Visual Assets
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Version: 1.0
Canon through: August 27, 2026
Outline
This is a simple inventory. The encyclopedia does not reproduce or package the image files.
Current Player Characters
| Asset |
Status / Notes |
| Intrepid — original character portrait |
Full-color cinematic depiction of the Clank body. |
| Intrepid — “bad Photoshop” version |
Humorous edit replacing the robot head with player Jason’s photographic head. Not canonical character art. |
| Intrepid — revised retro-mechanical head |
Serious redesign using a 1960s / early-industrial robot head integrated with the body and loosely reflecting Jason’s basic facial features. |
| Altennis portrait |
Full-color character portrait in the established sourcebook style. Some prompt history uses the spelling “Altenis.” |
| Sedric Runeborne portrait |
Full-color character portrait emphasizing scholarly, wordsmith, and lore-seeking identity. |
| Sylvester Dalone portrait |
Full-color portrait; later revision gives him a more rugged face and a practical steampunk rifle resting against his shoulder. |
| Mulch “Fungi” portrait |
Human-first, Fungril-second design with desert-toned fungal features. |
| Jengo Dustpaw portrait |
Full-color character portrait created from the dedicated Jengo prompt. |
Previous-Life and Transition Material
| Asset |
Status / Notes |
| Old party character descriptions |
Prompt-ready descriptions for Bogs, Ernie, Merik, Syl, Tallhut, and Temeir. |
| Storyboard frame: The Moment It Almost Worked |
Six heroes confronting Vecna as the ritual stutters. |
| Storyboard frame: The Misstep |
The party’s formation fragments and the failure becomes visible. |
| Storyboard frame: Vecna Turns Away |
Vecna dismisses the heroes while minions overwhelm them. |
| Storyboard frame: Syl’s Last Escape |
Syl flees the final battle toward her bastion. |
| Storyboard frame: The Unraveling of Reality |
Neverwinter and Syl come apart into thread-like strands. |
| Storyboard frame: The Watching Presence |
Minimal final image of reality fading beneath an implied vast observer. |
NPCs and Factions
| Asset |
Status / Notes |
| Ashen Vow / high-level NPC party lineup |
Full-body heroic lineup with practical, dusty, scarred expedition gear. One of the four foundation images for the style guide. |
| Ashur-Ka, freed djinn |
Natural form with internal fire breaking through cracks in the flesh; standing with arms crossed while evaluating the viewer. |
| Nabira and two hounds |
Desert witch in light-blue cloth with two accompanying hounds. |
| Nekhar, the First Lich |
Campaign image following the sourcebook style, emphasizing the Exiled Akh and crow symbolism. |
| Desert bandit lineup |
Daylight lineup in desert-soiled white clothing. |
| Sun Dogs symbol concept |
Solar disk combined with a parhelion or false-sun flare; prompt/design concept rather than confirmed packaged image. |
Creatures and Adversaries
| Asset |
Status / Notes |
| Duneveil Stalker |
Realistic low-stalking desert predator with subtle magical camouflage. Foundation image for the style guide. |
| Corpsebearer Shade |
Solemn, ritualistic undead bearer using shadow, smoke, veil, and cold light. Foundation image for the style guide. |
| Temple Skeletons |
Two Tier 2 skeleton guardians advancing toward the party. |
| Sahrem, Emberbound Warden |
Pre-combat guardian image for the Inner Sanctum. |
| Scorpion Well action scene |
First-person or party-facing action involving the Tomb Scorpion and glass serpent environment. |
| Demon Dog / Hound concepts |
Six-legged heat-and-smoke canine design material; final asset status varies by iteration. |
| Cinderquartz shard creature |
Humanoid crystal monster concept associated with The Quartz Below. |
Locations and Encounters
| Asset |
Status / Notes |
| Ruined city gate |
Monumental sandstone architecture, dust, broken carvings, buried history, and ominous emptiness. Foundation image for the style guide. |
| City gate / pyramid / tomb entrance studies |
Establishing images for desert architecture and approach scenes. |
| Forgotten temple exterior — night |
Outer ruin under night lighting. |
| Forgotten temple exterior — late afternoon/day |
Same or related ruin under warm natural light. |
| The Swallowed Stair |
Revealed stair and flame-bowl statues descending below the desert. |
| Hall of Thirsting Dead |
Interior view of the central undead chamber. |
| Scorpion Well |
Chamber view based on the player map, including central dry well and side spaces. |
| Inner Sanctum entrance |
Threshold to the Cinderheart’s final chamber. |
| Ashur-Ka prison room |
South-entrance perspective: red magic circle, three statue-like guardians, glowing rune altar, red vessel, and no other light. |
| Player-map reference for Hall of Thirsting Dead |
Overhead map showing the central area and side rooms. |
Artifacts and Props
| Asset |
Status / Notes |
| Cinderheart Seal in gloved hands |
Close view showing scale and material. |
| Cinderheart Seal without the gem |
Establishes the empty central setting. |
| Rune pillar without the Burning Jewel |
Surface mechanism after the key is removed. |
| Burning Jewel / glowing sphere light studies |
Magical-object and dungeon-lighting references. |
| Ashur-Ka’s red vessel |
Red vase or vessel etched with magic and gold on the rune-lit altar. |
King Sabet Sequence
| Asset |
Status / Notes |
| Portrait A — Innocent |
One stage or identity of King Sabet. |
| Portrait B — Heir |
One stage or identity of King Sabet. |
| Portrait C — Conqueror |
One stage or identity of King Sabet. |
| Portrait D — Prisoner |
One stage or identity of King Sabet. |
| Dawn / Day / Dusk / Night variants |
Symbolic reinterpretation of the four portraits. |
| Skeleton portrait variants |
Undead or transformed versions of the sequence. |
Art Direction Files
| File |
Function |
| ART-STYLE.md |
Current default: full-color cinematic fantasy RPG sourcebook art, painterly realism, grounded magic, weathered materials, serious mythic tone. |
| 2026-04-30 Storyboard Style.md |
Black-and-white rough ink storyboard rules for the epilogue sequence. |
| 2026-04-30 Character Descriptions.md |
Visual descriptions of the previous-life heroes. |
| 2026-04-30 Storyboard Descriptions.md |
Six prompt-ready transition scenes. |
Notable Style Revision
Early transition images used black-and-white, rough 16:9 storyboards. Later campaign art established a different default:
- Full color.
- Cinematic fantasy RPG sourcebook illustration.
- Painterly realism.
- Believable anatomy, materials, lighting, and scale.
- Ancient, weathered desert-world texture.
- Serious and ominous rather than exaggerated.
- Restrained, diegetic magic.
Storyboard style remains valid only when explicitly requested. It does not override the current default.