Warbandry · production sheet · internal
The reference implementation of the look. Every picture is generated as you read it by the same deterministic code the on-chain renderer emits, and every other Warbandry page is derived from this one.
54 creatures on a 4/4/4/3/2/1 ladder per faction, 25 traits, three-layer backgrounds, the warband crest. Mythic frame locked to wrought red. The wordmark holds until the project and coin names are settled.
Creatures are drawn on a 48 grid, which is the 24 art exactly doubled — nothing redrawn, no line changed in weight. A warband scene is 96, and it is priced: the whole tile renders in 37.6 M gas against the 50 M ceiling both of Robinhood's public RPCs put on a read call. That was measured on the bastion at twenty members — a cost per tile, which the roster's width does not move. A fourth pass that lit every edge was measured at 6.8 M and dropped — nobody could find it in a blind comparison. Width presses on the other limit instead: the renderer's runtime size against Robinhood's 98 304 bytes, extrapolated at 60–90 KB for forty-five routines and not re-measured since.
Each faction carries its own full ladder, common to mythic (18 / 18 / 18 — four commons, four uncommons, four rares, three epics, two legendaries, one mythic each). The draw runs tier → faction (⅓ each) → creature, so roster width never skews faction shares. Tiles roll traits at the real 55 / 30 / 15 split — when a unit carries one, the label says so and the tell is on the sprite. Click a tile to reroll it and see the sub-variants.
The sprite grid is 48, and 48 here is the 24 exactly doubled: every routine still draws in 24 cells and each one lands as a 2×2 block, so no line changes weight and nothing is redrawn. The refined variants that spent the extra pixels on new detail were tried and not adopted. What the grid buys is room to put a detail on the finer lattice later, and it keeps the creatures in the same flat register as the ground — the outline is still computed at 24, so it never comes out half thickness.
The Order — Guard + Might · weak Vitality
The Pact — Magic + Leadership · weak Guard
The Wilds — Vitality + Speed · leaderless
Guardrails honored: the golem is mossy stone, never metal (The Forge is reserved); the demons are infernal fire-and-horns, never alien (The Void is reserved); no sky faction — the griffin knight and the phoenix already own it.
Every creature varies two or three elements — a metal, a garment, hair, a marking — inside its own register. The material is fixed and the shade is free: the golem is mossy stone and never metal, the Order's gold is painted metal and never light.
Three weighted ladders rendered one tile per variant, in ladder order, rarest at the tail. This is the whole list rather than a sample: a gold knight is about 2 rolls in 100, a gold dragon 1 in 10.
Found by searching the seed space, not by forcing an index — so it works for all fifty-four, including the creatures whose ladder is written inline. One tile per distinct combination of the colours that cover most of the tile.
Four creatures drawn at the live weights — what a person actually sees, repeats and all, rather than the catalogue above.
A trait is decoded from the same seed as the minion — sign first on the 30 / 15, tier on the tier weights, uniform inside the tier-and-sign list. The tier is independent of the minion's: a slime can carry a mythic trait. Every tell below is forced onto a showcase creature — the humor is deliberate; click to see it on a rerolled body.
Ten fresh rolls with the real distribution — about half carry nothing, and a malus is a one-in-seven event, not a coin flip.
A card is a one-member warband rendered as a portrait. Three layers, all from the frozen seed: the scenery comes from the faction, the frame ornamentation rises with the tier, and the residual seed bits place clouds, stars and grass — every card subtly unique. The trait shows on the sprite only; the background never reads it.
One card per tier, faction rolled free. Click to reroll a card within its tier.
Settled (operator, production session 2026-08-21): two reds interlocked pixel by pixel — the mythic frame reads as forged filigree, still unmistakably red. Applied everywhere on this page: card frames, tier chips, mini-sprite sparks.
Phoenix in the wrought-red frame — click to reroll the body.
Three layers: the faction mix picks the ground, the population sets the density (1–7 / 8–14 / 15+), and the combined entropy of the members — their seeds folded together, order-insensitively — places the props. Shuffle the member order: the scene does not move a pixel.
Every member in the scene is that member's own sprite at half scale, rolled from its own seed — the figure in the warband is the figure on its card. It used to be a separate alphabet of eight little shapes for the whole roster, two of which carried twenty-six creatures between them, so a warband read as a mass of torsos and poles. Twelve by twelve is the room the doubled tile buys, and each 2×2 block takes the colour that fills most of it, so the reduction stays crisp and never invents a colour the palette does not hold.
The scene is drawn at 96: the same 48 art on a doubled lattice, with the extra pixels spent on light rather than on more detail. Three passes then run over it — the ground in four hard bands, a glow around every light the generator declared as it drew it, and a horizon haze with a low vignette — and the result is held to a palette of sixty-four baked once per ground. Everything is stepped on purpose: four rings to a glow, four bands to the ground, three to the vignette. A fourth pass that lit every edge was measured and dropped: 6.8 M gas of the 50 M a read call is allowed on this chain, for a lift nobody could find in a blind comparison. A smooth gradient is free in true colour and ruinous under a fixed palette, and dithering one away costs five times the bytes it saves.
One symmetric rule, seven ground programs: each faction owns a seat (≥90% — bastion, necropolis, deep glade) and a camp (≥55% — Order camp, war camp, wild clearing), and every real mix meets in the marches — vertical grounds, one per faction at ≥20%, each in its own register, two- or three-way. Each ground furnishes itself in three stages as the warband grows. The crest is planted in the scene and stays on top of any future paid background: it is the warband's identity, not the scenery's — and it now says whose warband it is. The leading house gives the field and the charge, and the largest of whoever else holds a fifth of the warband gives the second tincture, with the division saying which of the two it is: a single house takes a plain, per-fess or per-bend field in two of its own colours, a shared warband a per-pale or quartered one. The Order flies silver, azure and gold under a cross, a tower or a star; the Pact sable, crimson and violet under a skull, a saltire or a bolt; the Wilds emerald, amber and russet under a leaf, a crescent or an antler.
They are not here any more. The standard, its cut for small sizes, the lockup with the word and the whole colour system live on the identity sheet, which is where they are edited and republished. A copy on this page would be a second thing to keep in step, and it would drift the first time one of them moved.
This page answers what does a creature look like. The identity sheet answers what does the product look like. Both are generated, both are checked, and neither holds the other's subject.