Pot-metal
Glass coloured through its whole body. Solid, opaque accent.
Every axis, live
Change the light in the lectern above, or pick a value below. Every section follows it.
I · Flavors
A flavor is the canonical hour at which you stand in the nave. Stone, ink and shadow change with it; every pigment is re-toned so it stays legible. Each card is themed on its own, nested inside this page.
II · Pigments
Pigments are flavor-independent ramps generated in OKLCH, so a tone number means the same lightness in every hue. The outlined tone is the one the current flavor uses as that glass. Pick a name to make it the accent; pick any tone or role to copy its hex.
III · Glazing
Glazing decides how the accent is rendered on a filled element. It is a separate axis from the accent itself, so any pigment works in any glazing.
Glass coloured through its whole body. Solid, opaque accent.
A thin skin of colour over clear glass. Translucent, glowing accent.
Monochrome glass with a coloured border. Accent as a line only.
IV · Windows
The window colors ambient light (beams, glows, hero gradients) while the accent keeps doing the precise work. It always follows the accent: alone, or leaded with its two neighbors on the hue wheel.
Five fixed gradients for a single place, such as a cover or an illustration. They do not follow the accent and are not a theme switch.
V · Components
Plain HTML and CSS reading only Sanctuary custom properties. This is a preview of the future component library, not the library itself.
The arms of the cross, each ending in a rose.
Where the hours are sung, behind the screen.
Stone under stone, lit by a single lamp.
Glazing the north transept: 64%
Lancet card
The arch is a token: --san-shape-lancet. Media, avatars and badges can wear it.
Dialog
The nave will fall back to Matins. You can light them again at any hour.
VI · Light
In a dark building, what is nearer to you is not only shadowed from behind, it is better lit. Each Lumen level pairs a lighter stone with a deeper umbra; at level 5 only the umbra deepens. Cast is the separate, colored glow that glass throws on its surroundings.
VII · Foundations
The systemic layer: every value below is a DTCG token with a matching custom property.
display-lgLux aeternadisplay-smLight through glassheadline-mdThe nave at dusktitle-lgTitle large, for cards and dialogsbody-lgBody large. Stone is quiet so that color can speak.body-mdBody medium, the default running text of the system.label-lgLabel large · buttons and tabsinscriptionInscription · carved overlinescode-mdconst glass = pigment.cobalt[300];1234681216ease-standard · slowease-enter · slowease-exit · slowease-standard · processionVIII · Ricing
The same palette is emitted as terminal themes, base16 schemes and bar and window-manager variables. This mock reads the generated ANSI and syntax tokens.