ART BIBLE · V2 · THE BUILD IS GRADED AGAINST THIS DOCUMENT
Master
of the
UNDERWORLD
imposing · unnerving · morose · vast · foggy · watched
I

Doctrine

Six laws. Everything else in this manual derives from them.


This game is played one-handed on a phone, and it must make the player feel like an insect beneath a cathedral — a cathedral seen through fog, on film stock that has started to rot. Portrait is not a constraint; it is the aspect ratio of thrones, of standing figures, of looking up at something that has already noticed you.

“The player feels small.” LAW 1 — Every hero frame is composed from below. Subjects tower; the camera kneels. If a frame could be cropped to landscape without loss, it has failed.
“The world emerges from fog. It is never lit.” LAW 2 — Contrast is rationed. Nothing is white; nothing is black; light fails before it travels. The page whispers. Accessibility floors (§VI) are floors, not targets — everything above them stays low.
“Legibility beats atmosphere.” LAW 3 — When art and interface compete, the interface wins — by darkening the art, never by shrinking the type. No text sits on raw imagery. Ever.
“Dread without gore. And no warm reds — anywhere.” LAW 4 — Menace is scale, silence, grain and being watched. No wounds, no viscera, no crimson. Danger in this world is cold and sickly, not hot.
“Accents are currency. Spend them like a miser.” LAW 5 — Tarnished gilt ≤ 1.5% of any screen. The wraith-violet survives only as a trace on occult costs. Blight appears only when the state machine demands it.
“Order decays at the edges.” LAW 6 — This is the Throne of CHAOS. Nothing sits perfectly straight: sanctioned tilts of 0.3–0.8°, fractured rules, off-center ornaments, grain that never stops crawling. Disorder is composed, never random — one wrong thing per view, deliberately placed.
II

Palette

Cold obsidian ground · fog voice · gilt rationed · violet demoted · red deleted


Changed in v2: the blacks have gone cold and green-grey; the warm bone whites are now fog. The ritual violet is demoted to a barely-violet wraith trace. Blood crimson is deleted from the system — crisis is now blight: cold, sickly, vegetal. There are no warm reds anywhere in this world.

The Obsidian Range

Five cold blacks. The game lives between obsidian-0 and obsidian-2; the upper steps are relief, spent sparingly. Never pure #000000 — it reads as a dead pixel, not a place.

Obsidian 0#060708The void. Scrim target, sting blackout, card mat.
Obsidian 1#0B0D0EBase ground of every screen.
Obsidian 2#111415Raised panels, cards, table rows.
Obsidian 3#191D1FHover ground, pressed states.
Obsidian 4#232829Highest relief. Rare — once per screen at most.

Fog & Mist — the voice

Fog#C2C6C1Primary text. Emerges from the dark; never shines.
Mist#8F948FSecondary text and body copy — the document's default register.
Ash#61665FTertiary. Captions, dead numerals, spent things. Never body text.

The Accents

Gilt#A38A52Tarnished gold — the single warm thing left: actions, gains, the throne's glow.
Gilt Bright#C4AC72Hover and victory only.
Wraith#756E85All that remains of the violet: occult costs, spectral labels. A trace, not a theme.
Wraith Deep#3E3A4ASpectral ambient in art — barely there.
Blight#7A8A5ECrisis states ONLY. Cold, sickly, vegetal. Never decorative, never text.
Blight Deep#3A4230Crisis ambient injection in hero art.

Allocation — what a passing screen looks like

≈ 91% obsidian
6% fog/mist
1.5% gilt · 1% wraith · blight = states only

Pairing & contrast — low by doctrine, legal by floor

PairRatioVerdict
Fog on Obsidian 1≈ 11.5 : 1Headlines & primary — the ceiling. Nothing brighter exists.
Mist on Obsidian 1≈ 6.0 : 1Body & secondary — the default register
Gilt on Obsidian 1≈ 5.6 : 1Actions, accents
Ash on Obsidian 1≈ 3.1 : 1Large text & tracked labels only
Wraith on Obsidian 1≈ 3.7 : 1Occult labels and costs; not body copy
Blight on Obsidian 1≈ 4.5 : 1Never text. Glow, edge and ambient only
III

Type

Distrela carries the dread — uppercase only, tracked wide. Everything else stays out of its way.


RoleFaceRule
Display & labelsDistrela 200–800 (licensed)UPPERCASE ONLY. Its needle serifs do the unnerving; tracked 0.1–0.34em. Lowercase Distrela is decorative and is forbidden in every context.
FlavorCormorant Garamond italicCard flavor lines and spoken dread only — the voice in the fog. Never for UI.
BodySpectral 200–400Narrative and UI copy, set in mist — not fog. Holds at small sizes where the display face cannot.
NumeralsIBM Plex Mono 400/500Gauges, costs, timers. Cold, bureaucratic — the ledger of the underworld.

Scale — portrait 390pt frame

The Throne
of Chaos
display-1 · act titles, deaths
Distrela 200 · 54/64
track 0.14em · fog · max 3 lines
The Magistrate Can Be Bought
display-2 · encounter titles
Distrela 300 · 32/42
track 0.10em · fog
The Whisper-Master
title · cards, panels
Distrela 400 · 20/28
track 16%
Dispatch the Whisper
label · buttons, plates, gauges
Distrela 600 · 12/16
track 30% · min 10px
He has sold three masters already. You would be the fourth.
flavor · the voice in the fog
Cormorant italic · 19/28
mist · never UI
Your informant kneels in the smoke. The price is a name — yours, or his.
body · narrative copy
Spectral 300 · 16/26
min 15px · mist
DOMINION 64 · FAVOR 41 · COIN 12,808
numeral · gauges & ledgers
IBM Plex Mono 500 · 14
track 4%

Rules of conduct

IV

Hero Imagery

The core deliverable. The whole game plays over these frames.


The composition canon — portrait, but vast

STATUS — glass only
no critical art detail
FOG HEADROOM
negative space · no faces
SUBJECT FIELD
focal point at 38–50% of frame height
HORIZON ≤ 26% FROM BOTTOM
ACTION ZONE
simple values · scrim mandatory
  1. The camera kneels. Every frame is shot from chest height or lower, looking up. The subject stands 70–120% of frame height and may break the top edge into the fog — a figure whose crown leaves the frame is taller than the screen.
  2. One subject. A single dread mass — figure, throne, gate, effigy. Crowds are texture in the lower third, never co-stars.
  3. Low horizon, no sky. Ground plane within the bottom 26%. The underworld has a ceiling of fog, not a sky.
  4. Focal point at 38–50% height — face, emblem or light-source in the upper-middle band, above the player's thumbs, beneath the status glass.
  5. Three planes of depth, all foggy: grain-fog in the foreground (the engine lives here), the subject half-swallowed in the middle, architecture dissolved to silhouette behind. Detail dies with distance — fast.
  6. Low contrast is the look. The brightest value in any frame is fog-grey, not white; the darkest shadow still has grain crawling in it. A frame with confident, punchy contrast has failed (Law 2).
  7. The clear zones are contractual. Top 10% and bottom 28% must survive a scrim without losing meaning.

The four-act arc — how the world transforms

One world, one hall, four relationships to it. The camera rises as the player does; the gilt migrates toward them. Played in sequence, the campaign is a single slow approach to the throne — through fog the whole way.

gradient stand-in — replace with Meshy output
ACT I
The Supplicant
Camera
On the floor, craning up. The player is the smallest thing alive.
Subject
Vast halls, towering wardens; the throne a distant gilt point, never close.
Light
One remote warm source drowning in cold grey fog. Everything near the player is unlit.
Atmosphere
fog 0.40 · grain 0.07 · drifting away
gradient stand-in — replace with Meshy output
ACT II
The Whisper-Master
Camera
Waist height. Corridors, doorways, thresholds — places between places.
Subject
Informants and brokers, half-lit, never fully facing the camera.
Light
A web of small candle-pools of gilt, each one losing to the fog. No master light.
Atmosphere
fog 0.50 · grain 0.08 · pooling low
gradient stand-in — replace with Meshy output
ACT III
The Throne's Shadow
Camera
Eye level, close. We stand behind power now, inside its penumbra.
Subject
The throne's back, rim-lit silhouettes, the apparatus of court.
Light
Cold spectral pallor — a wraith-grey bloom drained of colour. The Tyrant's gaze implied by light from off-frame. Gilt almost gone.
Atmosphere
fog 0.65 · grain 0.09 · rising
gradient stand-in — replace with Meshy output
ACT IV
The Usurpation
Camera
Level — then, for the first time, high. The frame inverts: the hall looks up at the player.
Subject
The throne itself, near, attainable; the old order smouldering quietly at its feet.
Light
Tarnished gold breathing up from below — never triumphant, never bright. The fog parts; it does not lift.
Atmosphere
fog 0.50 · grain 0.07 · parting · embers 1.2/s

The three moods — an overlay on any act

Mood never changes composition; it changes light, temperature and the behavior of the fog. A strained Act I frame is still an Act I frame.

Composed
Light
Steady. Sources hold their shape against the fog.
Temperature
Act baseline, untouched.
Fog
×1.0 speed, act-base density. Grain at base.
Vignette
Standard breath (§VII.2).
Strained
Light
Sources gutter; shadows lean. One light too few.
Temperature
Cooled; wraith-deep seeps into the darks.
Fog
×1.3 speed, +0.1 density. Grain +0.02.
Vignette
Heavier inhale, same period.
Breaking
Light
Failing. Single surviving source, hard-edged.
Temperature
blight-deep injected into ambient darks; horizon tilts 2–4°.
Fog
×1.7 speed, +0.2 density. Grain +0.05 — the film itself is failing.
Vignette
Maximum weight; blight pulse if Favor ≤ 15.

Override scenes

SceneArt direction
Legion insurrectionTorchlight smothered to dull gilt smears in the lower third; black banners above, dissolving into fog. The only frame where the crowd is the subject — and it still looks up at something.
Cult austerityPalette drained to fog-on-obsidian; ranks of candles losing to the haze; merciless symmetry. The one composition allowed to be perfectly centered — and perfectly straight (the exception to Law 6).
Broker squeezeClaustrophobic crop — the canon's other exception: camera at table height, a single hard lamp, ledger glare. The frame feels too small on purpose.
The three crisesBreaking mood is mandatory; blight-deep ambient; horizon tilted; grain at maximum. Per-crisis subject differs (see GDD) — the lighting language does not.
Victory enthronedThe single use of gilt-bright — and even then through fog, tarnished, half-swallowed. Calm at 0.30. Camera low one last time — but now it kneels to the player.
Unmade before the ThroneThe player's silhouette dissolving into the fog layer itself; vignette at maximum; the throne's gilt point unchanged, indifferent.

Prompt kit — Meshy pipeline

Every frame is generated from the same base contract plus slot inserts. The base never changes; consistency lives there. Generate at 9:19.5 (e.g. 1290×2796) or nearest, edges extended in obsidian so the frame survives tall devices.

## BASE — every frame, verbatim
dark cinematic gothic illustration, subterranean throne hall of a vast
underworld court, seen through heavy cold grey-green fog, severe 35mm film
grain, oil-painting depth, ornate blackened silver and bone ornament, cold
obsidian shadows (#0B0D0E), muted fog-grey highlights (#C2C6C1), heavily
desaturated, LOW CONTRAST — light fails before it travels, nothing fully
lit, nothing fully black, portrait 9:19.5, low camera angle looking up,
single dread subject filling 70–120% of frame height, focal point at
40–50% of frame height, empty fog headroom in top sixth, simple dark
values across bottom third, no gore, painterly realism

## SLOTS — appended in this order
[SUBJECT]   who or what towers in this frame
[MATERIALS] two or three: wet iron, rotted velvet, bone inlay, cold marble…
[LIGHTING]  act insert below, then mood insert
[CAMERA]    deviation from canon only (e.g. broker squeeze: "table height,
            cramped, single hard lamp")

## ACT INSERTS — lighting + palette drift
act1 one remote tarnished-gold light source drowning in fog, cold
     steel-grey darkness, subject unlit at base, immense negative space
act2 scattered small candle pools of dull tarnished gold, each losing
     to the fog, no master light, thresholds and doorways, floor fog
act3 cold spectral pallor drained of colour, faint wraith-grey bloom,
     rim-lit silhouettes, light source off-frame as if watched,
     warmth almost extinguished
act4 tarnished gold breathing up from below, fog parting but never
     lifting, throne near and attainable, quiet embers rising

## MOOD INSERTS
composed steady light, calm haze
strained guttering light, leaning shadows, cold grey-violet seep in darks
breaking failing light, one hard surviving source, sickly cold
         grey-green ambient seep (#3A4230), slight 2–4 degree
         horizon tilt, grain intensified

## NEGATIVE — every frame, verbatim
no text, no watermark, no gore, no wounds, no daylight, no sky, no
saturated color, no warm reds, no crimson, no purple fantasy glow, no
neon, no clean sharp contrast, no modern objects, no lens flare, no
centered symmetrical portrait crop (except cult scenes), no recognizable
franchise designs

## MANIFEST NAMING
act2_strained_broker.png · act4_composed_base.png · crisis2_breaking.png

Graded mood-frames — what passing looks like

act1_composed_base — “The Supplicant Enters”

From the floor of the processional hall, the frame is almost entirely fog: ribbed vaults guessed at rather than seen, dissolving upward and out of the top edge. At 44% frame height, impossibly far away, the throne — a single tarnished ember point no larger than a thumbnail, the only warm pixel in the frame, and even it is losing to the haze. Two wardens flank the aisle at 80% frame height, read only as darker fog. Grain crawls in every shadow. PASS: the gilt point is the unique warm element; nothing in the frame reaches white or true black; the wardens break the top edge; the player's first instinct is to squint.

act2_strained_broker — “The Squeeze”

The canon's sanctioned exception: table height, cramped. A broker's hands and ledger under one hard lamp; his face above the lamp line, eroded by fog and grain, eyes implied not drawn. Candle-pools gutter at the frame's edges — one has just gone out, a thread of smoke rising from the wick into the engine's layer. Grey-violet seep in the darks behind him. PASS: exactly one hard light and even it is dirty; face never fully resolved; the extinguished candle reads on second look, not first; the frame feels too small and means to.

act4_breaking_unmade — “Unmade Before the Throne”

The player's silhouette at 85% frame height, center-left, losing its edges: shoulder and crown already fog, drawn upward into the headroom. The throne's gilt point burns at 42% height exactly as it did in Act I — same size, same dull warmth, untouched by everything that happened. Horizon tilted 3°; grain at maximum, the film failing with the player. Blight-deep ambient in the far darks, no green on the figure itself. PASS: dissolution reads as fog reclaiming its own, not injury; the gilt point's indifference is the cruelty; the tilt is felt before it is noticed.

V

The Dark Tarot

Every decision is a card drawn from a deck that knows you.


card art — generated, same canon as §IV at 3:5
XI
The Informant

He has sold three masters already. You would be the fourth.

Proportion
3:5 card, max-width 360px in portrait. The card never fills the screen — it floats over the dimmed hero (backdrop at 70% scrim), arriving via the entry rite below. The deck sits 0.4–0.8° off true (Law 6) — each card's tilt is dealt, not animated.
Frame construction
Outer mat obsidian-0, 1px gilt hairline at 26% alpha, 9px reveal. Inner fog hairline at 9%. Four corner diamonds, 7px, rotated 45° — the deck's only ornament. No filigree borders: the engraving lives in the art, the grain lives on everything.
The plate
Arcana numeral in Distrela 600, 11px, tracked 40%, flanked by hairlines. Title in Distrela 300, 20px, tracked 26%, uppercase. Flavor line in Cormorant italic, mist, two lines maximum.
Numbering
Encounters are numbered as arcana within their act: XI · THE INFORMANT. Crises take the act's final numeral. The numbering is diegetic — the deck is an object in the world.
Choices
Max two on the card (a third collapses to “Walk away”, ghost-style). Buttons ≥ 50px tall, gilt hairline 20% → 55% on hover/press, ground lifts to obsidian-3. Occult costs swap the hairline to wraith. Costs in mono, ash, 10px.
Entry rite
Card rises 12px and fades in over 420ms (--ease-sting) while the fog engine bursts +0.2 behind it. Cards never slide horizontally — they surface.
VI

Interface

Law 3, made mechanical — plus the component kit the build assembles screens from.


If a panel, a scrim and a beautiful frame are ever in conflict, the order of sacrifice is fixed: the art darkens first, the panel strengthens second, the type changes never. Any build screen where text is hard to read over imagery is a defect, regardless of how the frame looks.

The glass panel recipe

background: rgba(11, 13, 14, 0.52);
backdrop-filter: blur(14px) saturate(0.85);
border: 1px solid rgba(194,198,193,0.09);
border-radius: 0–2px;  /* sharp. never soft. */

/* no backdrop-filter support: */
background: rgba(11, 13, 14, 0.82);

The scrims

/* top — under status glass */
height: 20%;
background: linear-gradient(180deg,
  rgba(6,7,8,0.82) 0%,
  rgba(6,7,8,0.35) 55%,
  transparent 100%);

/* bottom — under the action zone */
height: 38%;
background: linear-gradient(0deg,
  rgba(6,7,8,0.92) 0%,
  rgba(6,7,8,0.55) 45%,
  transparent 100%);

Standards

ElementFloor
Body text over scrim/panel≥ 4.5 : 1 vs effective ground
Display ≥ 28px over scrim≥ 3 : 1
Tracked Distrela labels≥ 3 : 1, never under 10px
Hit targets≥ 44 × 44 px, 8px gaps
Gauges over art2px track on scrim, never floating

Floors are floors, not targets (Law 2): the working range sits just above them, in the fog.

The component kit

Every interactive element the build is permitted to use. Anything not on this sheet is a new negotiation with this manual. All components sit on glass or panel, never raw art; all hit targets ≥ 44px; all type Distrela 600 tracked, numerals mono.

Buttons — five states of intent

primary: gilt hairline 28% → 60% hover · ghost: fog hairline · occult: wraith hairline · forbidden: blight hairline, reserved for choices that invite a crisis · sealed: ash, no cursor. Ground is glass; press lifts to obsidian-3. Never filled, never rounded — a filled button is a shout (Law 6 of §III's conduct: the underworld does not shout).

Progress — gauges, rites and the long approach

Dominion64 / 100
Favor12 / 100
CAMPAIGN — ACT III OF IV
78Rite

linear gauge: 2px track, fog 12% / gilt fill · below threshold the fill turns blight and the tick marks the line (Favor 15) · act progress: dealt diamonds on a broken line · ring: 1.5px stroke, starts 8° off vertical — even completion is slightly wrong here (Law 6).

Resources · rite marks · whispers

12,808 Coin 7 Spies IV Sanctum
The magistrate's name, obtained
His debts, purchased quietly
A Letter, Unsigned
WHISPER · EXPIRES IN 2 TURNS
The Kennel-Master Drinks
OPPORTUNITY · 240 COIN
Someone Watched You Leave
OMEN · UNREAD

resource chips: glass, diamond pip, mono numeral, Distrela unit · rite marks: 13px diamond checkboxes, gilt core when sworn · whisper rows: 56px, hairline separated, title Distrela 400 12px, hover lifts ground 2.5% and gilds the arrow.

Navigation · omens

Omen — The Gaze TurnsFavor has fallen below 15. The air in the hall is thicker tonight.

bottom nav: glass bar, 54px slots, diamond glyphs (no icons — the court does not do pictograms), active slot gilds · omen banner: blight hairline, surfaces from the bottom scrim with the card entry rite, auto-dismisses in 6s. Omens are the only UI permitted to use blight.

VII

Atmosphere & Motion

The page is alive and it is watching. demos.js is the reference implementation — its constants are the spec.


VII.0 — The grain

Everything is shot on failing film. An SVG fractal-noise tile (160px, baseFrequency 0.85, desaturated) overlays the entire viewport at opacity 0.05–0.10, blend mode overlay, jittering on a 0.55s six-step cycle — fast enough to crawl, slow enough never to read as static hiss. Over art it doubles (0.12–0.16). Breaking mood adds +0.05. The grain never pauses while motion is on: it is the proof the world is still being watched.

VII.1 — The fog

LayerBodiesRadius (× min-edge)Speed ×Alpha
Back50.55–0.850.060.050
Mid70.30–0.550.120.060
Fore90.10–0.240.200.045

Drift is up and slightly left — the fog seeks the crown. Density ranges 0.20 (haze) to 0.80 (oppressive); screen base values live in §IV's act cards and run higher than they did in v1 — the fog is the world now, not an effect on it. Tints: fog (default), wraith (occult trace), gilt (victory embers only).

VII.2 — The breathing vignette · VII.3 — Embers

The vignette inhales over a 9s sine cycle, from 90px/36px @ 0.62 to 120px/58px @ 0.78 inset shadow. Embers: never more than 12 alive; 1–2.6px, dull gilt at 70% alpha; they rise, sway, and die in 4–9s. Both are visible in the demo below.

VII.4 — The encounter sting

fog surge +0.45
blackout → 80%
hero crossfade
scale 1.04 → 1.00
settle & release
0180420900ms

Easing cubic-bezier(0.20, 0.90, 0.10, 1.00) throughout. The sting is the only fast event in the game — it must feel like the room itself flinched. Incoming frames arrive at scale 1.04 and settle to rest; nothing ever slides sideways.

gradient stand-ins · the timing is the demo

VII.5 — State hooks

/* Dominion thins the air; losing it thickens it */
fogDensity = lerp(0.25, 0.75, 1 − dominion / 100)

/* The Tyrant's displeasure has a heartbeat —
   and it is cold (Law 4: no warm reds) */
if (favor ≤ 15) {
  blight edge pulse · 4s sine · inset rgba(122,138,94, 0 → 0.26)
}

Both hooks are ambient — they must never gate input or add latency. The player should notice the air changed before they can say why.

breathing vignette + embers live in this frame
DOMINION 60

VII.6 — Reduced motion

ElementFullReduced (prefers-reduced-motion)
Grain0.55s six-step crawlStatic frame, same opacity
Fog3 living layersOne static pass at 0.7× density
Embers≤ 12 risingNone
Vignette9s breathFixed at mid-breath
Encounter sting900ms surge + crossfade240ms plain dissolve
Favor pulse4s blight pulseStatic 1px blight inner border

The reduced game must remain unmistakably the same game: the fog is still there — it has simply stopped to listen.

VIII

Wordmark

Set in live type — Baket Fashion and Cormorant — no lettering asset required at any scale.


Master
of the
UNDERWORLD
RuleValue
ConstructionThree-line stack, set tight, all pure white: MASTER (Baket Fashion 400, tracked 50%, 0.8× the UNDERWORLD size) · OF THE (Cormorant roman caps, tracked 44%) · UNDERWORLD (Baket Fashion 400, tracked 62%) — the cinematic line, as large as the frame allows, wide enough to breathe fog between the letters. MASTER's rule-flanks = 0.75× the U-to-D span.
The white markThe entire lockup is set in pure white #FFFFFF — the ONLY pure white in the entire system, the sole sanctioned breach of Law 2, and it lives nowhere but the wordmark. Nothing else may ever reach it: not a highlight, not a glyph, not a pixel of art. Never animated, never glowing, never gradient-filled.
Clear spaceOne UNDERWORLD cap-height on all sides. Fog and grain may enter the clear space; type and UI may not.
Minimum width220px portrait · 160px for the one-line variant MASTER OF THE UNDERWORLD (Distrela 600, tracked 26%, single tone).
TonesThe full lockup in pure white on obsidian (default — the system's only #FFFFFF) · all-fog (quiet contexts) · obsidian on fog (print, rare). Never gilt, never wraith, never blight, never outlined, never shadowed beyond the standard scrim.
IX

Guardrails & Grading

Original work only. The references are tone anchors, not sources.


Hard guardrails

The grading checklist — run against every build screen

The reference wall — tone anchors only

What each reference taught the system. None of these images, styles-of-record, or marks may appear in the build.

Reference: crowned lich portrait
01 · The Tyrant's EnergyMonochrome menace; one dreadful subject filling the frame. → §IV canon.
Reference: gothic tarot card
02 · Decision-Card LanguageEngraved relief, numbered arcana plate. → §V, restrained to four diamonds.
Reference: dark luxury web design
03 · Dark-Luxury RestraintFine serif, hairline rules, panels floating over smoke. → §VI recipe.
Reference: smoke-wreathed throne
07 · The Mood AnchorThe Throne of Chaos; slow living smoke as signature. → §VII engine.
REF ONLY · 3P
Reference: foggy grainy cityscape
10 · The Air Itselfv2's atmosphere target: grain, fog, low contrast, light failing before it travels. → §VII.0, Law 2.
REF ONLY · 3P
Reference: distressed type over fog
11 · Type in the FogSmall distressed caps holding their own over vast cold atmosphere. → §III register.
REF ONLY · 3P
Reference: gold lettering in darkness
12 · Gilt in DarknessTarnished gold as the only warmth, swallowed by black. → §II gilt doctrine.
REF ONLY · 3P
Reference: dark mobile UI kit
09 · Component DensityHow a dark mobile kit holds gauges, rings, lists and nav together. → §VI kit (ours, stripped of its gloss).

Refs 04–06 and 08 (HUD-over-art, long-scroll campaign, type-over-keyart, sectioned narrative) remain canon from v1 and are archived in art-bible/refs/.

Appendix — token export

Source of truth: art-bible/bible2.css (tokens) and art-bible/demos.js (motion constants). For the build:

:root {
  --obsidian-0:#060708; --obsidian-1:#0B0D0E; --obsidian-2:#111415;
  --obsidian-3:#191D1F; --obsidian-4:#232829;
  --fog:#C2C6C1; --mist:#8F948F; --ash:#61665F;
  --gilt:#A38A52; --gilt-bright:#C4AC72;
  --wraith:#756E85; --wraith-deep:#3E3A4A;
  --blight:#7A8A5E; --blight-deep:#3A4230;
  --hairline:rgba(194,198,193,0.09);
  --glass-bg:rgba(11,13,14,0.52);
  --grain:0.07; --grain-art:0.14;
  --ease-sting:cubic-bezier(0.20,0.90,0.10,1.00);
  --breath-period:9s; --pulse-period:4s;
}
/* deleted in v2: --ember, --ritual, --blood — do not reintroduce */