the coin's own entry reads `Spent at` -> `market-square`), and the market vendor's block names this sheet as one of his two homes: "He is the figure for the market square - the approved fountain prop and the wide `solmara-market-plate`." In the film the square is established twice, A1-04 and A2-03, both with a push-in on this fountain; `film/LOOK-LOCK.md` records that A1-04, the market lock-off, drifted off the fountain entirely at ELEVEN seconds and held at SEVEN, so a locked-off shot on this prop stays under eight seconds with the lock in the first line.
PROMPTING. THIS IS A PROP ISOLATE, AND ALMOST NOTHING IN THE MARKET SQUARE IS ON IT. Not on this sheet, and each composes in from its own registered picture: the square itself, its flagstones, its trestles, its cream and tan awnings, its stalls and its surrounding buildings (the wide plate `solmara-market-plate`, `Approved/world-suite/market_v5.png`); the crowd's adults (`townsfolk`) and its children (`children`), a single islander (`townsfolk-workers`), the vendor with his brass two-pan balance (his own registered design); the coins (`danerren-coin`); Holly Jo, Momma Jo, Petra, Ossie, Vess, Darren and the hoverboard (each their own sheet). Also absent by design: the pink lantern strings, the Ring, the mountain, the sky, the ground, a cast shadow, and the COIN PLINTH - the plinth belongs to the wide square, never to this prop. LAW ZERO-B, and canon states it in as many words: "`market-square` is the ISOLATED FOUNTAIN prop; `solmara-market-plate` is the wide town plate. Different pictures, different jobs." `film/editor_notes.md` convicts shot A2-03 for attaching BOTH and rules "Drop `market-square`" - so attach this sheet when the fountain itself is the subject of the frame, attach the wide plate when the square is, and never both in one prompt. THE SHEET CARRIES NO STATE. Its flat dark backdrop is a prop backdrop, not the emerald night sky, and its warm cream-gold key belongs to neither Solmara state - relight the prop into EMERALD NIGHT (deep blue-violet sky, rose-pink lantern strings, teal-green stone) or into CREAM DAY (cream-gold sun, matte unlit lanterns, cool blue-teal shadows) in the shot, never a blend and never a third state.
RECORDED DEFECTS. The fountain drawing itself is clean and breaks no LOOK-LOCK law; the problems are all in the record around it, plus two things about the plate. (1) NO STATE AND NO MOTIVATED LIGHT. The warm cream-gold key has no source in frame, so a prompt that carries this sheet in unrelit will import a warmth that neither Solmara state licenses. (2) HAIRLINE INK MARKS. The capital and the shaft carry a few short hooked ink strokes as stone cracking; they are not glyphs and they spell nothing, but the Ring's rim has already produced Roman letterforms under a hard push-in on this show, so a push-in on this prop must keep them as cracks. (3) RECORDED CONFLICT - THE NAME SAYS PLACE, THE PICTURE IS A PROP. The registry files this as `MARKET SQUARE`, category `places`, and the graph wording describes a place where the town gathers; the approved sheet is one fountain isolated on a plain backdrop with no square, no crowd, no buildings and no ground. `CHARACTER-CANON.md` line 2416 states the intent ("the ISOLATED FOUNTAIN prop"), but the registered NAME was never narrowed to match. Both are on the record; not resolved here. (4) RECORDED CONFLICT - THE GRAPH POINTS AT A DIFFERENT PICTURE. `C:/Deflekt/Tools/series_graph.py` line 110 gives `market-square` the image `AssetSheets\wave11\market_v2.png`, a wide town plate; `_graph_only_assets.json` and `ref-media-ids.json` give the sheet as `Approved/market-square/fountain_p2.png`, this isolated fountain. Both are on the record; not resolved here. (5) RECORDED CONFLICT - THE DENIED SIBLING'S VERDICT IS RECORDED TWICE, DIFFERENTLY. The registry note says `Approved/world-suite/market_v3.png` "was denied ('close but still needs work')" and `CHARACTER-CANON.md` line 2358 and `verdicts-cache.json` (key `stale:market`) carry that same refusal; `verdict_ledger.csv` line 136 records `market_v3.png` as APPROVE, WAVE 18, 2026-08-25. Separately, `Approved/world-suite/` today holds `market_v5.png` and not `market_v3.png`, and canon registers `solmara-market-plate` as `market_v5.png`, which `SPEC-VS-SHEET.md` says "still sits unruled in Rework". All of it is on the record; not resolved here. (6) RECORDED CONFLICT - THE CENTREPIECE IS SIMPLER IN THE WIDE PLATES THAN IT IS HERE. The town master describes the square's fountain as "ONE low round stepped fountain basin and a single pale upright column at its centre"; the island profile calls it "a round basin FOUNTAIN and a central stone spout pillar"; the seam plate resolves it as "a small circular stepped basin with a pale cyan-white central figure". This sheet draws the centre as a four-part stack - shaft, collar, capital, dish - under a nozzle, feeding TWO falls, not a single plain column. Both readings are on the record; not resolved here.
VERIFIED 2026-09-06 by a second agent against the sheet: 98 claims checked, 10 corrected.
RECORDED DEFECT, DOWNSTREAM AND THE REASON THIS BLOCK EXISTS: with no canon words to copy, the v2 film's shot 1-01 drew the market fountain as A GLOWING CYAN FLAME-SHAPED STATUE on a stone basin - off-model on every count, and additionally a colour-law break, since it put a fifth cyan source in the frame. That is exactly what a word-less asset produces, and it is why every asset in this library now has a block.
any spout count but TWO, a jet, arc, plume, spray or fan of water issuing from the nozzle, water that glows or is lit cyan, magenta, gold or white from within, any tier count but TWO...
NEVER - what breaks it
any spout count but TWO, a jet, arc, plume, spray or fan of water issuing from the nozzle, water that glows or is lit cyan, magenta, gold or white from within, any tier count but TWO (one step ring, one basin) or any course count but THREE, more than one collar, more than one upper dish, a second nozzle, a dry, frozen, drained, cracked or overflowing basin, tan, beige, brown, sandstone, grey-blue, pale mint, whitewashed or white marble stone in place of weathered teal-green, bronze, copper, iron, tile, mosaic, brick or plaster construction, a square, rectangular, octagonal, lobed or scalloped basin in place of the round one, a well with a bucket, rope, winch, arch or roof, a pump, a spigot, a trough or a cistern (the well is CUT), a plain flat basin with the stepped tiers removed, a figurative statue of any kind at the centre - person, animal, fish, bird, dragon, angel or the Ring itself - in place of the plain stone stack, a carved face, mask, gargoyle or beast-head spout, a canopy, baldachin, pergola or any pitched, gabled, peaked or tiled roof built over it, carved glyphs, runes, sigils, a ring emblem, numerals, letterforms, a plaque, a dedication or a watermark anywhere on the stone or in the frame, ink cracks resolved into pseudo-writing under a push-in, the game's neon cyan-magenta rim-light on the stone or the water, red light of any kind (red is the Swarm's), a coin plinth, stall, trestle, awning, cart, basket, lantern string, cord, pole, building, wall, roofline, the Ring, the mountain, the orchard, the canal, the sea or any sky drawn onto this sheet, flagstones, paving, a ground plane, a cast shadow or a drawn shadow ellipse added under the base, Holly Jo, Momma Jo, Petra, Ossie, Vess, Darren, the vendor, townsfolk, children, the hoverboard, a Mint drone or ANY figure on this prop sheet, this sheet used as the wide market square, attached in the same shot as `solmara-market-plate`, or attached as the light, palette or roofline reference for anything, its flat dark backdrop read or reused as the emerald night sky, its warm cream-gold key carried into a shot as a third palette state or blended with the night, blast scars, rubble, dust, damage, Grey figures or harvest drain baked onto the prop, a drawn panel border, frame, letterbox or vignette on the plate edge, and a photoreal, 3D-render, CGI, diorama or scale-model finish.
You said: The market square's FOUNTAIN, one isolated prop on a plain near-black backdrop - NOT the square itself (that is solmara-market-plate / world-suite/market_v5.png). Two teal-green stone tiers, a pale pedestal, two falling streams. Approved WAVE 12, 2026-08-25. ATTACH FOR THE FOUNTAIN ONLY and state the palette state; the sheet carries neither, and its backdrop is not a night sky. world-suite/market_v3.png was DENIED and is never a substitute. Note corrected 2026-09-07 (it previously said 'market square master').
NEVER list added 2026-09-02. The description for this asset lives in another canon source and is unchanged; this block exists only to carry its NEVER list, which it had never had. ---...
the full canon wording
NEVER list added 2026-09-02. The description for this asset lives in another
canon source and is unchanged; this block exists only to carry its NEVER list,
which it had never had.
--- from CHARACTER-DESIGNS.md ---
**Accent: magenta (1.00, 0.24, 0.68)**
A big, warm, heavyset man. Round face, rosy cheeks, black rectangular glasses,
a neat grey-white goatee and moustache, and a wide open delighted laugh - the
most joyful face in the series. A black flight helmet with a magenta-lit shell
and goggles pushed up on the brow; across the goggle strap, in white show-
lettering: **"May-Day."** A boom mic on a coiled cable at his cheek. Navy-blue
leather flight jacket with a brown leather collar, brass zip, chest and sleeve
patches (one is a stylized "S").
Lit in hot magenta.
**WHAT THIS FIXED:** the bible implied a lean 33-year-old daredevil. He is
older, bigger and warmer - a beloved SHOWMAN, which is better: the crowd-pleaser
whose whole body is part of the act. The helmet with his stage name on it is
the character in one object - he wears his callsign where his face should be.
Keep everything else: the frozen mayday, Roz, joining last, "My name is Aaron.
May-Day's the guy who shows up."
---
--- from series_graph.py (locked wording) ---
Future crew. Game pilot (Punchline: a huge deflecting ring). Cheerful older pilot, name on his helmet. Canon: real name Aaron.
lean or slim build, a young man, brown or black hair and beard in place of grey-white, clean-shaven, a full long beard or a handlebar moustache, no glasses, round wire-frame or aviator...
NEVER - what breaks it
lean or slim build, a young man, brown or black hair and beard in place of grey-white, clean-shaven, a full long beard or a handlebar moustache, no glasses, round wire-frame or aviator glasses, sunglasses or mirrored lenses, bare-headed, a brown WWII soft leather flying cap, a white silver or orange helmet shell, a full-face visored helmet, an oxygen mask covering his face, goggles pulled down over his eyes instead of pushed up on the brow, a helmet with no lettering, lettering reading AARON or MAYDAY as one word, a shearling or fur collar in place of the plain brown leather one, a brown tan olive or orange jacket, a one-piece flight suit or coveralls, magenta-violet piping down the jacket front (that is Holly Jo's jacket), a bare patch-free jacket, invented insignia replacing the round chest squadron patch the winged name-tape or the sleeve flag, a white silk aviator scarf, leather flight gloves (his hands are bare), cargo trousers shorts black combat boots or white trainers in place of dark jeans and brown lace-up boots, a grim stern or brooding expression, a cyan amber or orange rim-light in place of hot magenta, cyan glow on his hands or a deflect shield of his own
Approved/may-day/mayday_2.png ref c49618d0
LOCKED
MESSAGE CASES - three brass-capped courier tubes, one open with its scroll
SHEET: Approved/delivery-pod/pod3.png (registry slug message-cases) APPROVED as "WAVE 5 - DELIVERY POD RE-ROLL" in verdictledger.csv - pod3 APPROVE, pod4 DENY in the same wave, pod1...
the full canon wording
SHEET: `Approved/delivery-pod/pod_3.png` (registry slug `message-cases`)
APPROVED as "WAVE 5 - DELIVERY POD RE-ROLL" in `verdict_ledger.csv` - pod_3 APPROVE, pod_4 DENY in the same wave, pod_1 and pod_2 DENIED in the wave before it - and carried in the registry as `delivery-pod`, type `props`, status "SHEET APPROVED". RENAMED in the registry note 2026-08-30 from DELIVERY POD to MESSAGE CASES; the folder, the ledger rows and the graph's own entry name all still read `delivery-pod` / DELIVERY POD (the graph's slug is already `message-cases`), so the path and the name do not agree and that is expected, not a mistake to correct. The `ASSET-BROWSER.html` entry lists this asset as kind `orphan`, gap `no-canon-block`, status `unsafe` - this block is what closes that gap. TRANSCRIBED FROM THE SHEET 2026-09-06 by opening it, and at 2x and 4x native crops of the left case's cap and latch, the standing case, and the open case's mouth - not from memory.
WHAT IT IS. THREE cylindrical carrying cases on a flat empty backdrop, and nothing else in frame. They are ONE design shown in three states: closed and latched (left, lying), closed and standing on end (centre), and open with a scroll coming out (right, lying). EVERY CASE IS THE SAME BUILD. A plain barrel of pale cream-tan material with long LENGTHWISE grain seams running end to end, warming to a faint pink-mauve along its shaded lower edge, capped at BOTH ENDS in polished warm BRASS, and wrapped ONCE around its middle by a single DARK RED-BROWN LEATHER STRAP - a flat band roughly a fifth of the barrel's length in width, with a visible overlapping join and a crease where it folds. One strap per case. No buckle, no keeper loop, no stitching, no hardware on the strap, no shoulder sling or carry cord anywhere on the sheet. No lettering, no seal, no wax, no ribbon, no crest, no stamp, no maker's mark on any of the three.
LEFT - CLOSED AND LATCHED. Lies almost horizontal, tilted down to the left, its near end toward camera-left. That near end is a flat BRASS LID seated inside a wide brass collar, and on the collar sits a BRASS HASP LATCH: a small upright rectangular plate with one round rivet at its top and one at its bottom, and a hinged flat brass tongue swinging out across the barrel with an OBLONG SLOT near its rounded tip, a faint pale keeper stub on the barrel behind it. Its leather strap sits at the barrel's middle. The far end, upper right, is a wide brass collar band, a groove, then a rolled brass rim beyond it - TWO brass rings read at that end.
CENTRE - STANDING UPRIGHT. The same case stood on end, seen slightly from above so the top reads as a shallow ellipse. The top is a flat brass lid disc whose rim OVERHANGS a straight brass collar skirt below it, and that skirt steps straight down onto the barrel with no ring at the join. The bottom is a wide brass foot band stepping out to a WIDER ring below it, so the case stands on a slight flare. The strap is at the exact middle, its overlap and fold facing camera. NO LATCH IS VISIBLE on this one - the hasp is turned away.
RIGHT - OPEN, WITH THE SCROLL. Lies diagonally, closed end up and to the left, open mouth down to the right. The LID HAS SWUNG FULLY OPEN to the right on a small BRASS HINGE PIN visible at the top of the mouth - it is HINGED to the case, not lifted off - and it reads as a shallow brass cup with a dark olive-bronze inner face. Out of the brass mouth comes a ROLLED PARCHMENT in pale cream, its spiral end toward camera, its outer edge torn into a soft wave, the inside of the roll in warm brown shadow. The barrel interior behind it is warm brown. This case's strap sits at the barrel's middle, like the other two. ONE scroll, in ONE case; the other two are shut and show nothing inside.
PALETTE AND LIGHT. Warm polished BRASS GOLD with a bright specular highlight along the top of every ring and warm brown at each ring's shaded underside, CREAM-TAN barrels, RED-BROWN leather. Nothing cool is anywhere in frame - no teal, no cyan, no magenta, no green, no blue. A single soft key from the upper left; round-form shading with soft blended terminators.
BACKDROP. Flat, empty, pale warm grey-cream with a faint canvas grain, very slightly darker along the top edge. No ground plane, no table, no plinth, no horizon, no architecture, no props, nobody. Under each case a soft warm ORANGE-BROWN shadow shape.
RENDERING STYLE. PAINTED digital illustration with smooth airbrushed gradients, glossy highlights on the brass and soft blended edges - no black ink outline, no flat colour fills, no cel bands, no hard shadow terminator.
WHAT IT IS FOR. What the docs say and nothing more: it is a PROP, the thing Holly Jo carries deliveries in, and the graph holds one edge for it, "Carried by holly-jo". The graph's locked wording is "The brass-capped wooden scroll tube Holly carries deliveries in - Brandt picked it over the wicker case 2026-08-19", so a wicker or woven case was the losing option and must never come back. The registry note adds "Three brass-capped parchment message/scroll cases with leather straps - what a courier carries. It is NOT a pod, NOT a drone, NOT a container." `ASSET-MAP.md` records the same: "[A] DELIVERY POD - pod_3 brass-capped scroll tube APPROVED 2026-08-19." `E1-CH1-MANIFEST.md` places it OUT of Episode 1 Chapter 1 by name - "NOT NEEDED FOR CH1: ships, pilots other than Holly, gray-world, swarm, seven-worlds, delivery pod, drone (they enter in later chapters)" - so it enters later. The docs do not say who sends one, what is written on the scroll, where they are made, or whether a case is ever opened on camera; none of that is canon and none of it may be invented in a prompt.
PROMPTING. THE SHEET IS THREE STATES OF ONE OBJECT, NOT THREE OBJECTS - pick the state a shot needs and name it (shut and latched, stood on end, or open with the scroll), and do not put three cases in a shot because the sheet shows three. NOBODY AND NOTHING ELSE IS ON THIS SHEET: Holly Jo is composed in from Approved\holly-jo\hj_p2.png, the courier satchel is the separate `courier-satchel` sheet, the bread parcels are the separate `bread-package` sheet, and the hoverboard, the Danerren coin and the Mint drone are each their own approved asset - never draw any of them onto this one, and never draw a hand, an arm or a shoulder holding a case on the sheet. The flat field IS this sheet's backdrop: any street, room, satchel, cart or carrier is composed in the PROMPT. TAKE THE DESIGN FROM THIS SHEET AND THE LIGHT FROM THE FILM: the sheet is lit warm on a neutral field, and a shot's light comes from the EMERALD NIGHT or CREAM DAY lock in `film/LOOK-LOCK.md`, never from the sheet's studio key. Copy the COUNTS verbatim into the prompt's must-not list, per the LOOK LOCK's "quote the never list" rule: ONE leather strap per case, brass at BOTH ends, ONE hinged lid, ONE scroll and only in an open case, no buckle, no sling. Registry name is MESSAGE CASES - attach this path, and write the words "message case" or "scroll case" in the prompt rather than "pod", which is the word that drew a rideable object.
RECORDED DEFECTS, so nobody "fixes" them into a new picture. (1) THE LEFT CASE FLOATS: its cast shadow is a detached soft ellipse well below and to the left with clear empty backdrop between the two, so the case sits on nothing - a generator artifact, and a shot must set the case on a real surface or in a hand. (2) THE SHADOWS ARE ORANGE: they are a warm terracotta rather than a neutral or cool grey, and the CREAM DAY lock calls for "crisp narrow cool blue-teal shadows" - the orange must not travel off this sheet. (3) THE FINISH IS NOT THE FILM'S: smooth airbrushed gradients and glossy speculars with no linework at all, which reads as a rendered product illustration, where the LOOK LOCK's style law is "bold clean ink linework, flat cel shading" and explicitly forbids a 3D-render read. This sheet is a DESIGN reference only; the drawn look comes from the lock. (4) THE LATCH DOES NOT RESOLVE MECHANICALLY: the hinged tongue with its oblong slot lies across the barrel and the keeper it should catch is a faint pale stub, so it reads neither clearly fastened nor clearly open - treat it as a plain brass hasp and never elaborate it into a lock, padlock, buckle or keyhole. (5) THE BRASS IS NOT IDENTICAL ACROSS THE THREE: the left case's far end has two rings and a rolled rim, the standing case's foot steps out to a wider ring, and the open case's mouth is a single plain collar, and only the open case shows a hinge. Minor and not load-bearing - the constant is brass at both ends and one hinged lid.
RECORDED CONFLICT - WHAT THE THING DOES. The registry note, the graph wording and `ASSET-MAP.md` all describe a hand-carried brass-capped scroll tube, "what a courier carries", and the sheet draws three hand-sized cases with no means of propulsion and nothing to stand on. `E1-HIGGSFIELD-SHOTLIST.md` b12 and b14 and `RESHOOT-PROMPTS.md` describe a "delivery pod" that is airborne ahead of Holly, leads her down the lane, planes fast along a canal and is ridden - "balanced standing upright on the delivery pod as it planes fast along the water". Both readings are recorded here as they stand; this block does not resolve which is canon.
RECORDED CONFLICT - MATERIAL. The graph's locked wording says "wooden scroll tube"; the registry note says "parchment message/scroll cases". On the sheet the barrels are pale cream-tan with long vertical grain seams, which supports either reading and settles neither. Recorded, not resolved.
RECORDED CONFLICT - APPROVAL DATE. `ASSET-MAP.md` and the graph wording both date the approval 2026-08-19; `verdict_ledger.csv` dates pod_3's APPROVE, and the DENY rows around it, 2026-08-25. Recorded, not resolved.
VERIFIED 2026-09-06 by a second agent against the sheet: 120 claims checked, 6 corrected.
--- from series_graph.py (locked wording) ---
The brass-capped wooden scroll tube Holly carries deliveries in - Brandt picked it over the wicker case 2026-08-19.
a pod, capsule, drone, hover-sled, sled, cargo container, crate, box, chest, barrel, basket or anything rideable, anything Holly Jo stands on, surfs, sits on or is carried by, anything...
NEVER - what breaks it
a pod, capsule, drone, hover-sled, sled, cargo container, crate, box, chest, barrel, basket or anything rideable, anything Holly Jo stands on, surfs, sits on or is carried by, anything that flies, hovers, planes, glides or moves under its own power, a wicker or woven case (that is the version Brandt rejected), a fourth case design or three cases drawn as three different designs, more or fewer than one leather strap per case, two straps, crossed straps, a buckle, a shoulder sling, a carry strap, a handle, a chain, a lanyard, a cord or a hanging tag, brass at only one end, a bare uncapped end, silver, chrome, steel, iron, pewter, copper, bronze-green patina or gold plate in place of the warm brass, a wax seal, a ribbon, a crest, a house sigil, a rune, a glyph, a monogram, a maker's mark or a stamp anywhere on a case, any letter, numeral, word, label, watermark or writing on the case or on the parchment, a lit, glowing or emitting case, a lens, screen, light, seam-glow or any mechanism, a lock, padlock, key, keyhole or combination dial, cyan, magenta, teal, red or any neon rim light copied off the game's palette onto this series prop, a scroll showing in a shut case, more than one scroll, a scroll that is flat paper, a folded letter or an envelope rather than a roll, the open case's lid detached and lying loose (it is hinged to the mouth), a hand, arm, fingers, figure or any character drawn on the sheet, a satchel, bread parcel, coin, skate, hoverboard, drone or any other approved asset drawn onto this sheet, a table, plinth, shelf, ground plane, street, room, sky, horizon or any setting on the sheet, a pitched, gabled or tiled roof anywhere in a frame that uses it, and photoreal, 3D-render, CGI, product-photograph, diorama, scale-model or panel-split treatments, and this sheet's orange cast shadow or its warm studio key carried into any film shot.
You said: RENAMED 2026-08-30. Three brass-capped parchment message/scroll cases with leather straps - what a courier carries. It is NOT a pod, NOT a drone, NOT a container. The folder is still named delivery-pod on disk, which is legacy and misleading. The actual courier DRONE is a separate asset - see Approved/mint-drone/drone_a.png.
Approved/delivery-pod/pod_3.png ref f6f494d4
LOCKEDNO "NEVER" LIST
MINT DRONE
You said: THE MINT COURIER DRONE. Egg-shaped polished gold, ONE cyan lens, red equator strip lights, two folded legs, underside coin hatch. Front / three-quarter / underside. Already existed and was simply never registered; the build list proposed drawing it again. NOT the same thing as 'message-cases' (scroll tubes).
Approved/mint-drone/drone_a.png ref f86ef0e7
LOCKED
MOMMA JO - Holly Jo's MOTHER
Older woman, warm and weathered. GREY hair, wavy, gathered in a low BUN at the nape. Muted BLUE work dress, collared, sleeves rolled to the forearm, skirt to mid-calf. TAN-BEIGE canvas...
the full canon wording
Older woman, warm and weathered. GREY hair, wavy, gathered in a low
BUN at the nape. Muted BLUE work dress, collared, sleeves rolled to the
forearm, skirt to mid-calf. TAN-BEIGE canvas APRON, stained with use,
tied at the back, one patch pocket. Grey stockings, scuffed BROWN
lace-up boots. Kind, direct face; smile lines.
--- from series_graph.py (locked wording) ---
Holly Jo's mother. Silver-streaked hair, weathered warm face, apron. Pays Holly the coin toll every morning; her law: never fly somebody else's route. Painted-dawn sheet to generate.
blonde, auburn, red, brown, black or pure-white hair, or any streaked or dyed colour in place of the silver-grey, hair worn loose and long past the shoulders, in a braid, a plait, a...
NEVER - what breaks it
blonde, auburn, red, brown, black or pure-white hair, or any streaked or dyed colour in place of the silver-grey, hair worn loose and long past the shoulders, in a braid, a plait, a ponytail, a high bun, a topknot or a bonnet, a fringe or bangs across the forehead, a headscarf, cap, bandana, hood or shawl over the head, a smooth unlined young woman's face aged down to make "mother" read, an aged crone of seventy-plus (the CH8-11 error, roughly fifteen years older than this sheet), a stated age, birth year or any number attached to her in a line, caption, shot note or prompt, the words grandmother, granddaughter, grandma, granny or nana anywhere in narration, a beat intent or a shot note, a surname of any kind, "Momma Jo May", or the bare address "Momma" without the "Jo", a gaunt, frail, stooped or bent posture, a cane, stick, walking frame or wheelchair, spectacles, make-up or painted nails, jewellery of any kind - ring, wedding band on view, earrings, necklace, pendant, brooch, watch or hair ornament, a white, black, red, striped, floral, gingham, checked or otherwise patterned apron in place of the plain tan-beige canvas, a frilled pinafore or maid's apron, a waist-only apron with no bib, a butcher's or leather apron, a strap count other than TWO, straps crossed at the back, a bib button count other than the TWO dark round buttons at the top corners, more than ONE patch pocket or no pocket at all, a pocket on the bib, the apron tied at the FRONT or knotted instead of the one flat bow at the small of the back, a pristine unstained apron or a torn, ragged or patched one - it is worn and blotched with olive-brown work stains and nothing more, a green, brown, black, white, red, purple or patterned dress in place of the muted slate-blue, floral print, plaid, stripes, embroidery, lace, ruffles or decorative trim on anything she wears, a short skirt, a floor-length skirt sweeping the ground, trousers, a jumpsuit or a nightgown, sleeves buttoned down to the wrist, sleeveless arms, or sleeves rolled ABOVE the elbow (they stop just below it), a collar buttoned to the throat, a scarf, cardigan, coat or shawl on THIS sheet, bare legs or white, black, striped or coloured stockings in place of grey, bare feet, sandals, clogs, slippers, heels, tall riding or knee boots, black boots, buckled, strapped or zipped boots, or a lace count other than the four visible bars, armour, a uniform, a robe, neon, tech, a visor, a headset or any Ring or Swarm styling on her clothing, anything at all in her hands on this plate - a cup, kettle, basket, loaf, coin, lamp, tool, broom or weapon, the fringed shawl or oil hand lamp from the MOMMA JO, NIGHT variant appearing on this daylight card, a fourth view, a three-quarter view, a head-only inset, an expression strip or a colour-swatch bar added to the plate, fewer than the three front / left-profile / back views, views drawn at different scales, or figures off the common ground line, the profile turned to face frame-RIGHT instead of frame-left, a teeth-showing grin, a laugh, a scowl, or tears on her face (she never cries on screen), any background whatsoever - porch, farmhouse, kitchen, orchard, drystone wall, lane, cobbles, terraces, town, lantern strings, Ring, mountain, sea, sky or stars, furniture, a table, a chair, a second figure, Holly Jo, Darren, a child or an animal sharing the plate, cyan, magenta, violet or red light on her, her clothes or her rim (the only light here is the warm gold key), night, lantern, fire or emerald-night grading baked onto this daylight card, this sheet's plain studio backdrop or its warm gold rim used as the LIGHT reference for a composed shot, outline-free painted brushwork, soft photoreal rendering, a 3D or CG finish, thick impasto or watercolour bleed in place of the ink contour plus flat wash (the gate has already killed one take for drifting into soft realism), and text, labels, view captions, arrows, name plates or any lettering anywhere on the plate
You said: Holly Jo's mother.
Approved/momma-jo/momma_1.png ref 71549c47
LOCKEDNO "NEVER" LIST
ORCHARD SHORE NIGHT
You said: The pebble tideline below the orchard, night - where the dead Manta comes ashore. Named by CH6. This is the NEAR-side coast; Solmara's harbour is round the far side.
You said: One isolated blossom orchard tree, full crown, gnarled teal-and-grey trunk, on a black plate. Approved 2026-08-25 in WAVE 12 - THE REALIGNMENT: ASSET SHEETS REPAINTED; used by E4-CH11-MANIFEST shots 16 and 17. RECORDED CONFLICT, UNRESOLVED: this sheet is drawn clear PINK, while every Solmara town card, the E4-CH11 manifest row ("Purple orchard trees") and ANIMATION-AUDIT-2026-08-24 all call these trees PURPLE - the audit logs pink cherry blossom as a defect to re-roll. State the intended blossom colour explicitly in every prompt rather than letting this sheet decide it. Registered 2026-09-07 (approved but never registered).
SHEET: `Approved/ossie/ossie_1.png` (registry slug `ossie`)
APPROVED 2026-08-25 in WAVE 2 - `verdict_ledger.csv` carries the variant row `ossie_1.png, WAVE 2 - OSSIE TURNAROUND, variant, APPROVE, 2026-08-25` and the item row `ossie, OSSIE, characters, TURNAROUND APPROVED`; `series_graph.py` holds the same status with the locked wording. TRANSCRIBED FROM THE SHEET 2026-09-06 by opening it - and at magnified crops of the face front-on, the profile, the back of the head, the apron bib, the waist tie and both pairs of feet - not from memory and not from the name. Until now this entity had a picture, one sentence in the graph and NO never list, which is the condition that lets a shot describe him wrongly. `AssetSheets/wave2/ossie_1.png` is the same file byte for byte (md5 cb9b0d9a2a301fb471da2d389788b093); there is no second Ossie sheet and none was ever denied.
WHAT IT IS. A THREE-VIEW CHARACTER TURNAROUND: ONE man drawn THREE times on one wide plate, evenly spaced, standing straight and still with his arms hanging at his sides. LEFT is the FRONT view, MIDDLE is the PROFILE facing SCREEN LEFT, RIGHT is the BACK view. He is ELDERLY, SHORT and HEAVY - round through the chest and belly, thick neck, sloping shoulders, thick bare forearms, small feet, about four heads tall (his head, hair-top to chin, is a bit over a quarter of his full height). THE HEAD: WHITE-SILVER HAIR, full on top, brushed up off a high forehead and swept back into a soft wave, longer at the nape and over the ears, thinning at the temples. Bushy pale grey-white eyebrows with TWO short vertical creases between them, one rising off the inner end of each brow. Small dark brown eyes under heavy upper lids, pouches beneath. A large rounded BULBOUS NOSE flushed red at the tip. Round, strongly flushed RED-PINK CHEEKS. A THICK WHITE MOUSTACHE that covers the whole upper lip and droops past both corners of the mouth, the tips flicking slightly outward and up. NO BEARD - the chin and jaw are shaved clean - heavy jowls, a soft double chin, large ears, warm peach skin. The mouth is CLOSED and LEVEL in both views that show it - the back view shows no face at all. Only a short straight segment of the mouth line shows below the moustache, both corners hidden under its drooping tips, so NO smile is readable off this sheet. NO hat, no cap, no kerchief, no glasses, nothing on the head. THE CLOTHES: a warm mid-BROWN long-sleeved COLLARED work shirt with a pointed collar and a small triangle of CREAM undershirt showing at the throat, the SLEEVES ROLLED to a thick cuff just above the elbow, the roll reading a paler grey-brown where the inside of the cloth shows. Over it a full-length CREAM-TAN CANVAS BIB APRON DUSTED WITH FLOUR - soft white smears and speckles over the bib, heaviest across the belly, more down the skirt - a squared bib panel from the front, rounded at the top corner in profile, hung from TWO straps, one rising off each top corner of the bib and passing over that shoulder, a waist band crossing at the middle and TIED AT THE BACK in a bow with two loops and TWO hanging tails side by side at the small of the back, the skirt falling to about KNEE LEVEL - the hem lands level with the knee, never at mid-calf and never at the ankle, its side edges showing at both hips from behind. Loose GREY-TAUPE trousers - a muted warm khaki-grey, NOT green: every lit sample reads red above green above blue - rumpled at the shin, the hem breaking over the shoes; from behind, two welt pockets at the seat and a centre seam. On his feet, one-piece CLOGS in mid-brown ochre: closed, no laces, no buckles, no straps, a rounded upturned toe, a raised curved rim standing up behind the heel and a low carved heel block underneath - and the toes are DUSTED WHITE with flour. THE HANDS ARE BARE, OPEN AND EMPTY, hanging at his sides with the fingers relaxed and slightly curled; no ring, no watch, no tool, nothing held. LIGHT AND BACKDROP: a plain flat pale WARM-GREY backdrop, very slightly lighter toward the BOTTOM in a plain vertical gradient, the left and right edges sampling the same at every height, with ONE soft grey shadow ellipse under each figure. No floor line, no horizon, no wall, no props, no scenery. A soft warm front key plus a WARM ORANGE-GOLD RIM down the outer edge of both arms and both legs, along the shoulders and across the tops of the clogs. There is NO cyan, NO magenta and NO neon anywhere on the plate. RENDERING STYLE: painted 2D with soft blended shading, airbrushed skin, mild flat masses in the cloth and a thin dark brown line - the CLEAN SHEET STYLE that `Series/.claude/skills/deflekt-episode/SKILL.md` names in as many words ("momma_1, ossie_1, petra_2 approved in the clean sheet style"). Not photoreal, not a 3D render.
WHAT IT IS FOR. Ossie the baker of Solmara, and the graph's locked wording is his: "The baker. White hair + mustache, flour-dusted apron, kneads through everything. Teases Holly daily; she is never late." He runs the bakery, and `SOLMARA-GEOGRAPHY.md` fixes where that is - "OSSIE'S BAKERY fronts a lane one terrace BELOW the market square." He is a stop on Holly Jo's morning round: `E1-CH1-MANIFEST.md` names Beat 2 shot 2c, "bakery stop - bread bundles into the satchel", REF `world-suite\bakery_v2.png` + `ossie\ossie_1.png`, and `ANIMATION-AUDIT-2026-08-24.md` names CH1-07 (s902) "Ossie's ovens - now morning". THE TEASE IS HIS - `E1-INTRO-5MIN.md` C4 is "OSSIE: You're late, Holly Jo. / HOLLY JO: Early, Ossie! / NARR: She is never late.", and `E1-FORMATB-SCRIPT.md` B15 is "OSSIE (VO): One of these mornings you're gonna drop something", and his bread is named again at B19, not by him but by Holly Jo on the porch to Momma Jo - "Toll. / Paid. Two of Ossie's, still hot." The v2 four-minute film gives him the same line as its one bakery shot: 1-04, mode LIP, CREAM DAY, assets `ossie` + `ossie-s-bakery-inside` + `the-bread-package` + `bakery-interior-day`, beat "The bakery. Ossie holds out two loaves, warm. Fond, not scolding.", with Holly Jo's answer at 1-05. His voice is cast and settled - card `cast:ossie` ruled "KEEP HIM" (`RULINGS-2026-09-05.md`, "George, Holly Jo, Ossie confirmed doing their new job"), audition kept at `auditions/c4_ossie.mp3`. Beyond the round he carries story: CH3's "bakery lane carry" is Darren carrying flour up two terraces for him ("By the second month, Ossie had stopped calling him the stranger"), and Darren's silence at Ossie's counter is a canon beat. In the E1 acts he answers Vess in the street about the drones ("Ossie the baker answered, because Ossie always answers"), bars his shop door with flour still on his hands, holds up all ten fingers to score Holly Jo's trick, and stands in his lit doorway when the last scout aims its biggest bolt at the bakery lane, "too stubborn to hide". `E5-E7-VOLUME-ONE-BREAK.md` closes CH16 on "Ossie alone at his counter, grey to the fingernails, stacking the day's coins by size" - the grey block records that this STORY item is still awaiting ratification, so it is not a shot yet, and if it is ever drawn the grey is DRAWN from `the-grey`, never made by draining this sheet.
PROMPTING. Attach this sheet, ref media id 299dc3a1-6e51-4fa1-ab24-ff28b69f5d02, on every frame Ossie is in. IT IS AN ISOLATED CHARACTER PLATE AND NOTHING ELSE IS ON IT: no bread, no parcels, no counter, no oven, no peel, no doorway, no lane, no satchel, no hoverboard, no second person, no ground. Everything he touches composes in from its own sheet - the parcels from `Approved\bread-package\package_1.png` and the count on the line is TWO, the work room from `Approved\bakery-interior\bakery_int_1.png` (EMERALD NIGHT) or `Approved\bakery-interior\bakery_int_day_1.png` (CREAM DAY), the shop front from `Approved\world-suite\bakery_v2.png`, Holly Jo from `Approved\holly-jo\hj_p2.png`, Darren from `darren_p1.png`; the interior blocks say the same thing back ("compose him in from `Approved\ossie\ossie_1.png`"). THE PLATE'S LIGHT IS A NEUTRAL WARM STUDIO KEY AND BELONGS TO NO SOLMARA STATE - state the shot's light in the prompt and relight him into EMERALD NIGHT or CREAM DAY, never a blend and never a third state; the episode skill puts it plainly, character sheets keep the look of their approved turnarounds and the SCENE prompt states the lighting. MOUTH: in an EPISODE he never speaks on camera - Format B is a lore-first narrated saga with NO on-camera speech, ever, so the tease is VO and his mouth stays shut; the v2 FILM is the one exception, where 1-04 is a LIP shot and carries its own recorded trim ("line 2.4s; Ossie's mouth keeps moving for 3.6s after it", out 3.5). `E1-PRODUCTION-STATE.md` (2026-08-02) still tells an agent to re-roll Ossie against the b15 / CH1 bakery still, job 8b065c9f; that note predates this sheet's 2026-08-25 approval and THIS SHEET is the reference now. Per the LOOK LOCK, copy the clauses below that carry counts, colours and materials VERBATIM into the shot's MUST NOT list - a number that is not written into the prompt is a number the model will choose for itself.
RECORDED DEFECTS. Three, none load-bearing, all recorded so nobody "fixes" them into a new picture. (1) THE BACK VIEW DOES NOT DRAW THE APRON'S NECK STRAP: the front and the profile both hang the bib from straps over the shoulders, but from behind there is only the shirt collar, the waist band and the bow - the straps simply vanish. It is a generator artifact and must not be read as a waist-only apron. (2) THE FLOUR PATTERN IS NOT THE SAME IN ALL THREE VIEWS - broad smears across the front bib and belly, a lighter dusting in profile, none visible from behind. Flour is scatter, not a marking; no view's pattern is canon. (3) The plate is lit by a neutral studio key with a warm orange-gold rim and a shadow ellipse under each figure, which is sheet convention, not a place - see PROMPTING. By the letter of `film/LOOK-LOCK.md` this soft painted rendering is not the film's "bold clean ink linework, flat cel shading", but the clean sheet style IS the approved look for the character turnarounds and is not a defect to correct. RECORDED CONFLICT, unresolved and not mine to settle: the picture shows a ONE-PIECE CLOG with a carved heel block, no laces and no visible seams or straps, which reads as WOODEN, while `CANON-DRAFT-CHARACTERS.md` (marked NOT CANON YET, awaiting Brandt) describes "Brown leather clog-boots with a rounded toe". Both are stated here; the shape is not in dispute, only the material. THE SAME NOT-CANON-YET DRAFT ALSO SAYS "Grey-green loose trousers", and the sheet does not bear that out - every lit sample of the trousers is a warm grey-taupe. AND ONE CONFLICT FOUND ON THIS PASS, NOT PREVIOUSLY RECORDED ANYWHERE: the v2 film's shipped 1-04 prompt (`film/_1-04.prompt.txt`) orders "THICK DARK eyebrows (dark, not white)" and its MUST NOT list carries "never white or pale eyebrows (they are thick and dark)", while this sheet draws them PALE GREY-WHITE at every magnification. The sheet is the reference and this block transcribes it; the shot prompt is the thing that disagrees, and which way it settles is Brandt's call.
VERIFIED 2026-09-06 by a second agent against the sheet: 141 claims checked, 14 corrected.
young or middle-aged, tall, slim, muscular or athletic, a beard, goatee, stubble, mutton chops or sideburns of any kind, no moustache at all or a thin pencil moustache in place of the...
NEVER - what breaks it
young or middle-aged, tall, slim, muscular or athletic, a beard, goatee, stubble, mutton chops or sideburns of any kind, no moustache at all or a thin pencil moustache in place of the thick white one, brown, black, ginger, blond or grey-streaked hair, bald, a bald crown, a comb-over, long hair, a bun or a ponytail, a chef's toque, baker's hat, cap, beret, kerchief, bandana, hairnet or anything else on his head, glasses, an eyepatch, an earring, a pipe or a cigarette, a WHITE apron, a black, blue, striped, checked or embroidered apron, a leather smith's apron, a clean apron with no flour on it at all, a waist-only apron with no bib, an apron tied in a bow at the FRONT, crossed butcher's straps over the back, a blue, green, red, black or white shirt in place of the brown one, a sleeveless shirt, bare shoulders, sleeves worn long to the wrist or unrolled, a waistcoat, jacket, coat, cloak, scarf or tie, armour, a uniform, a belt with a large buckle, glowing pauldrons of any colour (those are JP's), lace-up boots, sandals, bare feet, black shoes, clogs with laces, buckles or straps, blue jeans, breeches with stockings, a bright or saturated palette in place of brown, cream-tan, grey-taupe and warm peach, anything held in either hand on the sheet - bread, a loaf, a parcel, a peel, a rolling pin, a tray, a bowl, a knife, a coin, a lantern or a broom, any second figure on the plate - Holly Jo, Darren, Vess, Petra, Momma Jo, a child or a townsperson, a counter, an oven, a till, a doorway, a shop front, a lane, a street, a wall, a floor, a horizon, a sky or any Solmara scenery behind him, the game's neon rim light on him, cyan, magenta or red glow anywhere on his person or his edges, grey or desaturated Ossie made by draining this sheet (harvest grey is DRAWN, from `the-grey`), a photoreal, glossy, CGI or 3D-rendered finish, plastic, clay or doll rendering, a scale-model, diorama, plinth or turntable look, readable text, letters, numerals, a shop name, a label, a watermark or a signature anywhere on the plate, a drawn panel border, frame, letterbox or vignette edge, an open shouting or laughing mouth with teeth on the sheet itself, and any view count or arrangement other than the three that are here - front, profile facing SCREEN LEFT, and back
Approved/ossie/ossie_1.png ref 299dc3a1
LOCKED
OSSIE'S BAKERY, INSIDE - the oven is the only light
SHEET: Approved/bakery-interior/bakeryint1.png (registry slug bakery-interior) TRANSCRIBED FROM THE SHEET 2026-09-02, by opening it. Registered as the PRE-ATTACK CLEAN STATE of the...
the full canon wording
SHEET: `Approved/bakery-interior/bakery_int_1.png` (registry slug `bakery-interior`)
TRANSCRIBED FROM THE SHEET 2026-09-02, by opening it. Registered as the PRE-ATTACK CLEAN STATE of the work room behind Ossie's shop front, on the lane one terrace BELOW the market square (SOLMARA-GEOGRAPHY). It keeps the town's palette exactly - "TEAL-GREEN STONE", here in big rough weathered blocks on every wall. All timber in the room - ceiling beams, racks, table, counter, window frames - is a cool VIOLET-BROWN, never warm oak. The floor is large irregular flagstones in cool teal-grey, dusted with spilled flour. The ceiling is DARK TIMBER BEAMS: one heavy beam crossing the front of frame, a second running back to the oven wall. This is the EMERALD NIGHT half of the two-state law. The CREAM DAY half is its OWN approved sheet, `bakery_int_day_1.png` (registry slug `bakery-interior-day`, Brandt 2026-09-06, card `v2:bakery-day` - see the block that follows this one). A day scene attaches THAT sheet; nobody relights this one in a prompt, because that is how a blend happens. Before 2026-09-06 this sentence read "there is no day version of this room and none may be improvised" - it was an anti-improvisation guard from when this was the only picture, and the v2 film's 1-04/1-05 were built through it before the day sheet existed.
TWO LIGHTS, AT OPPOSITE TEMPERATURES, AND THIS IS THE LOAD-BEARING THING. The only light source INSIDE the room is the OVEN FIRE: warm ORANGE that rims the oven arch, burns through the door slots, and lays one soft orange pool on the flagstones in front of the mouth which dies out about a table's length away. Everything else is COLD BLUE-VIOLET NIGHT coming in the two windows, falling as a hard blue shaft across the right-hand wall and counter. No lantern, no candle, no lamp is in the room at all.
THE OVEN WALL (back of frame): one masonry hearth mass in the same teal-green stone - a low DOMED ARCH with a squared chimney breast rising into the beams. Its mouth is a single ARCHED CAST-IRON DOOR, SHUT, with FOUR VERTICAL SLOTS glowing orange, a latch handle at the left and two hinges at the right, set in a ring of pale voussoir stones that the firelight rims. Beneath the hearth shelf, a SECOND LOWER ARCH holds split firewood. A long-handled wooden PEEL leans against the wall right of the mouth with a thinner tool beside it; a second peel lies flat on the floor angled toward camera. LEFT of the oven, against the back wall, TWO WOODEN RACKS: a tall one of five open tiers with its TOP TIER EMPTY and the four below crowded shoulder to shoulder with pale golden-brown ROUND LOAVES, and a shorter one carrying three loaves on its top tier only, bare beneath, a folded grey cloth sack sitting on its top rail. The loaf count per shelf is NOT load-bearing; the FULLNESS is - the night's bake is done and cooling.
THE SIDES. Left wall: a SMALL DEEP-SET WINDOW with dark timber mullions, a long timber ledge under it carrying THREE finished loaves, and on the floor below TWO SACKS OF FLOUR - the near one open with a scoop standing upright in it, the far one folded shut - plus a second scoop lying spilled on the flagstones. Right wall: a LARGER THREE-PANE WINDOW and, beneath it, a plank-topped COUNTER-DRESSER with a cupboard door and round knob, open shelving at one end stacked with bowls, a hooped wooden BARREL behind it, a two-pan BALANCE SCALE in pale brass on a squat plinth, and a stack of plain pale WRAPPING PAPER. Centre of the room: a heavy TRESTLE WORK TABLE, thick plank top on four square legs, a low stretcher shelf under it holding a wooden crate. On the table, left to right: a wooden PROOFING TROUGH lined with floured cloth, a floured ROUND OF DOUGH, and a mound under a CREAM CLOTH.
WHAT IT IS FOR, because that is what stops a model redecorating it: the table shapes, the trough proofs, the peels load and draw the oven, the racks cool the bake before it reaches the shop front, and the SCALE and WRAPPING PAPER are the selling end. This is the room that makes "two of Ossie's, still hot". The oven is BANKED, never cold - that is why there is fire in it at night at all.
PROMPTING. OSSIE IS NOT ON THIS SHEET - compose him in from Approved\ossie\ossie_1.png (asset isolation). Beyond the windows it is dark: a faint low treeline against blue-violet night, no lit town, no Ring, no lantern strings. No shop door or street doorway is in frame - the camera faces the oven wall. The EXTERIOR bakery is a different picture (world-suite\bakery_v2.png, unregistered) and this sheet must never stand in for it. THE CH5 BLAST SCAR IS EXTERIOR: it belongs on the lane wall in shot prompts, never on these walls - this sheet is the clean state.
tan, beige or brown stone, white plaster or painted walls, a stone-vaulted ceiling (that is the undercroft), any pitched or tiled roof structure, yellow or amber lamplight, any...
NEVER - what breaks it
tan, beige or brown stone, white plaster or painted walls, a stone-vaulted ceiling (that is the undercroft), any pitched or tiled roof structure, yellow or amber lamplight, any lantern, candle, lamp or lantern string inside the room (the pink strings are exterior only), a third palette state - no dusk, and no cream-day tint on THIS sheet (the day state is `bakery_int_day_1`, attached in its own right, never painted onto this one), cyan or magenta rim light leaking in from the game's neon identity, warm orange filling the whole room (the oven pool dies within a table's length and the windows stay cold), a second oven or a bank of ovens, an open glowing oven arch with visible flames instead of the shut cast-iron door, any slot count other than four in that door, an open hearth with logs burning in the room, a metal range, stovetop, iron extractor hood, electric bulb or any modern fitting (the farm-kitchen defect), a shop till, cash drawer or glazed display case, readable text or lettering anywhere - no price labels, no chalkboard, no lettering on the sacks or the wrapping paper, baguettes, braided loaves, dark rye, cakes or pastries (round golden boules only), a dial or spring scale in place of the two-pan balance, a visible shop door or street doorway in frame, the Ring, the sea, the mountain, the market square or a lit town seen through the windows, cherry blossom indoors, the CH5 blast scar, a crater, a cracked shutter, dust, rubble or damage of any kind, Ossie or any other figure drawn onto the sheet itself.
You said: ALIAS of bakery-interior - the slug the v2 film's shot list uses for 1-04/1-05.
OSSIE'S BAKERY, OUTSIDE - the lane at emerald night
SHEET: Approved/world-suite/bakeryv2.png TRANSCRIBED FROM THE SHEET 2026-09-03, by opening it. This closes the gap CHARACTER-CANON itself names one screen up, where the bakery-interior...
the full canon wording
SHEET: `Approved/world-suite/bakery_v2.png`
TRANSCRIBED FROM THE SHEET 2026-09-03, by opening it. This closes the gap CHARACTER-CANON itself names one screen up, where the bakery-interior block records that "the EXTERIOR bakery is a different picture (world-suite\bakery_v2.png, unregistered) and this sheet must never stand in for it." That sentence has been true and unenforceable, because the exterior had a picture and no words. Provenance from the verdict ledger: this plate is WAVE 14, "THE RING SET RIGHT, EVERYWHERE (your profile_2 ruling, executed)", and it retired its predecessor - "Retired by approved successor bakery_v2 (profile_2 skyline)". So the Ring and the skyline in this plate are the profile_2 ones and are not to be re-derived.
STATE: EMERALD NIGHT, the first half of the two-state law - EMERALD NIGHT or CREAM DAY, never a blend, never a third. Deep blue-violet night sky with scattered stars, far hills sitting blue-purple on the right horizon. Everything cool teal and violet, warmed only by window light and the lantern strings.
THE CAMERA AND THE GROUND. A low three-quarter looking down a cobbled lane that runs along a terrace EDGE. The bakery is the foreground-LEFT building, filling the left third of frame. The lane falls away down-frame in pale warm-grey cobbles and is closed on the right by a LOW STONE PARAPET, beyond which the terraced town drops away. Mid-ground left, a small bare dark shrub and a low wooden gate against a retaining wall. The mesa and the Ring crown the background, centre-left. This is a LANE, not a square and not the market - the town is seen over a wall, from above.
THE BAKERY. Big rough weathered blocks of the town's TEAL-GREEN STONE. A wooden SIGN hangs on a wrought-iron bracket at upper left, painted with a single golden-brown LOAF and nothing else - no letters. That loaf is not decoration: the audit names it as the show's signage language, "a pictogram in the signage language the show already uses (the bakery's loaf). No letterforms anywhere in Solmara." Below it, the shop's large MULTI-PANE WINDOW glowing warm amber, with pale round LOAVES piled on the sill inside; right of it a narrower lit pane, then a plain dark timber DOOR. Upstairs, TWO small deep-set windows - the left one lit amber, the right one dark. The counts that matter here are the one sign, the one loaf on it, and the lit/dark pair upstairs; loaf counts on the sill are not load-bearing.
THE BLANK STONE PIER between the shop window and the door is load-bearing for later chapters. The audit's ruling on CH5-07 moves the scout's bolt off the shuttered window and onto "the blank stone pier between the shuttered window and the bakery door", and CH6-02's payoff "depends on that scar existing the next morning". This plate is the CLEAN state - the scar is added per shot, on that pier, and never baked in here.
THE TOWN AND THE LANTERNS. Teal-green stone houses stacked densely in terraces down the right of frame, small deep-set windows lit warm amber from within, stone stairs zigzagging between the levels. PINK PAPER LANTERN STRINGS in long swooping catenaries - one big-lantern strand crossing the sky from upper right, deeper strands stepping down the terraces mixing large pink lanterns with smaller round bulbs, one strand following the stair. They are the town's signature light and they are PINK, never yellow, and in this state they are LIT.
THE MESA AND THE RING. A wide FLAT bare-rock crown running most of the frame's width, with the switchback CROWN STAIR glowing CYAN down its face - that glow is canon and is never corrected away ("THE CROWN STAIR GLOWS - THE LAW WAS WRONG, NOT THE ART", Brandt 2026-08-29; the audit entry that calls it a defect is the thing that is wrong). Standing straight on the bare rock, the RING: a dark stone hoop, carved voussoir blocks, MOUTH EMPTY with stars visible through it, and EXACTLY ONE small CYAN GLYPH alight on the inner rim at lower left, throwing a soft cyan bloom. This is the at-rest card. The Ring is the HIGHEST silhouette in the frame - the CREST RULE holds here, nothing crosses above it.
WHAT IT IS FOR. Three chapters name this file. CH1 shot 2c, the bakery stop on Holly Jo's round - "bread bundles into the satchel", with Ossie and the bread package composed in. CH2-02, "1b - bakery lane waking". CH3 beat 1, "bakery lane carry", with Darren carrying flour for Ossie. The same lane carries CH5's siege beat and CH6-02's morning-after scar.
PROMPTING. NOBODY IS ON THIS SHEET, and that is correct - it is the clean reusable location. Ossie composes in from `Approved\ossie\ossie_1.png`, Holly Jo from `hj_p2.png`, Darren from `darren_p1.png`, per asset isolation. Do not let this plate and `Approved\bakery-interior\bakery_int_1.png` stand in for each other in either direction: that sheet is the oven room behind the shop front and faces the oven wall, with no street door in frame.
TWO WARNINGS BEFORE ANYONE ATTACHES THIS. FIRST, IT IS THE NIGHT CARD AND TWO OF ITS THREE CHAPTERS ASK FOR MORNING. The audit convicts the whole CH1 round it sits inside - Beat 2, CH1-04 through CH1-11b - for playing "first light", "every morning", "before the kettle finished boiling" over the emerald night state, and orders the remedy plainly: "Re-render the entire round in the CREAM STATE per the palette law: warm cream-gold stone, gold-rose dawn sky, lanterns hanging MATTE AND UNLIT... Keep the emerald night state for CH1-01/02/03 and everything from CH1-12 onward." CH2-02's line, "By the time the bread was warm", is the same dawn problem. So a morning bakery beat takes the cream-day plate, never this one warmed up or tinted - and note that the morning-suite plates carry their own recorded defect, drawing the lantern strings LIT in a cream state, which is neither legal state. SECOND, THE ROOFS IN THIS PLATE BREAK THE TOWN MASTER. Zooming the right-hand terraces shows pitched and gabled roofs with ridge lines and eaves throughout, and one large TILED roof drawn in courses in the lower-right corner, against Solmara's "Cubic flat-roofed houses" and its NEVER on "pitched, gabled or tiled roofs (the town is cubic and flat-roofed)". It also collides with Darren's own block, which forbids "pitched or tiled roofs" in any scene he is composed into - which is exactly what CH3's bakery lane carry does. This has never been convicted against this filename and I am not treating an approved plate as denied on my own authority; it needs Brandt's ruling, and until it comes, shots should favour the lane and the bakery wall over the deep right-hand rooftops.
RECORDED DEFECT: TWO, and only the first is recorded. (1) RECORDED, ANIMATION-AUDIT-2026-08-24 CH1-04/CH1-11b: this is the EMERALD NIGHT card and the CH1 round it serves plays "first light" / "every morning" narration over it - the audit orders the entire Beat 2 round re-rendered in the CREAM STATE with "lanterns hanging MATTE AND UNLIT", keeping emerald night only for CH1-01/02/03 and CH1-12 onward. CH2-02 ("By the time the bread was warm") has the same dawn problem. Canon does not bless this plate for a morning beat: use the cream-day plate, never this one tinted - and the morning-suite alternative carries its own recorded defect, drawing the lantern strings LIT in a cream state, which is neither legal palette state. (2) OBSERVED ON INSPECTION 2026-09-03, NOT PREVIOUSLY RECORDED AGAINST THIS FILE: the terraced town on the right is drawn with pitched, gabled, ridged roofs plus one large tiled roof in courses at lower right, against the Solmara master's "Cubic flat-roofed houses" and its NEVER on "pitched, gabled or tiled roofs (the town is cubic and flat-roofed)". It also violates Darren's block, which forbids "pitched or tiled roofs" in any scene he is composed into - exactly CH3's bakery lane carry. The audit treats this class as a real world-plate failure elsewhere (CH9, "a pitched-roof timber village"), but has never convicted this filename. Flagged, not deemed denied - this is an approved plate and the call is Brandt's. Until he rules, stage on the lane and the bakery wall rather than the deep right-hand rooftops.
--- from series_graph.py (locked wording) ---
Warm window on a teal lane; flour in the light; a package on the sill before the dust settles.
tan, beige, brown, sandstone or grey-blue stone in place of the weathered teal-green, yellow, amber, gold or white lantern strings, the strings drawn matte and unlit (that is the...
NEVER - what breaks it
tan, beige, brown, sandstone or grey-blue stone in place of the weathered teal-green, yellow, amber, gold or white lantern strings, the strings drawn matte and unlit (that is the cream-day state, not this one), a cream, dawn, first-light, golden-hour, dusk or daylight version of this plate or any blend of states, more than one lit glyph on the Ring, a ring of burning glyphs, the waking inner-rim band, or a lit, filled, plasma or portal mouth instead of empty night sky and stars, the Ring's single glyph drawn amber, gold, white, green, magenta, violet or red, or moved to the top of the rim, anything in frame cresting above the Ring - a peak, crag, roofline, mast, lantern string or cloud, a second Ring, a companion arch or a partial ring at the edge of frame, the crown stair repainted unlit, grey, plain or broken - its cyan glow is canon and is never corrected away, the mesa narrowed to a crag, pinnacle, ledge or knuckle instead of the wide flat crown, letterforms, numerals, a shop name or any readable text on the bakery sign or anywhere else in frame - the loaf pictogram is the whole sign, red light of any kind (red is the Swarm's) or the game's neon cyan-and-magenta rim light on the stone or cobbles, windows lit cool white or blue rather than warm amber from within, streetlamps, torches, braziers, a moon or a lighthouse, the CH5 blast scar, craters, cracks, scorch, dust or any battle damage baked into the plate - this is the clean state and the scar belongs on the blank stone pier between window and door, per shot, any figure baked in - Ossie, Holly Jo, Darren, Momma Jo, the children or townsfolk - they compose in from their own sheets, the bakery-interior oven room standing in for this exterior or this plate standing in for it, and a photoreal, 3D-render, model or diorama finish in place of the flat cel language with its black ink outline
You said: Ossie's bakery shop front from the lane, EMERALD NIGHT, empty. Approved WAVE 14 (ledger 2026-08-25; retired its predecessor, profile_2 skyline). ATTACH WITH WARNINGS: night card only - never for a morning/first-light beat (CH1 Beat 2 re-rendered CREAM, CH2-02 same fault); right-hand town has pitched/gabled/tiled roofs (flagged, unruled) - stage on the lane and bakery wall, never a roof reference; nobody in it, compose Ossie/Holly Jo/Darren in; sign is a loaf pictogram, no lettering; clean pre-siege state, CH5 scar goes in per shot. Registered 2026-09-06 (was transcribed but unregistered).
Approved/world-suite/bakery_v2.png ref 1b3b2f87
LOCKED
PAT - the small hooded alien pilot
SHEET: Approved/pat/patdhoodset1.png (registry slug pat) APPROVED 2026-08-25 in WAVE 9 - SERIES PAT (Darren's style): ledger row patdhoodset1.png = APPROVE, entity row pat = TURNAROUND...
the full canon wording
SHEET: `Approved/pat/patd_hoodset_1.png` (registry slug `pat`)
APPROVED 2026-08-25 in WAVE 9 - SERIES PAT (Darren's style): ledger row
`patd_hoodset_1.png` = APPROVE, entity row `pat` = TURNAROUND APPROVED. The sibling
roll `patd_hoodset_2.png` was DENIED the same day and is not in `Approved/`; do not
revive it. He is registered in `ref-media-ids.json`, so this sheet can be ATTACHED and
not merely described. TRANSCRIBED FROM THE SHEET 2026-09-06 by opening it, and at
native crops of the head, both earcups, the chest module, the back plate, both front
hands, the side hand and the feet - not from memory. Until now he had a picture and one
sentence of graph wording and no NEVER list at all.
WHAT IT IS. A THREE-VIEW TURNAROUND on one plate: left to right, FRONT, a RIGHT-SIDE
PROFILE facing frame right, and BACK. The same figure at the same size in all three, no
height chart, no callouts, no labels, no numbers, no text anywhere on the sheet.
HE IS SMALL. About three heads tall on the plate, short-limbed and softly built, the
hooded head roughly a third of his total height. There is no scale object beside him, so
the sheet fixes his PROPORTIONS and not his height in the world.
THE HEAD AND FACE. A broad oval skull tapering to a small rounded chin. Skin is PALE
SAGE GREEN with a cool blue-grey cast, lighter across the brow, the cheeks and the top
of the skull, deeper green in the shadow under the jaw. HUGE ROUND EYES set wide apart
at about the MID-LINE of the visible face, each iris warm AMBER-ORANGE ringed with a
darker amber-brown around a LARGE near-black brown pupil that sits high and fills most
of the eye, the brightest amber left as a crescent below it. The white specular
highlights sit at the UPPER RIGHT, with the key: one large oval and a small dot just
below and right of it, and on his RIGHT eye (our left) ONLY a third small highlight low
on the amber - the two eyes are NOT mirror images. No eyebrows, no eyelashes, no visible
whites. A SMALL LOW NOSE with two dark nostril slits, a SMALL CLOSED SMILING MOUTH with
the corners turned up, and nothing else on the face. NO HAIR, no external ears, no
antennae, no markings.
THE HOOD IS UP IN ALL THREE VIEWS. A warm mid-BROWN hood of coarse woven cloth with a
visible grid weave, its opening framing the face in the front and profile views, its
darker brown lining showing along the edge. From the back the hood is a plain rounded
cowl with ONE VERTICAL SEAM running down its centre.
THE HEADSET IS WORN OVER THE HOOD, never under it. Chunky over-ear headphones in near
BLACK and dark grey: a thick padded headband arcing across the top of the hood, on each
side a paler grey SLIDER BAR, plain and unslotted, dropping into a dark grey yoke, and a
large rounded EARCUP outside the cloth. The outer face of each cup carries ONE BRIGHT
GREEN GLOWING RING, a full circle inset just inside the rim around a plain black centre
disc - read straight on in the profile view, and read as a green bar along the cup's
edge in the front and back views. TWO CUPS, TWO RINGS. Inboard of the ring, on the flank
of the cup nearest the hood, sits a RIBBED PANEL OF PALE GREY SLOTS - it reads on the
lit right-hand cup in BOTH the front and the back views and is lost in shadow on the
left. No microphone, no boom, no cable.
THE ROBE. A warm mid-BROWN coarse-woven robe, the same cloth as the hood, with a faint
grid weave and soft violet-brown fold shadows. WIDE BELL SLEEVES with a TURNED CUFF,
long enough that the cuff meets the wrist - only the hands are bare and no forearm
shows. The body flares from the waist into a skirt with one horizontal SEAM BAND running
parallel to the hem a short way above it, and the HEM STOPS ABOVE THE ANKLES - his lower
legs are bare.
THE CHEST HARNESS. Over the robe, a black rig built from a flat FRONT PLATE and a flat
BACK PLATE in dark charcoal grey, joined by two shoulder straps and one horizontal waist
strap, with a boxy black BUCKLE at each side where the waist strap meets the plate. A
continuous BRIGHT GREEN GLOWING LINE is piped around ALL FOUR SIDES of BOTH plates -
top, both outer edges and bottom. It does NOT run onto the shoulder straps, which stay
plain dark grey above the plate. THE BACK PLATE IS BLANK: no emblem, no number, no
lettering, only SIX small round studs - two at each shoulder tab and one at each lower
corner.
THE CHEST MODULE, front view. Centred on the front plate, a mid-grey gunmetal radio
unit. Its left half is a plain flat panel the same height as the radio body, carrying
ONE bright green horizontal light bar near its top, with a small bracket at its foot.
Its right half is the radio body: a DARK RECTANGULAR SCREEN, blank and unlit with
nothing written on it, a small PALE GREY button on the right edge, a SHORT BLACK ANTENNA
rising from the top, and below the screen one small RED round lamp beside one larger
round GREEN dome light with a pale centre.
HANDS AND FEET ARE BARE GREEN. The hands hang open at his sides, the same pale sage
green as the face. THE FEET ARE BARE, blunt and broad, TWO THICK TOES on each foot - a
large inner toe and one outer toe, cleft between them. No shoes, no sandals, no socks,
no gloves.
PALETTE AND LIGHT. Brown cloth, black and charcoal gear, pale sage-green skin, amber
eyes, and one glowing accent colour on the equipment: GREEN. Nothing on him is cyan;
nothing on him is red except the one small indicator lamp on the module; and the only
warm metal is the pair of pale-gold glints on the two studs the PROFILE view puts on the
module. The key light is high and to the RIGHT: each figure carries a soft grey-violet
cast shadow pooling at its feet and stretching down and to the LEFT.
BACKGROUND: none. A plain flat pale warm-grey studio plate, no horizon, no ground line,
no plinth, no table, no props, no second figure.
RENDERING STYLE: PAINTED, with a chunky dark brown-black outline around the figure and
around each hard part, soft blended value modelling inside it, and a visible cloth
weave. It is the roster's studio-presentation look, not the film's flat cel background
art.
WHAT IT IS FOR. Pat is one of the NINE GAME PILOTS carried into the series. In the game
his ability is TORNADO - a funnel that drags enemies (ASSET-MAP row 8, from
ADFKGameState). In the series he is FUTURE CREW: he is not in the story yet, and
ASSET-MAP still lists "Look + personality" as owed by Brandt, of which the LOOK is what
this sheet settles. His ship is the EMERALD WASP, the emerald-green game render
registered as its own asset (CHARACTER-CANON: "EMERALD WASP is PAT's ship. Registered.")
- it is a separate picture and is not on this sheet. The design is a DELIBERATE
DEPARTURE from his game portrait on a likeness/IP ruling (Brandt, 2026-08-20), which is
why this sheet, and not the portrait, is the series Pat. It was built under the
character-sheet style law - "Can you use the style like Darren? I feel like the art look
different" (Brandt, 2026-08-20) - so every turnaround passes an approved Darren-lineage
sheet as the style anchor and the roster reads as one painter's hand; the ledger label
"WAVE 9 - SERIES PAT (Darren's style)" and the sheet's own filename record that.
PROMPTING. ATTACH THIS SHEET. The series skill records that word-only character prompts
drift soft and plush and that the Pat round-4 set drifted exactly that way and was
withdrawn, so his identity travels as the attached reference and never as prose alone.
ASSET ISOLATION - NOTHING ELSE IS ON THIS PLATE, and each of these composes in from its
own sheet: the EMERALD WASP (his ship), any cockpit, canopy or controls, any other crew
member, any prop, any location, any weather, any ground. His TORNADO funnel is a game
ability and is not drawn anywhere on the sheet. The pale grey plate and its upper-right
key are a presentation ground, NOT a location and NOT a lighting reference: take the
light from the shot's own state lock in `film/LOOK-LOCK.md` - EMERALD NIGHT or CREAM DAY
- never from this sheet. Per LOOK-LOCK's "QUOTE THE NEVER LIST, DO NOT SUMMARISE IT",
copy the counts below into the shot's MUST NOT list in as many words: TWO earcup rings,
TWO toes per foot, ONE chest module, ONE antenna, SIX studs on the back plate, ONE seam
down the back of the hood, and the hood UP in every frame.
RECORDED DEFECTS, so nobody "fixes" them into a new picture. (1) THE DIGIT COUNT IS NOT
SETTLED BY THE SHEET. In the profile view his hand reads as three thick fingers plus a
thumb; in both front views the hands are drawn as blunt mitten paws - a thumb split off
a single fused finger mass with one faint dividing line and no countable fingers. The
same hand, two different answers, two views apart. (2) THE CHEST MODULE CHANGES BETWEEN
VIEWS. The front view's module is a mid-grey unit with a dark screen, a short black
antenna, a red lamp and a green dome light. The profile view puts a plain BLACK slab
there with two round pale-gold studs and one short green light strip, and NO ANTENNA
anywhere. (3) The back view's earcups show the green as a bar rather than the full ring
the profile view establishes, which is consistent with the viewing angle but gives a
prompt two different pictures of the same part. None of the three is load-bearing, and
none has been ruled on.
RECORDED CONFLICT, stated and not resolved here. (a) `CANON-DRAFT-CHARACTERS.md` line 63
describes this same sheet as a "BROWN COARSE-WOVEN HOODED ROBE, floor length" with "BARE
green three-fingered hands"; the sheet shows a robe whose hem stops ABOVE THE ANKLES with
the lower legs and bare two-toed feet fully visible, and hands whose finger count differs
between views. That file marks itself NOT CANON and awaiting Brandt's verdict, so it is
recorded here rather than corrected. (b) ASSET-MAP states that the nine extracted game
portraits "are the mandatory reference for every pilot sheet", while the graph's locked
wording for Pat says his series design is "deliberately distinct from the game portrait
(likeness/IP ruling)" - both cannot govern this asset and Brandt has not been asked which
one does. (c) The series skill (`.claude/skills/deflekt-episode/SKILL.md`) still says
Pat's identity ref is BLOCKED and that only his style anchor may be attached; he now has
a media id in `ref-media-ids.json`, whose own header states that an entry there means
APPROVED AND ATTACHABLE. The registry is the newer record; the skill line has not been
updated and is flagged, not rewritten.
VERIFIED 2026-09-06 by a second agent against the sheet: 156 claims checked, 13 corrected.
--- from series_graph.py (locked wording) ---
Future crew. Game pilot (Tornado: a funnel that drags enemies). SERIES DESIGN (Brandt 2026-08-20): a small green alien pilot, hood always up, chunky black radio headset with glowing green rings worn OVER the hood, huge amber eyes, green-piped chest harness. Deliberately distinct from the game portrait (likeness/IP ruling).
a human, an adult-proportioned or tall figure, a lanky teenager or anything but a small short-limbed alien about three heads tall, his game portrait's likeness reused as the series...
NEVER - what breaks it
a human, an adult-proportioned or tall figure, a lanky teenager or anything but a small short-limbed alien about three heads tall, his game portrait's likeness reused as the series design (the departure is a ruling, not a drift), the hood down, pushed back, hanging on his shoulders or replaced by a hat, a cap, a helmet, a headwrap or a visor, the headset worn UNDER the hood, slung round his neck, removed, or reduced to a single-ear earpiece, a boom mic, a headband with no cups or a wired handset, any count of glowing earcup rings but TWO, those rings in cyan, blue, magenta, pink, red, amber, white or orange, the rings unlit, dead or drawn as flat painted stripes instead of a lit ring inset inside the cup rim, cyan anywhere on him or on his gear (cyan is the Ring, the crown stair, Holly Jo's shield and friendly drive-glow), red light anywhere on him beyond the one small indicator lamp on the module (red is the Swarm's), skin in grey, blue, brown, tan, pink, yellow or a bright saturated green instead of pale sage green with a cool cast, eyes in green, blue, red, black or white, glowing eyes, slit or cat pupils, mirrored lenses, goggles, a visor or any eyewear over them, eyes closed or hidden, eyes with no specular highlight at all, or highlights rendered as a hard white glare, hair, eyebrows, lashes, whiskers, external ears, horns, antennae or facial markings, no nose at all or a long protruding one in place of the small low nose with two slits, an open mouth, teeth, fangs, a tongue or a snarl in place of the small closed smile, a floor-length robe that covers the feet, a hooded jacket, a cloak, a cape, a scarf or a poncho in place of the coarse-woven brown robe, that robe in black, grey, white, green, blue or any colour but warm mid-brown, or drawn as smooth satin, leather, plastic or plate, boots, shoes, sandals, socks or gloves - his hands and feet are BARE, any toe count but TWO per foot, harness piping in cyan, blue, white, orange or red, the piping unlit, the harness made of brown leather, rope or fabric webbing instead of black and charcoal plate, any emblem, number, patch, logo, name tag, subtitle, caption or readable text anywhere on the sheet, on the back plate (it is blank) or written on the module's screen, more than one chest module, the module moved off centre or onto the back plate, more than one antenna or a long whip antenna, a courier satchel (Holly Jo's), a round shield on his back (Darren's), black rectangular glasses or holo panels (Ki's), a hard hat (Josh's), a named helmet (May-Day's), live bees (Ant Bee's), hooks or lures (Kitty's), a gun, blade, staff or any weapon in his hands, making or holding a cyan deflect disc (that power is Holly Jo's and there is exactly one shield per frame), a tornado, funnel, vortex or any ability effect drawn onto the sheet, the Emerald Wasp, any other ship, a cockpit, a canopy, a control stick or a hangar on the sheet, any second figure, prop, background, floor, horizon, plinth, table, studio backdrop, panel border, frame, letterboxing or vignette drawn onto the sheet, this sheet's pale grey plate or its upper-right key light used as a shot's location or lighting, the game's neon rim light on him (that is the game's look, not the series'), and a photoreal, glossy 3D-render, CGI, clay, plush, toy or figurine finish, or the soft plush drift that got the round-4 Pat set withdrawn.
Approved/pat/patd_hoodset_1.png ref 3389eb80
LOCKEDNO "NEVER" LIST
PATCHED MANTA
You said: The Manta's PATCHED DESIGN STATE. Exactly THREE patches in fixed places: left wing, right wing, spine behind the canopy. Attach this for every frame from CH13 on - the clean manta sheet does not contain this state, which is why the patches drifted image to image.
PETRA - the balcony neighbour who scores Holly Jo's tricks
SHEET: Approved/petra/petra3.png (registry slug petra) APPROVED 2026-08-29 in the rework wave, registry status TURNAROUND APPROVED, registered slug petra. It replaced petra2.png, which...
the full canon wording
SHEET: `Approved/petra/petra_3.png` (registry slug `petra`)
APPROVED 2026-08-29 in the rework wave, registry status TURNAROUND APPROVED, registered slug `petra`. It replaced `petra_2.png`, which Brandt refused in his own words - "Needs to look more like what the towns people would wear" - and which now sits in `Series/Denied/2026-08-29/`. TRANSCRIBED FROM THE SHEET 2026-09-06 by opening it, and at native crops of the head, the rollers, the cardigan front, the apron, the rear neck, the apron tie and the feet - not from memory and not from the filename. Until now she had pictures, a ledger row and one sentence of registry wording, and no canon words anywhere.
WHAT IT IS. A THREE-VIEW CHARACTER TURNAROUND on a plain pale grey-white plate: FRONT at left, a full LEFT-FACING PROFILE in the middle, REAR at right. All three stand straight and still, arms hanging, HANDS EMPTY, and each casts a soft grey-violet shadow down and to the LEFT from one flat studio key up and to the right. There is no background, no ground, no object and no second figure. She is ELDERLY, SHORT AND STOUT: a heavy round body, wide hips, a full bosom, thick forearms and a soft double chin. Warm ruddy skin, deep laugh-lines around the eyes and the mouth, brown eyes under grey brows, a broad rounded nose with a pink tip, and a closed-mouth smile in both the front and the profile view. NO SPECTACLES anywhere on this sheet - not on her face, not pushed up, not on a neck chain.
THE HEAD. Grey hair wound on CURLERS: fat cylinders of pale grey hair, each ringed at its open end with a TAN-BRASS band around a dark hollow centre, standing off the scalp in a horseshoe band from temple to temple over the crown. About TEN read in the front view; in the rear view they show only as a SCALLOPED RIM of grey cylinders about eight wide around the top and side edges of the cloth. The FULL HEAD of them is the design; the exact number is not. Over them a HEADSCARF of muted SAGE-OLIVE cloth with brown mottling and no pattern, covering the back and the sides of the head and leaving the front band of rollers bare. In the front and profile views its two ends are knotted UNDER THE CHIN, the knot at the throat and two pointed ends spread on the chest (the profile carries a SECOND knot at the nape as well, and what the rear view does instead is under RECORDED DEFECTS).
THE CLOTHES. A MUSTARD-OLIVE CABLE-KNIT CARDIGAN: button-front, deep V neck with a ribbed placket, ribbed cuffs, ribbed hem at the hip. THREE round horn buttons read down the front, the lowest sitting at the apron band. The wool is TWO-TONED - paler SAGE-GREEN panels across the shoulders, the mid-back and parts of the sleeves, against the mustard-olive of the rest. A square patch hand-sewn with long dark dashed stitches sits on EACH ELBOW, both of them visible in the rear view. In the V a pale cream blouse shows, COLLARLESS - a plain neckline over a button placket carrying two small dark buttons. At the waist an OATMEAL LINEN WAIST APRON with NO BIB, falling to the upper calf, tied OVER the cardigan by a flat tape that crosses the small of the back and finishes in a BOW with two long hanging tails. Its front carries TWO PATCH POCKETS - the left one a mismatched mustard-tan cloth, the right one pale grey-cream - and THREE MENDED PATCHES: a large mid-brown five-sided patch centre-right, lapping the lower corner of the right pocket; a pale BLUE-GREY square low on the left; and a smaller grey-brown square overlapping that one at its corner. Rust-brown stains wash down the middle of the apron and a dashed running stitch runs along its curved hem. Below it a long OLIVE-BROWN SKIRT to MID-CALF - it stops well ABOVE the ankle and a clear span of bare ribbed stocking shows between its hem and the shoe - with a second panel showing under that hem. Thick ribbed knitted STOCKINGS in olive-tan, slouched at the ankle. BROWN LEATHER LACE-UP SHOES, ankle-low with a rounded toe cap, three eyelets of lacing and a low stacked heel, scuffed at the toes.
PALETTE AND FINISH. Entirely muted earth: mustard, olive, sage-green, oatmeal, brown leather, grey hair and tan-brass rings. Nothing saturated is on her, no cyan, no magenta, no glow, no rim light. PAINTED - a dark brown ink outline around every shape, flat cel shading with brushed texture inside, soft round forms. Not photoreal, not a 3D render.
WHAT IT IS FOR. The registry wording, kept verbatim from the graph: "Balcony neighbor in hair curlers who scores Holly's tricks out her window." The graph gives her exactly two edges - she SCORES FROM `balcony-lane`, and `balcony-lane` is her HOME - and `ASSET-MAP.md` lists her as "Balcony neighbor, curlers, scores tricks". She is the town's scorer, and the scoring beat is E1's: `E1-CH1-MANIFEST` shot 2f attaches THIS FILE by name alongside `world-suite\balcony_v2.png` and `holly-jo\hj_p2.png` for the balcony jump, `FESTIVAL-PRODUCTION.md` 2f writes it as "Petra leans over the balcony rail above, hands cupped, shouting her score down with a grin" with "No text or numbers... anywhere in frame", and `E1-INTRO-5MIN.md` carries the exchange "Eight and a half! / Nine, Missus Petra!". `ANIMATION-AUDIT-2026-08-24.md` fixes the shot to a GESTURE - she "leans hard over her flower box tracking the arc and holds up EIGHT fingers, then bends a ninth thumb halfway - the score read as a gesture, so no baked-in numerals". Beyond E1 the docs give her two more beats and only these: in CH20 she takes the chalk and Vess's tally column stops counting raids and starts counting days John has been standing (`CHARACTER-CANON.md`), and in the Volume One break a grey girl on the balcony lane holds a chalked TEN overhead, "the first ten Petra has ever" given (`E5-E7-VOLUME-ONE-BREAK.md`). Nothing else about her is written down; do not invent a household, a family or a history for her.
PROMPTING. ASSET ISOLATION - this sheet is HER AND NOTHING ELSE. The balcony she leans over is not on it: the corbelled slab, timber rail, slat-back chair, planked awning, warm doorway and the THREE coral-pink planters are all in `Approved\world-suite\balcony_v2.png` and are composed in from there. Holly Jo, the hoverboard, the lane, the lanterns, the laundry lines and any townsfolk each come from their own registered sheets. She holds nothing here, and by Brandt's ruling of 2026-08-19 she holds nothing in E1 either - see RECORDED CONFLICT (1). Her flat neutral studio light belongs to NO Solmara state: relight her into EMERALD NIGHT or CREAM DAY in the shot, never a blend and never a third state. Because her front, profile and rear are the only reference, state the facing you want. When she is attached to a shot, copy the clauses of her NEVER line that carry COUNTS straight into the prompt's MUST NOT list - three apron patches, two pockets, two elbow patches, three buttons - per the LOOK-LOCK rule that a number not written into the prompt is a number the model will choose for itself. The retired `petra_2.png` dressing-gown sheet must never be attached, and `CANON-DRAFT-CHARACTERS.md` still describes THAT picture, not this one - it is not a source for her look.
RECORDED DEFECTS. (1) THE SCARF IS KNOTTED IN TWO DIFFERENT PLACES ON ONE SHEET. Front and profile knot it under the chin, at the throat, with two points on the chest - but the PROFILE ALSO draws a second knot at the NAPE, with a pointed end hanging down the back, so that one view contradicts itself without any help from the others. The REAR view draws a round knot at the NAPE with two pointed ends fanned across the upper back and the cloth's triangular corner hanging to a point between the shoulder blades. One scarf cannot be tied in both places, so a rear or three-quarter-rear shot cannot be built from this sheet without choosing one; the front reading is the one the existing appended NEVER line in `CHARACTER-CANON.md` names. This needs Brandt's ruling before a rear shot is generated, and until then it must not be quietly resolved in a prompt. (2) The plate is a pale NEUTRAL GREY-WHITE - sampled it reads about 220,219,215, a hair WARM if anything, not cool - and each figure casts a soft shadow onto an implied floor - a studio artifact of the turnaround, never a location, and it must not be used as the palette, backdrop or light reference for any shot. (3) The sheet carries no readable text, numerals or watermark, and no pitched roof or scenery of any kind, so it breaks none of the LOOK-LOCK's frame laws.
RECORDED CONFLICT (1) - WHETHER SHE HOLDS A SLATE. `ASSET-MAP.md` records: "THE SLATE: CUT BY BRANDT 2026-08-19 ('I don't think you need this in the story') - Petra shouts her scores, no prop. Never regenerate," the `deflekt-episode` skill repeats "THE SLATE IS CUT from the story (his call, same day) - never regenerate it; Petra shouts her scores," and `verdict_ledger.csv` denies both slate variants (`slate_1.png`, `slate_2.png`, DENY 2026-08-25). Against that, `E1-CH1-MANIFEST.md` shot 2f specifies "Petra above holding a chalked 8.5", `film/SCRIPT-V2.md` has "Petra's balcony: an eight and a half held up", and `film/editor_notes.md` A2-08 writes "Petra leans out and pushes her slate arm higher". Both readings are live in the docs. Stated, not resolved.
RECORDED CONFLICT (2) - WHERE THE ROLLERS SIT. The registry note in `_graph_only_assets.json` reads "Townsfolk dress, curlers under a headscarf". On the sheet the curlers are NOT under the scarf: the scarf covers the back and sides of the head and the front band of rollers is fully exposed, and in the rear view they break the scarf's edge as a scalloped rim. The appended NEVER line in `CHARACTER-CANON.md` agrees with the picture ("curlers hidden entirely under the scarf" is forbidden). Stated, not resolved.
RECORDED CONFLICT (3) - THE GRAPH STILL POINTS AT THE RETIRED SHEET. `C:/Deflekt/Tools/series_graph.py` line 82 gives `petra` the sheet `AssetSheets\wave2\petra_2.png`, which is the denied dressing-gown picture now in `Series/Denied/2026-08-29/`, while the rework-wave registration in `CHARACTER-CANON.md` and `_graph_only_assets.json` both give `Approved/petra/petra_3.png`. `verdict_ledger.csv` has no `petra_3.png` row at all - its only variant row is `petra_2.png ... APPROVE 2026-08-25` - so her current approval lives in the rework-wave list, not in the ledger. Stated, not resolved.
RECORDED CONFLICT (4) - BOOTS OR SHOES. The appended NEVER line in `CHARACTER-CANON.md` calls her footwear "scuffed brown leather lace-up work boots". The sheet draws ANKLE-LOW lace-up shoes with a rounded toe cap, three eyelets and a low stacked heel, cut below the ankle bone, with the ribbed stocking slouched above them. Stated, not resolved.
VERIFIED 2026-09-06 by a second agent against the sheet: 143 claims checked, 7 corrected.
a modern quilted diamond-stitch dressing gown, housecoat or bathrobe over a pale lilac nightdress with a small white rounded collar, bedroom slippers, mules or bare feet in place of...
NEVER - what breaks it
a modern quilted diamond-stitch dressing gown, housecoat or bathrobe over a pale lilac nightdress with a small white rounded collar, bedroom slippers, mules or bare feet in place of the brown leather ankle-low lace-up shoes, a lavender, lilac, pink or pastel bedroom palette instead of the mustard-olive cable-knit wool and oatmeal linen, reading glasses on her face, pushed up on her head or hanging on a neck chain - there are no spectacles anywhere on this sheet, a bare head, a bonnet, mob cap, hood, straw hat or a plain unmottled scarf in place of the sage-olive mottled headscarf, curlers hidden entirely under the scarf, hair loose, brushed out, permed or pinned in a bun with no rollers showing, a token two or three rollers in place of the full head of them, bright pink or coloured plastic curlers instead of grey hair wound on rollers ringed tan-brass at the open end, a knot at the nape in a front or three-quarter shot, a pullover, shawl-collared wrap or a coat in place of the button-front cable-knit cardigan with its ribbed placket, cuffs and hem, one solid colour of wool with no paler sage-green panels, any count of cardigan buttons reading down the front but THREE, any count of elbow patches but TWO (one on each elbow), a bib apron, a full-length pinafore, a white apron, a bright or clean crisp unpatched unstained apron, or an apron tied in a bow at the FRONT instead of over the cardigan at the small of the back, any count of apron pockets but TWO (left mustard-tan, right pale grey-cream), any count of stitched apron patches but THREE (large mid-brown, pale blue-grey, small grey-brown), machine-neat topstitching in place of the long dark hand-sewn dashed stitches, a short skirt, trousers or bare legs in place of the mid-calf-length olive-brown skirt and thick ribbed olive-tan stockings, a slim, tall, young or straight-backed woman - she is short, stout and elderly with deep laugh-lines and a closed-mouth smile, a fringed crossed shawl, low grey bun, gnarled walking stick or black lace-up boots - that is the townsfolk-workers ELDER WOMAN, who exists precisely so Petra is not dragged into shots she is not in, her drawn out of the four-figure townsfolk plate or named as one of them, armour, weapons, uniforms, jewellery, a watch or modern dress on her, cyan or magenta rim-light, the game's neon palette or any glow on her, the drained colourless GREY harvested state, a slate, chalkboard, chalk, card, paddle, flag or any scored numeral in her hands on THIS sheet - she is empty-handed here and the prop question is an open conflict, a balcony, rail, chair, awning, planter, doorway, lane, lantern, laundry line, town or any scenery drawn behind her - the setting is composed in the PROMPT, a second figure, a child, Holly Jo, the hoverboard or any prop sharing her sheet, her holding, riding, touching or standing on the hoverboard, this sheet's neutral grey-white studio plate, cast shadows or flat key used as the palette, backdrop or lighting reference for any shot, a dusk, dawn, golden-hour or any third palette state in a frame she appears in, and in any scene built around her: pitched, gabled or tiled roofs, tan, beige or brown stone, yellow or amber lantern strings, readable text, lettering, numerals or a watermark anywhere in frame, and a photoreal, 3D-render, cel-vector or flat-fill finish in place of the painted dark-brown-ink-outlined style of this sheet
You said: Townsfolk dress, curlers under a headscarf. The old petra_2 dressing-gown sheet is retired to Denied/2026-08-29/.
Approved/petra/petra_3.png ref 01bd05b7
LOCKEDNO "NEVER" LIST
PORCH KIT
You said: The wash line prop - two timber posts, one rope line, FOUR hung garments, on a cream plate. Approved 2026-08-25 in WAVE 8 - WASH LINE (prop). This is a CREAM DAY sheet and the only thing in the slug: no porch, no deck, no building, no figure, so the porch itself comes from farm_v2.png and everything else is composed in. The four items hang on MIXED hardware - two on metal wire S-hooks, two on wooden pegs - which is the sheet as approved. Registered 2026-09-07 (approved but never registered).
Approved/porch-kit/washline_2.png ref 553b4781
LOCKEDNO "NEVER" LIST
RING ALPHABET
You said: THE RING'S ALPHABET - Brandt 2026-09-05, rw2:alphabet-refined: ADOPT THE RINGS. Four rotationally symmetric ring-and-tick glyphs, lit and unlit rows. Attach to every shot where the Ring's rim is legible; the four old plates are being reissued with it.
Approved/fx-glyphs/ring_alphabet.png ref 2823315d
LOCKEDNO "NEVER" LIST
ROOFTOP ROUTE
You said: Holly's shortcut across the flat roof terraces, emerald night. Use THIS for any roof geometry - the older terrace plates draw PITCHED tile roofs, which is an explicit Solmara NEVER.
Approved/rooftop-route/roofs_1.png ref 5a5e0f5f
LOCKED
SOLMARA - the town
TRANSCRIBED FROM THE MASTER 2026-08-25. It had no block here until now, which is why dfkcanon carried "tan stone houses" unchallenged - the same wrong colour that got the first...
the full canon wording
TRANSCRIBED FROM THE MASTER 2026-08-25. It had no block here until now, which is
why `dfk_canon` carried "tan stone houses" unchallenged - the same wrong colour
that got the first Vellamar sheet denied. Solmara is NOT tan, NOT beige, NOT brown.
TEAL-GREEN STONE. Cubic flat-roofed houses in weathered teal-green stone, stacked
densely in TERRACES up ONE steep mountain on an island, small deep-set windows lit
warm from within. Between and across the terraces hang the PINK PAPER LANTERN
STRINGS (lantern-strings sheet) in long swooping catenaries - they are the town's
signature light and they are PINK, never yellow. Stone stairs zigzag between the
levels. Below the town, an ORCHARD of PURPLE-PINK CHERRY BLOSSOM TREES in loose
rows on terraced ground. Beyond, the sea.
The sky is a deep BLUE-VIOLET night with stars; far hills sit blue-purple on the
horizon. The whole palette is cool teal, violet and pink, warmed only by window
light and the lanterns.
THE RING crowns the flat bare-rock summit above the highest houses and is the
HIGHEST silhouette in any frame it appears in (the CREST RULE).
ring, a town without the blossom orchard below it.
--- from series_graph.py (locked wording) ---
Holly Jo's world: a blossom-orchard hill town of teal-green stone terraces, orchard canals, lantern strings - the Ring crowning the town's own peak (canon geography ruling). The last untouched world.
tan/beige/brown stone, yellow lantern strings, pitched tile roofs, a second
You said: close to meta
Approved/solmara/townring_3.png ref 1991e275
LOCKEDNO "NEVER" LIST
SOLMARA ISLAND
You said: THE ISLAND WORLD PLATE and the COLD OPEN. Brandt, 2026-08-29: 'this is the cold open' and 'This is essentially what the island should be. Can be meta.' Distinct from 'solmara' (townring_3), which is the town ring seen close. The crown stair GLOWS cyan here and that glow is canon.
Approved/solmara/profile_2.png ref 5cc47c8d
LOCKEDNO "NEVER" LIST
SOLMARA MARKET PLATE
You said: The wide market/town plate. FLAT roofs throughout - the old market_v3 broke the no-pitched-roofs NEVER. Distinct from 'market-square' (the isolated fountain).
Approved/world-suite/market_v5.png ref 4bac1c88
LOCKEDNO "NEVER" LIST
TERRACED CROPS
You said: Farmed stepped fields behind the farmhouse, cream day. Distinct from the blossom orchard.
Approved/terraced-crops/crops_1.png ref 72429de7
LOCKED
THE BALCONY LANE - Solmara's night lane, and Petra's balcony
SHEET: Approved/world-suite/balconyv2.png TRANSCRIBED FROM THE SHEET 2026-09-03, by opening it - not from the filename and not from the manifests. It had a picture, an approval in the...
the full canon wording
SHEET: `Approved/world-suite/balcony_v2.png`
TRANSCRIBED FROM THE SHEET 2026-09-03, by opening it - not from the filename and not from the manifests. It had a picture, an approval in the ledger (WAVE 14, "THE RING SET RIGHT, EVERYWHERE", approved 2026-08-23, retiring the older suite_balcony) and three chapter citations, and no canon words anywhere until now. It is the lane every night-lane shot in E1 is built from: E1-CH1-MANIFEST shot 2f, the Petra scoring beat (CH1-10 / s904, with petra_2 and hj_p2 composed in); E1-CH2-MANIFEST CH2-10, "supper windows"; and E1-CH3-SCRIPT CH3-05, shot 1e, "evening lanes, ordinary night", where it alternates with terrace_v3. Approved\balcony-lane\ is an empty folder - this file is the balcony lane.
THE VIEW. One-point perspective straight up a narrow residential lane between the terraces, camera at standing height, the buildings running out of the top of frame on both sides and the lane falling away to a vanishing point at centre. Bold dark ink outline, flat cel shading in hard-edged shapes, matte painted texture. The walls are Solmara's TEAL-GREEN STONE in coursed blocks with hairline cracks, cooling to blue-teal in the shadowed depths and warming to rose and mauve wherever a lantern reaches them. Small deep-set windows glow warm amber-cream from within, plain teal plank doors sit in the lower walls, and there are round-arched openings at both bottom corners of frame. The paving is pale grey-green flagstone with irregular cobble patches. AT CENTRE-LEFT, a short flight of four or five stone steps climbs from the lane to a doorway, and that flight is load-bearing geography rather than dressing: the audit's fix for CH1-10 turns on it ("she comes off the top of the lane's stone stair flight, already in the plate, centre-left"). A small round pot of coral-pink flowers and a wicker bin sit on the cobbles near the foot of it.
PETRA'S BALCONY, upper left, the anchor of the plate. A corbelled stone slab carried on a scrolled stone bracket, with a timber railing of square balusters and a wooden top rail. One wooden slat-back chair stands on it. A planked timber awning angles out over the doorway on two diagonal struts, and the doorway behind is open and blazing warm amber-cream - the strongest single warm source in the frame. THREE planters, and three is what the plate holds: two rectangular terracotta window boxes lashed to the rail and one round terracotta pot standing behind the balusters, all carrying CORAL-PINK blooms over grey-green foliage. That is the flower box Petra leans over in the CH1-10 fix.
THE LIGHT, which is the plate's signature. A foreground string of THREE big lanterns runs along the right-hand wall, and four more strings cross the lane behind it in receding catenaries on black cord, their lanterns shrinking with distance. Every one is a ribbed cylindrical paper barrel with a CORAL-PINK shell and an AMBER-GOLD core, throwing a warm bloom that washes the teal stone rose. Above the lantern strings hang THREE clotheslines with pegged laundry - pale blue and grey shirts, trousers and vests - the topmost crossing the mesa itself. The sky is a deep blue-teal night with scattered small white stars. Small wooden balconies with plain railings recur down both walls behind Petra's.
THE MOUNTAIN, AND THE ZOOM LADDER. Beyond the rooftops the dark blue-violet mesa closes the gap at the end of the lane. On its flank the town's upper terraces read as small teal-blue cubic houses with warm windows and PINK festoon strings swagged across them - the town's signature light, correctly pink and never yellow. THE RING stands on the flat crown above, seen full-face, and ONE small CYAN glyph burns on its left inner rim, which matches the night pair and is the only lit thing on it. THE RING NEVER TRAVELS WITHOUT ITS STATE: any shot built from this plate carries dark stone, one glyph, an empty mouth, and exactly one Ring in the world.
THE PLATE IS EMPTY OF PEOPLE, and that is deliberate - it is the clean reusable location, and Petra, Holly Jo and the townsfolk are composed in. CH4-11 was convicted for forgetting that: this lane was held empty for 13.9 seconds under a line entirely about families at supper. PALETTE STATE: EMERALD NIGHT, the night half of the two-state law. The day half of this lane is Approved\world-suite\doused_lane.png, not a recolour of this one - "EMERALD NIGHT or CREAM DAY, never a blend, never a third".
RECORDED DEFECT: THREE WARNINGS, AND THE FIRST TWO ARE RECORDED IN ANIMATION-AUDIT-2026-08-24.md. (1) The audit convicts the whole of CH1's beat 2 - CH1-04 through CH1-11b, which contains CH1-10 s904, the balcony lane - for playing the emerald night state under narration that says "first light", "every morning" and "the market square woke up slow"; the remedy was "Re-render the entire round in the CREAM STATE", and the fix log at line 1066 records CH1-10 as "now midday, Petra scoring". THIS IS THE NIGHT PLATE. It no longer serves CH1's morning round and must not be reached for there; the day state is doused_lane. Its live citations are CH2-10 and CH3-05, both night. (2) CH4-11 is convicted for reusing this empty lane verbatim for 13.9 seconds under a line about "the warm windows at supper" with not one human being in frame - the plate has no people in it by design, so any shot about people must compose them in. (3) NOT IN THE AUDIT, FOUND BY OPENING THE SHEET AND WRITTEN ONTO THE RECORD HERE. At 7x the Ring's rim carries incised marks that resolve unmistakably into ROMAN LETTERFORMS - "AOIG" across the top of the rim, "EHET" running down the right - which is the exact "SFS / DRC" defect the Ring's own NEVER list forbids by name and the audit convicted on ringc_night (CH1-03) and on c407. Any push-in on this Ring resolves them into pseudo-English on the series' most sacred object, so this plate must not be pushed into until the rim is repainted as non-alphabetic First Light sigils. In the same crop the MOUTH is a flat dark teal disc with no stars in it, darker than the surrounding sky, where the at-rest card requires "the mouth is empty night sky and stars" and forbids "a lit or filled mouth". Separately, the lane's houses carry PITCHED PLANKED ROOFS with deep overhanging eaves, where Solmara canon is "cubic and flat-roofed" and lists "pitched, gabled or tiled roofs" under NEVER. That is the same deviation Brandt ruled KEEP AS IS on the harbour plate, but NO SUCH RULING EXISTS FOR THIS ONE - so do not silently bless it and do not half-fix it (recolouring or flattening one element on its own yields a lane that matches neither this sheet nor the town). It needs his verdict. Until he gives one, this plate is not the reference for Solmara's roofline anywhere else.
--- from series_graph.py (locked wording) ---
The narrow laundry-line canyon where Holly backflips past the third floor and gets a score.
tan, beige, brown, sandstone or grey-blue walls in place of Solmara's teal-green stone, yellow or amber lantern shells (the paper is coral-pink and only the flame core is amber-gold),...
NEVER - what breaks it
tan, beige, brown, sandstone or grey-blue walls in place of Solmara's teal-green stone, yellow or amber lantern shells (the paper is coral-pink and only the flame core is amber-gold), the lantern strings drawn matte, grey and unlit in this plate (that is the doused day state, doused_lane), a cream-day, dawn, dusk, golden-hour or overcast version of this lane or any blend of the two states, the Ring's mouth lit or filled with plasma, a vortex, a flat cyan sheet or another world, more than one lit glyph, a ring of burning glyphs, or the single glyph moved off the left inner rim, a second Ring, a companion arch or a partial ring at the edge of frame, incised rim marks that resolve into Roman letterforms or pseudo-English words, a roofline, clothesline, lantern string or hanging shirt crossing above the Ring's top edge, a glowing crown stair or any cyan light in the lane that is not a Ring glyph, streetlamps, torches, braziers, candles, a lighthouse or a moon added as light sources, red light of any kind (red is the Swarm's) or the game's neon cyan-magenta rim-light, windows lit cool white, blue or cyan rather than warm from within, the centre-left stone stair flight moved, removed, or redrawn as the keeper's switchback, Petra's balcony given a stone or iron rail or stripped of its awning, its chair or its three coral-pink planters, people, ships, hoverboards, the Swarm or impact damage baked into the plate, readable text, lettering, numerals, signage or a watermark anywhere in the lane, and this plate used as the reference for Solmara's roofline, the market square, the canal or the harbour
You said: Solmara night lane with Petra's balcony, emerald night, empty. Approved WAVE 14, 2026-08-23 per block (ledger 2026-08-25). ATTACH WITH WARNINGS: NIGHT plate - not for CH1's morning round (day state is doused_lane); empty by design, compose people in (CH4-11 convicted 13.9s bare); Ring rim carries Roman letterforms AOIG/EHET and a flat dark starless mouth - NEVER push in on this Ring, repaint rim as non-alphabetic sigils; pitched planked roofs with no KEEP ruling - not a roofline, market, canal or harbour reference. Registered 2026-09-06 (was transcribed but unregistered).
Approved/world-suite/balcony_v2.png ref c9dc085f
LOCKED
THE BREAD PACKAGE - what Ossie hands across the counter
SHEET: Approved/bread-package/package1.png TRANSCRIBED FROM THE SHEET 2026-09-03, by opening it - not from the filename and not from the manifest line. Approved 2026-08-25 as "WAVE 8 -...
the full canon wording
SHEET: `Approved/bread-package/package_1.png`
TRANSCRIBED FROM THE SHEET 2026-09-03, by opening it - not from the filename and not from the manifest line. Approved 2026-08-25 as "WAVE 8 - BREAD PACKAGE (prop)" in `verdict_ledger`, and it has carried a picture, a CH1 manifest reference and NO canon words at all until now; `canon-index.json` classes it an orphan with the gap `no-canon-block`. Read the defect paragraph before attaching it to anything.
THREE package states in a row on a plain BONE-CREAM backdrop under one soft neutral key from the upper left, painted in the series' heavy painted style, each state also printed a SECOND time as a softer, slightly-varied copy directly above it. Every object floats clear of a detached soft grey-brown ELLIPTICAL cast shadow; nothing touches ground anywhere on the sheet. The material is KRAFT PAPER - warm wheat-tan on the lit top planes, mid russet and cocoa-brown down the folds and the underbelly, the back face of the open one going a cooler greyed taupe-mauve - crumpled, with hard painted fold-ridges and creases. The twine is pale OAT / FLAX, two-ply with the twist drawn in, laid with an olive-brown shadow line under every run. There is no colour in the picture but paper, twine and crust: no cyan, no magenta, no teal, no green, nothing of the town.
LEFT - THE ROUND PARCEL, GATHERED AT THE TOP. One round loaf wrapped in a single sheet drawn up and gathered into a soft crown, the paper falling in radial creases down a domed belly, seen three-quarter from slightly above. ONE horizontal twine band round the widest part and ONE vertical run over the crown and down the front face, meeting at a SINGLE knot at the top tied in a TWO-LOOP bow with two loose tails. CENTRE - THE CROSS-TIED PARCEL, SEEN FROM ABOVE. The same wrap flattened into a squat disc, the creased paper folded in over the loaf, one twine run north-south and one east-west crossing at a single knot just above centre, again a two-loop bow with two tails hanging down the near face. This is the parcel as it lies in a satchel or on a counter. RIGHT - THE OPEN BAG, THE LOAF SHOWING. A sheet rolled round the loaf lengthwise, mouth OPEN toward frame left, the paper folded back on itself in two long peaks. NO TWINE ANYWHERE ON THIS ONE - untied is the whole point of the state. Inside sits a round loaf with a burnished AMBER-TO-CARAMEL crust torn open across the near face to a pale CREAM-GOLD crumb. That crust is the only warm orange in the picture and it is what the sheet actually exists to prove: there is bread in the paper.
WHAT IT IS FOR, which is what stops a model redecorating it: this is the finished good that leaves Ossie's shop front - the object `bakery-interior` is building toward, where "the SCALE and WRAPPING PAPER are the selling end" and "This is the room that makes 'two of Ossie's, still hot'". `E1-CH1-MANIFEST.md` names it at Beat 2, Shot 2c - "bakery stop - bread bundles into the satchel", refs `world-suite\bakery_v2.png` + `ossie\ossie_1.png` + `bread-package\package_1.png`. It is also the cargo the surrounding chapters keep naming without showing: CH1-06 / 2b, "A courier carries small things - bread, letters, spare parts"; CH2-02 / 1b, the bakery lane waking on "By the time the bread was warm"; CH5-3a, Momma Jo "come to town that evening with bread for the watch"; CH10-1b, the offerings left on the stones beside the hull, "Bread. Flowers with the roots still on them." TWO COUNTS ARE LOAD-BEARING: the script says "Two of Ossie's, still hot" (E1-FORMATB-SCRIPT B19), so it is TWO parcels in the satchel on that line, not one and not a heap; and the sheet carries THREE designs, not six. CH5 names a dropped BASKET - the basket is a separate prop this sheet does not supply, and the parcels go IN it.
PROMPTING. Asset isolation holds: OSSIE IS NOT ON THIS SHEET and no hand, satchel, counter, doorway or lane may be drawn onto it - compose him in from `Approved\ossie\ossie_1.png`. The light here is a NEUTRAL WARM STUDIO KEY and is never a light reference for anything. Ossie's work room has BOTH states as their own sheets - `bakery-interior` (EMERALD NIGHT, lit only by the oven's orange pool, which "dies out about a table's length away", against cold blue-violet at the windows) and `bakery-interior-day` (CREAM DAY, cool daylight from the windows, the oven banked and its pool faint) - so a parcel staged in there is repainted into whichever of those two lights the scene's state is, and a parcel on the morning lane into cream day: EMERALD NIGHT or CREAM DAY, never a blend. One reconciliation to keep straight: `bakery-interior` describes the stock on the counter as "a stack of plain pale WRAPPING PAPER" while this sheet's finished parcels read warm kraft tan. This sheet is the authority on the wrapped parcel, that one on the flat stock, and any shot showing both should paint them as the same paper rather than two different materials. The loaf inside is a ROUND GOLDEN BOULE, matching the racks on `bakery-interior`, whose rule is "round golden boules only".
RECORDED DEFECT: THE AUDIT DOES NOT CONVICT THIS PLATE, and that is on the record deliberately: ANIMATION-AUDIT-2026-08-24.md was searched for `package_1`, `bread-package`, `package` and `bread` - zero hits on the filename, and CH1-07 (s902, Ossie's ovens), the shot this prop dresses, carries no finding at all. Two things still have to travel with the sheet. (1) THE SHEET IS DOUBLED, and it is a generator artifact, not a design. Above each of the three parcels sits a SECOND, softer, out-of-focus copy of the same object, varying slightly in its folds and bow, cut off along its lower edge where the crisp row overlaps it and dissolving into the backdrop. The sheet carries THREE package designs, not six: the upper row is not three more variants, not a turnaround, not a scale comparison. Attached unqualified it invites a model to paint a ghosted duplicate hovering above the parcel or to invent designs off the blur, so any prompt using this sheet must name the three states - gathered round parcel, cross-tied top-down parcel, open untied bag - explicitly in words. All three also float clear of detached elliptical shadows with no ground contact; that studio artifact must never carry into a shot. (2) ONE AUDIT REMEDY POINTS THE WRONG WAY AT THIS PROP. CH1-06's REPLACE WITH prescribes putting the satchel back on Holly Jo with "a baguette end and a rolled letter sticking out of it". A baguette contradicts this sheet and is on `bakery-interior`'s NEVER list, which is "round golden boules only". If CH1-06 is regenerated, what shows out of the satchel is the corner of a kraft parcel and a rolled letter, never a baguette. CH1-08's remedy carries a milder version of the same slip - "a loaf under one arm", bare and unwrapped, where the established object is the wrapped parcel.
a baguette, bloomer, braided loaf, dark rye, cake or pastry inside or protruding from the paper (round golden boules only), readable text, a shop name, a maker's stamp, a price,...
NEVER - what breaks it
a baguette, bloomer, braided loaf, dark rye, cake or pastry inside or protruding from the paper (round golden boules only), readable text, a shop name, a maker's stamp, a price, numerals or any letterform anywhere on the wrapping (no letterforms anywhere in Solmara), ribbon, raffia, cord, coloured string, wire, tape, a wax seal, a printed sticker or a paper band in place of two-ply oat twine, a florist's rosette, a double bow, more than one knot on a parcel, or a bow tied anywhere but where the two twine runs cross, white, bleached, waxed, glossy, greaseproof, parchment, foil, plastic or cellophane wrapping, twine added to the open bag or the open bag redrawn tied and sealed (it is untied, and the two states are never swapped), six designs read off the sheet or the upper soft row treated as extra variants, a turnaround or a size chart, a basket, creel, crate, box, tin, sack or cloth bundle in place of paper and twine (CH5's dropped basket is a different prop this sheet does not supply), a burnt, blackened, seeded, slashed, scored or pale under-baked loaf, or crumb any colour but cream-gold, cyan or magenta rim-light from the game's neon identity, any glow on the parcel, or steam, smoke or drawn heat lines coming off it, this sheet's neutral studio key, its bone backdrop or its detached floating ellipse shadow used as a light, palette, backdrop or staging reference for any shot, a third palette state - no dusk, no cream-day and emerald-night blend, hands, a satchel, a counter, a doorway, a lane, a ground plane or any Solmara scenery drawn onto the sheet itself, Ossie or any other figure drawn onto the sheet, one parcel where the narration says "two of Ossie's", a parcel left floating unsupported in a shot instead of resting on a counter, in a satchel, in a basket or on the stones, and in any shot it is staged in - pitched or tiled roofs, tan, beige or brown stone, or yellow or amber lantern strings
You said: Registered 2026-09-05 after the 1-04 agent found the slug missing: shot_gate.py printed OSSIE's id for it instead of refusing (fallback bug - see below). Uploaded by that agent from the approved sheet.
Approved/bread-package/package_1.png ref e74f93a9
LOCKED
THE CANAL AND THE FOOTBRIDGE - Solmara's water, emerald night
SHEET: Approved/world-suite/canalv2.png TRANSCRIBED FROM THE SHEET 2026-09-03, by opening it - not from the note and not from the filename. UNREGISTERED: it sits in Approved/ and is...
the full canon wording
SHEET: `Approved/world-suite/canal_v2.png`
TRANSCRIBED FROM THE SHEET 2026-09-03, by opening it - not from the note and not from the filename. UNREGISTERED: it sits in Approved/ and is named by E1-CH1-MANIFEST.md:36 ("Shot 2e: canal + footbridge glide. REF: world-suite\canal_v2.png"), but it has never carried a canon card, which is exactly why every shot built on it has been described from memory. This block ends that, and it is a WARNING CARD as much as a description - read the defects at the bottom before attaching it to anything.
WHERE IT IS, AND WHERE THE CAMERA STANDS. SOLMARA-GEOGRAPHY: "THE CANAL is spring-fed from the mountain: it steps DOWN through the terraces on the south face and runs WEST to the sea. The arched footbridge crosses it mid-slope." This is that crossing, seen from IN the channel, low and downstream, looking UP-slope with the mountain and the Ring filling the upper background - the north view the map promises. The water runs toward camera in a stepped chain of low weirs: two broad steps under and just beyond the arch, then a final drop in the near foreground over a squared stone sill into the pool at the bottom of frame. ONE bridge, a single semicircular span of dressed voussoir blocks with a solid flat-capped stone parapet on top and a heavy pier landing on each bank. Long flights of stone steps flank both banks and climb out of frame, the left flight descending toward camera, the right climbing away.
THE STATE IS EMERALD NIGHT, the night half of the two-state law - "EMERALD NIGHT or CREAM DAY, never a blend, never a third". Weathered TEAL-GREEN STONE throughout, big rough blocks with visible coursing and hairline cracks, pine-teal in shadow and pale seafoam where light finds it, all drawn in heavy dark ink outline over flat cel colour with visible brush texture. Windows are small deep-set slots lit WARM CREAM-PEACH from within, and the bounce they throw onto the green stone reads green-cyan - wall bounce off green stone, not Ring light. PINK PAPER LANTERN STRINGS hang in long swooping catenaries across the lane and across the town behind it, ribbed rose-pink barrel and round lanterns threaded on a dark cord, each with its own soft magenta bloom. Dark violet-purple shrub masses cling to the walls. The sky is deep teal-indigo with fine white stars. Pink blossom petals ride the surface of the canal, which carries the reflections - a gold column under the hanging lantern, the pink of the strings smeared across the water.
THE RING crests everything, centred on the flat bare-rock mesa above the town, the cliff below it pale grey-violet with vertical striations and no houses on the crown. Its mouth is EMPTY - night sky and stars straight through it - and exactly ONE small cyan glyph is lit low on the left inner rim. That is the at-rest night state, and that glyph is the only cyan in this plate that is entitled to be there.
WHAT IT IS FOR. It is the night canal beat of Holly Jo's courier round in E1 CH1 - the one place on the route where the road is water and the shortest line is under an arch, "one bridge that is technically not a road". It is a CLEAN, EMPTY, PRE-ATTACK LOCATION: nobody is on it, and Holly Jo, the hoverboard, Darren, Vess and every townsperson are composed in by prompt.
THREE THINGS ARE WRONG WITH THIS PICTURE, AND CANON RECORDS THEM RATHER THAN BLESSING THEM. (1) THE ROOFS. Near-field buildings on both banks carry PITCHED, GABLED and BARREL-TILED roofs with deep overhanging eaves on exposed rafter tails, and pitched silhouettes recur among the distant houses. Solmara is cubic and FLAT-ROOFED, and pitched roofs are the exact NEVER that got market_v3 denied. The rooftop-route block already names this failure class without naming this file: "The older terrace plates draw PITCHED TILE ROOFS, and pitched roofs are an explicit Solmara NEVER." canal_v2 is one of those older plates. Never take roof geometry from it - use Approved\rooftop-route\roofs_1.png. (2) THE GLOWING WATER. The weir under the arch is painted as a self-luminous pale cyan-white and is among the brightest things in frame, with the arch soffit lighting along with it. ANIMATION-AUDIT-2026-08-24 convicts the clip made from this plate, CH1-09 m_canal: "The cyan-glowing waterfall and arch underside also push past the geography note's neon restraint (glow only from windows, lanterns, reflections and Ring glyphs)." Water is not on that list. Any shot off this plate pulls the cascade back to reflected moonlight and lantern reflection. (3) THE ARCH LANTERN IS AMBER. The single lantern hanging under the crown of the arch is salmon-orange over a hot gold core, plainly warmer than the rose-pink strings above it, and it is the strongest warm source in frame. The town's signature light is PINK, never yellow or amber - do not read an amber lantern out of this plate into any other frame.
TWO SMALLER CAUTIONS. The Ring's rim here is covered in ornate Celtic knotwork interlace, while the registered Ring master (the-ring-night) is explicit that the mark is "a small hooked key-spiral incised on plain pitted stone" and forbids it "set in a panel of Celtic knotwork or ornate carving" - the audit already killed the CH2 omen insert for precisely that. So this plate is a placement-and-silhouette reference for the Ring and never a rim or carving reference; push in on the Ring only from the-ring-night. And the manifest line is STALE for the beat it names: when the whole of CH1 Beat 2 moved to CREAM DAY, CH1-09 was re-rendered as "canal glide - new daylight clip", so the morning round wants the day canal (Shots\fix\canal_day.png, itself unapproved and unregistered), not this one. canal_v2 is the NIGHT canal, and it is correct for the night beats from CH1-12 onward.
RECORDED DEFECT: RECORDED DEFECT - this plate is not clean and must not be attached without these warnings. (1) PITCHED ROOFS: near-field buildings on both banks carry pitched, gabled and barrel-tiled roofs with deep overhanging eaves on exposed rafter tails, and pitched silhouettes recur in the distant town. Solmara is cubic and FLAT-ROOFED; this is the exact NEVER that got market_v3 denied, and the rooftop-route block already names the class without naming this file - "The older terrace plates draw PITCHED TILE ROOFS, and pitched roofs are an explicit Solmara NEVER." canal_v2 (2026-08-21) is one of those older plates. Never take roof geometry from it; use Approved\rooftop-route\roofs_1.png. (2) GLOWING WATER, convicted in ANIMATION-AUDIT-2026-08-24 against the clip made from this plate, CH1-09 m_canal: "The cyan-glowing waterfall and arch underside also push past the geography note's neon restraint (glow only from windows, lanterns, reflections and Ring glyphs)." The defect is in the plate itself - the weir under the arch is painted self-luminous pale cyan-white and is among the brightest things in frame. (3) AMBER ARCH LANTERN: the single lantern under the crown of the arch is salmon-orange over a hot gold core, warmer than the town's rose-pink strings and the strongest warm source in frame; Solmara's lanterns are PINK, never yellow or amber. (4) The Ring's rim is drawn in ornate Celtic knotwork interlace, which the-ring-night explicitly forbids as the glyph's setting ("a small hooked key-spiral incised on plain pitted stone"), so this is never a Ring rim or carving reference - the audit already killed the CH2 omen insert for that. (5) STALE MANIFEST POINTER: E1-CH1-MANIFEST.md:36 still names this night plate as REF for Shot 2e, but CH1-09 was re-rendered as a daylight clip when CH1 Beat 2 moved to CREAM DAY, so this plate no longer serves that beat; it is correct only for night, from CH1-12 onward. NOTE ON PATH: the sheet is at Approved\world-suite\canal_v2.png - there is no Series\world-suite\ directory.
pitched, gabled, tiled or shingled roofs, overhanging eaves or exposed rafter tails on any building in frame - this plate already draws them and they are the error, not the reference,...
NEVER - what breaks it
pitched, gabled, tiled or shingled roofs, overhanging eaves or exposed rafter tails on any building in frame - this plate already draws them and they are the error, not the reference, and every Solmara roof is FLAT and edged by a solid stone parapet per rooftop-route, chimneys, chimney pots, roof smoke, gutters or downspouts, the cascade, the weir, the canal water or the arch soffit drawn as self-luminous cyan - water carries reflection only, and glow comes from windows, lanterns, reflections and the Ring's glyphs and nothing else, tan, beige, brown or grey-blue stone in place of weathered teal-green (grey-blue is the harbour plate), yellow, amber, white or multicoloured lantern strings, or matte unlit lanterns - unlit paper belongs to the cream-day master and these strings are LIT and PINK, a dusk, golden-hour or sunset blend, a cream-day tint or any third palette state - this plate is EMERALD NIGHT, red light of any kind (red is the Swarm's) or the game's neon cyan-magenta rim-light on stone, water or people, more than ONE lit glyph on the Ring's rim, a lit or filled Ring mouth, a ring of burning glyphs, or that glyph in amber, gold, white, green, magenta, violet or red instead of cyan, any roofline, crag, cloud, lantern cord or bridge parapet crossing above the Ring's top edge - the crest rule has no exceptions, the Ring's ornately knotworked rim used as a carving reference or pushed in on - the rim master is the-ring-night and it is plain pitted stone with a small hooked key-spiral, a second bridge or span, a flat plank or timber footbridge, or a wooden or iron railing in place of the solid flat-capped stone parapet, a quay, pier, mole, moored boats, warehouses or the fish stall on this water - Solmara has no working port and the canal simply runs west to the sea, a well, pump or cistern added as a second draw-point (the well is CUT), electric lamp posts, glass street lanterns, or any wire or cable other than the lantern cords, readable text anywhere - shop signs, numbers, lettering or a watermark, a boat, barge, punt or anything floating on the canal but the pink blossom petals, blast scars, craters, rubble, fire, wreckage, harvest damage or Grey figures baked into the plate - this is the clean pre-attack state and every damaged frame is a shot made FROM it, and Holly Jo, the hoverboard, Darren, Vess, Momma Jo, Ossie, Petra or any townsperson drawn onto the plate itself - every figure is composed in by prompt
You said: Solmara canal and stone footbridge, emerald night, empty pre-attack. Approved WAVE 14 (ledger 2026-08-25; block dates the sheet 2026-08-21). ATTACH WITH WARNINGS: pitched/barrel-tiled roofs on both banks - never a roof reference (roofs_1); weir and arch soffit painted self-luminous cyan (convicted CH1-09) - water reflects only; arch lantern is amber, Solmara lanterns are PINK; Ring rim drawn as Celtic knotwork - never a rim/carving reference; night only, CH1-12 onward (CH1 Beat 2 is cream day now, manifest pointer stale); nobody in it, compose figures in. Registered 2026-09-06 (was transcribed but unregistered).
Approved/world-suite/canal_v2.png ref 24c4ba55
LOCKED
THE DOME - the Ring's shield over the whole island
SHEET: Approved/the-dome/dome1.png (registry slug the-dome) SOLMARA SEEN WHOLE FROM THE SEA AT NIGHT, RING ONE LIT, with the Ring's shield standing over the entire island. This is the...
the full canon wording
SHEET: `Approved/the-dome/dome_1.png` (registry slug `the-dome`)
SOLMARA SEEN WHOLE FROM THE SEA AT NIGHT, RING ONE LIT, with the Ring's shield standing over the entire island. This is the clean reusable PLATE: CH19 and CH20's impact frames are shots made FROM this picture, never baked into it. Camera is level and mid-distance, 16:9, the whole island in frame with a band of open water across the bottom and a starfield above. It was denied FOUR times before it landed, so the geometry below is not decoration - it is the fix.
THE SHIELD IS WIDE AND SHALLOW, NOT A BUBBLE. One smooth arc of translucent cyan-white light, roughly TWO AND A HALF TIMES AS WIDE AS IT IS TALL, its foot spanning about 85% of the frame width. It springs from the RING'S BASE on the crown and sweeps outward and DOWNWARD, coming to ground OUTSIDE the island entirely - a hard, bright cyan-white ellipse laid on OPEN WATER beyond the pebble shore and the orchard, so the whole town sits inside it with room to spare. The canopy itself is a faint luminous teal wash and fully transparent: mesa, terraces, lantern strings and stars all read straight through it, with one soft lens-like highlight arc inside the upper left. The only hard line is the rim. The dome is centred on the Ring, because THE RING IS THE EMITTER HOLDING IT UP - it is not sheltering underneath its own shield. THE CREST RULE HOLDS, AND THIS FRAME IS HOW: the canopy's apex passes BEHIND the Ring and crosses it just below the middle, so the RING'S TOP HALF STANDS CLEAR AGAINST OPEN SKY and is still "the HIGHEST silhouette in any frame it appears in". Scale is the other half of the fix - the Ring's outer diameter is about ONE SIXTH of the dome's span and about TWO FIFTHS of the flat crown it stands on. Small thing on top of a big island, never a monument filling the sky.
THE RING IS AWAKE HERE - this plate is the lit state, not the resting one. Weathered grey-brown stone laid up in discrete voussoir blocks; a ring of CYAN GLYPHS burning on the OUTER RIM FACE, one per block, and the count is FORTY (nine is the count of cold lamps in Vess's room, a different number) - forty has to be WALKED in a shot, never named; inside that, a darker band carved with fine UNLIT lattice; and the MOUTH FILLED EDGE TO EDGE WITH A FLAT SHEET OF PALE CYAN-WHITE LIGHT, no sky showing through. GLYPHS LIVE ON THE RIM ONLY; the canopy carries none. From the Ring's foot the GLOWING CYAN SWITCHBACK STAIR zigzags down the bare rock into the highest houses - the stair glows, and that is correct art, not a defect.
UNDER THE DOME IT IS THE ISLAND MASTER UNCHANGED, in EMERALD NIGHT: cubic FLAT-ROOFED houses in weathered teal-green stone stacked densely in terraces up one steep mountain, small deep-set windows lit warm from within, PINK PAPER LANTERN STRINGS in long swooping catenaries across and between the levels, an orchard of PURPLE-PINK BLOSSOM TREES in loose rows on terraced ground below, dark blue-grey cliffs with vertical striations, a deep blue-teal sky with stars, and the lanterns' pink smeared across the near-black water in front. NO WALL, RAMPART OR FORTIFICATION ANYWHERE - the town's edge is houses and orchard meeting the shore, and an invented curtain wall is exactly what got attempt three denied. Solmara's harbour is round the far side of the island and is not in this view.
a hemisphere, sphere or bubble enclosing the summit, a canopy that arches OVER the Ring or puts the Ring inside its own dome, the dome's apex higher than the Ring's top, anything in...
NEVER - what breaks it
a hemisphere, sphere or bubble enclosing the summit, a canopy that arches OVER the Ring or puts the Ring inside its own dome, the dome's apex higher than the Ring's top, anything in frame taller than the Ring, a Ring drawn large against the island (it is about one sixth of the dome's span), the dome's foot landing on the shore, the beach, the orchard or the terraces instead of on open water outside them, a dome too small to contain the whole town, an opaque or milky canopy that hides the town, a hexagonal force-field cell pattern or sci-fi energy-grid texture on the canopy, glyphs, runes or lettering anywhere on the dome's surface, nine glyphs (nine is the cold-lamp count), a dark or sleeping Ring with an empty mouth (this plate is the AWAKE state), a second ring, a companion arch or a partial ring at the edge of frame, an encircling wall, rampart, curtain wall, battlements or gatehouse around the town, pitched or tiled roofs, tan, beige, brown or grey-blue stone houses, yellow or amber lantern strings, a dusk or daylight palette or any third palette state, an unlit crown stair, a quay, docks, piers or moored boats on this face of the island, impact bursts, cracks, ships, enemies or weather baked into the plate, readable text or lettering anywhere
You said: RING ONE LIT, shield over the whole island. The clean reusable PLATE - CH19/CH20 impact frames are shots made FROM this, never baked into it. Geometry that took four denials to get right: the shield is WIDE AND SHALLOW, springs from the Ring's BASE and comes down on OPEN WATER outside the shore, so the Ring stays the highest thing (the crest rule has no exceptions) and the whole town still fits inside. The Ring is AWAKE - rim glyphs, cyan sheet in the mouth. GLYPHS LIVE ON THE RIM ONLY; the canopy carries none. Canon says FORTY glyphs (nine is the count of cold lamps, a different number) and forty has to be WALKED in a shot, not named. NO WALL around the town - an invented rampart is what got attempt three denied.
Approved/the-dome/dome_1.png ref 39eb46b2
LOCKED
THE GREY - harvested people, alive and colourless
SHEET: Approved/the-grey/grey1.png (registry slug the-grey) TRANSCRIBED FROM THE SHEET 2026-09-02, by opening it - not from the note. WHAT IT IS FOR. This is the consistency guard for...
the full canon wording
SHEET: `Approved/the-grey/grey_1.png` (registry slug `the-grey`)
TRANSCRIBED FROM THE SHEET 2026-09-02, by opening it - not from the note.
WHAT IT IS FOR. This is the consistency guard for HARVESTED SURVIVORS, the way `townsfolk` is the guard for background people. It extends the show's never-violated colour grammar - "Harvested worlds = grayscale; saved worlds bloom color back" - from worlds onto BODIES. Grey means TAKEN, and it does not come back. It carries five chapters: the Vellamar tide in CH16 ("Nine boats, four hundred people, the colour gone out of them too: grey hands, grey coats, grey faces. Alive, unhurt, very quiet"), Ossie "grey to the fingernails" at his till, the four hundred grey refugees in the undercroft in CH19, the grey town still on its feet in CH20, and the grey girl holding a chalked TEN over her head in CH21. The people themselves are "harvested survivors, alive, unhurt, competent, colour-blind" - the E5-E7 break flags that STORY item as still needing ratification, but the LOOK is approved and registered and this block is the look.
THE SHEET. FOUR full-length figures, evenly spaced, standing straight and square to camera on a flat CREAM backdrop with one soft grey shadow ellipse under each. Isolated asset sheet, no location, no props but the one named below. Left to right: (1) a young man, short swept hair, open buttoned waistcoat over a collarless shirt with the sleeves rolled to the elbow, plain trousers, low lace-up shoes; (2) a heavy-set middle-aged woman in a headscarf knotted at the back, a crew-neck sweater with pushed-up sleeves over a collared shirt, a long apron over a longer skirt, lace-up work boots; (3) a bearded man in his forties, short cropped hair, full beard, shirt open at the throat under an open waistcoat, trousers cuffed above heavy lace-up boots - HE IS THE ONE HOLDING THE LANTERN; (4) an old woman, white hair drawn back to a low bun, a heavy fringed shawl crossed over the chest, long dress with a wide waistband and apron, lace-up boots. The clothing is the townsfolk sheet's "plain earth-tone island wear - linen shirts, wool sweaters, aprons, headscarves, waistcoats, work boots", drained: garments now separate only by VALUE (charcoal, mid-grey, pale bone), never by hue.
THE BODIES. Skin is a dull MINERAL GREY with a faint glassy sheen - pale slick highlights sitting on cheekbones, brow, nose bridge and knuckles as though the surface had gone slightly vitreous. Hair is ASH, fair or mid or white by value only. THE EYES ARE STILL EYES: pale grey-blue irises with dark pupils, present, open, looking straight out. Faces are slack and level - calm, a little tired, unhurt. Nobody weeps, screams, cowers or bleeds. There are no wounds, no ash, no soot, no rags, no wasting. THAT IS THE WHOLE HORROR: nothing was done to their bodies.
THE ONE COLOUR IN THE FRAME, AND IT IS LOAD-BEARING. The bearded man carries a LIT HAND LANTERN: a hurricane lamp with a wire bail handle, a vented domed cap, two side risers framing a bulbous glass globe with a crossed wire guard over it, and a fuel font with a knurled wick knob. The whole lamp reads DUSTY ROSE-PINK, the globe glowing bright PINK around a near-white flame core, throwing a soft pink halo into the empty air beside him. Its light LANDS ON HIM - fist, knuckles, forearm, rolled cuff, shirt front, waistcoat, near thigh - as PINK LIGHT WASHING OVER GREY MATERIAL, never as returned colour; his far side stays neutral grey. The lamp is there to say what colour the world is supposed to be, standing a hand's width from people who have none: Solmara's and Vellamar's lantern light is "the town's signature light and they are PINK, never yellow". KEEP THE LIT PINK LANTERN IN ANY REDO.
WHY THE FIRST ATTEMPT WAS DENIED, so it is not repeated: it was a DESATURATION of the townsfolk plate rather than its own drawing. Same people with the saturation slider pulled down is the defect. These are DRAWN grey - values re-composed, highlights glassy, and one pink light source in frame that a desaturation pass cannot contain.
a desaturated or greyscale-filtered copy of the townsfolk plate, pure black-and-white with no pink lantern, an unlit or removed lantern, a second lit lantern or any second colour...
NEVER - what breaks it
a desaturated or greyscale-filtered copy of the townsfolk plate, pure black-and-white with no pink lantern, an unlit or removed lantern, a second lit lantern or any second colour source, a YELLOW or AMBER lantern flame, a CYAN lantern flame (cyan is the keeper's lamps and Holly Jo's power, never a townsperson's hand lamp), skin that blooms back to flesh colour where the pink light falls, distressed faces - screaming, weeping, cowering, pleading, wounds, blood, bandages, gore, corpses, gaunt or starved or sickly bodies, zombies, ghosts, translucent or semi-transparent or floating figures, blank white eyes, pupil-less eyes, glowing eyes, eyes closed, ash or soot or dust on skin and clothing, burned or torn or ragged clothing, cracked stone or crystalline or statue skin (they are grey, not petrified, and they do not shed glass), armor, neon, uniforms or modern dress instead of drained earth-tone island wear, a child on this sheet (children are their own sheet), more or fewer than four figures on the sheet, a background, a crowd or a location behind them instead of the plain cream backdrop, Ossie or Petra or any named character drawn out of this sheet, grey applied to a town that was BURNED rather than harvested (the CH9 dawn error - the palette then says the opposite of the line), grey applied to a saved or restored beat, and in any shot that places a grey figure in the world: pitched or tiled roofs, tan or beige or brown stone, yellow or amber lantern strings, a third palette state between emerald night and cream day.
You said: HARVESTED TOWNSFOLK. Canon grammar: grayscale means a thing whose light has been HARVESTED - what the swarm drains turns to grey glass. Skin dull mineral grey with a faint glassy sheen, hair ash, faces slack but NOT distressed. Alive and unhurt: the horror is that nothing was done to their bodies. THE LIT PINK LANTERN one of them still carries is the only colour in the sheet and is load-bearing - it shows what colour the world is meant to be, next to people who have none. Keep it in any redo. Carries five chapters. Brandt denied the first attempt for being a desaturation of the townsfolk plate rather than its own drawing.
Approved/the-grey/grey_1.png ref c6e285d6
LOCKED
THE KEEPER'S SHELTER - the ledge the two men watch from
SHEET: Approved/keepers-shelter/shelterv2b.png WHAT IT IS AND WHAT IT IS FOR. The Keeper's shelter from outside, at night, on a bare rock ledge high on Solmara's Crown, the whole town...
the full canon wording
SHEET: `Approved/keepers-shelter/shelter_v2b.png`
WHAT IT IS AND WHAT IT IS FOR. The Keeper's shelter from outside, at night, on a bare rock ledge high on Solmara's Crown, the whole town falling away below to the sea and the Ring standing on the rock above. It is a clean, empty LOCATION plate - nobody is in it - and it is the set for the show's recurring two-hander. CH2-24 and CH2-26 are the shelter watch (shelter_v2b + vess_1 + darren_p1). CH3's Beat 4 closes the episode here: the two watchers, the red seam holding over the sea, the last shot on Darren's face. CH4 runs its planning two-shot on this ledge at CH4-09 and CH4-13. Its job is to hold a warm lit doorway, a town, an ocean and the Ring in one frame, which is why it keeps getting reused, and why the audit asks for new angles on this set rather than a new one.
THE SHELTER. Right third of frame, a small hut of coursed rough stone blocks built hard against the cliff, its right flank running straight into the rock. One heavy plank door in cool violet-brown timber: vertical boards, a thick timber frame under a heavy lintel beam, two horizontal battens each studded with a row of round iron pegs, a dark iron pull handle on the right-hand edge. NO WINDOW anywhere on it. Above, a shallow plank roof of overlapping boards on a heavy timber purlin, sloping down to the left, one squared beam-end projecting over the door. Left of the door, a plain scrolled iron bracket with a hook. Under it a stack of split logs, cut ends to camera, sitting straight on the ground. A loose plank leans against the wall right of the door. The ledge is packed pale dirt and rock, worn flat, dropping away at the left. There is NO BENCH AND NO TABLE on this sheet - the audit's shots put two men on a bench and a map on a table, and both of those are composed in by prompt.
THE LIGHT, AND IT IS THE ONE WARM THING IN THE PICTURE. A single iron-framed glass lantern hangs from that hook: four-sided, tapered cap, small finial, a WARM AMBER flame inside. It is the only warm source in frame and it does all the work on the right half, throwing a gold pool up the stone, across the dirt and over the woodpile, dying to cool blue-grey a couple of metres out. The stone reads sandy cream where the lantern reaches and BLUE-GREY everywhere else - the warmth is the lamp, not the material, and this is not a tan building. The flame is AMBER, NOT CYAN. `ANIMATION-AUDIT-2026-08-24.md` at CH4-09 asks for "the cyan flame on his face" here, which contradicts both this approved sheet and the audit's own CH5 note that "The one warm light allowed anywhere in this act is Vess's shelter lamp in CH5-16". The sheet is the reference; the flame stays amber until Brandt rules otherwise.
THE TOWN, THE SEA AND THE SKY. Lower left, Solmara drops down the flank in dense stacked terraces of weathered TEAL-GREEN stone, small deep-set windows lit warm peach from within, pale stone stairs zigzagging unlit between the levels, dark violet-purple shrubs tucked between the houses. Strung across and between them on dark cords in long swooping catenaries are the PINK PAPER LANTERN STRINGS, ribbed paper spheres, LIT, smearing a rose-magenta bloom over the walls and down the lanes - per the SOLMARA block they are "the town's signature light and they are PINK, never yellow". Beyond, a flat dark blue-teal sea with a faint pale reflection streak and a low headland at far left. The sky is deep blue-navy with scattered white stars and a cool green-teal auroral wash low on the horizon. This is the EMERALD NIGHT half of the two-state law - "EMERALD NIGHT or CREAM DAY, never a blend, never a third" - and there is no day version of this plate. Render language is the show's own and must be kept: bold dark ink linework, flat cel shading in hard-edged blocks, matte painted rock texture, controlled bloom.
THE RING ABOVE, AND THREE DEFECTS ON THE RECORD - THIS PLATE IS APPROVED, NOT CLEAN. Top right, the Ring stands on the rock above the shelter in dark weathered stone with a concentric banded rim, and its MOUTH IS EMPTY with night sky showing straight through, which is correct and matches canon: "DARK STONE ring standing on the flat mountain crown. Its MOUTH IS EMPTY - you see sky through it." Everything else about it here is broken. (1) TWO lit cyan glyphs burn on the left inner rim and both are legible alphanumeric characters, an 'X' and a '6'. Canon is "The ONLY lit thing at rest is one small CYAN GLYPH on the rim", the glyph is "a small hooked key-spiral incised on plain pitted stone", and letterforms on the rim are the named "SFS / DRC" defect. The audit convicts precisely this at CH4-13: "The Ring above the shelter carries TWO lit cyan marks, not one, and both are drawn as legible characters - an 'X' and a '6'", and CH4-07's nineteen seconds of narration are built on there being exactly ONE. Every shot off this plate repaints it to ONE abstract hook glyph at rest brightness. (2) The CREST RULE is broken twice: the Ring's upper arc is CROPPED by the top edge of frame, and the rock mass at the right rises above the Ring and runs off the top. Canon says the Ring "is the HIGHEST silhouette in any frame it appears in" and forbids "any ridge, crag, peak, roofline or cloud mass crossing above the Ring's top edge (the crest rule has no exceptions)". SOLMARA-GEOGRAPHY tightens it for exactly this composition: "ANY view wide enough to show town and Ring together MUST show the Ring centered on the flat crown above the town - never perched on a side crag, never at the frame's edge on its own outcrop", the retired stair_v2a framing Brandt caught with "I don't know how that one got through". Here it sits on a narrow side shelf at the frame's edge, which is also the note that got `ringc_night.png` refused: "Area at top of mountain too small of flat area should be much bigger." Recompose lower and wider, full circle clear of the top edge, right-hand rock reduced to a shoulder below the Ring's crown line. (3) The town below is drawn with PITCHED GABLED ROOFS - ridge lines, gable ends, slope battens on every house. Solmara's houses are CUBIC AND FLAT-ROOFED with the roofs in use as working terraces; gables are the exact NEVER that got `market_v3` denied, and the cream-day master records that it took four attempts to stop the model drawing them. This plate predates that enforcement and is not licence to gable Solmara anywhere.
DO NOT CONFUSE IT WITH the KEEPER'S CHAMBER (`Approved\keepers-chamber\lamp_chamber.png`), which is the strongest contaminator here - that is Vess's small room cut into the rock beneath the summit, with a 5x3 wall of fifteen iron-framed lanterns, six burning CYAN. Nothing on this ledge burns cyan except the Ring glyph. Nor with `keepers-stair`, the switchback route up the Crown, which is not this ledge. Nor with the town masters `solmara`, `solmara-island` and `town-master-day`: this is a fragment of one flank seen from above, not a town plate, and the purple-pink blossom orchard is simply outside this vantage - its absence here is never an argument for a Solmara without it.
RECORDED DEFECT: YES - three, and the plate is approved but not clean. (1) RING GLYPHS: the Ring carries TWO lit cyan glyphs on its left inner rim, and both are legible alphanumeric characters, an 'X' and a '6'. Canon allows exactly one - "The ONLY lit thing at rest is one small CYAN GLYPH on the rim" - drawn as a small hooked key-spiral, never a letterform (the named "SFS / DRC" defect). ANIMATION-AUDIT-2026-08-24.md convicts this exact rendering at CH4-13: "The Ring above the shelter carries TWO lit cyan marks, not one, and both are drawn as legible characters - an 'X' and a '6'", and it contradicts CH4-07's narration, which is built on there being A SINGLE glyph. Repaint to ONE abstract hook glyph at rest brightness in every shot built from this plate. (2) CREST RULE: the Ring's upper arc is cropped by the top edge of frame and the right-hand rock mass rises above it and runs off the top, so the Ring is not the highest silhouette. Also convicted at CH4-13, "the geography error Brandt has caught repeatedly", and it breaks SOLMARA-GEOGRAPHY's tightened rule that any view showing town and Ring together must show the Ring centered on the flat crown, "never perched on a side crag, never at the frame's edge on its own outcrop". The narrow shelf it stands on is the same complaint that got ringc_night.png refused: "Area at top of mountain too small of flat area should be much bigger." (3) TOWN ROOFS: the town below is drawn with pitched gabled roofs throughout, where Solmara's houses are cubic and flat-roofed with the roofs used as working terraces - the exact NEVER that got market_v3 denied. This plate predates that enforcement; repaint flat and never cite it as licence for gables.
a cyan, green, white or blue flame in the shelter lantern - it is WARM AMBER and it is the only warm light in the frame, a second lantern or brazier or torch or campfire on the ledge,...
NEVER - what breaks it
a cyan, green, white or blue flame in the shelter lantern - it is WARM AMBER and it is the only warm light in the frame, a second lantern or brazier or torch or campfire on the ledge, pink lantern strings hung on the hut or anywhere on the Crown - the strings belong to the town below, a window or shutter or chimney or chimney pot or roof smoke on the shelter, or the door standing open with interior light spilling out, tan or beige or brown stone that stays warm outside the lantern's reach - the stone is blue-grey and the warmth is the lamp, a bench or table or map or stool treated as already on the sheet rather than composed in, yellow or amber or white lantern strings in the town, or matte unlit ones (unlit paper belongs to the cream day master), the town's warm windows drawn dark, pitched or gabled or tiled roofs on Solmara's houses - they are cubic and flat-roofed with the roofs in use as working terraces, and this plate's gables are a recorded defect to repaint, never to copy, a dusk or golden-hour or first-light blend or any third palette state - this plate is EMERALD NIGHT and has no day version, the Ring's mouth lit or filled or veiled or showing anything but night sky and stars, more than one lit glyph, a band alight around the inner rim, or the glyph drawn as a letter or numeral or rune or blocky sigil instead of the small hooked key-spiral, that glyph in amber, gold, white, green, magenta or violet instead of cyan, a second Ring, a companion arch, standing stones or any masonry plinth under it - it stands straight on bare rock, the game's neon cyan-magenta rim-light on stone, timber or water, red light anywhere as ambience or falling on the shelter - red is the Swarm's and belongs only on the horizon where a script beat puts the seam, Vess or Darren or Holly Jo or townsfolk or the hoverboard or any ship baked into the plate - this is the clean reusable location and every figure is composed in, a harbour or quay or pier or moored boats below - Solmara's harbour is round the far side of the island, and readable text, lettering, numerals, signage or a watermark anywhere, or a photoreal, 3D-render, model or diorama finish
You said: Keeper's shelter hut on the Crown ledge at night, town below, empty. Approved WAVE 15, 2026-08-25 (ledger; block: approved, not clean). ATTACH WITH WARNINGS: Ring shows TWO letterform glyphs X/6 - repaint to ONE hooked key-spiral at rest brightness; CREST RULE broken (Ring cropped by top edge, right-hand rock rises above it) - recompose lower and wider, full circle clear of top, rock reduced to a shoulder; town below has pitched gabled roofs - repaint flat; no bench or table on the sheet, compose them in; nobody in it; shelter lantern is WARM AMBER, only warm source. Registered 2026-09-06 (was transcribed but unregistered).
THE KEEPER'S STAIR - the switchback up the town's own mountain
SHEET: Approved/world-suite/stairv5.png (registry slug the-keeper-s-stair; alias keepers-stair, the slug the film's shot list and the series graph use) APPROVED in WAVE 18C, "BOTH...
the full canon wording
SHEET: `Approved/world-suite/stair_v5.png` (registry slug `the-keeper-s-stair`; alias `keepers-stair`, the slug the film's shot list and the series graph use)
APPROVED in WAVE 18C, "BOTH DENIES DIAGNOSED AND REDONE" (ledger 2026-08-25), after stair_v2a (WAVE 13) and stair_1 (WAVE 3) were DENIED. Registered 2026-09-06: it had sat approved and unregistered for twelve days while the graph pointed at the denied v2a, so every audit reported the stair as having no art. TRANSCRIBED FROM THE SHEET 2026-09-06 by opening it at full size - not from memory. This is the plate the re-concept ruling asked for ("a carved climb up the town's OWN mountain - the Ring stays on the town peak; the ocean-pillar version is non-canon").
WHAT IT IS. EMERALD NIGHT. A wide, level, slightly-below view of the whole crown of Solmara: the flat-topped MESA rising out of the town, drawn as a stack of two rock terraces - a broad lower shoulder and a narrower upper cap - in violet-grey stone with dark ink contour lines, the cap's rim a pale flat plateau. THE RING stands dead centre on top of the cap, a thick plain stone ring in grey-brown voussoir blocks with an inner dark band, its mouth EMPTY (the night sky reads straight through it), and EXACTLY ONE small CYAN GLYPH burning low on its LEFT inner rim - the at-rest state per RING_LAW. Nothing crests above the Ring; it is the highest thing in frame (CREST RULE holds). THE STAIR: on the RIGHT flank of the mesa a carved SWITCHBACK STAIR zigzags up the rock in four or five short flights with low parapets, from the top of the town to the ledge below the cap; it is cut INTO the mountain, not built against it, and it is UNLIT on this plate (see the defect). THE SHELTER: on that ledge, right of centre below the cap, a small square stone HUT with a pitched dark roof and one warm-lit doorway - the Keeper's shelter seen from far below (`keepers-shelter\shelter_v2b.png` is the same hut close). THE TOWN fills the bottom third: cubic teal-green houses stacked up the mesa's skirt on every side, warm amber windows, PINK LANTERN STRINGS looped across the lower slopes. THE SKY is a deep teal-green night full of small white stars, lighter than the mesa, so the crown reads as a dark mass against it.
WHAT IT IS FOR. The geography of the climb: where the stair is (right flank), where it lands (the ledge with the shelter), and that the Ring sits on the cap above it all. Vess's nine hundred steps are THIS stair. Any shot of the Keeper climbing, of the shelter from below, or of the crown from the town attaches this plate for LAYOUT. For the Ring itself at rest attach `the-ring-night`; lit, `the-ring`.
RECORDED DEFECTS, three, so the plate is attached with its warnings and never "corrected" into a new picture without a card: (1) THE STAIR IS UNLIT. Brandt ruled 2026-08-29 that the crown stair GLOWS ("The law was wrong, not the art") and the island master `profile_2` shows the glow; this plate predates that. Take the stair's GLOW from `solmara-island`, take its PATH from here. (2) THE TOWN'S ROOFS ARE PITCHED - dozens of gables along the skirt - against the flat-roof law; the gate's ROOF OVERRIDE applies (roofs come from `rooftop-route` and `town-master-day`, never from this plate), and the hut's own pitched roof is part of the same defect. (3) THE SKY IS TEAL-GREEN, not the deep blue-violet the night law asks for; the crown is correctly darker than the sky, but the hue is off. Take night VALUES from `the-ring-night` or the film's Act 2 anchor, not from this plate.
PROMPTING. Nobody is on the plate: Vess composes in from `keeper-vess\vess_1.png`, the lantern-staff from its own sheet. Say "the stair is a carved switchback on the RIGHT flank of the mesa, lit cyan, landing at the shelter ledge" and let the plate supply the shape. State the state: EMERALD NIGHT here; for a day view of the crown the parent is `town-master-day`.
--- from series_graph.py (locked wording) ---
Nine hundred steps to the gate. REDESIGN RULING: a carved climb up the town's OWN mountain (the ocean-pillar version is non-canon).
the ocean-pillar stair or any stair that leaves the mountain (non-canon by ruling), a stair on the LEFT flank or a straight ramp instead of a switchback, a lit or filled Ring mouth,...
NEVER - what breaks it
the ocean-pillar stair or any stair that leaves the mountain (non-canon by ruling), a stair on the LEFT flank or a straight ramp instead of a switchback, a lit or filled Ring mouth, more than the one cyan rim glyph, or that glyph in any colour but cyan, letterforms or runes on the rim, anything cresting above the Ring, this plate's pitched roofs or teal sky propagated as canon, the stair copied UNLIT into a shot where it is seen (it glows), a second mesa or a second Ring, the sea, the harbour or the seam visible in this framing, snow, rain or fog, a photoreal or 3D finish, text, captions or a border.
You said: The Keeper's Stair: carved switchback up the mesa's RIGHT flank to the shelter ledge, Ring on the cap, EMERALD NIGHT, empty. Approved WAVE 18C (2026-08-25). ATTACH WITH WARNINGS: stair UNLIT (glow is canon - take it from solmara-island); town roofs PITCHED (roof override applies); sky teal not blue-violet. Registered 2026-09-06 (approved but never registered; the graph pointed at the denied v2a).
Approved/world-suite/stair_v5.png ref c4e198c3
LOCKED
THE NIGHT WORLD PLATE - Solmara whole, from above
SHEET: Approved/world-plate/platenight.png WHAT IT IS FOR. This is RUNG 0 of the ZOOM LADDER and the EMERALD NIGHT half of the two-state palette law; plateday.png is its cream sibling....
the full canon wording
SHEET: `Approved/world-plate/plate_night.png`
WHAT IT IS FOR. This is RUNG 0 of the ZOOM LADDER and the EMERALD NIGHT half of the two-state palette law; `plate_day.png` is its cream sibling. Per THE WORLD PLATE METHOD it is the source of geographic truth - where every district sits relative to every other - and "every location view is a ZOOM into the plate", riding as a reference together with the crop of the district in question. It is NOT interchangeable with the other two Solmara masters and must never be swapped for either: `solmara-island` (`profile_2.png`) is the sea-level profile with sky and stars and is THE COLD OPEN, and `solmara` (`townring_3.png`) is the town ring seen close. Its siblings in this same folder are STATE cards, not alternates - `seam_torn.png` is the crashed-Manta shore that CH9 and CH11 lean on, `seam_bright.png` the lit state CH4-15/16 hold on. This card is the clean, unoccupied island.
THE PICTURE. A HIGH AERIAL looking down at roughly forty degrees. THE OCEAN FILLS THE ENTIRE FRAME, edge to edge, and there is NO SKY, NO HORIZON LINE AND NO STARS anywhere in it - the water reads mid teal-green at the top edge, darkening to near-black blue-violet in the bottom foreground, brushed with pale cyan ripple strokes. Solmara sits alone and centred: ONE conical island, ONE mountain, ONE Ring, and no second landmass, rock stack or high point anywhere on the water. The mountain rises to a FLAT MESA CROWN of bare violet-grey rock banded by a stepped cliff, and THE RING stands alone and centred on it as the highest silhouette in frame (the CREST RULE). The Ring is a weathered dark-stone torus, upright, standing straight on bare rock with no plinth, dais or steps under it; its rim reads green-bronze and verdigris with visible voussoir seams and small radial tick marks, and ITS MOUTH IS EMPTY - the teal water beyond and the crown's own far edge show straight through it. EXACTLY ONE small cyan hooked key-spiral GLYPH is lit, low on the LEFT INNER rim. Nothing else on the Ring, and nothing else on the mountain, emits light.
THE TOWN AND THE DISTRICTS. The town skirts the lower slopes on every side in dense stacked TERRACES of weathered TEAL-GREEN stone, small deep-set windows lit warm peach-amber from within, pale grey-teal stone stairs zigzagging between the levels. THE PINK PAPER LANTERN STRINGS are the town's signature light and the brightest thing in the plate: long swooping catenaries on dark cords, coral-pink spheres throwing a distinct MAGENTA-ROSE wash across the stone beneath them and laying a broad pink reflection field on the water off the southern shore, tangled with cyan. At the centre, on the widest terrace, MARKET SQUARE - an open plaza with a round basin FOUNTAIN and a central stone spout pillar; that fountain is its defining landmark and the audit already convicted one shot for losing it. Below the town on the southwest base, THE ORCHARD: mauve-purple blossom trees with near-black trunks in loose rows on stepped terraces of raked violet-grey earth held by low teal retaining walls. THE CANAL steps down the south face and runs out to the sea at the lower left, crossed by ONE arched stone footbridge, a lantern string running its wall and repeating in the channel. On the east flank the houses run right down to the waterline with no orchard between them and the sea. THE KEEPER'S STAIR climbs the bare east flank as pale UNLIT stone switchbacks with hatched treads - three visible flights broken by two hairpin turns - passing out of sight behind the rock shoulder rather than visibly reaching the summit.
TWO DEVIATIONS ON THE RECORD. Neither is grounds for re-rolling an approved plate, and neither is permission to carry the deviation into a shot.
FIRST, THE CROWN STAIR IS UNLIT HERE AND CURRENT CANON SAYS IT GLOWS. Brandt ruled 2026-08-29 that the GLOWING CYAN steps on `profile_2.png` are CORRECT - "This is essentially what the island should be. Can be meta." - and that the audit entry calling them a defect "IS THE THING THAT IS WRONG. Do not 'fix' the stair." The cream day master repeats it ("The switchback stair up the bare crown still glows cyan; that is CORRECT and is not to be 'fixed'") and lists "a dark or unglowing crown stair" among its NEVERs. `ANIMATION-AUDIT-2026-08-24.md` (CH3-06 @1:03, with c317 and the reused c213) cites "the approved geography master (profile_2) and the approved world plate (plate_night)" as both drawing the stair unlit: the profile_2 half of that claim is overruled, the plate_night half is accurate. So THIS PLATE is the one now out of step with the ruling. Do not propagate its dark stair down the ladder, and do not "correct" a lit stair in a derived shot on the strength of this plate. What the audit actually convicts is narrower and still stands: a CONTINUOUS glowing ribbon with bloom running out of the Ring down into the town, which reads as the Ring being active months early. Discrete lit steps confined to the bare crown are the approved look; a lit power-line into the town is not.
SECOND, THE ROOFS ARE PITCHED AND GABLED. The SOLMARA block is "Cubic flat-roofed houses" and lists "pitched tile roofs" as a NEVER; the day master demands "Every roof is FLAT and in use as a working terrace" and forbids "pitched or tiled roofs, gables" outright - and notes that describing roofs as USED TERRACES rather than "flat, not pitched" is what finally stopped the model drawing gables, after four attempts. This plate draws the large majority of the town in shallow pitched and hipped dark blue-teal roofs with clear ridge lines and eaves, only a minority flat-topped. This is the same class of break already written down for the harbour plate, and the same consequence follows: any sequence cutting between this plate and a flat-roof Solmara asset will visibly change the town's architecture mid-scene. At RUNG 0 the roofs are small enough that the plate still does its job as establishing geography - use it for WHERE THINGS ARE. Do not carry the gables down to a district wide or a street master, where they will read as a different town.
RECORDED DEFECT: TWO DEVIATIONS, both verified by opening the sheet. (1) THE CROWN STAIR IS DRAWN UNLIT. Brandt ruled 2026-08-29 that the glowing cyan crown stair is CORRECT and "Do not 'fix' the stair"; the cream day master lists "a dark or unglowing crown stair" as a NEVER. ANIMATION-AUDIT-2026-08-24.md (CH3-06 @1:03, plus c317 and the reused c213) cites plate_night as authority for an unlit stair - that citation is accurate about this file, but the ruling has since overruled the law behind it, so this plate is the artifact now out of step. Do not propagate its dark stair, and do not "correct" a lit stair in a derived shot on its authority. The audit's actual surviving conviction is narrower: a CONTINUOUS lit ribbon with bloom running out of the Ring into the town. (2) THE ROOFS ARE PITCHED AND GABLED across most of the town, where the SOLMARA block requires "Cubic flat-roofed houses" and forbids "pitched tile roofs", and the day master requires every roof FLAT and in use as a working terrace. Same class of break as the harbour plate, same consequence: cutting between this plate and any flat-roof Solmara asset changes the town's architecture on screen. Usable at RUNG 0 for WHERE THINGS ARE; the gables must not descend the ladder into a district wide or a street master.
a sky, a horizon line, stars, a moon, a sun disc or clouds anywhere in frame (the ocean fills it edge to edge), a second island, landmass, rock stack or any second high point, a second...
NEVER - what breaks it
a sky, a horizon line, stars, a moon, a sun disc or clouds anywhere in frame (the ocean fills it edge to edge), a second island, landmass, rock stack or any second high point, a second Ring, more than one lit glyph or a ring of burning glyphs around the rim, a lit or filled Ring mouth, a plinth, dais, steps or masonry base under the Ring, the Ring perched on a side crag or at the frame's edge, or any crag, roofline or slope crossing above its top edge, the crown stair redrawn as a continuous glowing cyan ribbon with bloom running out of the Ring down into the town, tan, beige, brown or grey-blue stone, yellow or amber lantern strings or lanterns matte and unlit (unlit belongs to the day plate), warm gold or cream daylight, a sunset, a dawn or dusk blend or any third palette state, red light of any kind (red is the Swarm's) or the game's neon cyan-magenta rim-light, a harbour, quay or moored boats on this face (the harbour is round the far side), an encircling curtain wall, a well or a cistern, cropland or any new district, landmark or building not already on this plate, an orchard without blossom, green apple trees or warm brown orchard soil, any figure, ship or vehicle baked in - Holly Jo, Vess, Darren, a hoverboard, or the Manta clean, patched or crashed (seam_torn is the crashed state, this is the clean reusable plate), and readable text, lettering, a watermark or a photoreal, 3D-render or diorama finish
You said: Whole island from above, EMERALD NIGHT, zoom-ladder RUNG 0. Approved WAVE 17, 2026-08-25. ATTACH WITH WARNINGS: use for WHERE THINGS ARE only; crown stair drawn UNLIT - the glowing cyan stair is canon (Brandt 2026-08-29), do not propagate the dark stair or 'correct' a lit one on this authority; roofs pitched/gabled across most of the town - gables must not descend the ladder into a district wide or street master; not interchangeable with profile_2 (cold open) or townring_3. Registered 2026-09-06 (was transcribed but unregistered).
Approved/world-plate/plate_night.png ref 0233c505
LOCKED
THE RING
Not a character, but the same failure mode keeps happening, so: DARK STONE ring standing on the flat mountain crown. Its MOUTH IS EMPTY - you see sky through it. The ONLY lit thing at...
the full canon wording
Not a character, but the same failure mode keeps happening, so:
DARK STONE ring standing on the flat mountain crown. Its MOUTH IS EMPTY -
you see sky through it. The ONLY lit thing at rest is one small CYAN
GLYPH on the rim. It is the HIGHEST silhouette in any frame it appears in
(the CREST RULE). Lit / waking states exist as separate approved cards
and are used only where the script calls for them.
### THE RING'S ALPHABET IS RINGS (Brandt, 2026-09-05, rw2:alphabet-refined)
Sheet: `Approved\fx-glyphs\ring_alphabet.png` (four glyphs, lit and unlit rows).
Every mark on the Ring's rim is built from thin INCISED CIRCLES and ARCS with
short radial TICKS, arranged in THREES and FIVES, so a glyph reads the same however
you turn it. The four on the sheet: a circle with three outward ticks; a broken
circle of five arcs; a circle with five inward ticks; two concentric circles crossed
by three ticks. The rim carries these four repeated in sequence, incised into plain
pitted stone, constant stroke width, square-cut channels, the light rising out of
the channel when lit. WHY: every straight-stroke design tried (keys, then crosses,
then F/E letterforms) landed on a character of some real alphabet, because a few
straight strokes in a square IS what an alphabet is; no alphabet has a rotationally
symmetric character. It also fits the subject - the Ring is a circle, so its
notation is arcs and graduations, like marks cut round a dial.
STATES: at rest ONE glyph lit (the first, the circle with three ticks, on the left
inner rim); awake, all forty burn. SUPERSEDED by this ruling: the 'hooked key-spiral'
single glyph named in older blocks, the 'keys' option B, and the Roman/rune marks on
`ringc_lit`, `ringc_night_v2`, `dome_1` and `fx-glyphs/glyph_2` - those four plates
were reissued with this alphabet and APPROVED by Brandt 2026-09-05 (rw3 cards); the
reissues now sit under the old filenames in Approved/, the outgoing plates are in
Superseded/2026-09-05/, and the registry points at the new pictures. Known residuals
on the reissues, on the record: the awake plate carries 31 glyphs rather than forty
(drawn at full band width); the dome plate ~17 at twice the old size with one
off-alphabet mark at the left. NEVER: letters, numerals or runes of any alphabet on the
rim; a glyph with a definite 'up'; the old keys; straight-stroke sigils.
### THE TURNAROUND IS THE SINGLE SOURCE (Brandt approved 2026-08-24)
`Approved\interceptor\interceptor_turnaround.png` - four views (side, front,
top, three-quarter) on a plain backdrop. EVERY Interceptor frame from now on
passes THIS SHEET as a reference, never a scene frame.
**Why this sheet had to exist:** across CH11's eighteen shots the Interceptor
was drawn eleven times and looked different nearly every time - the body went
from a rounded pod to an angular fuselage to a needle, the wings swept forward
in some and back in others, and the core moved. Brandt caught it: "the new enemy
ship looking different each time... if it looks inconsistent people will notice."
ROOT CAUSE: there was no approved isolated asset sheet, so every prompt rebuilt
the ship from a SCENE FRAME plus words - exactly the cross-contamination LAW
ZERO-B warns about. The wave-29 sheet that was denied was this gap, and it went
unreplaced for a chapter.
**KNOWN CONFLICT, flagged rather than hidden:** the approved turnaround has
FORWARD-RAKING needle wings and ONE dorsal core. The already-shipped and
approved `c1016` (CH10-16) shows a ROUNDED POD with TWO eye-lights and
back-swept wings. Both carry Brandt's approval and they are not the same ship.
The turnaround wins as the reference because (a) it is an isolated sheet rather
than a scene frame, and (b) it matches c1015 and c1017, so only one shipped
frame is the outlier. If Brandt would rather the pod-with-eyes be the ship, the
turnaround gets redone and this note reverses - but ONE of them has to go.
--- from series_graph.py (locked wording) ---
Colossal pale-stone ring crowning the town's peak; inner face of dark metal crowded with dead glyphs that wake one by one. Darren's door into the story.
tan, beige, brown, sandstone, terracotta or grey-blue stone houses, pitched, gabled or tiled roofs (the town is cubic and flat-roofed), yellow or amber lantern strings, lantern strings...
NEVER - what breaks it
tan, beige, brown, sandstone, terracotta or grey-blue stone houses, pitched, gabled or tiled roofs (the town is cubic and flat-roofed), yellow or amber lantern strings, lantern strings drawn matte and unlit, an unlit, plain or grey crown stair - the cyan glow on those switchback steps is canon and is never corrected away, an encircling curtain wall, rampart, battlements or gatehouse around the town, a castle, keep, temple, tower or spire standing on the bare crown beside the Ring, anything in frame taller than the Ring - a peak, crag, mast, cloud or arch cresting it, a second ring, a companion arch or a partial ring at the edge of frame, a lit, blazing or portal-filled Ring mouth, more than the one small cyan glyph on the Ring's rim, the shield dome, canopy or bubble over the island (that is a separate plate), quays, docks, piers, net sheds or moored boats on this face of the island, a sandy beach, marina or seawall in place of the pebble tideline and its single jetty stub, a moon, a lighthouse or a sunset in the sky, dusk, golden hour, daylight or any blend of palette states, windows lit cool white or blue rather than warm from within, streetlamps, torches or braziers along the terraces, a second mountain, a chain of islets or a mainland coast behind the island, no blossom orchard below the town, or pines, palms or dark evergreens in place of the purple-pink blossom, magenta or cyan game-neon rim-light on the stone, roofs or water, a diorama, model, plinth, table, floor or studio backdrop under the island, ships, Interceptors, the Swarm, impact cracks or storm weather baked into the plate, readable figures, crowds, text, lettering or signage anywhere
Approved/the-ring/ringc_lit.png ref 391279d4
LOCKEDNO "NEVER" LIST
THE RING NIGHT
You said: THE RING at rest, night. Redone 2026-08-29 on his note that the flat summit was too small - the mesa now runs the full frame. Separate from 'the-ring' (ringc_lit), which is the LIT state; do not swap them.
Approved/the-ring/ringc_night_v2.png ref 2176f0ad
LOCKED
THE SEAM BRIGHTENING - the island plate with the horizon lit
SHEET: Approved/world-plate/seambright.png WHAT IT IS. This is platenight.png redrawn frame-for-frame with ONE THING CHANGED: the horizon is lit. Same camera, same high three-quarter...
the full canon wording
SHEET: `Approved/world-plate/seam_bright.png`
WHAT IT IS. This is `plate_night.png` redrawn frame-for-frame with ONE THING CHANGED: the horizon is lit. Same camera, same high three-quarter aerial from out at sea, same island silhouette, same flat-topped crown, same Ring in the same position, same market fountain, same canal and arch bridge, same orchard, same switchback stair on the right flank. Per REDRAW THE MASTER, DO NOT RE-DERIVE IT, a prompt that wants this state says "this is that picture again", lists what to copy from the night plate, and names the seam as the one change. It is the SEAM-BRIGHTENED state on a state ladder that runs seam_dawn to seam_bright to `seam_torn.png`; seam_torn is its successor and is a different event, not a stronger version of this one.
THE SEAM IS THE SUBJECT AND IT IS A LINE, NOT A SUNRISE. A hard-edged horizontal bar of red laid exactly on the waterline, running EDGE TO EDGE across the full frame width and passing BEHIND the island, which occludes it. Its peak sits at about one sixth of the frame height from the top. The core is a hot near-pure red (#F72C30) with a white-hot centre (#FFD8D3) where it is brightest, bleeding into a soft red-brown haze that stains the sky perhaps another five percent of frame height above it and throws long broken horizontal ripple-dashes of red across the water below it, dying to near-black (#020204) by mid-frame. The narration it carries is the whole instruction for how to draw it: "Out on the water, the seam brightened. Not like dawn. Like attention." The sky above is a smooth dark desaturated blue-teal (#1E363A) at the top warming down to dull maroon at the horizon, carrying a few darker red-brown cloud smears just above the line. THERE ARE NO STARS in this sky - the night plate's starfield is gone, burned out by the seam.
THE RING crowns the bare flat mesa and its top is the HIGHEST silhouette in frame, clear against open sky, so the CREST RULE holds unbroken here. Dark grey-green stone reading almost black, laid up in discrete blocks with fine seam ticks visible on the outer band, its right-hand edge rimmed warm by the seam. It is ASLEEP: the MOUTH IS EMPTY and the horizon line and the red sea read straight through it, and exactly ONE small cyan glyph (#149A9B, a round head over a short tail) burns on the LEFT INNER RIM with a soft halo. One glyph, the resting state, the same one and the same position as CH5-02, CH5-06, CH5-07, CH5-10 and CH5-17.
UNDER IT, THE TOWN IN EMERALD NIGHT, BUT COLD AGAINST A RED SKY. The mesa drops through a stratified cliff band of dark blue-grey rock to terraces of densely stacked cubic houses in weathered TEAL-GREEN stone (#18403F base), lit faces sea-green and shaded faces deep blue-green - the red on the horizon does NOT warm the stone, and that contrast is the picture's whole point. Small deep-set windows glow rose-red from within. The PINK PAPER LANTERN STRINGS are LIT and hang in long swooping catenaries on dark cords with visible poles across and between the levels, the bulbs a hot rose (hue ~348 degrees) rather than the matte dusty-rose of the day master, throwing rose-magenta halos onto the stone beneath them. Pale stone stairs zigzag between the levels. At the town's centre the MARKET SQUARE resolves as a small circular stepped basin with a pale cyan-white central figure - the fountain, its defining landmark, and it is present in this plate; the coin plinth does not resolve at this scale and a shot that needs it zooms to the market plate.
THE LOWER GROUND. Below the town a long low teal retaining wall gives onto the ORCHARD: mauve-purple blossom trees with near-black trunks in loose rows on stepped terraces of raked VIOLET-GREY earth, held by low teal walls, a pale dirt track climbing through. The seam does not warm that ground either - it stays violet. Down the left flank the spring-fed CANAL steps to the sea in a straight lit channel carrying rose light, passing under a small stone ARCH BRIDGE and discharging at the tideline. The shore is dark pebble and rock with two loose boulders in the shallows. NO BOATS, NO QUAY, NO JETTY WORKS on this face - Solmara's harbour is round the far side of the island and is not in this view - and NO WALL, RAMPART OR FORTIFICATION anywhere; the town's edge is houses and orchard meeting the water. The near water at the bottom of frame carries the town's rose light in pink dashes with cyan-teal foam curls around the shoreline.
WHAT IT IS FOR, AND WHO LEANS ON IT. It is the clean reusable plate for the moment Solmara's night stops being ordinary. CH4-15 attaches it directly, 7.2 seconds at 3:23, for "Out on the water, the seam brightened." CH4-16 is THIS SAME FILE with two specks painted in. E3-CH7 and the E3 outline name it as the state seam_torn succeeds. Anything that needs the island whole with a threat on the horizon and the town still calm inherits its light from here.
TWO DEVIATIONS ON THE RECORD, both found by opening the sheet, neither of them convicted anywhere and neither of them a licence to repaint one plate out of step with its siblings. FIRST, THE CROWN STAIR DOES NOT GLOW: the switchback up the bare rock is drawn as plain pale unlit stone, zero cyan pixels in it, where the island master `profile_2.png` draws that same stair as GLOWING CYAN STEPS and Brandt ruled 2026-08-29 that the glowing stair is correct art and is not to be "fixed". `plate_night.png` is unlit the same way, so this plate is faithful to its own parent and it is `profile_2` it disagrees with. SECOND, A MINORITY OF ROOFS ARE PITCHED: most houses here are cubic and flat-topped as canon requires, but a visible minority carry low gabled roofs with ridge lines and gable ends. The same minority is in `plate_night.png` AND in the town master `solmara`/`townring_3.png`, while the cream day master `master_day_1.png` was deliberately rebuilt over four attempts with every roof flat and in use as a working terrace. So the whole night family disagrees with the day master on roofs, and `market_v3` was denied for exactly this. DO NOT resolve either of these by editing this plate alone - a plate flattened or lit out of step with its siblings is a worse break than the one it fixes. If a sequence ever puts this plate and the cream day master together, the roof question has to go to Brandt as a ruling about the world, not be settled inside a shot card.
RECORDED DEFECT: RECORDED DEFECT, ANIMATION-AUDIT-2026-08-24.md, CH4-15 @3:23, [minor] repetition. The audit convicts how this file is USED, not what is in it: "CH4-15 and CH4-16 are the same world plate - CH4-16 is seam_bright with two specks painted in - so the aerial holds for 21.4 continuous seconds with one small change inside it, and a 2.2s silence sits across the CH4-15/16 boundary. As two separate stills this is a static hold; the escalation the writing is doing gets no visual staircase." The prescribed fix takes CH4-15 OFF this plate: "Treat 15 and 16 as ONE continuous production shot - a slow push toward the brightening seam with the scouts detaching partway through - and give CH4-15 its own distinct picture instead: a low near-water angle from the orchard shore looking out at the seam as it flares, so the aerial in 16 arrives as a lift rather than a hold." So this plate is CH4-16's picture, not CH4-15's, and it may not be attached twice in a row. The separately convicted two specks belong to CH4-16's derived frame, not to this sheet - the plate itself is clean of them and must stay clean. Related standing warning from the same audit, CH4-18 @3:52: this composition is already "the third aerial world-plate in the last four shots (CH4-15, CH4-16, CH4-18)", roughly 36 seconds of one framing, so treat every additional attachment of the island aerial in Episode 2 as a repetition risk and vary the vantage down the zoom ladder instead.
a sunrise, dawn glow, sun disc, gradient horizon or golden light in place of the hard red line, a seam in any colour but red - never magenta, orange, amber, gold, cyan or violet, the...
NEVER - what breaks it
a sunrise, dawn glow, sun disc, gradient horizon or golden light in place of the hard red line, a seam in any colour but red - never magenta, orange, amber, gold, cyan or violet, the seam torn open into a gap, rip or portal or spilling a red road to the shore (that is seam_torn, CH7's successor state), a seam that stops short of the frame edges or floats above the waterline, red or warm light landing on the town's stone (it stays cold teal-green), stars in this sky, a Ring with more than one lit glyph, a glyph anywhere but the left inner rim, or a mouth filled with cyan light (that is the awake Dome state), the Ring cropped by the top edge or anything in frame standing higher than it, tan, beige, brown or grey-blue stone houses, yellow or amber lantern strings, or matte unlit lanterns (that is the cream-day state), a dusk, dawn or golden-hour blend or any third palette state between emerald night and cream day, the market fountain deleted from the square, a well or cistern (the canal and the fountain are the town's only water), a harbour, quay, piers, net sheds or moored or beached boats on this face of the island, an encircling wall, rampart, curtain wall, battlements or gatehouse, an orchard without blossom or warm-brown orchard soil in place of the violet-grey terraces, craft, scouts, contrails, impact bursts, cracks, damage or weather baked into the plate, a re-derived composition instead of a faithful redraw of plate_night with the seam added, readable text or lettering anywhere
You said: The island plate with the horizon seam lit. Approved art that had never been uploaded, so it was PARTIAL and unusable; registered 2026-09-05. NOTE: this is one of the six plates that draws PITCHED ROOFS - the gate attaches the flat-roof authorities alongside it.
Approved/world-plate/seam_bright.png ref bf7e3116
LOCKED
THE SEAM TORN - the sky opens over the orchard shore
SHEET: Approved/world-plate/seamtorn.png WHAT IT IS FOR. This is CH7's chapter-out, Beat 4, "THE SEAM TEARS": the successor state to seamdawn and seambright, the moment the watch is...
the full canon wording
SHEET: `Approved/world-plate/seam_torn.png`
WHAT IT IS FOR. This is CH7's chapter-out, Beat 4, "THE SEAM TEARS": the successor state to `seam_dawn` and `seam_bright`, the moment the watch is wrong about what it is seeing - "It is not brightening - it is OPENING, drawn apart like a wound, laying a red road across the water to their shore." CH7-14 uses the card DIRECTLY, unaltered. CH8 shoots on it as approved canon alongside `harvest_fleet`. It carries a second job it was never named for: the animation audit uses it as the reference for the DEAD SHIP and for where the ship IS - "the Manta half in the surf on the black-cobble tideline below the town with kelp draped over it" - and CH9's shots 13, 14 and 17 are zooms into this plate and `Approved/orchard-shore/shore_night.png`. It is not a from-scratch drawing: it is the approved night orchard shore repainted with the tear, the red road and the beached hull, because the gate killed a from-scratch shore that MOVED the Ring, and killed a vertical bolt-shaped rip - canon is a horizontal seam pulled apart lengthways.
THE TEAR. ONE horizontal wound in the upper-left third of the sky, a long ragged lens running slightly downhill from right to left and tapering to a torn point at each end, spanning a bit more than half the frame width. The edges are TORN LIPS, not a clean crack - irregular flaps and hooks of sky peeled back, with a hot vermilion rim (#E84E44) burning along the top and bottom lips and thinning to nothing at the two points. Inside, the colour falls INWARD and DOWNWARD from crimson to a deep maroon to near-black at the core (#2F0507): it is a hole with depth, never a bright flat panel of red. A dull red haze bleeds a short way into the surrounding sky. NOTHING is visible through it and nothing is coming out of it - no stars, no landscape, no shapes. The fleet is `Approved/the-swarm/harvest_fleet.png`, a separate card, and it is not in this picture.
THE RED ROAD AND THE WATER. The sea is dark slate-teal with pale foam curling up the beach, and the seam's light lies across it at the left as a long broken column of coral red (#FF6462) running from the frame's left edge in toward the stones. That column is the "red road" the narration names. Between the water and the shore sits the shore's one landmark: a low stone jetty stub of stacked rough dark blocks with THREE wooden mooring posts on it - two clustered at the seaward end, one further inshore - and NO BOATS. Solmara's working harbour is round the far side of the mountain; this is the pebble tideline with its single jetty stub, and that is the whole of the near-side waterline.
THE SHIP. The Violet Manta in the DEAD state, filling the lower half of frame, canted and part-buried at the tideline. The hull is near-black violet (#0E0C17 to #171425), matte, dull and sea-worn; the dark oval canopy set forward on the spine is CLOSED AND BLACK; every light is off and nothing glows on the stones. The shoreward wing sweeps down to the left with its tapered tip lying in the shallows; the seaward wing is lifted clear and curls up into a tall hooked blade at the right of frame, and THAT BLADE IS A WING - it is the highest part of the ship and it is not a dorsal fin, a stabiliser or a sail. Dark ropey KELP is draped over the hull and trails down onto the shingle. A recessed rectangular hatch sits low on the near flank and a small vent grille sits forward of the canopy. The ONLY light on the ship is the seam's RED catching its leading edges and the raised wing's spine - reflected Swarm light landing on a dead hull, never her own edge line, which is cyan and is switched off here.
THE TOWN, THE RING AND THE STATE. Behind and above, Solmara in EMERALD NIGHT: cubic houses in weathered teal-green stone (#42746B on the lit faces) stacked in terraces up the mountain, small deep-set windows lit warm rose from within, and PINK PAPER LANTERN STRINGS in long swooping catenaries on dark cords across three or four levels, LIT and blooming with pale near-white cores (#FF9FA2). Below the houses the orchard runs in rows of purple-pink blossom trees with near-black trunks, held by a weathered teal-green sea wall with a flight of about eight stone steps down to the shingle at centre-right, and the beach itself is dark grey-violet cobbles and boulders. The mountain ends in a flat-topped mesa, and THE RING stands on the bare crown: weathered dark voussoir stone, small unlit tick marks incised round the band, MOUTH EMPTY with the night sky and stars showing straight through it, and exactly ONE cyan glyph - the small hooked key-spiral (#48DBE5) - burning on the right-hand inner rim with a soft bloom. The sky is deep blue-teal (#1E3849 to #21434F) with scattered white stars. This is the night half of the two-state law; there is no day version of this card and no third state. NO FIGURES AND NO BOATS are baked in - the plate is clean and every person in a CH7/CH8/CH9 shore shot is composed in by prompt.
THREE THINGS ARE WRONG WITH THIS PICTURE AND THE SHOTS MADE FROM IT MUST CORRECT THEM. (1) THE TEAR'S ALTITUDE IS CONVICTED. `ANIMATION-AUDIT-2026-08-24.md`, CH7-13, state-continuity: in c713 the red line sits ON the horizon at the waterline with its glow laid straight onto the sea, and in c714 - which is this card used directly, the same camera, the same moment continuing - "the tear is a wide gash well ABOVE the horizon, floating in the middle of the sky and detached from the water. A tear opens where it already was; it does not climb." That is this plate. The ruled fix: "Lock the seam's centre to the c713 horizon position and open it there - the tear grows along and outward from that line, still touching the waterline at its lower edge, and the spilled light runs unbroken from the tear across the water to the stones at the bottom of frame." In the picture as approved the tear floats free in open sky and the red road under it starts at the water with no visible connection back up to the wound. (2) THE ROOFS ARE PITCHED. A large number of the houses across the terraces - most obviously the block on the right-hand terrace and the cluster at centre - are drawn with GABLED, SLOPING ROOFS and overhanging eaves. Solmara is cubic and FLAT-ROOFED, roofs in use as working terraces, and this is the exact NEVER that got `market_v3` denied. (3) THE RING IS CLIPPED AND THERE IS PSEUDO-LETTERING. The torus's outer crown is cut off by the top edge of the frame - at the very top row the Ring's mouth is still open sky, so a chord of the stone is off-picture - which means this plate CANNOT be read as the CREST RULE reference. The audit itself gets this wrong at its CH9 entry, where it convicts shots 13/14/17 for clipping the Ring and says the approved plates "show the full torus standing clear above the crown". This one does not. Any shot pulling wide from it must restore the whole torus with clear sky above it. Separately, a row of four small pink marks is painted on a house gable at centre-left that resolves into pseudo-letterforms on a push-in - the same class of defect the audit caught as "SFS / DRC" on the Ring - and it must be painted out of any shot that gets close to it. One more discrepancy, not an audit finding: the keeper's switchback track down the bare crown is drawn here as a PALE UNLIT PATH, while `Approved/solmara/profile_2.png` and `Approved/town-master-day/master_day_1.png` both draw it GLOWING CYAN and Brandt ruled that glow correct. Do not copy the unlit version out of this plate into a shot that shows the crown.
RECORDED DEFECT: CONVICTED in ANIMATION-AUDIT-2026-08-24.md at CH7-13 (state-continuity). CH7-14 uses this card directly and unaltered, and the audit rules against it: "In c713 the red line sits ON the horizon, right at the waterline, with its glow laid straight onto the sea. In c714 - the very next shot, the same camera, the same moment continuing - the tear is a wide gash well ABOVE the horizon, floating in the middle of the sky and detached from the water. A tear opens where it already was; it does not climb." The ruled fix is to lock the seam's centre to the horizon and open it there, lower lip still touching the waterline, with the spilled light running unbroken from the tear across the water to the stones at the bottom of frame. In the plate as approved the tear floats high in open sky and the red road on the water has no visible connection back up to it. TWO FURTHER BREAKS FOUND BY OPENING THE PICTURE, both baked in and both to be corrected in every shot derived from it: many houses across the terraces are drawn with PITCHED, GABLED ROOFS with overhanging eaves, which is the exact NEVER that got market_v3 denied (Solmara is cubic and flat-roofed, roofs used as working terraces); and the RING'S OUTER CROWN IS CUT OFF BY THE TOP EDGE OF THE FRAME - the Ring's mouth is still open sky at the topmost row - so this plate cannot serve as the CREST RULE reference, and the audit's own CH9 entry is factually wrong where it says this plate "shows the full torus standing clear above the crown". Also present: a row of four small pink marks on a house gable at centre-left that resolves into pseudo-letterforms on a push-in, the same class of defect the audit caught as "SFS / DRC" on the Ring. Minor discrepancy, not an audit finding: the keeper's switchback track on the bare crown is drawn UNLIT here, while profile_2.png and master_day_1.png draw it glowing cyan and Brandt ruled that glow correct.
a vertical, jagged or lightning-shaped rip in place of the horizontal seam pulled apart lengthways, a second tear or any smaller rip elsewhere in the sky, a flat bright red or orange...
NEVER - what breaks it
a vertical, jagged or lightning-shaped rip in place of the horizontal seam pulled apart lengthways, a second tear or any smaller rip elsewhere in the sky, a flat bright red or orange fill inside the wound instead of crimson lips darkening to near-black at the core, stars, a starfield, a landscape, another world or a lit interior visible through the tear, the Swarm, scouts, weavers, the Interceptor or any ship pouring out of it (that is harvest_fleet, a separate registered card), amber, gold, orange, magenta or violet tear light, cyan anywhere on the beached hull - lit strips, a cyan edge line, a lit canopy or any glow spill on the stones (this is the DEAD state and the red on its edges is the seam's light, not hers), the raised seaward wing redrawn as a dorsal fin, vertical stabiliser, sail or tail spine, the ship drawn level, clean, belly-down, floating, unburied or relocated off the black-cobble tideline, a grassy bank, sand beach, mud flat, green red-fruited apple trees or any invented shore in place of the pebble tideline under the town, green, autumn, bare or flowerless orchard trees instead of purple-pink blossom, pitched, gabled, tiled or shingled roofs (they are in this picture and every shot made from it must correct them to flat working terraces), yellow or amber lantern strings, matte unlit lanterns or dark cords with no glow, tan, beige, brown or grey-blue house and sea-wall stone in place of weathered teal-green, a quay, pier, mole, net sheds, warehouses or moored boats added to the one short jetty stub, or a curtain wall, rampart or battlements above the shore, a second Ring, a lit or filled Ring mouth, a ring of burning glyphs, more than one cyan glyph, or the Ring floating clear of the crown or cropped further, a moon, planet, nebula, aurora or the seven-worlds thread in this sky, a dusk, dawn, golden-hour or cream-day version of this plate or any third palette state, figures baked into the plate - Holly Jo, Momma Jo, Vess, Darren, Petra or townsfolk (they are composed in by prompt), and readable text, lettering, numerals or a watermark anywhere
You said: Orchard shore at night, sky torn open, dead Manta beached. Approved WAVE 25, 2026-08-25. ATTACH WITH WARNINGS: tear floats high in open sky (convicted CH7-13) - lock the seam's centre to the horizon, lower lip touching the waterline, red road unbroken from tear to shore; pitched gabled roofs across the terraces - repaint flat; Ring's crown clipped by the top edge - NOT a crest-rule reference, restore the full torus with sky above; four pink pseudo-letter marks on a centre-left gable - paint out on any push-in; crown stair unlit (glow is canon); fleet is NOT in it (harvest_fleet is separate). Registered 2026-09-06 (was transcribed but unregistered).
Approved/world-plate/seam_torn.png ref 7f612572
LOCKED
THE SEVEN WORLDS - seven painted planets on one gold thread, the sixth dead
SHEET: Approved/the-seven-worlds/seven2.png (registry slug the-seven-worlds) APPROVED 2026-08-29 in the rework wave, card rw:sevenworlds, verdict APPROVE with no note; the ledger row...
the full canon wording
SHEET: `Approved/the-seven-worlds/seven_2.png` (registry slug `the-seven-worlds`)
APPROVED 2026-08-29 in the rework wave, card `rw:seven_worlds`, verdict APPROVE with no
note; the ledger row `the-seven-worlds` reads MYTH IMAGE APPROVED. It replaced
`seven_1.png`, which passed as a wave-8 variant on 2026-08-25 and was then SKIPPED at
registration on 2026-08-29 with his note "The planets need to look a little more realistic
but like colors and look". That superseded picture now sits in
`Series/Denied/2026-08-29/seven_1.png` (a second copy is still at
`AssetSheets/wave8/seven_1.png`) and must never be attached. TRANSCRIBED FROM THE SHEET
2026-09-06 by opening it, and at native crops of the thread, the dead world and the two end
worlds - not from memory. Until now this entity had two pictures, one sentence of registry
wording and a NEVER line filed under THE REWORK WAVE WAS APPROVED at CHARACTER-CANON.md:1106
- but no description of the picture, which is the condition that let its own shot specs
disagree with it. That existing NEVER covers much of the same ground as the one below; the
two are reconciled at merge, never left to fork.
WHAT IT IS. A wide deep-space plate, 2752 x 1536, with SEVEN painted globes standing in ONE
level horizontal row. The row sits on the sheet's exact vertical midline - thread and disc
centres both measure y=768 of 1536 - and runs NEARLY the full width: the outer limbs stand
at x=148 and x=2603, leaving about 148 px of empty plate beyond each end globe. The discs
are evenly spaced and effectively one size, measuring 263-266 px across, within about ONE
PER CENT of each other and about one tenth of the frame width each. There is no ground, no horizon and no foreground; the plate is
nothing but space, dust and the seven.
THE THREAD. ONE thin warm PALE CREAM-GOLD hairline runs dead level across the row at that
midline - a solid bright core about ten pixels deep with a soft halo either side, brightest
at the centre of the frame and dimming toward the ends. It is a single straight line, never
a curve and never doubled. THE THREAD PASSES BEHIND THE GLOBES: it stops at each disc's left
limb and picks up again at the right, and nothing crosses a planet's face. Each globe sits
on it at the equator.
THE SEVEN, COUNTING FROM THE LEFT. ONE is a deep TEAL-BLUE ocean world, white cloud spirals
across it, a pale SKY-BLUE atmospheric rim - measured peak R163 G216 B241, hue about 199
degrees, a blue and not the hero cyan - its lower left limb unlit. TWO is a pale
LAVENDER-VIOLET banded world, soft horizontal cloud streaks, no land and no ice, a BRIGHT
LAVENDER-WHITE rim, measured peak R204 G191 B236 - one of the two strongest halos on the
plate, not a faint edge. THREE is an OCHRE-ORANGE desert world, rust-brown ground stains, a long dark
canyon running near its equator and small dark round spots above it, a warm gold rim. FOUR
is a PALE ICE-BLUE world, white cloud swirls over faint darker water, a scatter of small
crisp white patches in a broken band across its UPPER THIRD - floes or islands, well below
the top limb, NOT a polar cap - and a cool white rim. FIVE is a SALMON-ROSE world with a large pale storm oval high
left, a second lower down, deeper rust toward the right, a cool BLUE-TEAL patch low on its
left limb - the one cold note on a warm globe - and a warm pink rim. SIX IS THE DEAD
ONE: a matte DARK CHARCOAL GREY-BLUE sphere - body about R47 G51 B57, its lit plate faces
about R137 G154 B169 - broken into large irregular plates by a web of deep BLACK
cracks, the plate edges catching pale grey-white light, nothing glowing inside the fissures.
It is whole - no debris, no fire, no smoke, no colour left in it - and it is the only globe
on the sheet with no atmospheric halo. SEVEN is a living BLUE-GREEN world, green continents
under white cloud, a white cyclone low on the disc just left of centre, a pale MINT-GREEN halo around it.
BACKGROUND. Deep indigo-violet space with soft dust banks - the COOLEST blue-grey lies
across the TOP CENTRE and down the RIGHT EDGE, and the warmer tan-brown banks sit BELOW the
row and left of centre, with a second warm patch above the row to the right of centre - and
a scattering of fine white star points, a few of them faintly tinted. No sun, no lens flare, no bright nebula
core, no moons, no orbital rings, no asteroids, no ships, no red light anywhere, and no
lettering, numerals or watermark.
RENDERING STYLE: soft airbrushed digital painting. Every globe carries real limb shading and
a soft terminator; there is no black ink outline, no flat colour fill, no cel band and no
neon glow anywhere in the picture. THIS IS DELIBERATE AND APPROVED: Brandt refused the first
version with "The planets need to look a little more realistic but like colors and look", so
the believable painted treatment is exactly what he asked for and passed - the same standing
as the Warlord's painted finish.
WHAT IT IS FOR. The myth spine of the series, and the registry wording for it is "Seven
living worlds strung on a single thread of light; what the swarm drains turns to gray glass."
Its graph edges are Includes solmara, Includes darrens-world, Harvested by the-swarm. In the
four-minute film it is the sole asset on A1-08, seven seconds, camera pulling back to reveal
the row, under narration N-05: "Seven worlds on one thread. The sixth is already grey glass."
`film/editor_notes.md` clears that frame in as many words - gold thread not cyan, sixth from
the left, whole and cracked, no red. E1 opens and closes on this image: E1-FORMATB-SCRIPT B1
and E1-INTRO-5MIN A1 both place it first, and E1-FULL-EPISODE shot 27 brings it back at the
end. NOTHING ON THE SHEET NAMES A WORLD. No caption, no marker, no glyph identifies which
disc is Solmara and which is Vardeim, so never assert one from this picture.
PROMPTING. Attach this sheet for the row itself and quote the counts verbatim, because prose
does not carry a number: SEVEN discs, ONE dead, the dead one SIXTH FROM THE LEFT, ONE thread,
gold, straight, level, passing BEHIND the globes. THE SHEET IS THE WHOLE PICTURE AND IT IS
ALSO ISOLATED - there is no ship, no Swarm scout, weaver or mote, no Warlord, no Ring, no
dome, no island, no figure and no hoverboard on it; every one of those comes from its own
sheet and is composed in the PROMPT. E1-FULL-EPISODE shot 27 asks for a girl-and-hoverboard
silhouette inside the last world's glow: that figure is not on this sheet and must be
composed in. THE STATE LOCKS DO NOT APPLY. This is deep space, neither EMERALD NIGHT nor
CREAM DAY - do not append either lock, and do not import their skies, stone or lantern
colours. The roof clause is meaningless here; the no-readable-text clause and the
no-border/no-vignette clause still are not. In the other direction, `the-ring`'s NEVER list
forbids this thread from appearing in the Ring's sky, so the two plates never share a frame.
RECORDED DEFECTS. FIVE, and the first is the serious one. (1) WORLD SEVEN IS RECOGNISABLY
EARTH - North America with Florida and the Gulf, Central America, the Caribbean, South
America with the Brazil bulge - painted off a real Earth map, and WORLD THREE reads as MARS
from its long equatorial canyon and dark round volcano spots. Nothing in the docs makes any
of the seven Earth or Mars; this is the generator reaching for real solar-system maps. Never
carry those landmasses into a new frame. (2) The thread reaches neither frame edge: it holds full
strength to about 55 px short of each edge, then fades to nothing across the outermost 25 px,
while the A1-08 frame spec asks for a hairline that crosses the entire frame unbroken. (3) Two rims sit near the hero colour, which under the locked
grammar is cyan (Ring glyph, crown stair, Holly Jo's shield, friendly drive-glow). Measured,
neither of them is it: world one's rim is a pale SKY-BLUE at hue about 199 degrees and world
seven's halo a pale MINT at about 185, where cyan proper is 180. Both read as a planet's air
rather than as a signal and the sheet was approved carrying them, but no ruling has been
asked for. (4) The finish has no ink linework and no cel shading, so it does not match
the film STYLE clause ("painted 2D animation background art, bold clean ink linework, flat
cel shading"). Approved anyway on his "more realistic" note - do not "fix" it back to cel.
(5) The discs are near-equal rather than identical, but only just: diameters measure 263-266
px and centre-to-centre gaps 364.5-366.5 px, so size varies by about one per cent and spacing
by about half of one, against an A1-08 spec asking for one size evenly spaced. Comfortably
inside tolerance, but do not let it drift further.
RECORDED CONFLICT - HOW MANY WORLDS THERE ARE. SERIES-CANON:145 locks the cosmology as 15
RING-TEMPLES on 15 WORLDS in a 5x3 lattice called THE GRID, and SERIES-CANON:494 ends E2 on
"nav shows 15 Rings; 9 already dark". This asset, its registry wording and every E1 script
say SEVEN worlds on one thread. ANIMATION-AUDIT-2026-08-24:220 already named it - the picture
"asserts an unestablished 'seven worlds' cosmology against the canon Grid of 15 Rings". Both
are written down, nobody has ruled, and this block does not resolve it.
RECORDED CONFLICT - HOW MANY ARE DEAD. The sheet shows ONE dead world and six living, and
shot A1-08 and narration N-05 agree with the sheet. E1-FULL-EPISODE shot 27 says the reverse:
"six beads gone gray glass, the last one warm and lit", narrated "Six are gray. One remains".
Both cannot describe the same picture. Recorded, not resolved.
RECORDED CONFLICT - WHICH IS SMALLEST. E1-INTRO-5MIN A1 narrates "Ours was the smallest". On
the sheet all seven discs are near-equal and none is drawn smaller than the rest. Recorded,
not resolved.
RECORDED CONFLICT - WHAT A HARVESTED WORLD LOOKS LIKE. SERIES-CANON:155-157 describes harvest
as colour draining, "a world turning grayscale is the show's image of loss", with no mention
of the body breaking. The sheet's sixth world is grey AND fractured into plates by black
cracks, which is what the A1-08 frame spec asks for. Recorded, not resolved.
RECORDED CONFLICT - THE REGISTRY POINTER. `C:/Deflekt/Tools/series_graph.py` line 98 still
resolves `the-seven-worlds` to `AssetSheets\wave8\seven_1.png`, the version he refused and
that was moved to `Series/Denied/2026-08-29/`. `ref-media-ids.json`, `canon-index.json` and
the approval record all point at `Approved/the-seven-worlds/seven_2.png`. Recorded, not
resolved - but seven_1 is never the sheet to attach.
VERIFIED 2026-09-06 by a second agent against the sheet: 160 claims checked, 12 corrected.
--- from series_graph.py (locked wording) ---
Seven living worlds strung on a single thread of light; what the swarm drains turns to gray glass. The myth spine of the series.
any count of worlds but SEVEN, any count of dead worlds but ONE, the dead world anywhere but SIXTH FROM THE LEFT, six grey with one lit, a cyan thread, a magenta, violet, red, green or...
NEVER - what breaks it
any count of worlds but SEVEN, any count of dead worlds but ONE, the dead world anywhere but SIXTH FROM THE LEFT, six grey with one lit, a cyan thread, a magenta, violet, red, green or white thread, more than one thread, a thread that curves, sags, loops or tilts off level, a thread drawn in front of the globes or broken between them, the row staggered in depth or the globes at visibly different sizes, flat-fill neon marble planets with hard glow rims, pixel-square stars, magenta or cyan neon nebula ribbons, a molten lava world, a faceted crystal world, a green code-covered globe, readable letters, numerals, binary, labels or a watermark of any kind, a red banded world or red light anywhere in frame, the dead world shattered into debris, burning, smoking, half-eaten or with cracks lit cyan, orange or red, moons, orbital rings, asteroid belts, a sun, a lens flare or a bright nebula core, ships, Swarm scouts, weavers, motes or the red crack in the sky, the Warlord, the Ring, the dome, Solmara's island, town, orchards or teal-green stone, any figure at all - Holly Jo, a hoverboard silhouette, a pilot, a crowd - recognisable Earth continents or Mars canyon markings carried forward, cel-shaded flat fill or black ink outline over the globes, a photoreal NASA-photograph or 3D-render finish, a diorama, plinth or studio backdrop, a drawn panel border, frame, letterbox or vignette, the game's neon cyan-magenta rim light, and emerald-night or cream-day grading imported onto a deep-space plate.
You said: Seven worlds on one thread of light; one is drained to cracked grey glass.
THE SWARM - the enemy's craft, three blades around one red core
SHEET: Approved/the-swarm/swarmscoutb.png (registry slug the-swarm) APPROVED 2026-08-25, HORIZON TEASE APPROVED, type forces. Four pictures sit in this slug's Approved folder and each...
the full canon wording
SHEET: `Approved/the-swarm/swarm_scout_b.png` (registry slug `the-swarm`)
APPROVED 2026-08-25, HORIZON TEASE APPROVED, type `forces`. Four pictures sit in this
slug's Approved folder and each was passed on its own row of verdict_ledger.csv, all on
2026-08-25: `swarm_scout_b.png` in WAVE 21 - THE WAR'S FACE + EPISODE 2 FOUNDATIONS
(line 162, APPROVE, no note) beside `swarm_scout_a.png` which was DENIED in the same
wave; `swarm_horizon.png` in WAVE 21B - YOUNG VESS TAKE 2 + THE SWARM MASSED (line 164,
APPROVE); `scout_bolt.png` in WAVE 22 - THE SPARK + THE BLACKOUT (line 169, APPROVE);
and `harvest_fleet.png` in WAVE 25 - THE HARVEST COMES (line 179, APPROVE). The slug's
primary sheet was REPOINTED 2026-09-05 from `harvest_fleet.png` to `swarm_scout_b.png`,
because harvest_fleet is a scene frame and LAW ZERO-B forbids a scene frame as a design
reference, so the gate had been handing out the one sheet it is not allowed to hand out
(ref-media-ids.json, registry note). Until now this entity had four pictures, a registry
id and one sentence of locked wording and no description at all. TRANSCRIBED FROM THE
SHEET 2026-09-06 by opening it, and at native crops of the hub, one blade tip, all three
views, both panels of the bolt card, the horizon plate's sky line and the fleet's near
rank - not from memory and not from the filenames. All four images in the folder were
opened; all four are described below and all four are 2752 x 1536.
WHAT IT IS. THE PRIMARY SHEET IS AN ISOLATED THREE-VIEW TURNAROUND OF ONE SMALL CRAFT,
three copies of the same object on a flat plain CREAM-BONE backdrop (sampled 224,217,199)
that fills the frame edge to edge. No sky, no sea, no ground, no horizon, no town, no
scene, no figure and no scale reference. A soft grey cast shadow is smeared on the
backdrop under each of the three views.
THE FORM, AND THE COUNT IS THE DESIGN. THREE blades spaced evenly around ONE central hub,
about 120 degrees apart, radially symmetric. In the left and middle views the
backdrop shows through all three gaps; in the RIGHT view the blades are carried forward until
the gaps close and only the thin tip-slots stay open, so the open-gap silhouette is the FANNED
state and not every state on this sheet. Each blade is built in two layers: an inner
faceted armour plate riding on a longer
dark spine, and the spine's tip SPLITS INTO TWO NEEDLE POINTS divided by a thin bright
slot, so one blade ends in two points and a full three-quarter view can show as many as
six points on three blades. Each blade is roughly twice the length of the hub's width.
The middle view carries the same split as a long slot running about two fifths of the way
down its upper blade (measured: 245 px of a 590 px blade, tip to hub).
HULL AND MATERIAL: dark CHARCOAL-PURPLE, plum-grey in the light and near-black in the
shade, hard-faceted throughout, every facet bounded by a drawn panel joint. Pale
lilac-grey highlights sit on the upward faces of the plates; the needle points and the
undersides fall to near-black; thin dark red edge-lines run along the seams closest to the
hub. Nothing is smooth, nothing is glossy and nothing is transparent.
THE HUB IS ONE RED CORE AND IT IS THE ONLY LIGHT. A stepped collar of short blocks rings
the centre, and set in it is a single hot red sphere with a white-hot centre in a dark red
socket. Red flame-wisps peel off the collar in the left and middle views: short licks
up-right of the core in the middle view, and in the left view on BOTH sides at once - a long
plume curling back to the left and shorter licks standing off to the right. The right view
carries no wisps at all. There is NO cockpit, NO canopy, NO glass, NO window, NO seat
and NO pilot anywhere
on the craft.
THE THREE VIEWS, LEFT TO RIGHT. LEFT is a three-quarter with the craft tipped, the hub and
its core at the right of the group, the blades fanned back and down to the left, the long wisp
plume curling away to the left and short licks standing off to its right. MIDDLE is the
plan view: one blade straight up, two swept down-left and down-right,
the core dead centre, wisps rising to its right. RIGHT is the same craft with the blades
carried forward into a broad triangle - two sweeping up-left and up-right, one running
down - and the core dead centre inside a ring of red-lit plates.
RENDERING STYLE, PRIMARY SHEET: PAINTED. Brushwork, blended values, soft modelled facets,
and a dark painted contour rather than a drawn line. No black ink outline, no flat cel
fill, no cel bands.
THE SECOND CARD, `scout_bolt.png`, IS AN EFFECT CARD IN TWO STACKED PANELS divided by a
solid black horizontal bar running the full frame width, both panels on a flat dark warm
grey field (sampled 56,52,49). TOP PANEL: one craft at frame left, nose to the right,
blades fanned back around the muzzle, firing. A thin hard-edged RED beam leaves the hub
and runs dead level to the right - white-hot where it leaves the muzzle, a hot red core
inside a thin outer red haze, short red flame licks around the muzzle - then thinning and
fading out about nine tenths of the way across (last red at x 2500 of 2752), SHORT of the
frame edge, with open field beyond it. BOTTOM PANEL: the same beam fades in about a tenth of the way
in from the left edge (first red at x 250 of 2752), runs level, and strikes a grey rock face
at frame right. At the hit there is a white-hot star, a spray
of dark rock chips thrown back to the left with red-lit faces, fine red sparks, and a web
of glowing red CRACKS spreading into the rock from the point of impact. The rock is cool
grey with darker grey facets, painted with soft edges. No ink outline on this card either.
THE THIRD CARD, `swarm_horizon.png`, IS THE MASSED STATE. Open sea under an empty sky,
with one pale grey-teal boulder filling the bottom centre of the frame and nothing else in
the foreground. The sky is dark desaturated teal-green at both frame edges (sampled
37,56,62) and washed dull red-brown across the middle two thirds. ONE hard-edged RED
HORIZONTAL BAR runs edge to edge across the full frame width at about one sixth of the
frame height from the top (measured at 16.1 percent), a hot red core with a pale hot
centre and a soft red bloom above and below it. The sea horizon sits far below it, at
about 57 percent of frame height. THE MASS: several hundred small craft in silhouette,
all but one a three-pointed dark shape with ONE red dot at its centre, drawn over and through
a dark smoke-grey cloud; the single exception is a generator artifact and is recorded
below. The mass is hooked - it rises out of the lower left, sweeps right
across the middle of the frame, and curls up and back over itself at the upper right, with
a thin tail of stragglers streaming away to the left and a handful of craft crossing above
the red bar. The sea below is near-black teal (sampled 5,13,16) with a broad band of soft
pale silver-teal ripples running back to the horizon. There is NO red column on the water.
THE FOURTH CARD, `harvest_fleet.png`, IS A SCENE FRAME AND IS NOT A DESIGN REFERENCE.
A deep teal-green sky (sampled 2,40,43) over bright saturated emerald-teal open sea whose
pale crests are the brightest thing in the picture that is not red. Across the upper
middle of the sky runs a long horizontal TEAR - a ragged lens with torn lips, tilted
slightly UPHILL from left to right - the right tip sits about 40 px higher than the left -
tapering to a point at each end, spanning roughly three quarters of the frame width (measured
x 306 to x 2445 of 2752, 78 percent), filled with a hot crimson field, with a thin pale cream rim
along parts of its lower lip. Out of it pours the fleet: a fine dark spray of hundreds of
tiny craft at the tear itself, thinning to dozens at mid-distance, down to THREE large
craft in the near foreground along the bottom of the frame, their cores measured at x 1112,
x 1680 and x 2370 of 2752 - one left of centre, one just right of centre and one out at the
right. Each of the three is the same three-blade craft with its lit hub face turned to camera,
in the same aspect as the turnaround's middle view, one red core in its stepped collar with
red flame-wisps peeling off it, all facets bounded by drawn joints. A road of broken red
reflections runs across the water from
under the tear toward camera, and a faint low dark headland sits on the horizon left of
centre. This card is drawn in INK-AND-CEL - clean dark outlines around every craft and
every wave shape - and its craft read warm grey-brown rather than charcoal-purple, because
the red light is on them.
WHAT IT IS FOR. THE ENEMY OF THE SERIES. The registry and Tools/series_graph.py:166 carry
one locked line for this entity, and it is the whole brief: "The enemy. Never clearly seen
in E1: red light, a crack in the sky, and worlds drained to gray glass - color first, then
sound, then memory." The graph relates it "Harvests the-seven-worlds", "Hunting solmara",
"At war with darrens-world". SERIES-CANON.md:154-159 is the definition it answers to: "THE
SWARM: the enemy. Crystalline energy-aliens (canon phrase: 'crystalline/energy alien')
flying red-bolt warcraft. They harvest the LIGHT of worlds - color drains from a harvested
world (visual: a world turning grayscale is the show's image of loss; NO on-screen mass
death). Swarm fire is ALWAYS neon red. Player/hero fire and deflected bolts are ALWAYS
cyan. A perfect deflect burns white-hot. This color grammar is never violated."
THE CRAFT ON THE PRIMARY SHEET IS THE WEAVER. CHARACTER-CANON.md:539-553 already carries a
separate heading, "THE SWARM SCOUT / WEAVER", pointed at this same file, and it rules:
"This is the craft the scripts call a WEAVER (game enemy type: fast serpentine strafe with
aimed shots). Weavers need NO new approval sheet - they are this." SERIES-CANON.md:377-379
lists the wider grunt roster the show may draw on - Grunts, Darters, Gunners, Tanks,
Spinners, Swarmers, Snipers, Weavers, Chargers, Splitters, Bursts, Mirrors - and only the
Weaver has a picture.
EACH CARD HAS ITS OWN JOB, AND THEY ARE NOT INTERCHANGEABLE. E2-CH4-MANIFEST.md:62 files
two of them together as the enemy's canon: "The enemy is canon: swarm_scout_b (tri-wing) +
swarm_horizon (massed cloud)." E2-CH5-MANIFEST.md:48-56 commissions the third for Chapter
5 - "SCOUT BOLT - effect card: the scout firing its thin swarm-red bolt" - and records that
with it the chapter needed nothing else: "Already approved and sufficient: scout_b,
swarm_horizon, seam states, all locations, all characters." E3-CH7-MANIFEST.md:110-112
files the fourth into this slug when Episode 3 opens: "Wave 25 approved and filed
(seam_torn -> world-plate, harvest_fleet -> the-swarm)", and CH8 "shoots on it as approved
canon alongside harvest_fleet". E3-CH8-MANIFEST.md:16 and :43 are what the massed cards
are for on screen - "the swarm crosses the shore without slowing", "scouts turn toward the
noise and come in low and unhurried". In the four-minute film, film/SCRIPT-V2.md:208 is the
one beat that needs all of it at once: "5-03 [--] 3:38-3:44 - The sky tears. The Swarm
comes down on the whole island."
PROMPTING. ATTACH `swarm_scout_b.png` FOR THE DESIGN AND NEVER `harvest_fleet.png`. That is
the reason this slug was repointed on 2026-09-05, and the difference is visible: the fleet
card's craft read warm grey-brown under red light, and a prompt that takes its hull colour
from there gets the wrong hull.
LEAD WITH THE SILHOUETTE, NOT THE PARTS. film/LOOK-LOCK.md:232-235 records this asset
failing and then working: "CANON DESCRIBES PARTS; A MODEL NEEDS A SILHOUETTE. The Swarm
dart came back a faceted lump with its block quoted verbatim. Describing the OUTLINE and
the negative space - 'three long blades at 120 degrees, each twice as long as the hub is
wide, open night sky through the three gaps' - fixed it first try." Open with that
sentence, then add the parts.
COPY THE NUMBERS VERBATIM, per the QUOTE THE NEVER LIST rule: THREE blades, ONE red core.
Count the BLADES and never the points - each blade tip splits into two needles, so a
three-quarter view legitimately shows six points on three blades, and a prompt that asks
for a count of points will get six blades.
NOTHING BUT THE CRAFT IS ON THE PRIMARY SHEET. No sky, no stars, no sea, no ground, no
town, no Solmara, no Ring, no seam, no tear, no smoke, no cloud, no other craft and no
figure - Holly Jo, Darren, Vess, Momma Jo, the Violet Manta, the Interceptor and the Mint
drones are all absent and every one of them is composed in by prompt or comes from its own
sheet. THE CREAM-BONE BACKDROP IS A STUDIO BACKDROP AND IT IS NOT A SKY: take no sky, no
ground, no state and no light direction from it. The sheet declares no palette state, so a
shot states EMERALD NIGHT or CREAM DAY from film/LOOK-LOCK.md and never reads a state out
of this picture.
FOR STAGING, GO TO THE RIGHT CARD. The massed cloud rolling in over water is
`swarm_horizon.png`; the fleet pouring through an open sky is `harvest_fleet.png`; a single
craft firing, and a bolt hitting stone, is `scout_bolt.png`. The seam and the tear are NOT
this slug's to draw - `Approved/morning-suite/seam_dawn.png`, `Approved/world-plate/seam_bright.png`
and `Approved/world-plate/seam_torn.png` are the registered seam ladder, and the seam_torn
block states the division plainly: "The fleet is `Approved/the-swarm/harvest_fleet.png`, a
separate card, and it is not in this picture." Compose the two, never merge the cards.
COLOUR LAW: everything that glows on this asset is RED. No cyan, no blue, no white except
the hot centre of the core and the hot centre of the bolt, and nothing warm-gold anywhere.
RECORDED DEFECTS. (1) RECORDED CONFLICT - THE LEDGER'S ONE NOTE FOR THIS WAVE SITS ON A
DIFFERENT ROW. verdict_ledger.csv:161 denies `swarm_scout_a.png` with an EMPTY comment, and
line 163 denies `vess_young.png` carrying the note "Looks too friendly for enemy scouts".
That sentence names enemy scouts, which is this asset and not Vess. Either Brandt's note was
written against the denied scout and is filed on the wrong row, or it was one note covering
both denies in the wave. Both readings stand; recorded, not resolved, and it means the
reason `swarm_scout_a.png` was denied is not reliably attached to anything.
(2) RECORDED CONFLICT - TWO DIFFERENT PICTURES SIT UNDER THIS SLUG, AND ONE OF THEM DOES
NOT EXIST. Tools/series_graph.py:166 names the sheet for `the-swarm` as
`AssetSheets\wave8\swarm_2.png`. There is no such file anywhere in Series - wave8 holds
`package_1.png`, `seven_1.png` and `washline_2.png` and nothing else. ref-media-ids.json,
canon-index.json and the asset record all name `Approved/the-swarm/swarm_scout_b.png`.
Recorded, not resolved; the graph line is stale and points at nothing.
(3) RECORDED CONFLICT - THE LOCKED WORDING AND THE PICTURES DISAGREE ON WHAT THE ENEMY IS
AND ON HOW MUCH OF IT IS SEEN. The locked line says "Never clearly seen in E1: red light, a
crack in the sky", and SERIES-CANON.md:154 says the Swarm are "Crystalline energy-aliens".
All four approved pictures draw MACHINES seen clearly - a hard-faceted metal craft on a
turnaround, hundreds of them massed, three of them large in the near foreground. There is no
crystal and no creature on any sheet, and nothing in the folder shows a Swarm being as
distinct from a Swarm craft. Recorded, not resolved; both stand as written.
(4) `swarm_horizon.png` CARRIES A HARD RED SKY BAR THAT DOES NOT SIT WHERE THE SEAM SITS.
Measured on the file: the bar is at 16.1 percent of frame height and the sea horizon is at
57.4 percent, so the bar floats in open sky roughly two fifths of the frame above the water.
The registered seam cards draw the seam "sitting exactly ON the sea horizon"
(CHARACTER-CANON.md, THE SEAM AT DAWN) and "laid exactly on the waterline" (THE SEAM
BRIGHTENING), and seam_dawn's NEVER line forbids "the seam ... floating above the horizon
line instead of resting on it". No document calls this bar a seam - E2-CH4-MANIFEST.md:62
calls this card the "massed cloud" and nothing more. So either the plate holds an unnamed
red sky element of its own, or it holds the seam drawn in a forbidden position. Recorded,
not resolved. Until it is, do not read this bar as the seam and do not build a seam shot
from this plate.
(5) THE FOUR CARDS ARE NOT ONE FINISH. `swarm_scout_b.png` and `scout_bolt.png` are painted
with no ink outline; `swarm_horizon.png` and `harvest_fleet.png` are ink-and-cel with clean
dark outlines around every shape. film/LOOK-LOCK.md's STYLE line asks every shot for
"painted 2D animation background art, bold clean ink linework, flat cel shading". Two of the
four sheets under this one slug do not carry the linework, the way the Warlord's sheet does
not. Recorded so a shot names the finish it wants rather than inheriting whichever card was
attached.
(6) THREE CAST SHADOWS LIE UNDER THE THREE VIEWS on the turnaround's plain backdrop, which
puts a floor under an object that flies and gives the isolated sheet an implied ground plane
it should not have. Generator artifact; recorded so nobody composes the shadows into a shot
and nobody "fixes" them into a new picture.
(7) `scout_bolt.png` IS TWO PANELS DIVIDED BY A SOLID BLACK BAR. film/LOOK-LOCK.md's MUST
NOT list says "no border, no frame, no letterboxing, no vignette drawn as a black edge". The
bar is this card's own layout rather than a frame drawn on a shot, but it is a black bar
across a picture that gets attached to prompts, so it must never reach a rendered frame.
(8) `harvest_fleet.png` CONTAINS A SKY TEAR, WHICH IS ANOTHER CARD'S REGISTERED SUBJECT.
`Approved/world-plate/seam_torn.png` is the approved tear and its canon block states the
two are separate. This card's tear is not that card's tear: it opens over open sea with a
distant headland, not over the orchard shore with the town and the beached hull. The two
must never be swapped for one another, and neither is the design reference for the other.
(9) ONE CRAFT IN `swarm_horizon.png`'s MASS CARRIES NO RED DOT. Measured at x 1795, y 285: a
craft-shaped silhouette speckled pale cool grey-blue (peak blue-minus-red 18, against -2 on the
craft beside it) with no red centre at all. Every other craft in the mass carries the one red
dot. Generator artifact; recorded so nobody reads a second light colour into the mass and
nobody repaints the mass to match it.
VERIFIED 2026-09-06 by a second agent against the sheet: 146 claims checked, 16 corrected.
--- from series_graph.py (locked wording) ---
The enemy. Never clearly seen in E1: red light, a crack in the sky, and worlds drained to gray glass - color first, then sound, then memory.
any count of blades but THREE - not two, not four, not five, not six, and never a count taken from the tips, which split two to a blade, more than ONE core, a core that is not dead...
NEVER - what breaks it
any count of blades but THREE - not two, not four, not five, not six, and never a count taken from the tips, which split two to a blade, more than ONE core, a core that is not dead centre at the hub, a second light, a lit strip, a lit panel line or a running light anywhere on the hull away from the hub - the thin red seam-lines nearest the core are that one core's light falling on the plates and are not a second source, that core or any Swarm light, bolt, wisp, ember, reflection or glow drawn CYAN, blue, green, magenta, violet, gold, amber or orange, or white anywhere but the hot centre of the core, the muzzle flash and the impact star - Swarm fire and Swarm light are ALWAYS red and hero cyan never touches this asset, a cockpit, a canopy, a windscreen, a glass dome, a viewport, a window, a seat, a hatch, a pilot, a rider, a crew or a face on the craft, the game's neon cyan-and-magenta rim light laid on the hull, or neon used as an outline instead of as a light source, a smooth, rounded, organic, insectile, feathered, winged, chitinous, fleshy or crystalline body in place of the hard-faceted plated machine, a hull recoloured tan, beige, brown, sandy, grey-brown, warm plum, gunmetal blue, black or white in place of dark charcoal-purple - the warm grey-brown in harvest_fleet is red light on it and is not the hull colour, blades drawn as flat unsegmented paddles, straight rods, feathered vanes, rotor arms or a single solid triangular plate with the three gaps filled in whenever the blades are FANNED - the open backdrop through all three gaps is part of the fanned silhouette, and the closed triangle is only the blades-forward view on this sheet, blade tips drawn blunt, rounded, squared, forked into three or fused into one point instead of splitting into two needles at any size the split can read - the distant craft in swarm_horizon and harvest_fleet carry single points, and that is those sheets' own simplification at distance and not the design, guns, barrels, turrets, missiles, pods, antennae, landing gear, thrusters or exhaust nozzles added to the hull, a thrust plume, a contrail or an engine flame in place of the short red wisps at the collar, the beam drawn as a soft bloom, a fat bar, a lightning fork, a plasma ball, a shell, a tracer, a fireball or a cyan bolt instead of one thin hard-edged red beam with a white-hot muzzle, sky, stars, cloud, smoke, sea, water, ground, rock, a horizon, a skyline, a town, buildings, roofs, lantern strings, blossom, the Ring, the mountain, the seam or the tear drawn onto the isolated turnaround - the backdrop is a plain cream-bone field and stays empty, that cream-bone backdrop read as a sky, a dawn, a cream day or any palette state, a plinth, a dais, a table, a diorama base, a display stand, a studio floor or a vignette under the craft, a pitched, gabled, tiled or shingled roof anywhere in any frame built from these cards, the massed cloud drawn as a flock of birds, bats, insects, leaves or drifting ash instead of craft each carrying one red dot, the mass drawn as a straight column, a wall, a grid or a formation in place of the hooked curling mass, the sky bar in swarm_horizon read as the seam, moved onto the waterline, or used to build a seam shot - the seam ladder is seam_dawn, seam_bright and seam_torn and none of them is this card, harvest_fleet attached as the design reference for the craft, or its tear swapped for seam_torn, a Mint drone, the Violet Manta, the Cyan Razor, the Crimson Raptor, the Emerald Wasp, the Gold Vanguard, the Interceptor or any hero ship drawn on a Swarm sheet, the Warlord, a Swarm pilot, a crystalline being, a harvested townsperson, Holly Jo, Darren, Vess, Momma Jo, Ossie, Petra or any figure at all drawn onto the isolated turnaround - it is an object sheet and every figure is composed in by prompt, on-screen mass death, corpses, blood or gore in any Swarm frame - the show's image of loss is colour draining to grey glass, a photoreal, CGI, glossy 3D-render, chrome, sculpted-model or scale-model finish, readable text of any kind - letters, numerals, runes, glyphs, callouts, a caption, a filename or a watermark, and a drawn panel border, frame line, divider bar or letterboxing carried out of the bolt card into a rendered frame
You said: THE ISOLATED THREE-VIEW TURNAROUND - the correct ref to prompt from. Repointed 2026-09-05: this slug used to resolve to harvest_fleet.png, which canon forbids as a design reference (LAW ZERO-B, scene frames cross-contaminate), so the gate was handing out the one sheet it is not allowed to use. THREE blades, never four or two.
Approved/the-swarm/swarm_scout_b.png ref 56e52f3a
LOCKED
THE TERRACE LANE - the town's lantern stair-lane at night
SHEET: Approved/world-suite/terracev3.png TRANSCRIBED FROM THE SHEET 2026-09-03, by opening it - not from the filename and not from the three shot notes that name it. Its entire...
the full canon wording
SHEET: `Approved/world-suite/terrace_v3.png`
TRANSCRIBED FROM THE SHEET 2026-09-03, by opening it - not from the filename and not from the three shot notes that name it. Its entire provenance is one line in verdict_ledger.json: approved by Brandt 2026-08-23 as part of "WAVE 14 - THE RING SET RIGHT, EVERYWHERE (your profile_2 ruling, executed)", with an empty note. That matters more than it looks. The wave was about the RING. The approval is evidence the Ring is right in this frame and it is evidence of nothing else - see the two recorded defects at the bottom, one of which the wave could not have caught because it was not looking at it.
WHAT IT IS. A straight-on, near-eye-level view up a Solmara terrace lane at night, 2752x1536, in the EMERALD NIGHT state, drawn in the show's flat cel language with heavy dark-navy ink outline. The camera stands low in the lane looking uphill. Foreground is a floor of large irregular teal FLAGSTONES with dark inked joints; two shallow risers of broad stone step lift the eye out of it; then the lane runs back and a BROAD STRAIGHT FLIGHT of pale blue-grey stone steps climbs dead centre - roughly fourteen risers to a landing, then a second flight beyond it narrowing away between the houses. No handrail anywhere, no balustrade, no kerb. Both walls are the town's own WEATHERED TEAL-GREEN STONE in large dry-jointed ashlar courses, mottled with paler bleach and grey-green lichen, deep pine-teal in shadow and seafoam where light strikes. The left third of frame is one tall raked RETAINING WALL running away from camera; the right is a house face with a dark recessed doorway and a low stone parapet capping the terrace above it. Fallen pink PETALS lie scattered across the flags and the step treads and drift through the air in the mid-frame - that drift is the only movement in the plate.
THE LIGHT IS ENTIRELY THE TOWN'S OWN, and there is no light source in this lane that is not a window or a lantern. Windows are small deep-set slots with a WARM CREAM pane, throwing a soft amber bloom onto the teal stone around them - about a dozen readable up both sides. The PINK PAPER LANTERN STRINGS are the signature: ribbed rose-pink barrel lanterns with small dark caps threaded on a black cord, each throwing a magenta-violet bloom into the air. Three arrangements, and the counts are worth holding because a redraw will multiply them. A near cord hung off the right-hand roofline carries THREE large lanterns close to camera right, the nearest reading warm cream-gold through its paper because a window sits directly behind it. A main catenary swags across the lane in a single long sag carrying SEVEN, diminishing up-lane. Furthest and lowest, a second string of FIVE small round bulb lights crosses just above the stair's landing. One BLOSSOM TREE leans out over the lane from behind the left wall - dark plum-brown trunk, mauve and rose canopy - and one small violet-mauve SHRUB sits at the foot of the stair on the left. Sky is deep teal-indigo with a scatter of small white stars.
THE RING crowns the frame. It stands on a dark bare-rock crown that fills the gap at the head of the lane above the roofs, and it is the HIGHEST silhouette in the picture - the CREST RULE, satisfied, which is what wave 14 was checking. Weathered olive-bronze voussoir stone, an inner lattice band, and a rim segmented into cartouche panels of cross-hatched knotwork alternating with plain bands. Its MOUTH IS EMPTY and stars read through it. The ONLY lit thing is ONE SMALL CYAN GLYPH burning on the inner rim at about nine o'clock, with a soft cyan halo bleeding onto the stone around it. That glyph is the only cyan in the whole plate.
WHAT IT IS FOR. This is the reusable peacetime lane - the ordinary street level of the town, the thing the siege later takes away - and three chapters lean on it. E1-CH1-MANIFEST shot 2b is "terrace lane run", a leg of Holly Jo's courier round. E1-CH2-SCRIPT CH2-03 is "1c - terraces, word travelling", under "Word ran down the terraces faster than Holly Jo ever had." E1-CH3-SCRIPT CH3-05 is "1e - evening lanes, ordinary night". It is an EMPTY PLATE: not one person is in it, and every figure is composed in per the asset-isolation rule. Its doused counterparts are `world-suite/doused_lane.png` and `doused_town.png`; do not repaint this one dark to get there.
RECORDED DEFECT ONE - the audit convicted its use, verbatim (ANIMATION-AUDIT-2026-08-24.md, CH3-05, subject-missing): "terrace_v3 is a completely empty lane, held 11.0s, under a line about what THE TOWN decided and what SHE knew - 'Nobody asked where he came from anymore... and she knew it.' There are no townsfolk, no Darren and no Holly Jo in it. It is also a pure plate: no foreground, no midground action, nothing to animate but a push-in, which makes it dead air in a chapter that already has a lot of it." The ruled remedy keeps the plate and fills it: "Same lane, same emerald night, same lantern strings - now with life in it. Two or three townsfolk (townsfolk_1 canon: earth-tone linen, wool, aprons, no neon) nodding Darren through as he carries a crate up the steps, nobody stopping him, nobody asking. Holly Jo in the near foreground on the lower step, half in shadow, watching him go with the unasked question on her face. Foreground, midground, background, and an action to cut on." So the plate is not the defect; holding it bare is. Any shot that attaches it must stage a foreground figure and an action, and must not exceed a few seconds without one.
RECORDED DEFECT TWO - the roofs in this plate are an explicit Solmara NEVER. Every house up this lane has a PITCHED, RIDGED, TILED roof with overhanging eaves; the canon Solmara block says "Cubic flat-roofed houses" and lists "pitched tile roofs" among its NEVERs. This is the same violation that got `market_v3` refused: "Checked against canon it broke an explicit NEVER: almost every roof was PITCHED, and Solmara is cubic and flat-roofed." The rooftop-route block names this plate's family directly - "USE THIS PLATE FOR ANY SOLMARA ROOF GEOMETRY. The older terrace plates draw PITCHED TILE ROOFS, and pitched roofs are an explicit Solmara NEVER." terrace_v3 survives only because wave 14 was reviewing the Ring, not the roofs. USE IT for the lane, the stone, the stair, the lantern strings, the petal drift and the Ring's placement. NEVER let its roofline propagate: roof geometry comes from `Approved/rooftop-route/roofs_1.png`, and if this plate is ever re-rolled, flat roofs with solid low stone parapets are the fix.
RECORDED DEFECT: TWO RECORDED DEFECTS. (1) ANIMATION-AUDIT-2026-08-24.md convicts its use at CH3-05 [notable] subject-missing: "terrace_v3 is a completely empty lane, held 11.0s, under a line about what THE TOWN decided and what SHE knew... There are no townsfolk, no Darren and no Holly Jo in it. It is also a pure plate: no foreground, no midground action, nothing to animate but a push-in, which makes it dead air in a chapter that already has a lot of it." The plate is kept; the ruled fix is to populate it (townsfolk nodding Darren through with a crate, Holly Jo on the lower step watching). (2) NOT in the audit, found by diffing the picture against the NEVER list: every roof in this plate is PITCHED, RIDGED AND TILED, which the Solmara block lists as an explicit NEVER ("Cubic flat-roofed houses"; NEVER "pitched tile roofs"). It is the identical violation that got market_v3 refused, and the rooftop-route block names this family - "The older terrace plates draw PITCHED TILE ROOFS, and pitched roofs are an explicit Solmara NEVER." It survived because its wave-14 approval on 2026-08-23 was reviewing the Ring, not the roofs. Never propagate this roofline; source roof geometry from Approved/rooftop-route/roofs_1.png.
--- from series_graph.py (locked wording) ---
Teal-stone lanes with blossom, lantern strings and canals - Holly's daily racecourse.
tan, beige, brown or grey-blue stone in place of the weathered teal-green, yellow, amber, gold or white lantern light in place of pink, the lantern strings drawn matte and unlit (that...
NEVER - what breaks it
tan, beige, brown or grey-blue stone in place of the weathered teal-green, yellow, amber, gold or white lantern light in place of pink, the lantern strings drawn matte and unlit (that is the day state and this plate is night), a cream-day, dawn, dusk or golden-hour repaint of this lane or any blend - emerald night or cream day, never a third, this lane's stair painted with the cyan glow of the crown stair or this lane mistaken for the KEEPER'S STAIR, which is the single switchback from the highest terrace to the summit and is not in this plate at all, handrails, balustrades or iron railings on the stair or the wall tops, streetlamps, torches, braziers, hanging shop signs, awnings or market stalls in the lane, windows lit cool white, blue or cyan instead of warm cream, red light of any kind - red is the Swarm's - including red paper lanterns in place of the pink, the game's neon cyan-magenta rim-light, more than the one small cyan glyph on the Ring's rim, a lit, filled or arcing Ring mouth, or a second ring, anything cresting above the Ring - a crag, roofline, cloud, mast or tree - the CREST RULE has no exceptions, the Ring dropped down among the roofs or off the bare crown, a full blossom orchard planted in the lane (the orchard is below the town and this plate holds exactly ONE blossom tree and ONE small violet shrub), chimneys, chimney pots, roof smoke, gutters or downspouts, burn scars, rubble, smoke columns or dead and snapped lantern strings (this is the peacetime plate; the doused states are doused_lane and doused_town), readable text, lettering, numerals or signage anywhere, holding it as a bare empty lane for a long take with no figure and no action in it, and above all this plate's PITCHED TILE ROOFS copied into any new Solmara art - roof geometry comes from Approved/rooftop-route/roofs_1.png and Solmara is cubic and flat-roofed
You said: Solmara terrace stair-lane at night, lantern strings, petal drift, empty. Approved WAVE 14, 2026-08-23 per block (ledger 2026-08-25). ATTACH WITH WARNINGS: empty lane convicted (CH3-05) - stage a foreground figure and an action, never hold it bare; every roof PITCHED/RIDGED/TILED - never propagate, roofs from roofs_1; this stair is NOT the keeper's switchback and gets no cyan glow; one blossom tree and one shrub only; doused states are doused_lane/doused_town, never repaint this dark. Registered 2026-09-06 (was transcribed but unregistered).
Approved/world-suite/terrace_v3.png ref b42a90ba
LOCKED
THE WARLORD
Approved 2026-08-29 in the rework wave, card rw:warlord, registered slug the-warlord. The superseded warlordcyan.png is in Series/Denied/2026-08-29/ and must never be attached....
the full canon wording
Approved 2026-08-29 in the rework wave, card `rw:warlord`, registered slug
`the-warlord`. The superseded `warlord_cyan.png` is in `Series/Denied/2026-08-29/`
and must never be attached. TRANSCRIBED FROM THE SHEET 2026-09-04 by opening it -
not from memory. Until now this entity had a picture and one sentence of canon,
which is how a shot spec was able to describe him wrongly.
WHAT IT IS. A tall, gaunt CLOAKED FIGURE alone in the dark on a wide plate, seen
from BEHIND and slightly left, the head turned away into three-quarter rear profile.
He stands right of centre and the left half of the frame is empty field.
THE CROWN is one continuous piece of pitted, corroded PALE GREY-GREEN BONE-STONE -
crown and faceplate fused into a single object, not a helmet worn over a head. Its
BLADE SPIKES are deliberately UNEVEN: a fan of short and mid-length points, one
stubby spike jutting sideways at cheek height, and a single long needle rising off
the right side taller than all the rest. The material is eaten through with small
round PITS and hollows, and below the spikes it tapers into a long pointed faceplate
hanging past where a jaw would be.
THE HOLLOW UNDER IT IS THE DESIGN. Behind and beneath that crown there is nothing -
unlit black void where a face should be. No eyes, no glow, no skin, no head. The
crown is holding a shape that is not there, and that is never softened.
THE CLOAK is heavy DARK TEAL-BLACK cloth with real weight: deep vertical folds,
visible weave, the shoulder mass rising high behind the crown like a collapsed hood.
NO arms, NO hands, NO body - a column of cloth from the crown down out of frame. It
sweeps back and to the right into a long TRAIN whose trailing edge is SHREDDED into
long tapering blade-like strips that thin away to threads.
THE GLYPHS are roughly two to three dozen glowing CYAN marks - a dense scattered
field across the train's inner face plus a looser column of half a dozen down the
near left edge. Each is drawn as a HOLLOW OUTLINE, a bright cyan stroke around a
darker cyan interior, never a solid filled shape. They are angular, built of straight
segments and hard corners with the occasional hooked curve, they vary in size from
about a hand-span on the cloth down to a fifth of that, and no two are alike. They
LIE ON THE CLOTH - bending, skewing and shrinking with the folds and the perspective
rather than floating in front of it. Abstract Ring-family marks: they spell nothing
and they are not arranged in rows.
PALETTE AND LIGHT: teal, blue-grey, near-black and cyan, with nothing warm anywhere
in frame. A single cool source sits BEHIND AND LEFT of him, laying a cyan-white RIM
along the cloak's leading edge from shoulder to hem and catching the tops of the
crown spikes. That rim is the entire modelling; everything facing camera falls into
shadow and the inside of the crown stays black.
BACKGROUND: none. A deep near-black blue-teal void, darkest in the corners, with a
soft cool haze behind his shoulder. No ground, no horizon, no stars, no architecture,
no ship. He is not anywhere.
RENDERING STYLE: PAINTED. Digital-oil brushwork with visible directional strokes in
the cloth, soft blended edges and value-modelled folds - no black ink outline, no
flat colour fills, no cel bands. THIS IS DELIBERATE AND APPROVED: Brandt denied the
first version with "Need to work on the boss, should look lik ethis but less
cartoonie", so the non-cel painted treatment is exactly what he asked for and passed.
The glyphs are the only hard-edged graphic element in the picture.
WHAT IT IS FOR. A TEASE, and only a tease. He closes E1 - CH1 beat 6a and A5-01 in
the film: black, then this silhouette cyan on black, then black and silence after the
crown turns. E1 carries him once more as the tall caped shape standing in the gate's
dark metal behind Holly Jo's reflection with nothing actually behind her, a reflection
that fades when the light shifts. NEVER A FACE IN E1. He is a shape and an edge, never
a person; his name is never said and nothing in frame captions him, so the E20 reveal
that he was VAL DANERREN cannot leak from the picture. Backstory is held offline. The
sheet is a clean isolated figure and the void IS its backdrop - any setting, scale or
staging is composed in the PROMPT, never baked onto the sheet.
### THE SERIES TEXT NOW MATCHES THIS SHEET (Brandt, 2026-09-06, card `sv:warlord-text`)
SERIES-CANON's Warlord entry said "A colossal red/blue warship-being, the Swarm's
general" - a sentence older than any picture of him, and the last place a writer could
have picked up a design that was never drawn. Brandt ruled REWRITE THE LINE TO THE SHEET
- he is the cloaked figure everywhere. The series line now describes this sheet (the
cloaked figure, the bone-stone crown over a hollow, the cyan glyphs, the painted finish)
and no warship-being exists anywhere in canon. A "vast machine" reading of him would be
a new design and needs its own card; it is not a fallback.
### THE CYAN IS DELIBERATE - "ADD THE LINE - KEEP HIM CYAN" (Brandt, 2026-09-04, card `film:warlord-cyan`)
This was raised as a possible colour-law break: the show's grammar is Swarm fire and
Swarm light ALWAYS red, hero fire and deflects ALWAYS cyan, and here the villain is lit
in our colour. It is not a break, it is the point. He is the ONLY enemy in the picture
wearing the hero colour, because SERIES-CANON:164 is that he chose to ABSORB the
Swarm's power instead of deflecting it, and it hollowed him. Brandt ruled ADD THE LINE
- KEEP HIM CYAN, so the film pays it off with ONE narration line instead of a redesign:
N-21b over A5-01, "He did not deflect the light. He took it." - already rendered, held
pending the ruling, now LIVE, and N-22 was cut to make room for it. That half-sentence
is what turns his cyan from an error into a clue, so the two travel together: the line
and the colour are one ruling and neither ships without the other. Do not "fix" him to
red. This licenses cyan on HIM ALONE - Swarm craft, scouts, weavers and every bolt stay
red without exception.
### STILL UNRESOLVED AT SERIES LEVEL - SERIES-CANON:160 CALLS HIM A WARSHIP
SERIES-CANON:160 still describes the Warlord as "a colossal red/blue warship-being, the
Swarm's general". The approved sheet is not that: it is a humanoid cloaked figure with
no hull anywhere and no red on it. Both cannot be true, and Brandt has not been asked
which one is. The 2026-09-04 ruling settles THE FILM ONLY - keep the picture's cyan,
add the line - and must not be stretched into a series-wide redesign nobody has put to
him. So: do not rewrite SERIES-CANON:160 to match the art, do not redraw the sheet as a
warship to match the prose, and do not build any shot whose staging depends on the
answer. Ask him. Until he rules, the approved sheet governs E1 and nothing past it.
--- from series_graph.py (locked wording) ---
Never a face in E1 - a tall caped reflection in the gate's stone that fades when the light shifts. Backstory held offline.
a visible face, eyes, mouth, jaw, teeth, skin, or any glowing point or ember inside the crown - the space under it is unlit black void and stays that way, a lifted helm, a pulled-back...
NEVER - what breaks it
a visible face, eyes, mouth, jaw, teeth, skin, or any glowing point or ember inside the crown - the space under it is unlit black void and stays that way, a lifted helm, a pulled-back hood, or a human head or body revealed under the cloth, cel shading, black ink outlines, hard-edged colour fills or vector-cartoon rendering in place of the painted digital-oil treatment with visible brushwork, real weave and real cloth weight ("less cartoonie" is the note that produced this sheet), a photoreal or glossy 3D-render finish, RED anywhere on him - hull, light, rim, glyphs or eyes (red is the Swarm's, and he is the one enemy deliberately not lit in it), magenta, violet, green, amber, gold, orange or firelight of any warm colour, grayscale or drained rendering (grey in this show means light HARVESTED, which he is not), front lighting, camera-side lighting or any fill that opens the inside of the silhouette - one cool cyan-white rim on the leading edge is the entire light, glyphs drawn as solid filled shapes, neon tubes, tattoos or decals floating in front of the cloth instead of hollow outlined marks lying on it and bending with its folds, glyphs that read as letters, real runes, numerals or any legible text, glyphs set in rows, lines, a grid, a border or a repeating pattern, the same glyph used twice, four or five lone glyphs or a solid wall of them covering the whole cloak - the field is roughly two to three dozen, scattered, every one different, glyphs on the crown, the faceplate or anywhere but the cloth, a smooth, round, circular, jewelled or gold coronet in place of the irregular pitted blade crown, a crown of even matched spikes - they are uneven and one long needle is the tallest, horns, antlers, wings, a skull face, or a shoulder-plated fantasy-knight silhouette, a clean straight hem - the train ends in long torn blade-like strips, visible hands, fingers, arms, shoulders or feet, a weapon of any kind - sword, staff, sceptre, axe, shield or banner, a throne, a chair, a colonnaded hall, mirror floors, a ship interior, a floor, a horizon, stars, a planet or any built environment behind him - the background is empty dark void, Swarm craft, red bolts, an army, a crowd, the Interceptor or any second figure sharing the frame, the name VAL DANERREN or any caption, title card, name plate, subtitle or readable show text in frame, a full-frontal standing hero pose, a bright wide reveal, or any shot that shows more of him than E1's tease allows, and swapping the cloaked figure for the colossal red/blue warship hull of SERIES-CANON:160 - that contradiction is Brandt's open call and is not a shot's or a redraw's to settle
You said: TEASE design only. Canon: never a face in E1. Painted, not flat vector.
Approved/the-warlord/warlord_v2.png ref e467256d
LOCKED
THE WORLD PLATE - CREAM DAY, the whole island from the air
SHEET: Approved/world-plate/plateday.png TRANSCRIBED FROM THE SHEET 2026-09-03, by opening it - not from the note and not from the filename. Until now the registry carried it as...
the full canon wording
SHEET: `Approved/world-plate/plate_day.png`
TRANSCRIBED FROM THE SHEET 2026-09-03, by opening it - not from the note and not from the filename. Until now the registry carried it as `"kind": "orphan", "canon_text": "", "gaps": ["no-canon-block"], "status": "unsafe"`, which is why every shot that leaned on it described it from memory. It is RUNG 0 of the ZOOM LADDER and the cream-day half of the world-plate pair with `plate_night`: per SOLMARA-GEOGRAPHY.md, "the canonical geography lives in ONE approved zoomed-out WORLD PLATE (night + day states)... Every location view is a ZOOM into the plate", and "Independent per-location generation is BANNED." Approved in wave 17 as "THE WORLD PLATE (your zoom-out order - the new law of the land)". Its job is geography, not decoration.
THE FRAME is a high three-quarter aerial, near-isometric, holding the WHOLE island in one shot with open SEA on every side and no mainland anywhere - the island truth, drawn. Flat cel painting under a heavy dark ink outline. ONE mountain: a flat-topped mesa of bare mauve-taupe rock, stepped by one broad bench or lip partway up, its right flank falling into deep violet shadow. The town skirts only its lower slopes, and above the highest roofs a clear band of BARE ROCK - the Crown - separates the houses from the flat summit, so the profile_2 silhouette reads exactly: town skirt, bare crown band, lone Ring on top. THE RING stands alone and centred on that crown, upright, straight on bare rock with no plinth or base: dark weathered voussoir stone scored by radial block seams, a broad outer band around a recessed inner band, its MOUTH EMPTY so the cream-rose sky and the far lip of the mesa read straight through it. Exactly ONE lit thing on it - a small cyan hooked key-spiral glyph low on the near-left inner rim, throwing a modest cyan bloom onto the stone immediately around it and onto nothing else. The Ring's top edge is the highest silhouette in the picture; the CREST RULE holds here, and any crop taken from this plate must keep it holding. On the right shoulder the KEEPER'S STAIR climbs the bare crown as a pale stone switchback, drawn as plain unlit steps.
THE TOWN stacks in dense terraces around the mount, sunlit faces a warm cream-gold and shadow faces a cool grey-violet, small deep-set windows lit warm coral-amber, stone stairs and ramps zigzagging between every level. Lower centre sits the market square: an open terrace washed pale rose, with ONE low round stepped fountain basin and a single pale upright column at its centre, a broad arcaded building on its downhill side. Long swooping catenaries of round pale bulbs run over the lanes and between the roofs. Below the town the ground goes to farm terraces of plum-mauve ploughed ridges behind dry-laid pale cream retaining walls, planted with loose rows of purple-pink cherry blossom at full flower. THE CANAL runs down the left through the lower terraces to the sea as ONE straight stone-walled channel, crossed by exactly ONE low arched stone footbridge. The sea is teal through blue-green, carrying warm cream and rose sun-glitter up the left and cooling to blue in the near foreground, with a few small dark rocks at the waterline and NO boats, NO quay and NO pier - Solmara's harbour is round the far side of the mountain and is not in this plate. Sky is cream-peach at the horizon rising through rose into pale lilac-blue, and the key light rakes low from the LEFT of frame; any zoom crop must keep the sun on that same side.
WHAT LEANS ON IT: `E2-CH6-MANIFEST.md:59` builds ORCHARD SHORE - DAY from "plate_day lower-left coast crop attached", and that rung became `Approved/orchard-shore/shore_day.png`, which the animation audit in turn orders CH11's aftermath re-derived from. Every cream-day re-shoot the audit demands descends from here by the world-plate method: CH1's entire Beat 2 round (CH1-04 through CH1-11b, 81 seconds currently shipped in the wrong state), CH2's dawn market opener, CH3-03, and the CH9 dawn payoff wide.
WARNING - THIS PLATE IS NOT CLEAN, AND CANON DOES NOT BLESS IT. It is NOT named in ANIMATION-AUDIT-2026-08-24.md (zero hits on the filename), but that is an absence of inspection, not a clearance, and it carries three defects against canon written after it was approved. First and worst, EVERY ROOF IN IT IS PITCHED - dark slate-teal gables and hips throughout - and pitched roofs are an explicit Solmara NEVER in three separate blocks; CHARACTER-CANON.md:1471 convicts this plate's whole generation by name: "The older terrace plates draw PITCHED TILE ROOFS, and pitched roofs are an explicit Solmara NEVER." Solmara is cubic and FLAT-roofed, and the same NEVER is what got `market_v3` denied. Roof geometry comes from `Approved/rooftop-route/roofs_1.png`, never from this plate. Second, THE LANTERN STRINGS ARE DRAWN LIT and the windows blaze warm, in the cream state - the two-state palette law is "DAY = THE CREAM STATE: the same stone in warm cream-gold sunlight, lanterns matte unlit, gold-rose dawn skies", and the audit convicts precisely this defect in the sibling plate at line 350: "the lantern strings are LIT in a cream/dawn state, where the two-state palette law has the day state with lanterns matte and unlit". This plate has the identical fault and was simply never checked. Third, the crown stair is plain unlit stone, which diverges from Brandt's 2026-08-29 ruling that the glowing cyan crown stair in profile_2 is canon and "is never corrected away"; a shot needing that glow takes it from profile_2, not from here. USE THIS PLATE FOR GEOGRAPHY - island shape, mount, crown, Ring position, district placement, canal, bridge, orchard, coastline - AND FOR NOTHING ELSE. Take roofs from `rooftop-route`, lantern state from the palette law, and stone colour from the town masters.
RECORDED DEFECT: RECORDED DEFECT - do not treat this plate as clean. It is NOT convicted by filename in ANIMATION-AUDIT-2026-08-24.md (zero hits), but that is absence of inspection, not clearance. (1) EVERY ROOF IS PITCHED - dark slate gables and hips throughout - and pitched roofs are an explicit Solmara NEVER; CHARACTER-CANON.md:1471 convicts this generation by name: "The older terrace plates draw PITCHED TILE ROOFS, and pitched roofs are an explicit Solmara NEVER." Same NEVER that got market_v3 denied. Roof geometry must come from Approved/rooftop-route/roofs_1.png. (2) THE LANTERN STRINGS ARE DRAWN LIT and windows blaze warm, in the cream/dawn state - the identical defect the audit convicts in the sibling morning plate at line 350 ("the lantern strings are LIT in a cream/dawn state, where the two-state palette law has the day state with lanterns matte and unlit"); the day state is "lanterns matte unlit, gold-rose dawn skies". (3) The Keeper's Stair on the crown is plain unlit stone, diverging from Brandt's 2026-08-29 ruling that profile_2's glowing cyan crown stair is canon and "is never corrected away". USE FOR GEOGRAPHY ONLY - island shape, mount, crown, Ring position, district placement, canal, bridge, orchard, coastline. Take roofs from rooftop-route, lantern state from the palette law, stone colour from the town masters.
Copying this plate's pitched slate gables into any shot - Solmara is cubic and flat-roofed with solid low stone parapets and roof geometry comes from Approved/rooftop-route/roofs1.png,...
NEVER - what breaks it
Copying this plate's pitched slate gables into any shot - Solmara is cubic and flat-roofed with solid low stone parapets and roof geometry comes from Approved/rooftop-route/roofs_1.png, carrying its lit lantern strings down the ladder - the cream-day state hangs them matte and unlit and only the emerald-night state lights them and then they are PINK, windows blazing warm through a day shot rather than only just going out at dawn, hardening the sunlit cream-gold faces into tan or beige or brown or sandstone or terracotta stone - it is the town's teal-green stone under a low warm sun and the shadow faces keep the cool, a second mountain or a second high point or a second Ring, more than the one lit cyan glyph, a ring of burning glyphs, or that glyph moved off the low near-left inner rim or drawn amber or gold or violet or red, a lit or filled or portal-blazing Ring mouth - sky and the far mesa lip read straight through it, a plinth or dais or steps or masonry base under the Ring, or the Ring tilted or leaning or perched on a side crag or at the frame's edge, any crag or roofline or cloud or mast cresting above the Ring's top edge, the Ring set down onto rooftops with no bare-rock Crown band between it and the highest houses, a quay or pier or mole or net sheds or moored boats or any harbour on this face of the island, a second canal or a second bridge or a well or cistern or waterwheel in place of the one stone-walled channel and its one low arched footbridge, a chain of islets or a mainland coast or a second island beyond the few small dark rocks at the waterline, green or autumn or bare or flowerless orchard trees in place of the purple-pink blossom, or the orchard moved above the town, dusk or golden hour or sunset or a night sky or any blend or third palette state, relighting this plate into emerald night instead of using plate_night, the game's neon cyan-magenta rim-light or red light of any kind since red is the Swarm's, figures or ships or the Manta or an Interceptor or the Swarm or smoke or blast damage or storm weather baked into it since this is the clean pre-attack state and every damaged frame is a shot made FROM it, readable text or lettering or numerals or a watermark anywhere, and a diorama or model or plinth or table or studio backdrop under the island
You said: Whole island from the air, CREAM DAY, zoom-ladder RUNG 0. Approved WAVE 17, 2026-08-25. ATTACH WITH WARNINGS: GEOGRAPHY ONLY - island shape, mount, crown, Ring position, districts, canal, bridge, orchard, coastline; every roof is PITCHED - take roofs from roofs_1; lantern strings drawn LIT and windows blazing in the cream state - day is matte unlit; crown stair unlit here - the cyan glow is canon, take it from profile_2; stone colour from the town masters. Registered 2026-09-06 (was transcribed but unregistered).
Approved/world-plate/plate_day.png ref 97eea78d
LOCKEDNO "NEVER" LIST
TOWN MASTER DAY
You said: THE CREAM DAY TOWN MASTER - the PARENT plate every day-state shot inherits its light from. Lanterns MATTE AND UNLIT, which is the whole reason it exists; the old morning-suite plates draw them LIT in daylight, which is neither legal state. Pair of 'solmara' (emerald night). Took four attempts: the model repeatedly drew pitched roofs until the prompt described the roofs as USED TERRACES rather than forbidding the shape.
TOWNSFOLK - the four-figure guard plate, and every one of them is an ADULT
SHEET: Approved/townsfolk/townsfolk1.png (registry slug townsfolk) TRANSCRIBED FROM THE SHEET 2026-09-04, by opening it - not from the filename, not from the registry note, and not...
the full canon wording
SHEET: `Approved/townsfolk/townsfolk_1.png` (registry slug `townsfolk`)
TRANSCRIBED FROM THE SHEET 2026-09-04, by opening it - not from the filename, not from the registry note, and not from the three-line stub that has stood in for this block since the beginning. That stub's wardrobe sentence is UNCHANGED and is reproduced verbatim below, because `children`, `townsfolk-workers` and `the-grey` all quote it word for word and a reworded copy would silently fork the wardrobe law across four blocks.
WHAT IT IS. FOUR full-length figures in one row on a plain warm PALE-GREY studio plate, evenly spaced, all four standing square and near-frontal, all four looking at camera with a level, unremarkable, closed-mouth expression. Nothing else is in the picture - no ground plane, no horizon, no location, no prop but the three named below. One soft key from the UPPER RIGHT lays a grey cast shadow forward and to the LEFT of each pair of feet. The rendering is the series' PAINTED HEAVY-INK style: a dark drawn outline around every figure and fold, soft value-modelled shading inside it, visible knit and weave texture. TWO WOMEN AND TWO MEN, and the age spread across them is the whole point of the plate: a man in his EARLY TWENTIES, a woman in her TWENTIES-TO-THIRTIES, a woman in her FIFTIES-TO-SIXTIES, and a man in his SIXTIES-TO-SEVENTIES. The young man is the tallest by a head; the two older figures are the shortest and the stoutest.
LEFT - THE MATRON, mid-fifties to sixties, heavy-set, ruddy round face with deep laugh lines and a faint closed-mouth smile, grey-brown hair showing at the temples. A HEADSCARF of grey-green ground mottled with RUST-ORANGE leaf-shapes, tied at the BACK of the neck with two ends hanging behind. Blue-grey collared work shirt buttoned at the throat, sleeves pushed to below the elbow, ONE brown square patch on the upper sleeve. Over it a BROWN CANVAS BIB APRON: two shoulder straps buttoned at the bib top, a tie knotted at the waist, TWO square patch pockets on the front, three further stitched square patches scattered across it in mismatched rust-brown, blue-grey and grey-brown, and a dashed hand-stitched hem. Blue-grey skirt to mid-calf beneath, grey stockings, plain BROWN leather shoes. In her right hand a round WICKER BASKET with a twisted rope handle, heaped with five or six RED-AND-GOLD apples.
CENTRE-LEFT - THE YOUNG MAN, early twenties, clean-shaven, tousled mid-brown hair, lean and the tallest of the four. Open TEAL-SLATE work jacket, notch lapels, three buttons, two hip patch pockets, one sleeve pushed up the forearm, over a GREY HENLEY shirt with a short button placket. Grey-blue trousers with belt loops and ONE square darned patch on the knee. BROWN leather lace-up shoes. Across one shoulder, gripped in the raised hand, a long plain WOODEN POLE with a steel ferrule and a curved iron BOAT HOOK at the far end - carried the way a tool is carried to work, resting on the shoulder, the hook up and forward.
CENTRE-RIGHT - THE OLD MAN, sixties to seventies, barrel-chested and heavy, deeply lined face, short grey-white beard and moustache, greying brows. A frayed knitted OLIVE-BROWN watch cap with a rolled brim. A thick BROWN CABLE-KNIT ROLL-NECK sweater, collar folded over, cable panels front and sleeves, ribbed cuffs and hem, with ONE small stitched darn on the sleeve near the elbow. Olive-khaki work trousers carrying EXACTLY TWO square brown knee patches, one on each leg, plus a worn tear. Scuffed BROWN leather work boots. BOTH HANDS ARE EMPTY and hang at his sides - he carries nothing, and that is deliberate.
RIGHT - THE YOUNG WOMAN, twenties to thirties, BARE-HEADED, dark brown hair centre-parted and waved back into a low BUN at the nape with loose wisps at the temples. Pale SAGE-GREEN long-sleeved dress with a cream crochet trim at the neckline. Over both shoulders a heavy BROWN WOOL SHAWL, crossed at the chest and held closed by her folded hands, with ONE woven RUST-ORANGE band running near its edge and a long knotted FRINGE hanging from it. Long olive-green skirt to the ankle in two layers, a paler over-skirt above a darker hem. BROWN leather lace-up ankle boots with a low stacked heel. On her forearm a second WICKER BASKET, rope-twist handle, holding ONE long pale unwrapped LOAF standing upright, a red tomato, an orange carrot and green onion tops.
THE WARDROBE SENTENCE, quoted by four other blocks and not to be reworded: "plain earth-tone island wear - linen shirts, wool sweaters, aprons, headscarves, waistcoats, work boots. Muted greens, browns, greys, dusty blues. No armor, no neon." That list is the VOCABULARY, and it is deliberately wider than these four outfits - no waistcoat appears on this sheet, but waistcoats are canon islander wear and appear on `the-grey`. Everything here is MENDED: patches, darns, stains and dashed hand-stitching, unevenly distributed rather than applied to all four alike. A clean, new, unpatched Solmaran is wrong.
WHAT IT IS FOR. This is the STYLE MASTER for every anonymous person in every Solmara crowd - the market square, the lanes, the terraces, the undercroft, the evacuation, the harbour. It is a GROUP plate and cannot be attached when a shot needs ONE isolated islander; that is `townsfolk-workers`, which exists for exactly that reason. AND IT IS THE ADULT HALF OF SOLMARA, NOT ALL OF IT. Brandt's note on this exact picture, verbatim: "None of these people are children. They look adults." He was right about the sheet, and the fix was never to redraw it - the fix was the `children` sheet, which is the child half of this same job. So the two travel together: a Solmara crowd is built from THIS plate for its adults and from `children` for its children, and a crowd assembled from this plate alone will read as a town with no young in it, which is the defect that produced the children sheet. The four here are ANONYMOUS - none is named, no relationship between them is canon, and no principal is ever drawn out of them (Petra, Momma Jo, Ossie, Holly Jo, Vess and Darren each have their own registered design and are composed in by prompt). The plate's flat neutral studio light belongs to no Solmara state: relight into EMERALD NIGHT or CREAM DAY in the shot, never a blend and never a third state. Its harvested counterpart is `the-grey`, which must be DRAWN grey and never made by desaturating this file.
more or fewer than FOUR figures on the sheet, any split other than TWO women and TWO men, all four drawn the same age, all four young, or all four elderly - the spread is...
NEVER - what breaks it
more or fewer than FOUR figures on the sheet, any split other than TWO women and TWO men, all four drawn the same age, all four young, or all four elderly - the spread is early-twenties man, twenties-thirties woman, fifties-sixties woman, sixties-seventies man, a child, toddler, baby or teenager standing on this sheet (children are the `children` sheet and are composed in), a Solmara crowd, market, lane, evacuation or undercroft built from this plate ALONE with no child anywhere in it - that is the exact defect Brandt caught here, this four-figure sheet attached to produce ONE isolated islander (that is `townsfolk-workers`), naming any of the four, or writing them as a family, two couples, or parents with grown children, Petra, Momma Jo, Ossie, Holly Jo, Vess, Darren or any principal drawn out of these four, the matron given Petra's brass-ringed curlers, her scarf knotted UNDER the chin, or a plain unpatterned scarf in place of the rust-on-grey-green mottled print, the matron given a fringed crossed shawl, a low white bun, a gnarled walking stick or black boots - that is the `townsfolk-workers` ELDER WOMAN, a different registered figure, BLACK boots or shoes on anyone here (all four are BROWN leather), a headscarf, bonnet, hood, cap or hat of any kind on the young woman (she is bare-headed, the low bun is the design) or on the young man (he is bare-headed and clean-shaven), a bare head on the matron or a hatless old man - there is EXACTLY ONE headscarf and EXACTLY ONE knitted cap on the sheet, a beard on the young man, or the old man shaved, any count of carried baskets but TWO, an empty basket, the two baskets swapped between the women, green apples, a single apple, or fruit other than the five or six red-and-gold ones, a second loaf, a loaf wrapped in kraft paper and twine (that is `bread-package`, a different registered prop), or fish, meat, flowers or an animal added to either basket, more than ONE carried pole, or a fishing rod, oar, pitchfork, scythe, broom, staff, net or creel in place of the single hooked pole (the net, rope, gaff and creel belong to `townsfolk-workers` and `fishing-gear`), the hook levelled like a spear, gripped as a weapon, carried into a fight or drawn with blood on it - Solmara has NO weapons and that absence is the argument `lane-kit` and CH20 make, a second hook head, a barb, a blade or a bound-on hook with no steel ferrule, the old man given something to hold - his empty hands are the design, clean, new, crisp or unpatched clothing on any of them, or all four mended identically in the same places - the matron's apron patches, the old man's two knee patches and one sleeve darn, and the young man's single knee patch are counted and uneven, saturated red, orange, purple, pink, bright white or black clothing, dyed or printed fabric, or stripes anywhere but the shawl's ONE rust band, armour, uniforms, weapons, guards, jewellery, watches, spectacles, or modern dress - trainers, zips, logos, printed graphics, sunglasses, cyan or magenta rim-light, the game's neon palette, or any glow on them, the drained colourless GREY harvested state applied to this sheet or this sheet desaturated to produce it (that is `the-grey`, which is drawn, not filtered), any of them holding, riding, touching or standing near the hoverboard (there is one board in the show and it is Holly Jo's), a background, ground plane, town, market stall, quay, orchard or scenery drawn onto the sheet itself - the setting is composed in the PROMPT, this sheet's flat neutral grey studio light or pale backdrop used as the light, palette or backdrop reference for any shot, a dusk, golden-hour, first-light or any third palette state in a frame they appear in, pitched, gabled or tiled roofs, tan, beige or brown stone, or yellow or amber lantern strings in any scene built around them, readable text, lettering, numerals, price boards, signage or a watermark anywhere in frame, a photoreal, 3D-render, cel-vector or flat-fill finish in place of the painted heavy-ink style with a drawn outline, and rewording, paraphrasing or trimming the quoted wardrobe sentence - `children`, `townsfolk-workers` and `the-grey` all reproduce it verbatim and it changes in all four places or in none.
You said: The four-figure background townsfolk plate - the STYLE master canon points at for every crowd. Cannot be attached to get ONE isolated person; that is 'townsfolk-workers'.
Approved/townsfolk/townsfolk_1.png ref 1e552a46
LOCKEDNO "NEVER" LIST
TOWNSFOLK WORKERS
You said: Fisher AT WORK, market vendor SELLING, elder woman. Isolated, unlike the four-figure townsfolk group plate which cannot be attached to get one person. The elder woman is deliberately NOT Petra.
You said: The yard where Darren drills her. Named by CH2 and CH3.
Approved/training-yard/yard_v2b.png ref 27fd1688
LOCKEDNO "NEVER" LIST
UNDERCROFT
You said: The vaulted rock chamber under the town that holds four hundred. NEVER swap with the keeper's shelter, which is a one-man hut.
Approved/undercroft/undercroft_1.png ref 24b9930d
LOCKED
VELLAMAR - the harbour town
Approved 2026-08-25 (wave 38b), after a deny. Brandt's deny on the first version - "This looks like another town... I don't see the town and the cherry blossoms and stuff like that" -...
the full canon wording
Approved 2026-08-25 (wave 38b), after a deny. Brandt's deny on the first version -
"This looks like another town... I don't see the town and the cherry blossoms and
stuff like that" - was exactly right: it had been built in tan stone with warm
yellow lanterns and no blossom, which is not this world.
IT IS THE SAME WORLD AS SOLMARA AND MUST ALWAYS LOOK IT: TEAL-GREEN STONE
buildings with flat roofs and small deep-set windows lit warm from within; a deep
BLUE-VIOLET night; PINK PAPER LANTERN STRINGS (the lantern-strings sheet) hung in
long swooping catenaries along the waterfront and between buildings; PURPLE-PINK
CHERRY BLOSSOM TREES in loose rows behind the quay. Cool teal and violet
throughout - NEVER tan, beige or brown.
THE ONLY THING THAT DIFFERS FROM SOLMARA IS THE SHAPE OF THE LAND. Solmara climbs
one steep mountain in stacked terraces with the Ring on its crown. VELLAMAR IS
FLAT: it lies along the water on level ground, built around a long curving stone
QUAY with fishing and small cargo boats tied along it, low stone warehouses and net
lofts behind, gentle low hills far back.
is the entire reason the story can take it.
a mountain, terraces, or A RING OF ANY KIND. Vellamar has no Ring, and that
Approved/vellamar/vellamar.png ref 012e8610
LOCKEDNO "NEVER" LIST
VIOLET MANTA
You said: NOT META: background is wrong and facing direction changes. Needs re-cutting on a plain plate before it can be the master.
You said: The war-council prop - Solmara drawn in plan on torn parchment, ringed by eight inward attack arrows, weighted by two stones with a knife laid across it. Approved 2026-08-25 in WAVE 21 - THE WAR'S FACE + EPISODE 2 FOUNDATIONS. It is a LANTERN-LIT SEPIA INTERIOR and carries neither EMERALD NIGHT nor CREAM DAY, so a shot never takes its grading from here; and the town drawn ON the map has pitched roofs and pink orchard, which are map draughtsmanship and not licences for the real town. Registered 2026-09-07 (approved but never registered).
Approved/war-props/map_prop.png ref 1fb3b094
NEEDS WORK - 21
You said no, and said why. Your words are kept exactly as you wrote them, because a tidied-up note is how "the flat area should be much bigger" turns into another picture that misses the point.
SHIP IT AS IT IS - the res
3-06: you said roll the roofs again. I did, three more times, and it failed.
This is off. It doesn't look right and the sound effects is way off.
ADD IT - the deflect needs
4-08b: the returned light arrives, and the scout goes down
Looks better but now it doesn't look like it is actually deflecting back and shooting from the shield.
no picture
FIX - I'll say what in the
animatic:sc01
I approve the music, you just do not have enough still shots or maybe the still shots are off from narration.
no picture
FIX - I'll say what in the
animatic:sc01@03be09b5
Much better, something you should know the camera is shaking. Also do not be afraid of getting more still shots, higgsfield has a ton of credits.
no picture
FIX - I'll say what in the
animatic:sc02
So you do not have enough still shots that are matching narration, also Holly is looking different...
no picture
FIX - I'll say what in the
animatic:sc02@4e6f6962
Much better, something you should know the camera is a little shaky. Also do not be afraid of getting more still shots, higgsfield has a ton of credits. also there was a couple shots that do not look like the approved Holly Jo. Please fid that.
LEAVE THEM AND STOP ASKING
FOUR APPROVED PLATES BREAK THE FLAT-ROOF LAW - and canon says it is YOUR call, not mine
I don't know why you think the other ones are bad. That's exactly how the places should look. I don't know what I'm actually approving, but are we saying that we're going to get rid of these things because you should not? These are actually what the city looks like and all that other stuff
TOO BIG
S2-05 at 1:26 in the cut
Why is Holly a giant...
TOO BIG
S3-15 at 3:08 in the cut
Slightly too big
TOO BIG
S3-16 at 3:11 in the cut
Wrong board entirely
TOO SMALL
S4-04 at 3:36 in the cut
Slightly too small
SIZE OK
S4-06 at 3:44 in the cut
Perfect
TOO SMALL
S5-13 at 5:09 in the cut
Board is not the right looking board
TOO SMALL
S5-15 at 5:17 in the cut
That's not the right board
SIZE OK
S5-16 at 5:22 in the cut
This is the right board
DENY
S3-20 - rebuilt: Holly Jo and her board (re-asked for your note)
The board doesn't look like the agreed upon board. It looks super long and skinny so I don't know why you think it. Would it be approved?
DENY
S4-04 - board fix
They style of the board looks off
no picture
DENY - rewrite this scene
SCRIPT v1, scene 1 - THE LAW (denied; the abstract prologue, cut from the film)
Confused, this is the first scene that people see? I am looking at the assets (pictures) and it doesn't make sense
CHANGE - my note says what
1. MOSTLY OCEAN (42s, 6 lines)
There needs to be a section here where you give the prompt or tell me what prompt you're going to give to skyreels. Because in the prompt you should be referencing things and doing narration and scripting and all other stuff. I also see that you have things that haven't been approved so maybe you make sub-approvals within this main approval so I can approve small little things and others. I also feel like you are mentioning things in the script that aren't captured as pictures here.
no picture
CHANGE - my note says what
tp01b
This pic and this pic look off: one has mountains around it, and the other looks like it has a paninsula
no picture
DENY - rewrite this scene
tp01c
So this doesn't sound right at all. When I listen to the voices it's like a bunch dead sound and then from scene to scene at least what I'm listening to doesn't make sense. So I don't know if you redid that or what, but it sounds weird. Just listen to it yourself or the lyrics and you'll know like why it sounds weird because I don't know. I don't know how to describe it
FIXED - 18
You refused these, said why, and the redo is now approved and locked
above. Kept here so the reason is not lost.
4. CHILDREN - two, about 7 and 11 - you said: None of these people are children. They look adults
1. TOWN MASTER - first light - you said: This doesn't look like the emerald City. It looks a little bit off
DARREN has never been cast, and he speaks three times - you said: Needs to be more harsh
THE DOME - the shield now clears the whole island - you said: So I'm not entirely sure. This looks exactly like the city because the ring looks way too big on the top. I don't remember putting a a wall around the entire city. This is stuffy. Need to think about when creating it based on previous meta pictures and stuff like that. Make it as close as you can to it
THE GREY - what was wrong with it? - you said: I didn't really understand why they were gray
THE DOME - rebuilt at full town scale - you said: The bubble doesn't look like it actually covers the entire city
HOLLY JO - the shield in front of her - you said: I'm on the fence on this one. Here hands are supposed to create a deflect shield in front of her. We have assets like it but this one is off
THE CHALK COLUMN on the stair wall - you said: I don't really understand the 96 stuff so maybe we need to rewrite a little bit of the script because this doesn't even really make sense unless you can explain it
THE GREY - harvested townsfolk
THE DOME - redesigned to keep the crest rule - you said: This looks like a way smaller town than what we originally had so it doesn't make sense
VARDEIM - DARREN'S WORLD - you said: Should be viking themed but more futurrisitc where they also fight with lazer peams and space ships.
MISSUS PETRA - you said: Needs to look more like what the towns people would wear
THE KEEPER'S CHAMBER - you said: Not sure what this is
THE SEVEN WORLDS - you said: The planets need to look a little more realistic but like colors and look
THE WARLORD - you said: Need to work on the boss, should look lik ethis but less cartoonie
THE KEEPER'S CHAMBER - you said: Not sure what this is
THE RING at night - you said: Area at top of mountain too small of flat area should be much bigger
MARKET (world-suite plate) - you said: Close but still needs work
NOT ANSWERED
No ruling exists for these, so nothing has been assumed either way.
They stay out of shots until you say.
E1SC01Z S1-14v4 - "MOMMA JO! IT WENT OUT AGAIN" - WHAT CHANGED SINCE S1-14v3, WHICH YOU ALREADY APPROVED:
v3 came back with invented words first ('Mama Jo is lying and De
DEAD VARIANTS
Denied with no note - alternates that lost to a better sheet. Kept
on the record so they are not re-generated by accident.
3-01, THE ANCHOR: my recommendation is to refuse this one - DENY - I would not use this one
THE ORCHARD SHORE - your peninsula. I cannot fix this one by editing, so it is your call - RECOMPOSE IT - new framing, same place
The bakery's street-side work plank (scene 3) - DESIGN IT - make this sheet
BLOCKING - The street-side bread rack and the loose unwrapped loaves (scene 3) - DESIGN IT - make this sheet
BLOCKING - The balcony lane in CREAM DAY (scene 4) - DESIGN IT - make this sheet
The board's AGE AND WEAR (the colour is ruled: warm amber) (scenes 3, 4, 7) - DESIGN IT - make this sheet
asset:canal-cream-day - DESIGN IT - make this sheet
asset:canal-mill - DESIGN IT - make this sheet
asset:chalk-box - DESIGN IT - make this sheet
BLOCKING - The Keeper's vigil wall - eleven thousand nights, ruled in courses (scenes 5, 8) - DESIGN IT - make this sheet
asset:coin-dish - DESIGN IT - make this sheet
What the waking coin does to the hand and face holding it (scene 12) - DESIGN IT - make this sheet
BLOCKING - The courier docket she signs, and its marking stub (scene 5) - DESIGN IT - make this sheet
The strapped load rigged for carriage (scene 4) - DESIGN IT - make this sheet
asset:crown-blue-wash-night - DESIGN IT - make this sheet
The Crown lighting, glyphs running alive along the rim, seen from the stair (scene 8) - DESIGN IT - make this sheet
A red bolt striking the cyan barrier and not coming back (scene 9) - DESIGN IT - make this sheet
Darren spent - permanent, not an injury (scenes 9, 10, 11, 12) - DESIGN IT - make this sheet
BLOCKING - The kneading trough and its round of dough, lane side (scene 3) - DESIGN IT - make this sheet
The second counting neighbour (scene 4) - DESIGN IT - make this sheet
The Jo kitchen in a day state (scene 2) - DESIGN IT - make this sheet
asset:farmhouse-screen-door - DESIGN IT - make this sheet
The flour burst (scene 3) - DESIGN IT - make this sheet
George (scene 4) - DESIGN IT - make this sheet
Solmara's gulls (scene 1) - DESIGN IT - make this sheet
BLOCKING - The hand-carried lantern an islander may legally hold at night (merges scene 10's crowd-hand-lantern) (scenes 10, 11, 12) - DESIGN IT - make this sheet
Holly Jo's old board with the warm amber underglow (scene 4) - DESIGN IT - make this sheet
The box that goes up the keeper's stair (scene 2) - DESIGN IT - make this sheet
The jump geometry - upper parapet, the drop, the landing run (scene 4) - DESIGN IT - make this sheet
The jump geometry - upper parapet, the drop, the landing run (scene 4) - DESIGN IT - make this sheet
BLOCKING - Solmara's window shutters - open, half-closed, closed (scene 7) - DESIGN IT - make this sheet
Wash lines strung across the lane between balconies (scene 4) - DESIGN IT - make this sheet
BLOCKING - The last landing at the head of the Keeper's Stair (scenes 9, 10, 11, 12) - DESIGN IT - make this sheet
The basket Momma Jo folds into (scene 2) - DESIGN IT - make this sheet
Momma Jo, night variant (scenes 6, 10, 11, 12) - DESIGN IT - make this sheet
The near-side waterline the shouting woman stands on (scene 1) - DESIGN IT - make this sheet
The water seal at night - black water all the way round, the pale reef line, the empty horizon (scene 11) - DESIGN IT - make this sheet
What the Jo orchard actually yields, in the crate (scenes 1, 2) - DESIGN IT - make this sheet
The orchard ladder standing in the row (scene 2) - DESIGN IT - make this sheet
Ossie's doorway on the terrace below Petra's balcony (scene 7) - SHOOT AROUND IT - do not spend on it
Missus Petra's cup (scene 4) - DESIGN IT - make this sheet
BLOCKING - What Missus Petra wears outdoors at night (merges scene 7's petra-nightwear) (scenes 7, 11) - DESIGN IT - make this sheet
Missus Petra in nightwear (scene 7) - DESIGN IT - make this sheet
The pale reef line and the sealed ocean, day and night states (scenes 1, 11) - DESIGN IT - make this sheet
The dead Ring on the crown, cream day (scene 4) - DESIGN IT - make this sheet
The Ring's resting state after having been open - one mark or zero (scenes 10, 11, 12) - DESIGN IT - make this sheet
The Ring at rest in CREAM DAY - dead, empty-mouthed, one cyan mark, small on a broad mesa (scenes 1, 3, 4, 5) - DESIGN IT - make this sheet
The Ring half-extinguished - marks going out one after another (scene 9) - DESIGN IT - make this sheet
The Ring's waking light falling INSIDE a room (scene 6) - DESIGN IT - make this sheet
BLOCKING - The round shield alone, off the arm, on bare rock - with the rim worn to bright metal (merges scene 9's shield-rim-wear) (scenes 9, 10, 11, 12) - DESIGN IT - make this sheet
The scorers' tally slate (scene 4) - DESIGN IT - make this sheet
The two worn bright patches on the shield rim (scene 9) - DESIGN IT - make this sheet
The Keeper's Stair in CREAM DAY - switchback, parapet, landing (scene 5) - DESIGN IT - make this sheet
BLOCKING - The Jo table's supper service - plate, fork, and what supper is (scene 6) - DESIGN IT - make this sheet
BLOCKING - The chalk tally wall - eleven thousand nights of strokes (scene 8) - DESIGN IT - make this sheet
Whatever came through the gate behind him (merges scene 9's truncated slug the-thing-that-came-throug) (scenes 9, 10) - DESIGN IT - make this sheet
The worn bowl on the mill-door sill (scene 3) - DESIGN IT - make this sheet
asset:wake-night-light - DESIGN IT - make this sheet
BLOCKING - The Crown's blue - the waking light on the hill and what it does below (scenes 6, 7, 8) - DESIGN IT - make this sheet
SCENE 1, THE MAN ON THE WATER - "Six baskets!" (blocks scene 1) - DANIEL
SCENE 1, THE WOMAN ON THE QUAY - "It's four!" (blocks scenes 1 and 4) - CHARLOTTE
S2-04 at 1:21 in the cut - TOO BIG
S2-06 at 1:29 in the cut - SIZE OK
S2-07 at 1:33 in the cut - SIZE OK
S2-08 at 1:37 in the cut - SIZE OK
S2-10 at 1:44 in the cut - SIZE OK
S3-01 at 2:32 in the cut - SIZE OK
S3-05 at 2:42 in the cut - SIZE OK
S3-06 at 2:45 in the cut - SIZE OK
S3-10 at 2:53 in the cut - SIZE OK
S3-12 at 2:59 in the cut - TOO BIG
S3-14 at 3:04 in the cut - TOO BIG
S3-22 at 3:24 in the cut - SIZE OK
S4-01 at 3:27 in the cut - SIZE OK
S4-03 at 3:33 in the cut - SIZE OK
S4-08 at 3:53 in the cut - SIZE OK
S4-10 at 4:00 in the cut - SIZE OK
S4-12 at 4:07 in the cut - SIZE OK
S4-13 at 4:09 in the cut - SIZE OK
S4-14 at 4:12 in the cut - SIZE OK
S4-15 at 4:15 in the cut - SIZE OK
S4-16 at 4:19 in the cut - SIZE OK
S5-01 at 4:23 in the cut - SIZE OK
S5-06 at 4:47 in the cut - SIZE OK
S5-11 at 5:00 in the cut - SIZE OK
S5-14 at 5:12 in the cut - SIZE OK
S5-18 at 5:28 in the cut - SIZE OK
S5-20 at 5:35 in the cut - SIZE OK
S5-22 at 5:40 in the cut - SIZE OK
S5-23 at 5:43 in the cut - SIZE OK
S5-24 at 5:44 in the cut - SIZE OK
e1fix:S3-20 - DENY
hj_f1.png - DENY
hj_f2.png - DENY
THE CANAL DISTRICT, cream day - second attempt (blocks scenes 1, 3) - REDO - start it again
THE CANAL MILL (blocks scenes 1, 3) - REDO - start it again
THE COIN DISH - two attempts, BOTH FAILED the same way (blocks scenes 2, 6) - REDO - start it again
sheet:solmara-profile-day - CHANGE - my note says what to fix
sk2:ask-for-more - I have written what I want in the note
sk2:ask-for-more-2 - I have written what I want in the note
sr:bakery-dialogue - DENY - not this shot
sr:board-closeup - DENY - not this shot
sr:dawn-terraces - DENY - not this shot
sr:holly-ride - DENY - not this shot
sr:island-night - DENY - not this shot
VOICE - MISSUS PETRA (currently a placeholder) - RUN ME A LINEUP - I want to cast this properly
voice:town - RUN ME A LINEUP - I want to cast this properly