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Background & Setting Prompt Pack for AI Images

Background & Setting Prompt Pack for AI Images

Describe your story world in one paragraph and get 12 background prompts: 4 locations x 3 shots sharing one locked world anchor, with avoid lines, consistency notes and possible-lookalike flags.
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Background sets drift because every prompt re-describes the world in new words: the palette moves, the stone town turns half-timber, morning becomes sunset, and a modern lamp post slips into a period street. Background & Setting Prompt Pack Planner turns one paragraph about your project's world (genre, era, mood, main locations, art style, and optionally the image generator you use) into a pack of exactly 12 background prompts: 4 locations x 3 variants (wide establishing, mid, detail close-up). Every prompt carries the same locked world-anchor block, pasted word for word. It writes text only; it generates no images and calls no image tool.

Unlike asking an AI for "a few background prompts", every prompt carries the same locked anchor block, so you only have to fix one place when the look drifts.

Phase 0 — Intake. Needs genre and era, mood and art style, and at least one main location. Asks at most 3 questions, only if one is missing. If you give fewer than 4 locations, it fills the rest from your world and marks them assumed.

Phase 1 — World anchor. Five fields: palette, era cues, architecture and material words, one lighting rule, and style words. These are joined into one 35-60 word block that goes into all 12 prompts unchanged. Era and materials are written as qualities rather than objects, which makes it less likely that boats or roofs get pushed into an interior shot. Things the era rules out go in the avoid lines, not the anchor.

Phase 2 — Locations. Four locations, each with a purpose, 3-5 fixed features, one time and weather that obeys the lighting rule, and one link feature that appears in all three of its shots.

Phase 3 — The pack. 12 generator-neutral prompts in plain language, each with an avoid line, a consistency note, and a rights flag for words that could pull in a franchise look, a real landmark or a brand.

Phase 4 — Validation. A nine-check table: counts, the anchor identical in all 12, real word counts, the lighting rule, era slips, conflicts between shot, anchor and avoid line, vague praise words, rights (from memory, not legal advice), and SFW.

Phase 5 — Regenerate first. The 3-5 prompts most likely to need a reroll, each with the reason taken from the prompt text, what to check first, and one wording change to try. Then a test order: run the 4 wide shots first. The wording changes are suggestions: after applying one, re-count the shot part, because a longer reword can push a prompt past the 35-word shot limit; if it does, cut a word elsewhere in the shot part.

Sample output

Output from running this Skill on a sample problem (the input is a hand-written sample; the output is the Skill's unedited response):

Input ([HAND-WRITTEN FICTIONAL SAMPLE - invented for testing.]):

I'm planning backgrounds for a slow, cozy mystery visual novel set in Saltglass Hollow, an invented fishing town on a foggy northern coast, roughly the 1890s: gas lamps, sailing boats and small steam ferries, but no cars and no electric light. The mood is quiet and a little melancholy, but warm. Main places: the harbour with its covered fish market, a cramped apothecary shop where the heroine works, a cliff-top lighthouse, and a half-flooded old chapel you can only reach at low tide. Art style: painterly digital with soft edges, muted sea greens and slate greys with warm amber light from windows and lamps. I generate with an open-source model on my own PC, 16:9, and I never want text or readable signs in the images.

Saltglass Hollow, an invented foggy northern fishing town for a cozy mystery visual novel · 1890s gas-lamp era · painterly digital with soft edges · 4 locations · 12 prompts · SFW

## Essentials

- Genre: slow, cozy mystery visual novel (given)
- World: Saltglass Hollow, an invented fishing town on a foggy northern coast (given)
- Era and technology: roughly the 1890s; gas lamps, sailing boats and small steam ferries; no cars and no electric light (given)
- Mood: quiet, a little melancholy, but warm (given)
- Art style: painterly digital with soft edges (given); visible brushwork and atmospheric depth (assumed)
- Palette: muted sea greens and slate greys, with warm amber light from windows and lamps (given); fog white and low saturation (assumed)
- Locations: harbour with a covered fish market, cramped apothecary shop where the heroine works, cliff-top lighthouse, and a half-flooded old chapel reachable only at low tide (given, 4 of 4)
- Time of day: foggy overcast dusk, chosen so the amber lamplight reads (assumed)
- Figures: none; all prompts are empty places (assumed)
- Must never appear: text, readable signs (given)
- Aspect ratio: 16:9 (given). It is kept out of the prompts, so set it in your tool.
- Generator: an open-source model run locally (given). No tool is named.

## World anchor

| Field | Text | Words | Source |
|---|---|---|---|
| PALETTE | muted sea green, slate grey, warm amber, fog white, low saturation | 11 | given; "fog white", "low saturation" (assumed) |
| ERA | 1890s gas-lamp era, sail and early steam technology, hand-tooled craftsmanship | 10 | given; "hand-tooled craftsmanship" (assumed) |
| MATERIALS | weathered fieldstone, salt-stained timber, wavy old glass, rust-softened iron, narrow crooked shapes | 12 | all (assumed); "narrow crooked shapes" drawn from "cramped" |
| LIGHT | foggy overcast dusk, warm amber gas and oil lamplight, soft diffused shadows | 12 | foggy, warm amber, lamplight given; "dusk", "oil", "soft diffused shadows" (assumed) |
| STYLE | painterly digital painting, soft edges, visible brushwork, atmospheric depth | 9 | "painterly digital", "soft edges" given; "visible brushwork", "atmospheric depth" (assumed) |

**Anchor block** (54 words):

```
muted sea green, slate grey, warm amber, fog white, low saturation, 1890s gas-lamp era, sail and early steam technology, hand-tooled craftsmanship, weathered fieldstone, salt-stained timber, wavy old glass, rust-softened iron, narrow crooked shapes, foggy overcast dusk, warm amber gas and oil lamplight, soft diffused shadows, painterly digital painting, soft edges, visible brushwork, atmospheric depth
```

## Locations

| ID | Name | Purpose | Fixed features | Link feature | Time and weather |
|---|---|---|---|---|---|
| L1 | Saltglass Harbour Market | The town's public heart, where gossip and clues surface (assumed) | curved stone quay; moored sailing boats and a small steam ferry; long covered fish market (given); iron posts with hanging gas lamps (assumed) | the market's iron posts with hanging gas lamps | foggy dusk, damp, low tide |
| L2 | The Hollow Apothecary | The heroine's workplace and home base (given) | cramped room (given); floor-to-ceiling shelves of plain glass jars, long worn counter, oil lamp, small-paned window (assumed) | floor-to-ceiling shelves of glass jars | foggy dusk, light rain outside |
| L3 | Gullstone Light | Lonely cliff-top lookout (given); a place for secrets and vigils (assumed) | cliff-top lighthouse (given); round whitewashed stone tower, lit lamp room, iron gallery railing, keeper's cottage (assumed) | the iron gallery railing around the lamp room | foggy dusk, windy, fine drizzle |
| L4 | The Low-Tide Chapel | Half-flooded old chapel reachable only at low tide (given); a mystery site (assumed) | tidal islet and stepping-stone causeway, arched iron-banded door, flooded nave with pointed windows, lit hand lantern left on the threshold (assumed) | the arched iron-banded door | foggy dusk, calm, low tide |

## Prompt pack

### L1 Saltglass Harbour Market

**P01 - wide establishing** (shot part 34 words, total 88 words)

```
wide establishing view of a fishing harbour, curved stone quay with moored sailing boats, a small steam ferry, long covered fish market on iron posts with hanging gas lamps, damp low tide, no people, muted sea green, slate grey, warm amber, fog white, low saturation, 1890s gas-lamp era, sail and early steam technology, hand-tooled craftsmanship, weathered fieldstone, salt-stained timber, wavy old glass, rust-softened iron, narrow crooked shapes, foggy overcast dusk, warm amber gas and oil lamplight, soft diffused shadows, painterly digital painting, soft edges, visible brushwork, atmospheric depth
```

- **Avoid:** text, readable signs, cars, electric light, motor boats, modern street lamps, steel cargo ships
- **Consistency:** Link feature: iron posts with hanging gas lamps, small here. This shot depends most on ERA and MATERIALS. The quay stone and the lamp shape must match P02 and P03.
- **Flags:** none

**P02 - mid** (shot part 31 words, total 85 words)

```
mid shot inside the open-sided covered fish market, timber stalls with empty fish crates and coiled rope, iron posts with hanging gas lamps overhead, wet stone floor after closing, no people, muted sea green, slate grey, warm amber, fog white, low saturation, 1890s gas-lamp era, sail and early steam technology, hand-tooled craftsmanship, weathered fieldstone, salt-stained timber, wavy old glass, rust-softened iron, narrow crooked shapes, foggy overcast dusk, warm amber gas and oil lamplight, soft diffused shadows, painterly digital painting, soft edges, visible brushwork, atmospheric depth
```

- **Avoid:** text, readable signs, cars, electric light, price boards, plastic crates, market crowds
- **Consistency:** Link feature: iron posts with hanging gas lamps, readable here. This shot depends most on MATERIALS and LIGHT. The lamp shape and the post rust must match P01 and P03.
- **Flags:** none

**P03 - detail close-up** (shot part 28 words, total 82 words)

```
detail close-up of one iron market post with a hanging gas lamp, rust-flaked bracket, beaded condensation on the lamp glass, wet rope knotted below, damp air, no people, muted sea green, slate grey, warm amber, fog white, low saturation, 1890s gas-lamp era, sail and early steam technology, hand-tooled craftsmanship, weathered fieldstone, salt-stained timber, wavy old glass, rust-softened iron, narrow crooked shapes, foggy overcast dusk, warm amber gas and oil lamplight, soft diffused shadows, painterly digital painting, soft edges, visible brushwork, atmospheric depth
```

- **Avoid:** text, readable signs, electric bulb, plastic fittings, modern wiring
- **Consistency:** Link feature: the iron post and its gas lamp, in focus. This shot depends most on MATERIALS (rust-softened iron) and LIGHT. The lamp must have the same shape as in P01 and P02.
- **Flags:** none

### L2 The Hollow Apothecary

**P04 - wide establishing** (shot part 32 words, total 86 words)

```
wide establishing view of a cramped apothecary shop interior, whole room seen from the doorway, floor-to-ceiling shelves of glass jars, long worn counter with an oil lamp, rain-streaked small-paned window, no people, muted sea green, slate grey, warm amber, fog white, low saturation, 1890s gas-lamp era, sail and early steam technology, hand-tooled craftsmanship, weathered fieldstone, salt-stained timber, wavy old glass, rust-softened iron, narrow crooked shapes, foggy overcast dusk, warm amber gas and oil lamplight, soft diffused shadows, painterly digital painting, soft edges, visible brushwork, atmospheric depth
```

- **Avoid:** text, readable signs, electric light, jar labels, modern packaging, plastic bottles
- **Consistency:** Link feature: the floor-to-ceiling shelves of glass jars, seen as a whole wall. This shot depends most on MATERIALS (timber, old glass) and LIGHT. The counter, the window and the shelf layout must match P05 and P06.
- **Flags:** none

**P05 - mid** (shot part 31 words, total 85 words)

```
mid shot of the apothecary counter at waist height, balance scales, mortar and pestle, dried herb bundles, oil lamp, floor-to-ceiling shelves of glass jars behind, rain on the window, no people, muted sea green, slate grey, warm amber, fog white, low saturation, 1890s gas-lamp era, sail and early steam technology, hand-tooled craftsmanship, weathered fieldstone, salt-stained timber, wavy old glass, rust-softened iron, narrow crooked shapes, foggy overcast dusk, warm amber gas and oil lamplight, soft diffused shadows, painterly digital painting, soft edges, visible brushwork, atmospheric depth
```

- **Avoid:** text, readable signs, electric light, jar labels, paper labels, plastic tools, digital scales
- **Consistency:** Link feature: the shelves of glass jars, readable behind the counter. This shot depends most on ERA (hand-tooled craftsmanship) and LIGHT. The oil lamp and the counter wood must match P04.
- **Flags:** none

**P06 - detail close-up** (shot part 27 words, total 81 words)

```
detail close-up of one shelf of plain unlabelled glass jars, cork stoppers, glints on the curved glass, dust along the timber shelf edge, rain-damp air, no people, muted sea green, slate grey, warm amber, fog white, low saturation, 1890s gas-lamp era, sail and early steam technology, hand-tooled craftsmanship, weathered fieldstone, salt-stained timber, wavy old glass, rust-softened iron, narrow crooked shapes, foggy overcast dusk, warm amber gas and oil lamplight, soft diffused shadows, painterly digital painting, soft edges, visible brushwork, atmospheric depth
```

- **Avoid:** text, readable signs, jar labels, plastic lids, screw-top caps, electric light
- **Consistency:** Link feature: the glass jars, in focus. This shot depends most on MATERIALS (wavy old glass) and PALETTE. The jar shape and the stoppers must match the shelves in P04 and P05.
- **Flags:** none

### L3 Gullstone Light

**P07 - wide establishing** (shot part 33 words, total 87 words)

```
wide establishing view of a cliff-top lighthouse, round whitewashed stone tower with a lit lamp room and iron gallery railing, small keeper's cottage, grassy cliff edge above breaking surf, windy drizzle, no people, muted sea green, slate grey, warm amber, fog white, low saturation, 1890s gas-lamp era, sail and early steam technology, hand-tooled craftsmanship, weathered fieldstone, salt-stained timber, wavy old glass, rust-softened iron, narrow crooked shapes, foggy overcast dusk, warm amber gas and oil lamplight, soft diffused shadows, painterly digital painting, soft edges, visible brushwork, atmospheric depth
```

- **Avoid:** text, readable signs, electric light, cars, power lines, concrete tower
- **Consistency:** Link feature: the iron gallery railing, small at the top of the tower. This shot depends most on LIGHT (a lamp glow, not a beam) and PALETTE. The tower shape and the railing must match P08 and P09.
- **Flags:** none

**P08 - mid** (shot part 28 words, total 82 words)

```
mid shot on the narrow lighthouse gallery, iron gallery railing at waist height, curved lamp room glazing beside it, cliff and surf far below, strong wind, no people, muted sea green, slate grey, warm amber, fog white, low saturation, 1890s gas-lamp era, sail and early steam technology, hand-tooled craftsmanship, weathered fieldstone, salt-stained timber, wavy old glass, rust-softened iron, narrow crooked shapes, foggy overcast dusk, warm amber gas and oil lamplight, soft diffused shadows, painterly digital painting, soft edges, visible brushwork, atmospheric depth
```

- **Avoid:** text, readable signs, electric light, power lines, modern safety railing, aluminium fittings
- **Consistency:** Link feature: the iron gallery railing, readable at human scale. This shot depends most on MATERIALS (rust-softened iron, old glass) and LIGHT. The railing pattern must match P07 and P09.
- **Flags:** none

**P09 - detail close-up** (shot part 33 words, total 87 words)

```
detail close-up of a section of iron gallery railing, flaking paint and rust, salt crust on the rivets, beaded rain on the rail, lamp room glazing out of focus behind, windy, no people, muted sea green, slate grey, warm amber, fog white, low saturation, 1890s gas-lamp era, sail and early steam technology, hand-tooled craftsmanship, weathered fieldstone, salt-stained timber, wavy old glass, rust-softened iron, narrow crooked shapes, foggy overcast dusk, warm amber gas and oil lamplight, soft diffused shadows, painterly digital painting, soft edges, visible brushwork, atmospheric depth
```

- **Avoid:** text, readable signs, electric light, aluminium railing, stainless steel, warning plaques
- **Consistency:** Link feature: the iron gallery railing, in focus. This shot depends most on MATERIALS and PALETTE. The rail profile and the rust tone must match P07 and P08.
- **Flags:** none

### L4 The Low-Tide Chapel

**P10 - wide establishing** (shot part 35 words, total 89 words)

```
wide establishing view of a small ruined stone chapel on a tidal islet, slick stepping-stone causeway across low-tide mudflats, arched iron-banded door, lit hand lantern on the threshold, still tide pools, calm air, no people, muted sea green, slate grey, warm amber, fog white, low saturation, 1890s gas-lamp era, sail and early steam technology, hand-tooled craftsmanship, weathered fieldstone, salt-stained timber, wavy old glass, rust-softened iron, narrow crooked shapes, foggy overcast dusk, warm amber gas and oil lamplight, soft diffused shadows, painterly digital painting, soft edges, visible brushwork, atmospheric depth
```

- **Avoid:** text, readable signs, cars, electric light, concrete causeway, power lines, modern boats
- **Consistency:** Link feature: the arched iron-banded door, small at the end of the causeway. This shot depends most on PALETTE and LIGHT. The lantern position and the door shape must match P11 and P12.
- **Flags:** "chapel on a tidal islet" with a causeway [LANDMARK]: a religious building on a tidal island reached by a causeway is the signature of a few well-known real sites. The prompt already keeps it a "small ruined stone chapel" on an "islet". If the images drift toward a large walled abbey, swap "tidal islet" for "low rocky skerry".

**P11 - mid** (shot part 30 words, total 84 words)

```
mid shot through the arched iron-banded doorway into the half-flooded nave, shallow seawater over flagstones, broken pointed windows, tilted pews, lit hand lantern on the threshold, calm air, no people, muted sea green, slate grey, warm amber, fog white, low saturation, 1890s gas-lamp era, sail and early steam technology, hand-tooled craftsmanship, weathered fieldstone, salt-stained timber, wavy old glass, rust-softened iron, narrow crooked shapes, foggy overcast dusk, warm amber gas and oil lamplight, soft diffused shadows, painterly digital painting, soft edges, visible brushwork, atmospheric depth
```

- **Avoid:** text, readable signs, electric light, hymn number boards, plastic chairs
- **Consistency:** Link feature: the arched iron-banded doorway, framing the shot. This shot depends most on MATERIALS (fieldstone, timber) and LIGHT. The lantern on the threshold must match P10 and P12.
- **Flags:** none

**P12 - detail close-up** (shot part 32 words, total 86 words)

```
detail close-up of the arched chapel door, iron bands and studs on swollen planks, barnacles and seaweed along the waterline, the lit hand lantern on the threshold stone, calm air, no people, muted sea green, slate grey, warm amber, fog white, low saturation, 1890s gas-lamp era, sail and early steam technology, hand-tooled craftsmanship, weathered fieldstone, salt-stained timber, wavy old glass, rust-softened iron, narrow crooked shapes, foggy overcast dusk, warm amber gas and oil lamplight, soft diffused shadows, painterly digital painting, soft edges, visible brushwork, atmospheric depth
```

- **Avoid:** text, readable signs, electric light, carved inscriptions, modern door handle, plastic debris
- **Consistency:** Link feature: the iron-banded door, in focus. This shot depends most on MATERIALS (salt-stained timber, rust-softened iron). The band pattern and the lantern must match P10 and P11.
- **Flags:** none

## Validation

| Check | Result | Ids | Change |
|---|---|---|---|
| [COUNT] | PASS | [P01–P12] | 12 prompts, 4 locations, each location has one wide, one mid and one detail shot |
| [ANCHOR] | PASS | [P01–P12] | The 54-word block matches character for character in all 12. No negation words in the block or shot parts other than "no people". |
| [LEN] | FIXED | [P01–P12] | STYLE was 11 words, over the 3–10 limit. Old: "painterly digital painting, soft edges, loose visible brushwork, muted atmospheric depth". New: "painterly digital painting, soft edges, visible brushwork, atmospheric depth" (9 words). Re-pasted into all 12. Anchor is 54 words; shot parts range 27–35; every avoid item is 1–3 words. |
| [LIGHT] | PASS | [P01–P12] | All 12 shots are set at foggy dusk with gas or oil lamp sources: harbour gas lamps, apothecary oil lamp, lighthouse lamp room, chapel hand lantern. Rain, drizzle, wind and calm air are weather layers only. No exceptions. |
| [ERA] | PASS | [P01–P12] | Steam ferry, balance scales, rivets and gas lamps all fit the 1890s. Nothing electric or motorised appears in any shot part. |
| [CONFLICT] | FIXED | [P01–P12], [P06], [P12] | 1) Anchor vs shot. Old LIGHT: "warm amber lamplight from windows and lanterns". New: "warm amber gas and oil lamplight". The old wording would push windows into close-ups. Re-pasted into all 12. 2) P06 restated LIGHT. Old: "wavy reflections of lamplight on the glass". New: "glints on the curved glass". 3) P12 restated a PALETTE colour. Old: "barnacles and green weed". New: "barnacles and seaweed". No avoid item bans anything a prompt asks for. Material words in shot parts (stone, iron, timber) only name what objects are made of and stay within MATERIALS. |
| [VAGUE] | PASS | [P01–P12] | No praise or quality words in any prompt |
| [RIGHTS] | PASS | [P01–P12] | No franchise, artist, studio, brand or real landmark named anywhere. Every Flags line is filled. There is 1 landmark-risk flag [P10]. |
| [SFW] | FIXED | [P05] | Old: "folded paper packets", which risks printed text. New: "dried herb bundles". "text" and "readable signs" lead every avoid line [P01–P12]. Fish crates are empty, with no gore. |

Counts: 12 prompts [P01–P12]; 4 locations; anchor 54 words, identical in all 12; shot parts 27–35 words; totals 81–89 words; 5 fixes (2 anchor fixes re-pasted into [P01–P12], 3 shot-part fixes [P05, P06, P12]); 1 rights flag [P10].

## Regenerate first

1. **P10**
   - Why: tide pools and mudflats create many reflections, the stepping stones repeat, and a chapel on a tidal islet can drift toward a famous real site.
   - Check first: the chapel stays small and ruined, not a large walled complex, and the door stays visible.
   - If it drifts: change "small ruined stone chapel" to "tiny roofless stone chapel".
2. **P04**
   - Why: floor-to-ceiling shelves mean many small repeated jars, and jars invite label lettering.
   - Check first: no letters on any jar, and the room still reads cramped.
   - If it drifts: change "floor-to-ceiling shelves of glass jars" to "floor-to-ceiling shelves of plain unlabelled glass jars" (shot part becomes 34 words).
3. **P07**
   - Why: "lit lamp room" can turn into a sweeping beam that looks electric, and the tower and gallery are complex geometry.
   - Check first: the light stays a warm glow inside the glazing, and the tower is round and whitewashed.
   - If it drifts: change "a lit lamp room" to "a softly glowing lamp room".
4. **P01**
   - Why: many boats bring complex rigging, and the steam ferry may read as modern.
   - Check first: the sail rigs and the ferry funnel look period, and the market posts carry gas lamps.
   - If it drifts: change "a small steam ferry" to "a small paddle steam ferry with one tall funnel".
5. **P11**
   - Why: there are water reflections inside the nave, the pointed windows add geometry, and the door must frame the shot from inside.
   - Check first: the iron bands on the doorway are visible in the foreground.
   - If it drifts: change "through the arched iron-banded doorway" to "framed by the open arched iron-banded door".

Test order:
1. Run the 4 wide shots first: P01, P04, P07, P10.
2. Compare palette, materials and light across them.
3. If one anchor field drifted, fix that field and re-paste the block into all 12.
4. Then run the mid shots (P02, P05, P08, P11) and the detail shots (P03, P06, P09, P12).

## Notes

- **Assumptions to confirm:**
  - Location names: Saltglass Harbour Market, The Hollow Apothecary, Gullstone Light, The Low-Tide Chapel.
  - Story purposes beyond your paragraph.
  - The MATERIALS field: fieldstone, salt-stained timber, old glass, rust-softened iron.
  - "fog white" in the palette.
  - Dusk as the single time band.
  - Weather per location: drizzle, rain, wind, calm.
  - The lit hand lantern left at the chapel threshold, which gives the chapel its amber light source and doubles as a mystery hook.
  - No figures in any shot.
- **Extra locations not used:** none. You gave exactly 4.
- **Generator:** you named a local open-source model, not a specific tool. Check your model's and interface's own documentation for negative prompts, 16:9 aspect ratio and reference-image options.
- **Honest limit:** the same prompt will give different images on different generators and on different runs. The anchor narrows the drift but does not remove it.
- **Next options:** I can write a second pack for 4 more locations, night or season variants under a new LIGHT rule, or shorter prompts for tools with short prompt limits.

Note on this sample: the P01 wording change (adds 5 words) and the P10 flag swap (adds 1 word) would push those prompts past the 35-word shot limit. The P04, P07 and P11 suggestions stay within it. The sample is shown unedited; re-count after you apply any change.

Use cases

  • Planning a matching set of location backgrounds for a visual novel, game, comic, animation or channel
  • Helping keep palette, era and materials consistent across establishing, mid and close-up shots of one place
  • Catching modern objects and lighting slips in the prompt text before you spend generation time (a generator can still draw text or signs)
  • Swapping words that pull toward a famous franchise look or a real landmark for plain descriptions

FAQ

Does it generate images? No. It writes the 12 prompts as text. Run the 4 wide shots in your own tool first, compare them, and fix the anchor field that drifted.

Will every generator give me the same images? No. The same prompt gives different images on different generators and on different runs. The locked anchor narrows the drift; it does not remove it.

Which image tool does it target? None in particular. Prompts are plain language with no parameter, weight or aspect-ratio syntax. If you name your tool, it reminds you to check that tool's documentation for negative prompts, aspect ratio and reference images.

How does it handle franchises, landmarks and brands? It never writes franchise, studio, artist, brand or named real-landmark names into the prompts and describes materials, shapes, palette and light instead. Each prompt's Flags line names any word that could still pull toward one. It cannot guarantee that generated images will not resemble an existing work or place; rights checks are from memory and are not legal advice. Whether you may use the generated images commercially, and who owns them, depends on your image generator's terms and your country's law. Check both.

Is it safe for work? It writes SFW prompts only, and places are empty of people unless you ask for small background figures. What your image tool generates is outside its control.

Which tools? Written for SKILL.md agents: Claude Code, Codex CLI and OpenClaw. One-time download, no hosting, no API key, no network calls. GlowHalo is not affiliated with or endorsed by Anthropic, OpenAI or OpenClaw; the names are used only to say which agents the file is written for.