Use case: style-transfer. Input image is the exact Necropolis creature panel background to EDIT. Intended final display is only 200x260 pixels behind a crisp 3D-rendered skeleton. The current texture looks blurry at that small size because countless fine stones and earth marks collapse together. Improve READABILITY AT SMALL SIZE, preserving EXACT major layout and silhouettes: ruined tower upper left, jagged rock ridge right, distant mountains, clouded sky, empty cracked earth lower half. Repaint towards clean, crisp classic pre-rendered fantasy strategy-game art. Use broad coherent rock planes with sharp boundaries, larger plainly separated stone blocks on the ruin, clearly articulated arch geometry and strong but natural local light/shadow at block edges. Simplify minor rubble and gravel; reduce fine mottled soil noise substantially. Ground should have readable broader dark cracks separating flatter, quiet earth plates; only a few deliberate edge chips. Foreground and ruined architecture must feel as sharply focused and cleanly lit as a game creature render, not smeared painterly detail. Keep original somber grey-brown muted Necropolis palette and similar average brightness; no saturated colors or glowing outlines. Distant mountains and clouds may remain subordinate. No new objects, character, statue, grave marker, lettering, border, watermark, depth-of-field blur or bloom. Preserve portrait 10:13 composition, camera and all large object locations. Output a full-bleed background alone at high resolution, but design every detail to survive reduction to 200x260.