six of the live game's own sketch prompts at 768², painted at 4 · 8 · 12 · 16 · 20 · 32 steps. res_multistep / 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.
← the research index the new-arrivals bench the licence ledgercheckpoint z_image_turbo_bf16 · sampler res_multistep · 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.
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
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
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
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
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
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
↓ receipts.json — every image on this page with its full provenance, machine-readable.