---
license: apache-2.0
language:
- en
pipeline_tag: text-generation
tags:
- Mordant
- olmo3
- composition
- image-generation
- reasoning
- prompt-engineering
- prompt-enhancement
base_model:
- allenai/OLMo-3-7B-Think
base_model_relation: finetune
---

# Mordant-7B-Think

A full fine-tune of [OLMo-3-7B-Think](https://huggingface.co/allenai/OLMo-3-7B-Think) focused on AI image generation composition with chain-of-thought reasoning.

---

## Overview

Mordant-7B-Think is the strong midrange model of the Mordant family. It produces confident, opinionated compositions with well-developed spatial reasoning and natural Mordant personality throughout the thinking phase. The model consistently layers foreground, midground, and background with deliberate logic, and its critiques of its own decisions are among the most coherent in the lineup.

The model was trained on a personally curated dataset of **7,203 highly detailed compositions** spanning a wide variety of tasks, genres, universes, art styles, and emotional contexts. All training examples include reverse-engineered chain-of-thought thinking bubbles with a consistent "sharp, caustic, professional mentor" personality — present only within the reasoning phase, not the final output.

**Intended use:**
- Generating detailed, spatially structured image prompts from a short description
- Enhancing an existing prompt with compositional depth
- Infusing a specific art style into an existing composition
- Complex multi-element compositions requiring strong spatial reasoning

---

## Model Family

| Model | Base | Size | Best For |
|-------|------|------|----------|
| [Mordant-1.2B-Think](https://huggingface.co/Kezmark/Mordant-1.2B-Think) | LFM2.5-1.2B | ~1.3 GB (Q8) | Speed, PE, style infusion |
| [Mordant-3B-Think](https://huggingface.co/Kezmark/Mordant-3B-Think) | Granite-4.1-3B | ~3.5 GB (Q8) | Balanced quality and speed |
| **Mordant-7B-Think** | OLMo-3-7B | ~8 GB (Q8) | Strong compositional reasoning |
| [Mordant-12B-Think](https://huggingface.co/Kezmark/Mordant-12B-Think) | Mistral-Nemo-12B | ~13 GB (Q8) | Flagship quality |

---

## GGUF Files (Recommended)

Quantized GGUF files for local inference (LM Studio, llama.cpp, KoboldCpp, Comfy-UI with the provided node, etc.) are in the **[gguf/](gguf/)** folder.

| File | Size | Notes |
|------|------|-------|
| `Mordant-7B-Think-BF16.gguf` | ~14 GB | Lossless |
| `Mordant-7B-Think-Q8_0.gguf` | ~8 GB | Near-lossless, recommended |
| `Mordant-7B-Think-Q6_K.gguf` | ~6 GB | Good quality/size trade-off |

## Safetensors (Full Weights)

Full weights for further fine-tuning or conversion are in the **[safetensors/](safetensors/)** folder alongside the tokenizer and chat template.

```python
from transformers import AutoModelForCausalLM, AutoTokenizer

model = AutoModelForCausalLM.from_pretrained(
    "Kezmark/Mordant-7B-Think",
    subfolder="safetensors",
    trust_remote_code=True,
    device_map="auto",
)
tokenizer = AutoTokenizer.from_pretrained(
    "Kezmark/Mordant-7B-Think",
    subfolder="safetensors"
)
```

---

## Inference Format

The model uses ChatML format with a `<think>` block pre-seeded on generation. A custom Jinja chat template is included in the safetensors folder.

```
<|im_start|>system
You are an expert composition writer.
<|im_end|>
<|im_start|>user
{your prompt}
<|im_end|>
<|im_start|>assistant
<think>
{reasoning — Mordant's internal critique and spatial breakdown}
</think>
{final composition}
<|im_end|>
```

The system prompt is optional, but highly recommended, espeically for generation. The model is anchored in its composition output behavior without one, but a minimal prompt helps ensure consistency:

```
You are an expert composition writer.
```

---

## Art Styles

The model has been trained on the following named art styles. Use the full name followed by "art style" for best results (e.g. *"rendered in Watercolor art style"*). The model may handle styles beyond this list, but these are the ones explicitly trained on.

- 16-bit Pixel Art
- 8-bit Pixel Art
- 90s Anime-OVA
- American Superhero Comics - Silver Age
- Architectural Fantasy Linework
- Art Nouveau
- Atmospheric Impasto Oil Painting
- Charcoal Drawing
- Chinese Landscape Relief Sculpture
- Cinematic Fantasy Illustration
- Disney Afternoon Animation
- Expressionist Digital Illustration
- Franco-Belgian Comic - Ligne Claire
- French Graphic Novel - Metal Hurlant
- Golden Age Book Illustration
- Gouache Illustration
- Grunge Collage
- Hanna-Barbera Flat Animation
- High Energy Flat Graphic Anime
- Japanese Ink Wash
- Layered Anime Scenery Illustration
- Low Poly 3D
- Manga - Seinen
- Mirrors Edge Clean Style
- Oil Painting - Classical
- Oil Painting - Impressionist
- Painterly Fantasy Matte Illustration
- Painterly Neon Digital Art
- Painterly Strong Graphic Novel
- Pastel - Soft
- Pen and Ink Sketch
- Pencil Sketch
- Pop Art Graphic Illustration
- Psychedelic Expressionist Horror
- Retro Graphic Novel Poster Illustration
- Risograph Print
- Studio Ghibli Aesthetic
- Technical Graphic Illustration - Duotone
- Vaporwave Aesthetic
- Vintage Pulp Fiction
- Watercolor
- Woodblock Print - Japanese Ukiyo-e

---

## Examples
All of the following examples are generated using LM Studio and the BF16 gguf of all models. These were all extracted with a script, without me checking so they are all as is, first generation. 
All of them generated with the following settings:

SYSTEM PROMPT: You are an expert composition writer.

TEMPERATURE = 0.7
TOP_P       = 0.95
TOP_K       = 50
MIN_P       = 0.05
MAX_TOKENS  = 4096
REPEAT_PENALTY = 1.0/off

<details>
<summary>Example 1 — A lone cargo hauler drifting past a derelict space station o...</summary>

**Prompt:** A lone cargo hauler drifting past a derelict space station orbiting a dying sun, rendered in matte painting concept art style.

**Thinking:**

> spatial logic starts with the contrast of scale—tiny cargo hauler versus colossal station to emphasize human insignificance against cosmic decay. framing from the hull’s edge creates forced perspective making the vessel feel like a speck while the station looms as an architectural scar on the sky. diagonal thruster glow isn’t just movement—it’s a visual anchor dragging the eye toward the collision course of the derelict, implying imminent disaster or salvage. matte painting aesthetic demands flat shadows so the hauler’s hull is all hard edges and geometric decay no gradients to soften its neglect. rust streaks on metal plates? obvious but effective—oxidation tells a story faster than any dialogue about "corroded by time." solar wind patterns in the background aren’t just texture they’re active erosion carving the station into fragments proving this place has been dying for eons not just sitting there looking sad. debris cloud placement is critical—it’s both foreground clutter and metaphorical weight dragging down the scene like guilt or entropy. thruster glow reflecting off nearby chunks of metal sells the environment as lived-in not pristine even in ruin. the "dying sun" light source has to be harsh and directional casting long shadows that carve depth into every crevice because subtlety would ruin the desolation—this isn’t a cozy derelict it’s a corpse. why no stars? because the station’s shadow swallows them turning night into a void of its own making. atmosphere is all about implied motion—the hauler drifts past not stationary but in transition toward impact or escape depending on viewer bias which is good design never tells you what to feel just shows you the broken pieces. matte finish on everything from rust to debris ensures no element fights for attention only their collective decay matters here. critique: if the station’s structural beams were too clean it’d look like a theme park set but jagged edges and exposed wiring scream functionality even in collapse because nothing dies without purpose. cargo hauler’s placement at hull edge forces viewer complicity—you’re not just looking you’re witnessing from the outside in which is more terrifying than any interior shot. light contrast between thruster’s red and the station’s black shadows isn’t accidental—it’s a visual scream of conflict warm tech versus cold oblivion. debris scattered asymmetrically? yes because chaos needs rules too or it becomes wallpaper not worldbuilding.

**Composition:**

A lone cargo hauler drifts past a derelict space station orbiting a dying sun, captured in the dramatic lighting and vast scale of matte painting concept art style. The ship's weathered hull is framed from the edge, its jagged metal plates showing rust streaks and scorch marks that tell stories of long-term exposure to cosmic radiation. A single thruster glows with an intense red-orange light at its rear, casting a diagonal beam across the scene as it moves toward or away from impact.

In the foreground left, scattered chunks of debris float in zero gravity—some large enough to be structural remnants others mere flecks of metal. The cargo hauler's thruster glow reflects off these nearby pieces, creating subtle highlights against their matte surfaces that emphasize texture and wear. Debris is positioned asymmetrically around the ship to suggest chaotic collision or gradual disintegration over time.

The derelict station dominates the background right side as a massive skeletal structure barely clinging to orbit. Its exposed beams, torn hull plates, and dangling cables stretch across the frame like architectural ruins of an ancient city. The sun's harsh light casts long shadows from these jagged structures onto nearby debris clouds, creating stark contrast between illuminated metal surfaces and deep black shadows within crevices.

The sky is a gradient of dusty orange fading into deeper blue-black at edges—solar wind patterns visible in the faint glow around the station. Stars are absent or obscured by atmospheric haze near the sun's light source making night feel oppressive rather than serene. The overall mood conveys isolation and decay through desolate visuals, emphasizing scale disparity between tiny ship and colossal ruin against backdrop of dying celestial body.

Lighting comes from a single intense directional source—the dying sun—casting hard shadows that accentuate every jagged edge on both vessel types while creating dramatic contrast between bright metallic surfaces and deep shadowed crevices. The thruster's warm glow provides secondary illumination highlighting debris particles around it adding depth to the foreground space without competing with primary light source.


</details>

<details>
<summary>Example 2 — fantasy potion shop interior with shelves full of colorful b...</summary>

**Prompt:** fantasy potion shop interior with shelves full of colorful bottles, a shopkeeper behind the counter, in 16-bit pixel art with a limited 32-color palette. 

**Thinking:**

> spatial logic starts with verticality—low angle forces viewer upward into chaos and heightens claustrophobia of cramped shopkeeper’s domain while making potion shelves feel like they’re about to collapse under their own weight color palette is nonnegotiable: 32 hues mean every shade must pull double duty grass green for potions wood tones for counter bark brown for aged scrolls cyan and magenta as the only primaries because nostalgia craves those CRT neon screams red orange yellow white black for text accents no gray allowed—too muddy in this limited system dithering isn’t just texture it’s emotional subtext grainy pixels imply age authenticity while screaming “I’m 1992” but whatever the game was made then so be it shelves must overflow with bottles because fantasy is about abundance every surface a treasure chest even if half the potions are useless garbage that’s the point clutter tells stories midground counter needs to anchor everything dark wood tones with visible pixel grain for tactile decay brass fittings in yellow orange against green grass patches—contrasting metals and foliage to suggest alchemy tools hanging herbs dangle like dead things their stems black outlines necessary otherwise they vanish into void background shelves recede via color desaturation deeper greens muted blues but keep those bottle glows because nothing says “mysterious” like a dark blue potion with a cyan highlight pixelated into oblivion lighting is brutal hard right-side sun slashes through pixels casting knife-edge shadows under counter bottles and the shopkeeper’s sleeves no ambient glow this isn’t a cozy tavern it’s a marketplace under a harsh sky every color choice screams limited hardware but that’s the charm—crude yet precise like a 16-bit wizard who knew exactly where to waste his magic points on pixel placement are brutal each bottle label is three or four pixels tall because readability trumps detail in this economy of colors the shopkeeper’s tunic blue with red trim isn’t just fabric it’s a flag for importance against brown leather armor and green grass—visual hierarchy through color clash his posture angled forward implies readiness to sell even if no one asked yet that tension is the scene’s soul shelves behind him are compressed vertically to push depth back into shadowy blues but keep those bottles glowing like neon signs in a dungeon why? because 32 colors can’t hold both detail and dimension so every decision is a tradeoff between fantasy grandeur and technical limitation the hanging herbs aren’t just set dressing they’re environmental storytelling—dried vines imply this shop’s been here decades maybe centuries their black outlines make them pop against yellow-orange brass hooks subtle but necessary for legibility in low-res textures final touch: that “16-bit” grain across everything unifying it all into a single era a single aesthetic even if the potions are just colored squares with text slathered on top because sometimes less is more when your palette has 32 colors and you’re trying to sell magic to pixels

**Composition:**

This vertical composition depicts an interior scene set within a fantasy potion shop, rendered in high-fidelity 16-bit pixel art. The perspective is slightly low-angle, emphasizing the height of shelves and the character standing behind them.

The Foreground:
On the left side, a wooden counter occupies the lower-left quadrant. Its surface shows distinct pixel grain with subtle dithering patterns—alternating blocks of dark brown and light wood tones creating a textured appearance. The wood is worn but sturdy, with visible joints where planks meet. Small patches of green grass or moss are embedded in the crevices between pixels.

The Mid-Ground (Foreground Action):
Dominating this zone stands a humanoid figure—a wizard or potion master—composed entirely from 32-color pixel blocks arranged in deliberate patterns to suggest form and texture. He wears blue tunic with red trim around cuffs, belt cinched with pouches containing small glass vials that glow faintly against his dark leather armor. His hair is brown, tied back but loose strands frame a face where every feature—from nose bridge to eye socket—is defined by sharp pixel edges.

His posture suggests alertness; he leans forward slightly over the counter. To his left (viewer's right), small bottles of various colors sit on the surface—some green with leaf motifs, others purple and blue glowing under their own pixelated light sources. Hanging from above are dried herbs or vines made up of individual colored pixels that dangle down into a wooden hook positioned just below eye level.

The Mid-Ground (Background):
Immediately behind him stretches an interior wall covered in shelves built entirely from stacked pixel blocks arranged vertically to create depth illusion. These shelves overflow with colorful potions—green, blue, and purple bottles glowing under their own light sources rendered as dithering patterns within the 32-color limit. Glass jars containing unknown substances sit alongside them on lower tiers.

The Background:
At the far right edge of frame is a wooden door framed by dark wood pixel blocks showing grain texture; it stands open to reveal exterior world beyond—a glimpse into daylight where every color transition between forest and sky must be rendered using only available palette without anti-aliasing. Above this entrance hangs an old sign made from blocky characters that reads "POISONER'S MARKET" in pixelated font.

Lighting:
The lighting is harsh sunlight coming through a window or opening on the far right side (viewer's perspective). This creates strong contrast with deep shadows under shelves and bottles—each shadow edge defined by abrupt color shifts between black and adjacent tones. The light source casts sharp highlights that make every metallic object (brass fittings) and glass bottle surface pop against darker background elements without soft edges.

Every element—from wood grain to potion glow—is rendered using only 32 colors with deliberate dithering patterns for texture simulation, creating a nostalgic early computer game aesthetic while maintaining high composition quality.


</details>

<details>
<summary>Example 3 — A quiet, melancholic autumn park bench under a single lamp p...</summary>

**Prompt:** A quiet, melancholic autumn park bench under a single lamp post at dusk, leaves falling, in watercolor and ink illustration style.

**Thinking:**

> spatial logic demands vertical compression to amplify isolation the bench anchors lower left not for symmetry but as a visual anchor pulling viewers into its stillness while leaving negative space to breathe the path curves rightward like an unspoken invitation yet remains unresolved—no destination just motion dissolving into fog that’s all about softening edges and letting light bleed through paper grain because realism is overrated when you can make sorrow feel tactile those leaves aren’t drawn they’re poured wet-on-wet with a palette knife for texture some crisp others melting into the frame like memories half-remembered the lamp post’s glow isn’t just illumination it’s a character itself casting jagged shadows that claw at the bench’s planks to emphasize decay and time’s patience even the mist is deliberate—too much softness would blur emotion instead of sharpening it you want the viewer to taste the damp chill in their throat see the leaves cling like last words before they fall into nothingness ink outlines are sparse but precise enough to frame without suffocating watercolor washes dominate because melancholy isn’t contained it’s a slow seep through paper and pigment that path’s faint trail? genius—subtle guidance never a hand reaching just absence screaming louder than presence why settle for warm light when cold moonlight can carve texture into every leaf and shadow this isn’t a scene it’s an atmosphere you wear like a coat the wet-on-wet bleed on distant branches is crucial they’re not part of the park anymore they’re ghosts of trees half-remembered by nightfall composition mechanics hinge on controlled chaos ink defines structure watercolor dissolves boundaries forcing the eye to wander where there are none to find that quiet ache in every negative space and layered wash because subtlety isn’t enough here you need layers so thick they ache too

**Composition:**

A watercolor and ink illustration of a solitary autumn evening in an empty park. The composition centers on a weathered wooden bench positioned slightly left of center, its surface textured with visible grain as dark brown tones bleed softly into the surrounding washes. Thick black ink outlines define its edges sharply against the blurred background.

The ground is covered in fallen leaves that have been painted wet-on-wet—some areas are dense and opaque where pigment has settled, while others remain loose and transparent near the paper's texture. A faint trail of leaves leads from lower right to center, their forms dissolving into soft edges as they recede.

A solitary lamp post rises behind the bench on the left side; its light glows with warm yellow washes that bleed outward in organic shapes. The light casts a pool of illumination around the bench's base and footrest, creating stark contrast where ink outlines meet wet pigment pools. Beyond this glow, shadows fall into darker tones—deep indigos bleeding at their edges.

In the background right, trees frame the scene with dense foliage that has been painted in layers: some areas hold thickly applied washes for full leaves, others remain loose and transparent near branches. The upper canopy is enveloped by a soft mist rendered through diluted washes that fade into white paper showing through at its thinnest points.

The lighting logic maintains warm light from the lamp post as primary source; it creates sharp shadows cast by the bench onto ground with visible texture of pigment granulation within shadow areas. Cool ambient moonlight illuminates distant trees in pale blues and greens, their forms softened where wet-on-wet application meets dry brush strokes on branches.

The overall mood is quiet solitude emphasized through careful balance between defined lines (the bench) and soft organic blends (falling leaves, mist). The composition feels contemplative with a sense of time passing as colors bleed into one another across the scene.


</details>

<details>
<summary>Example 4 — Infuse the following composition in Oil Painting - Classical...</summary>

**Prompt:** Infuse the following composition in Oil Painting - Classical: This is a horizontal composition depicting a striking architectural complex isolated in a serene landscape during twilight. The scene is divided into three distinct spatial zones to establish depth and hierarchy. Foreground: The lower third of the frame is dominated by a calm expanse of water, rendered in deep teal and dark blue tones. The surface features subtle, horizontal ripples that stretch across the width, creating a textured effect. Reflected on this surface are distorted, shimmering streaks of warm yellow and amber light from the building above, contrasting sharply with the cool, cool-blue darkness of the water. Mid-Ground: The centerline is occupied by the architectural complex itself, situated on a small rocky island or peninsula. The structure features symmetrical symmetry consisting of two tall, rectangular concrete towers flanking angled wings. Large hexagonal lattice screens screen the sloped roofs of the wings. These screens are glowing with a warm, amber light from behind, creating a honeycomb pattern that illuminates the surrounding dusk air. The central block is lower and wider, featuring horizontal slats of windows where bright interior lights spill out, contrasting against the dark gray concrete exterior. The architecture is grounded by sparse landscaping on the rocky shore—a cluster of small, sculpted cypress-like trees and dry grasses clinging to the rocks—emphasizing the isolation of the structure. Background: Rising behind the building are rugged mountain ranges with jagged peaks, rendered in muted greys and dark blues that fade into the horizon. The sky above is a heavy, textured slate blue filled with low-lying clouds that catch the last residual light from the horizon on their undersides. Lighting: The lighting logic relies on color contrast between the warm artificial light of the building (approx. 2500–3000 Kelvin) and the cool ambient twilight (approx. 6000–8000 Kelvin). The internal lights create a glowing, volumetric haze through the hexagonal lattice screens, while the exterior concrete surfaces are lit by soft, diffused moonlight or sky light from above, creating sharp shadows in the deep recesses of the vertical slits within the towers. The water reflects these two distinct color palettes, mixing the cool blues and warm oranges into a dynamic, rippling surface texture.

**Thinking:**

> spatial hierarchy first—water as anchor needs to recede but dominate lower third so teal and dark blue swallows horizontal plane ripples must feel tactile not just painted need impasto for wetness glaze over it to deepen shadows beneath reflections light streaks from building can’t be flat they’re distorted by water surface so use broken brushwork in cadmium yellow ochre thickly applied then drag a dry palette knife through wet layers creating that shimmering chaos contrast is key here cool water vs warm artificial glow midground complex verticality demands asymmetry but symmetrical towers flanking angled wings—wait no symmetry with angles creates tension not harmony hexagonal screens must cast volumetric light so layer glazes of burnt sienna over raw umber underpainting let the warmth seep through like honeycomb cells central block’s horizontal windows need precise control impasto for interior glow against matte exterior concrete cypress trees on rocks—sculptural but sparse use dry brush strokes to suggest texture without detail background mountains fade into horizon via transparent gray washes no hard edges just atmospheric haze sky’s slate blue clouds catch residual light underbelly luminous so thin glaze over dark blue base palette knife drags for cloud undersides lighting logic two color families warm artificial 2500K vs cool twilight 6000K—this isn’t a color theory problem it’s spatial syntax internal lights must emit volume through layered translucency not just paint screens as hexagons with raised ridges to catch light like stained glass exterior concrete lit by moonlight diffused but sharp shadows in tower slits achieved by undercutting with titanium white underpainting then scumbling gray over top water reflections mix temps dynamically orange streaks bleeding into teal need wetinwet blending or drybrush scumbles where they meet midground architecture must feel grounded yet isolated cypress trees are afterthoughts really just texture contrast to emphasize structure’s detachment final composition is a chessboard of temperature warm vs cool structured chaos spatial zones each with their own gravity water ripples horizontal tension towers verticality mountain peaks receding into gray nothingness symmetry broken by angles but balanced through light direction all elements must serve the twilight’s melancholy isolation—no extraneous detail just calculated contrast and texture to make it breathe

**Composition:**

A classical oil painting of this horizontal composition depicts a striking architectural complex isolated in a serene landscape during twilight. The scene unfolds with deliberate brushwork, where colors are layered like glazes over one another—a transparent teal for the water's depth, then warm amber light built up through multiple passes to create that honeycomb glow on the hexagonal screens.

Foreground:
The lower third of the frame is dominated by a calm expanse of water rendered in deep teal and dark blue tones. Subtle, horizontal ripples stretch across the width with thick impasto texture suggesting wet paint, while reflected streaks of warm yellow and amber light from above are painted as shimmering distortions that contrast sharply against this cool palette. The water's surface shows visible brushstrokes breaking up the reflection into dynamic patterns.

Mid-Ground:
The architectural complex sits on a small rocky island in the centerline. Two tall rectangular concrete towers flank angled wings, their symmetrical form rendered with careful attention to light falling across vertical surfaces. Large hexagonal lattice screens screen sloped roofs; these glowing panels are built from layered warm glazes that create a volumetric haze through which the amber light filters. The central block's horizontal windows spill bright interior lights out against dark gray concrete—each window slit carefully defined by shadow and highlight. Sparse landscaping on the rocky shore—a cluster of small sculpted cypress-like trees—is painted with delicate dry brush strokes, emphasizing isolation.

Background:
Rugged mountain ranges rise behind in muted greys and dark blues that fade into horizon, their jagged peaks rendered with atmospheric perspective. The sky above is a heavy slate blue filled with low-lying clouds catching residual light on undersides—these cloud forms are suggested by soft blended edges rather than hard lines.

Lighting:
The lighting logic relies on stark color contrast: warm artificial light (approx. 2500–3000K) from interior windows and screens creates glowing volumetric haze through hexagonal lattices, while cool ambient twilight (approx. 6000–8000K) provides soft diffused moonlight that highlights the textured surfaces of concrete towers with sharp shadows in deep recesses. The water reflects these dual palettes—cool blues mixing dynamically with warm oranges in its rippling surface texture.


</details>

<details>
<summary>Example 5 — A dynamic combat scene in the Warhammer 40k universe, render...</summary>

**Prompt:** A dynamic combat scene in the Warhammer 40k universe, rendered in Painterly Strong Graphic Novel art style.

**Thinking:**

> spatial logic demands verticality and chaos—low angle shot to force viewer into the fray like a fly in a web of steel and sorcery. warhammer’s grimdark is all about oppressive scale so foreground needs to scream immediacy: that knight in blackened plate, visor glowing like a malevolent eye, must dominate left third for asymmetrical tension. sword raised high isn’t just heroics—it’s a visual anchor, diagonal thrust cutting through frame to guide the eye upward where the real action simmers. archer on right edge? classic framing device but with a twist—her bowstring taut as a coiled spring, arrow nocked toward center creates crosshair precision against chaos. both figures locked in that mid-lunge frozen-in-time pose because combat’s about anticipation not motion blur; every muscle fiber and weapon angle has to scream readiness for the next fatal move.  
>
> mid-ground is where warhammer’s soul lives: orcs and cultists as a visual cacophony of menace. their haphazard arrangement isn’t lazy design—it’s deliberate chaos theory. that leaping brute? his arc must intersect knight’s sword tip visually, creating implied collision point even before they meet. cultist horde needs layered depth via overlapping silhouettes; darker tones receding into shadow sells the sea-of-cannibals vibe while keeping them threateningly present. heavy armor and jagged weapons as thick brushstrokes—yes, painterly but with intentionality. warhammer’s tech is brutalist so every rivet and crack in those blades has to read as lived-in violence not just decorative grit.  
>
> background’s gothic spires? non-negotiable for atmosphere. their skeletal lines must pierce through smoke plumes rendered as smudged charcoal washes—softening distance but sharpening verticality against the sky’s bruised purple. that stormcloud looming on left horizon isn’t weather; it’s narrative tension. lightning bolts as jagged ink lines striking ground in distance mirror cultists’ aggression below, tying micro and macro scales together. smoke plumes billowing rightward? directional flow to counterbalance knight’s upward sword thrust—movement even in stillness sells the battlefield’s kinetic energy.  
>
> lighting is all about chiaroscuro with a side of dread: single shaft through clouds on left isn’t just light—it’s divine judgment or maybe the emperor’s gaze, depending who you ask. that beam grazing knight’s pauldron? subtle but crucial—illuminates his armor’s textures while leaving cultists in gloom to emphasize their alien otherness. orange glow from explosion at far right edge? perfect. it’s not just fire—it’s a beacon of chaos energy, casting warm hues over nearest enemies and contrasting with cold blue sky. this clash of temperatures makes the scene feel like two warring factions in one frame: order versus corruption, light versus shadow.  
>
> why every element arranged thus? because warhammer is theater of the macabre—each figure’s pose and weapon choice must telegraph faction allegiance without words. that knight’s crimson sigil on chest isn’t just detail; it’s a visual shorthand for imperial zealotry while cultists’ chipped blades whisper of desperate rituals. spatial layers work overtime here: foreground action demands focus, mid-ground chaos provides context, background sets stakes so high they’re almost literal. painterly strokes? yes—they’re not sloppy but strategic. thick ink on armor plates suggests weight and history; loose brushwork on smoke sells atmosphere without bogging down composition. every jagged line is a threat, every shadow a promise of worse to come. this isn’t just combat—it’s a battlefield hymn to entropy, and the framing? it’s the choir director ensuring no note goes unplayed.

**Composition:**

A dynamic battle scene set within a Warhammer 40k universe, captured from a low angle as if looking up into a chaotic melee where two prominent figures dominate the immediate space. The perspective emphasizes scale and action.

The Foreground Action:
On the left side of the frame stands a towering Imperial Space Marine, identifiable by his power armor featuring a bold crimson Imperial sigil on the chest plate and blackened plating. He is locked in mid-lunge or defensive stance, his massive Greatsword raised high above his head in a diagonal arc toward the upper right corner. The weapon's blade gleams with a metallic sheen that contrasts sharply against the dark armor, while thick, deliberate brushstrokes define its jagged edges and worn surface. His helmet visor glows with an intense orange light behind his faceplate, casting harsh shadows on his left side.

Opposite him on the right edge of the frame is an Archetype of Warhammer's grimdark aesthetic: a robed figure holding a heavy bow in her lap or shoulder guard. She wears dark, tattered robes that flow down into shadowy depths at the bottom edge, their rough texture suggested by loose paint strokes rather than photorealistic detail. Her expression is one of intense focus as she nocks an arrow on her weapon, poised to strike toward the center space where chaos awaits.

The Mid-Ground Conflict:
Behind these two heroes lies a swirling maelstrom of combatants rendered with painterly graphic novel style—thick black ink outlines define every figure while bold strokes suggest movement and violence. To the left of the Imperial knight's sword tip, a massive Orc or Chaos Spawn-like entity is captured mid-leap in an aggressive arc toward him; its bestial features are highlighted by stark contrast against darker surroundings.

To his right, a dense cluster of cultists and Astartes engages with jagged weapons—blades and spears rendered as thick black lines against rougher textured bodies. The density creates a visual wall where figures overlap through layered silhouettes, their forms suggested more than detailed.

The Background Atmosphere:
Above the fray looms a dark gothic sky filled with towering storm clouds on the left horizon; lightning bolts strike down in sharp, jagged lines that illuminate distant ground below in flashes of white and pale blue light. The background is rendered as soft washes of color rather than precise detail—their purpose being to establish scale through atmospheric perspective.

To the right, smoke billows upward from a recent explosion or burning structure on the battlefield floor; its form suggested by loose brushstrokes that blend into the darker sky above it, adding depth and movement to the scene. The lighting is dramatic chiaroscuro: harsh orange glow from distant fire casts warm light over nearest enemies while cool blue shadows dominate left side of frame where storm clouds loom overhead.

The overall effect maintains a strong graphic novel aesthetic throughout—thick black ink outlines with painterly texture, bold strokes for movement and violence, deliberate contrast between illuminated figures and shadowy depths.


</details>

<details>
<summary>Example 6 — What is the difference between Architectural Fantasy Linewor...</summary>

**Prompt:** What is the difference between Architectural Fantasy Linework art style and Watercolor art style?

**Thinking:**

>Okay, the user is asking about the difference between architectural fantasy linework and watercolor art styles. Hmm, they might be an artist trying to decide which medium to focus on, or perhaps a student working on an assignment comparing techniques. The phrasing suggests they want clear, structural distinctions rather than just surface-level descriptions—probably because they're weighing practical applications for a project.
>
>First, I need to unpack "architectural fantasy" linework. It’s not just pretty sketches; it’s about controlled chaos. Precision lines define forms like blueprints, but with whimsical twists—think Gothic spires morphing into mechanical abstractions. The flat fills are crucial here: no gradients, no depth, just bold shapes against paper. Why? Because linework as the star means color must serve the draftsmanship, not fight it. Monochrome? Obviously—watercolor’s transparency would muddy this. It’s all about clarity of line first, drama second.
>
>Now watercolor… ah, the organic mess. Unpredictable blooms and granulation are its superpowers, but they’re also its limitations. If you want that soft bleeding effect on stone or sky, watercolor shines—it’s fluid, alive. But control? That’s the kicker. You have to embrace accidents as features here. The "wet-on-wet" technique isn’t a flaw; it’s the method. Layering washes builds luminosity, but it demands patience—no sharp edges, just atmospheric haze. And those paper textures? They’re not just texture; they’re collaborators, letting pigments pool and interact unpredictably.
>
>Wait—the user might conflate watercolor with illustration in general. Need to stress that linework is rigid, structured, while watercolor is… organic. Also, the fantasy angle in linework is about design—solving spatial puzzles with style, whereas watercolor leans into emotional resonance through color behavior. Maybe they’re mixing both styles in a piece? That’d be a headache. Linework requires clean edges; watercolor thrives on diffusion.
>
>Oh, and materials! Linework uses pens/charcoal—controlled, technical. Watercolor needs pigments and paper that can hold washes without bleeding too fast. The tools dictate the process, which dictates the outcome. Should mention that.
>
>…Is the user overcomplicating things? Like, do they really need this breakdown for a simple project? Or are they preparing to pitch a concept where medium matters—client briefs often demand stylistic justifications. Either way, the key is emphasizing control vs. surrender. Linework: architect’s blueprint. Watercolor: nature’s doodle. Both valid, but opposites.
>
>Final thought: The contrast isn’t just technical—it’s philosophical. Order vs. spontaneity, intention vs. accident. And that’s why the styles exist in separate lanes. Better nail the explanation before they realize watercolor could ruin their linework masterpiece.

**Composition:**

The **Architectural Fantasy Linework** and **Watercolor** art styles are distinct in philosophy, technique, and visual language, each serving unique creative purposes. Here’s a clear comparison:

### **1. Architectural Fantasy Linework**  
- **Core Principle**: Precision as priority.  
- **Visual Language**:  
  - **Lines define form**: Every curve, angle, and intersection is drawn with technical accuracy. Buildings, structures, or fantastical elements are sketched using clean, deliberate linework that resembles technical drafting or architectural schematics.  
  - **Flat fills**: Colors applied are solid and uniform (no gradients), contrasting sharply against the white paper background. This emphasizes the design’s geometry over its texture.  
  - **Monochrome focus**: Often rendered in black-and-white, with color added as flat accent tones to highlight specific elements.  
- **Technique**:  
  - ** Linework first**: The sketch is the foundation; watercolor pigments are layered *over* the lines, not blended into them.  
  - **Controlled spontaneity**: While some artists use loose gestural marks for organic details (e.g., foliage), structural elements remain meticulously outlined.  
- **Example**: A fantasy cityscape where buildings have sharp, geometric lines, with color added as flat patches to denote stone, metal, or magic—no atmospheric blending.  

### **2. Watercolor Art**  
- **Core Principle**: Fluidity and unpredictability.  
- **Visual Language**:  
  - **Transparency over form**: Pigments are applied as transparent washes that build luminosity through layering. Colors bleed organically, creating soft edges and blended transitions.  
  - **Organic texture**: paper texture interacts with pigments to produce granulation, blooms, and granulation—no hard lines dominate the composition.  
  - **Atmospheric depth**: Backgrounds dissolve into suggestion; foreground details emerge from layered washes.  
- **Technique**:  
  - **Wet-on-wet blending**: Colors are applied while damp, allowing organic diffusion. Dry brush or layering creates subtle gradients.  
  - **Embrace of accidents**: Unpredictable blooms are often enhanced, not suppressed, to add dynamic energy.  
- **Example**: A landscape where sky and foliage blend seamlessly through wet-on-wet blending, with no sharp outlines—just atmospheric color relationships.  

### **Key Differences**  
| **Aspect**               | **Linework**                          | **Watercolor**                      |  
|--------------------------|---------------------------------------|-------------------------------------|  
| **Line/Color Relationship** | Lines are clear; color is flat and applied over them. | Colors diffuse organically; lines are rare or implied through texture. |  
| **Control**              | High control; outlines are precise.   | Low control; relies on pigment behavior. |  
| **Surface Texture**      | White paper shows through flat color.  | Pigment texture interacts with paper. |  
| **Depth/Space**          | Achieved via line density and flat color contrast. | Achieved through transparency and atmospheric layering. |  

### **When to Use Which?**  
- Choose **linework** for technical clarity: blueprints, schematics, fantasy world-building where structure is paramount.  
- Choose **watercolor** for organic, moody scenes: landscapes, abstract washes, or illustrations where fluidity and emotional tone matter more than precision.  

Both styles are valid but serve divergent creative goals—one is a blueprint of imagination, the other its atmospheric echo.


</details>


---

## 🛠️ Included: Mordant Prompt Enhancer (Comfy‑UI Node)
A custom **Comfy‑UI node** (`MordantPromptEnhancer`) is included with this model. It automatically:
- Loads the GGUF file you select.
- Detects your GPU's VRAM and **auto‑tunes the number of offloaded layers**, leaving a safe 2 GB margin to avoid OOM errors.
- Handles all tokenization, prompt formatting (ChatML), and chain‑of‑thought parsing (`<think>…</think>`).
- Node looks for the gguf models in comfy-ui's "text_encoders" folder.
**Outputs:**  
- `composition` (the final, rewritten prompt)  
- `thinking` (the model's internal reasoning)

**Installation**  
Place the node file in ComfyUI's `custom_nodes/` folder. The only additional dependency is `llama-cpp-python`.

**CPU‑only** (no GPU offloading):
```bat
# Windows portable
python_embeded\python.exe -m pip install llama-cpp-python
```
```bash
# Linux / venv / Mac
pip install llama-cpp-python
```

**GPU / CUDA — recommended** (pre‑built wheels, no compiler required):
```bat
# Windows portable — replace cu121 with your CUDA version
python_embeded\python.exe -m pip install llama-cpp-python --extra-index-url https://abetlen.github.io/llama-cpp-python/whl/cu121
```
```bash
# Linux / venv — replace cu121 with your CUDA version
pip install llama-cpp-python --extra-index-url https://abetlen.github.io/llama-cpp-python/whl/cu121
```
> Supported versions: `cu121` · `cu122` · `cu124` · `cu125` — run `nvidia-smi` to check yours (top‑right of output).

<details>
<summary>Build from source (advanced — only if wheels fail)</summary>

Requires CUDA Toolkit, CMake, and C++ build tools (Visual Studio on Windows).

```bat
# Windows
set CMAKE_ARGS=-DGGML_CUDA=on
python_embeded\python.exe -m pip install llama-cpp-python --force-reinstall --no-cache-dir
```
```bash
# Linux
CMAKE_ARGS="-DGGML_CUDA=on" pip install llama-cpp-python --force-reinstall --no-cache-dir
```
</details>

After restarting ComfyUI, the node appears under `text/llm` as **Mordant Prompt Enhancer**. Just pick your model and start composing.

---

## License

Apache 2.0 — see [LICENSE](LICENSE) for full terms.
