Jinn

A BSc Psychology and Bachelor of Game Development Graduate.

A quick learner and gamer full with passions.

Do visit my LinkedIn for more about me.

World Guide

A game world guide comprised of my previous discussions and studies.

Title

Outsider

Genre

Action, Adventure, Fantasy


Creation rules

Magic/Spell

Elf

Darkness Monster/ Outsider


Setting

Background

A world full of unknown dangers and shared by different species such as lizardmen, human, dwarf, and elf. At ancient times, the world was invaded by darkness and the monsters within it, which is called Outsider. Species unite and manage to survive and defeat them. Now, there are a few of them still wandering on the land, and little did anyone know, their number is increasing gradually as time passes.

World Conflicts

Living things strive to survive and defeat the darkness monsters (Outsider) while darkness monsters invade and kill all life in the world.


Key Location 1: Religious Town


City Plan & Environment

A religious town which the populace lifestyle and all the buildings centred around a temple with unique architecture. The temple has unique architecture in comparison to the environment such as other buildings and is visually isolated. There are 4 roads which lead to other places such as river and other cities.

Populace

There is only one species living in this town, human. Majority of passers-by and tourists are also human. They mostly wear simple clothing such as robes. The religion unites and achieves peace among different races.

Society & Governance

Merchant

Merchant is one of the social forces in this religious town. Merchant trades things from visitors and residents and this avoids the village from a closed economy. In other words, a merchant is a bridge to link the residents and the outside world.

Abbot/Monks (Leader of the town)

Monks can be categorized into two: scholar and guardian. Scholar monks are those who teach others about knowledge, magic and beliefs; while guardian monks are responsible to keep the temple and people safe.

Prayers

In a religious town, prayer is one of the social forces. Prayer (residents/visitors), who have faith in this religion, often pay visits to the temple. Donations may be made in those visits. The donated money or food is used to sustain the temple and monks daily basic needs.

Children

The fifth social force will be children. The temple provides a space and serves as a school for them. The populace will send their children to temple in the morning to learn about knowledge and teaching, and pick them up at sunset.


Key Location 2: Mountain Cliff


City Plan & Environment

An area of mountain with cliffs. With fertile soil and fresher air (high altitude), it provides a good environment for some populace to live. The ancient populace who lived there even built the building(temple) into the cliff. Due to the risk, current populace no longer lives at the cliff but somewhere near (on flat ground). Going up (left) is heading to the cliff (temple) while right is heading to lower ground, lake, and forest. It is more like a tribe than a city/town, which means the populace live together in a relatively tighter and smaller space.

Populace

Society & Governance

The society is governed by a chief that is chosen by others annually. The chief is assisted by the priest. Beliefs and religion Mountain people share one belief and religion, which is: God of Mountain. They believe everything that happens to them is the making of Mountain God since their life is heavily relied on mountain.

Arts and language

Attire

As the temperature on the mountain is too cold, mountain people harvest wool from shaggy coated yak. They usually wear 3-4 layers of the clothes made of yak wool and sew it with their art patterns of clouds, flowers, mountains etc.

Customs and traditions


Key Location 3: The Ark


City Plan & Environment

Populace

The populace in The Ark is comprised of 3 species, lizardman, dwarf, and human. Although they are different species, they are friendly to each other and able to tolerate each other’s culture/differences.

Society & Governance

Factions: Lizardman

Pros: - Strongest physical strength due to their nature; Agile under water. Cons: - Weak in business/economy; Does not know tactic/strategy.

Factions: Dwarf

Pros: - Best craftsman in The Ark; Assuring company/teammate due to their honesty, loyalty, and determination. Cons: - Weak in business/economy; Love to drink alcohol and lower agility compared to other two species.

Factions: Human

Pros: - Best strategist and good in problem solving; Good in business and communication. Cons: - Weaker under water in terms of strength and agility; Weakest among all three species, in terms of physical strength.