Create a cinematic dark-fantasy medieval street scene in ultra-realistic 3D game concept art style, widescreen 16:9. In the foreground, show two adult elven adventurers walking side by side toward the viewer through a muddy cobblestone village road. The left character is a pale-skinned elf woman with long messy {argument name="left character hair color" default="ash blonde"} braided hair, pointed ears, layered olive-green druid robes, leather belts, pouches, dangling metal charms, necklaces, torn fabric strips, leaf-and-feather details, and glowing white vine-like magical tattoos spiraling down both forearms. The right character is a darker-skinned elf woman with long thick {argument name="right character hair color" default="dark brown"} dreadlocked hair, pointed ears, a green-and-brown leather ranger outfit, fur shoulder mantle, feather ornaments, arm wraps, belts, chains, talismans, and a confident warrior posture. Both faces are intentionally hidden by plain opaque {argument name="face covering color" default="dark brown"} square censor blocks, centered over their faces. Set the background in a richly detailed medieval market village with timber-and-thatch houses, hanging bundles of dried herbs on the right-side shopfront, barrels, baskets, wooden stalls, distant townspeople, and a large stone castle with towers and battlements rising in the background. Use {argument name="lighting mood" default="warm late-afternoon golden sunlight"}, dramatic shadows, volumetric haze, shallow depth of field, realistic fabric and leather textures, high detail, moody fantasy atmosphere, cinematic composition, Unreal Engine quality, no text, no logos. --- Create a cinematic dark fantasy action scene in a ruined cathedral hall: a {argument name="hero type" default="female armored knight-mage"} crouches in a defensive lunge on the left foreground, wearing ornate dark steel and leather plate armor with a long cream-and-black tabard, one arm extended behind her gripping a spiked mace or morning star crackling with golden magic sparks, the other arm braced forward behind a round glowing shield rimmed with warm light. Opposite her in the right midground is a massive {argument name="enemy type" default="headless stone golem"}, built from cracked gray masonry plates and bound with broken chains, charging with one huge fist raised and rubble falling from its body. Set the battle inside a grand, damaged palace-cathedral interior with towering arches, carved stone columns, tall broken windows, gold-trimmed marble floor in circular geometric patterns, scattered chunks of stone, dust, and debris. Use dramatic backlighting from a bright arched window behind the golem, warm golden magical highlights on the shield and weapon, deep shadows, volumetric dust beams, realistic textures, high-detail armor and stone, dynamic low-angle wide composition, shallow cinematic depth, epic game-cinematic realism, 16:9 widescreen, no text, no UI.