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the limner's own ladder — krea2-turbo

six of the live game's own sketch prompts at 768², painted at 4 · 8 · 12 · 16 · 20 · 32 steps. euler / simple, cfg 1.0 (8 steps is this painter's native count); the painter's own vendor template at its defaults, with the step count the only thing overridden, and each subject holds one fixed seed, identical in every column of its row. these are not style-stripped bench subjects — every string here is what the limner actually submits in play: the house style clause, then the subject, then the beat's extras, then the place clause, assembled from the campaign source and baked whole, cast tail and all, including the truncation four of the six run into at the 400-character prompt cap exactly as they do in a real turn. the fixed-params line under the table states the same facts back out of the record itself.

every render in this bench was painted on keel, the 96G VRAM workstation — provably: the bench harness renders only through keel's own queue, and every receipt's render-seconds are that queue's own execution timestamps.

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FIXED FOR THIS RUN · the step count is the only thing that moves

checkpoint krea2_turbo_fp8_scaled · sampler euler · scheduler simple · cfg 1.0 · size 768×768

every cell opens its own specimen sheet: the render full size, its prompt verbatim, and every setting behind it.

the Drowned-Hand — mid-fight, one great wound

stylized oil-painted realism, loose quick brushwork, in the style of Dishonored game art, unsigned, no text, no letters, no signature, no watermark, the Drowned-Hand, a waterlogged revenant swollen and grey its face bloated smooth seawater pouring from its slack mouth pale hands reaching from rotted oilskin sleeves, one great wound torn in it, leaking dark, Sorrowmoor Cove, turning

⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.

source: COMBAT branch of assemblePrompt (:703-717): leashEncStyle(art.sketch_style) + "the <species>, <foes.yml silhouette_hint>" + art.combat_bands[floor 60].cue + region.sorrowmoor_cove label + phase. beat state a bench has none of (wound band / phase / cycle states / co-located cast) pinned to ONE real value from the campaign's own authored vocabulary. Source: ~/signalborne/backend-spring/src/main/resources/content/sorrowmoor-cove/campaign.yml + foes.yml at master 44855ee4b (v0.875.15); assembly = SketchDigestService.assemblePrompt (SketchDigestService.java:702-757), style chain = styleWords (:839-848) -> art.sketch_style

the step count4 steps8 steps12 steps16 steps20 steps32 steps
the Drowned-Hand — mid-fight, one great wound · 4 stepskrea2_turbo_fp8_scaled · euler/simple · 4 steps · 768×768 · seed 424242 · 1.02sthe Drowned-Hand — mid-fight, one great wound · 8 stepskrea2_turbo_fp8_scaled · euler/simple · 8 steps · 768×768 · seed 424242 · 1.89sthe Drowned-Hand — mid-fight, one great wound · 12 stepskrea2_turbo_fp8_scaled · euler/simple · 12 steps · 768×768 · seed 424242 · 2.76sthe Drowned-Hand — mid-fight, one great wound · 16 stepskrea2_turbo_fp8_scaled · euler/simple · 16 steps · 768×768 · seed 424242 · 3.64sthe Drowned-Hand — mid-fight, one great wound · 20 stepskrea2_turbo_fp8_scaled · euler/simple · 20 steps · 768×768 · seed 424242 · 4.52sthe Drowned-Hand — mid-fight, one great wound · 32 stepskrea2_turbo_fp8_scaled · euler/simple · 32 steps · 768×768 · seed 424242 · 7.17s

the Salt-Father — late round, rent through

stylized oil-painted realism, loose quick brushwork, in the style of Dishonored game art, unsigned, no text, no letters, no signature, no watermark, the Salt-Father, white crystal grown tall as the basin steps the dry men it gathered half-sunk in its glitter, rent through, pieces hanging, listing hard to one side, Saltmarket, slack

⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.

source: COMBAT branch of assemblePrompt (:703-717): leashEncStyle(art.sketch_style) + "the <species>, <foes.yml silhouette_hint>" + art.combat_bands[floor 40].cue + region.saltmarket label + phase. beat state a bench has none of (wound band / phase / cycle states / co-located cast) pinned to ONE real value from the campaign's own authored vocabulary. Source: ~/signalborne/backend-spring/src/main/resources/content/sorrowmoor-cove/campaign.yml + foes.yml at master 44855ee4b (v0.875.15); assembly = SketchDigestService.assemblePrompt (SketchDigestService.java:702-757), style chain = styleWords (:839-848) -> art.sketch_style

the step count4 steps8 steps12 steps16 steps20 steps32 steps
the Salt-Father — late round, rent through · 4 stepskrea2_turbo_fp8_scaled · euler/simple · 4 steps · 768×768 · seed 424243 · 1.19sthe Salt-Father — late round, rent through · 8 stepskrea2_turbo_fp8_scaled · euler/simple · 8 steps · 768×768 · seed 424243 · 1.91sthe Salt-Father — late round, rent through · 12 stepskrea2_turbo_fp8_scaled · euler/simple · 12 steps · 768×768 · seed 424243 · 2.79sthe Salt-Father — late round, rent through · 16 stepskrea2_turbo_fp8_scaled · euler/simple · 16 steps · 768×768 · seed 424243 · 3.69sthe Salt-Father — late round, rent through · 20 stepskrea2_turbo_fp8_scaled · euler/simple · 20 steps · 768×768 · seed 424243 · 4.57sthe Salt-Father — late round, rent through · 32 stepskrea2_turbo_fp8_scaled · euler/simple · 32 steps · 768×768 · seed 424243 · 7.22s

Sorrowmoor Cove — the region floor, open air

stylized oil-painted realism, loose quick brushwork, in the style of Dishonored game art, unsigned, no text, no letters, no signature, no watermark, Sorrowmoor Cove, coastal, salt-light on wet stone, sea-fog greys, a gull-grey sky, rope and tar, turning, fog thick, high, waning, Brisa Lune, Cobb the Cooper, Harbormaster Haldane, Mother Quell and 1 other

⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.

source: WIDE branch of assemblePrompt (:718-757), the region_enter beat (GameWebSocketHandler:1443): art.sketch_style + region label + terrain line + RESERVED art.place_style[coastal] + phase + cycle states + cast. beat state a bench has none of (wound band / phase / cycle states / co-located cast) pinned to ONE real value from the campaign's own authored vocabulary. Source: ~/signalborne/backend-spring/src/main/resources/content/sorrowmoor-cove/campaign.yml + foes.yml at master 44855ee4b (v0.875.15); assembly = SketchDigestService.assemblePrompt (SketchDigestService.java:702-757), style chain = styleWords (:839-848) -> art.sketch_style

the step count4 steps8 steps12 steps16 steps20 steps32 steps
Sorrowmoor Cove — the region floor, open air · 4 stepskrea2_turbo_fp8_scaled · euler/simple · 4 steps · 768×768 · seed 424244 · 1.20sSorrowmoor Cove — the region floor, open air · 8 stepskrea2_turbo_fp8_scaled · euler/simple · 8 steps · 768×768 · seed 424244 · 1.94sSorrowmoor Cove — the region floor, open air · 12 stepskrea2_turbo_fp8_scaled · euler/simple · 12 steps · 768×768 · seed 424244 · 2.81sSorrowmoor Cove — the region floor, open air · 16 stepskrea2_turbo_fp8_scaled · euler/simple · 16 steps · 768×768 · seed 424244 · 3.71sSorrowmoor Cove — the region floor, open air · 20 stepskrea2_turbo_fp8_scaled · euler/simple · 20 steps · 768×768 · seed 424244 · 4.61sSorrowmoor Cove — the region floor, open air · 32 stepskrea2_turbo_fp8_scaled · euler/simple · 32 steps · 768×768 · seed 424244 · 7.21s

The Cracked Keel — a seeded interior, no sky

stylized oil-painted realism, loose quick brushwork, in the style of Dishonored game art, unsigned, no text, no letters, no signature, no watermark, a low tavern room under black beams, a cracked ship's bell hung above the bar, benches polished by a century of oilskins, steam rising off drying wool, lamp-amber and close shadow, the grain of old wood, one window's grey, Garron Tarrow, Ivo Bloom

⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.

source: WIDE branch of assemblePrompt (:718-757) ENCLOSED: the interior's authored art.prompt_seed REPLACES the name-biased place+terrain (the Cracked-Keel-renders-a-ship fix, :729-733), RESERVED art.place_style[interior], and the PS2-12 sky gate (SketchDigestService:213-218) empties phase + cycles under a roof. beat state a bench has none of (wound band / phase / cycle states / co-located cast) pinned to ONE real value from the campaign's own authored vocabulary. Source: ~/signalborne/backend-spring/src/main/resources/content/sorrowmoor-cove/campaign.yml + foes.yml at master 44855ee4b (v0.875.15); assembly = SketchDigestService.assemblePrompt (SketchDigestService.java:702-757), style chain = styleWords (:839-848) -> art.sketch_style

the step count4 steps8 steps12 steps16 steps20 steps32 steps
The Cracked Keel — a seeded interior, no sky · 4 stepskrea2_turbo_fp8_scaled · euler/simple · 4 steps · 768×768 · seed 424245 · 1.17sThe Cracked Keel — a seeded interior, no sky · 8 stepskrea2_turbo_fp8_scaled · euler/simple · 8 steps · 768×768 · seed 424245 · 1.90sThe Cracked Keel — a seeded interior, no sky · 12 stepskrea2_turbo_fp8_scaled · euler/simple · 12 steps · 768×768 · seed 424245 · 2.79sThe Cracked Keel — a seeded interior, no sky · 16 stepskrea2_turbo_fp8_scaled · euler/simple · 16 steps · 768×768 · seed 424245 · 3.68sThe Cracked Keel — a seeded interior, no sky · 20 stepskrea2_turbo_fp8_scaled · euler/simple · 20 steps · 768×768 · seed 424245 · 4.58sThe Cracked Keel — a seeded interior, no sky · 32 stepskrea2_turbo_fp8_scaled · euler/simple · 32 steps · 768×768 · seed 424245 · 7.26s

Halar Kestrel — the talk beat, cove floor

stylized oil-painted realism, loose quick brushwork, in the style of Dishonored game art, unsigned, no text, no letters, no signature, no watermark, Halar Kestrel, an outsider salvage-diver dripping oilskin dive mask pushed up easy grin with rattled eyes, Sorrowmoor Cove, coastal, salt-light on wet stone, sea-fog greys, a gull-grey sky, rope and tar, turning, fog thick, high, waning, Brisa Lune

⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.

source: WIDE branch of assemblePrompt (:718-757) with a FOCUS — the talk beat (GameWebSocketHandler:3129 queueSketch("talk", …, name, figure)). The limner has NO avatar tier; the talk/examine focus is its person subject, so it fills the standard spread's third pair. focus label+look take defangAppearanceText, which folds the figure line's commas to spaces. beat state a bench has none of (wound band / phase / cycle states / co-located cast) pinned to ONE real value from the campaign's own authored vocabulary. Source: ~/signalborne/backend-spring/src/main/resources/content/sorrowmoor-cove/campaign.yml + foes.yml at master 44855ee4b (v0.875.15); assembly = SketchDigestService.assemblePrompt (SketchDigestService.java:702-757), style chain = styleWords (:839-848) -> art.sketch_style

the step count4 steps8 steps12 steps16 steps20 steps32 steps
Halar Kestrel — the talk beat, cove floor · 4 stepskrea2_turbo_fp8_scaled · euler/simple · 4 steps · 768×768 · seed 424246 · 1.21sHalar Kestrel — the talk beat, cove floor · 8 stepskrea2_turbo_fp8_scaled · euler/simple · 8 steps · 768×768 · seed 424246 · 1.93sHalar Kestrel — the talk beat, cove floor · 12 stepskrea2_turbo_fp8_scaled · euler/simple · 12 steps · 768×768 · seed 424246 · 2.81sHalar Kestrel — the talk beat, cove floor · 16 stepskrea2_turbo_fp8_scaled · euler/simple · 16 steps · 768×768 · seed 424246 · 3.71sHalar Kestrel — the talk beat, cove floor · 20 stepskrea2_turbo_fp8_scaled · euler/simple · 20 steps · 768×768 · seed 424246 · 4.61sHalar Kestrel — the talk beat, cove floor · 32 stepskrea2_turbo_fp8_scaled · euler/simple · 32 steps · 768×768 · seed 424246 · 7.30s

Old Halsa Reed — the talk beat, the Fold (inland)

stylized oil-painted realism, loose quick brushwork, in the style of Dishonored game art, unsigned, no text, no letters, no signature, no watermark, Old Halsa Reed, an old sharp-eyed marsh woman willow testing-rod in hand mud-hemmed skirts unafraid face, The Fold, inland, hearth-smoke and wet earth, willow-green against flint, low cloud, cart-ruts, slack, marsh mist, Elder Mabon Thresh

⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.

source: WIDE branch of assemblePrompt (:718-757) with a FOCUS — the talk beat (GameWebSocketHandler:3129). Inland twin of the Kestrel row: the ONLY structural difference is region.the_fold's terrain and its RESERVED art.place_style[inland] clause. beat state a bench has none of (wound band / phase / cycle states / co-located cast) pinned to ONE real value from the campaign's own authored vocabulary. Source: ~/signalborne/backend-spring/src/main/resources/content/sorrowmoor-cove/campaign.yml + foes.yml at master 44855ee4b (v0.875.15); assembly = SketchDigestService.assemblePrompt (SketchDigestService.java:702-757), style chain = styleWords (:839-848) -> art.sketch_style

the step count4 steps8 steps12 steps16 steps20 steps32 steps
Old Halsa Reed — the talk beat, the Fold (inland) · 4 stepskrea2_turbo_fp8_scaled · euler/simple · 4 steps · 768×768 · seed 424247 · 1.20sOld Halsa Reed — the talk beat, the Fold (inland) · 8 stepskrea2_turbo_fp8_scaled · euler/simple · 8 steps · 768×768 · seed 424247 · 1.95sOld Halsa Reed — the talk beat, the Fold (inland) · 12 stepskrea2_turbo_fp8_scaled · euler/simple · 12 steps · 768×768 · seed 424247 · 2.84sOld Halsa Reed — the talk beat, the Fold (inland) · 16 stepskrea2_turbo_fp8_scaled · euler/simple · 16 steps · 768×768 · seed 424247 · 3.74sOld Halsa Reed — the talk beat, the Fold (inland) · 20 stepskrea2_turbo_fp8_scaled · euler/simple · 20 steps · 768×768 · seed 424247 · 4.64sOld Halsa Reed — the talk beat, the Fold (inland) · 32 stepskrea2_turbo_fp8_scaled · euler/simple · 32 steps · 768×768 · seed 424247 · 7.34s

↓ receipts.json — every image on this page with its full provenance, machine-readable.

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