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FrameXML inherits a shared font object more than three thousand times, and they were empty tables — so inheriting one changed nothing and every label came out the same size in the same colour. GameFontNormal and GameFontNormalSmall are not decoration; they are how a heading is told from a footnote. They now carry a height and a colour, with Blizzard's values: normal the familiar gold, highlight white, disabled grey, the quest fonts near-black for parchment. SetFontObject applies them, SetFont takes a height, and SetTextColor is bound at last — the XML emitter has been generating calls to it since backdrops went in, and they were landing on the metatable's catch-all no-op. A FontString's inherits names a font object rather than a template, which is a different thing from a Frame's inherits and had to be emitted differently. Textures keep the template reading. The renderer scales text to the requested height. One face is in the atlas, so this sizes it rather than swapping it; loading FRIZQT__ properly needs a font atlas rebuild, which cannot happen while a frame is being built, and that is a piece of work in its own right.