Amethisia
Amethisia is a fictional world created as my final game design project for my Graphics, Illustration, and Game Arts extended diploma at Arts University Plymouth. I focused on the science of flora and fauna, as well as geology. I also researched real-world tribal cultures to simulate their way of life.
In the world of Amethisia, a mysterious corruption spreads through the once-vibrant land, draining life from the forests and dimming the sacred amethyst crystals that link the people to their deity, Amyra. When her mother, the tribe’s spiritual leader, falls ill, Amaryllis is called to embrace her destiny and uncover the truth behind the ancient ritual that fractured Amyra’s power. To save her people, Amaryllis must journey across hostile biomes, forge uneasy alliances with rival tribes, and confront secrets buried in the Swamplands and Desolate Plateaus. Along the way, she faces choices that could restore balance or forever sever her connection to the spirit of Amethisia.
Flora
The flora of Amethisia is diverse. Each plant is well adapted to its environment; some are carnivorous, while others have specialised structures.
Fauna
I designed the fauna on Amethisia by merging existing animals from Earth together. Some are passive, while others are deadly due to their unique adaptations.
Tribes
Two main tribes are in conflict throughout the story: the Amethsians and the Gnara. Both contrast sharply in looks, morals, and ways of life.
The Amethisians are peaceful, indigenous gatherers who reside in the Havenlands. They cultivate fruit, vegetables, and other plants to survive, seeing all sentient beings as sacred, aside from the Gnara, who have committed sins beyond forgiveness. They live symbiotically with the flora in the Havenlands, so they never have to relocate.
The protagonist of this game is Amaryllis. She is kind and calm but also strong-willed and adventurous, training to become the next Amethisian shaman leader while secretly learning basic combat and defence.
The Iskaari are a tribe that has abandoned faith in favour of knowledge, technology, and survivalism. They do not worship Amyra, believing faith led to the decay of the world. Instead, they revere knowledge and innovation, seeking to restore lost technology. They see light and geothermal energy as superior to spirituality.
They reside within the Frozen Wetlands, where they use solar towers, geothermal forges, and ancient technology to survive. Their homes are fortified, geometric structures that blend into the snowy landscape. The Iskaari wear layered armour made of metal and insulated fabric, protecting them from the cold. Unlike the Amethisians, they have pale, bluish skin due to the climate. Many have geometric tattoos, symbolising their knowledge and rank within Iskaari society.
The Iskaari represent an alternative solution to the world’s problems; one that does not rely on Amyra. This offering challenges Amaryllis’ beliefs, what cost would choosing knowledge and power over spirituality cause for the Amethisians?
The Gnara are territorial hunter-gatherers found in the Swamplands. They have mutated over time due to repeated acts of cannibalism and rituals which involve bathing in a poisonous toxin that turns their skin green. They revolve around the concept of ‘survival of the fittest’, eliminating or abandoning anyone who cannot keep up or serve their role.
Although the story of Amethisia is set in the future, most Amethisians have technological knowledge equivalent to Earth’s Neolithic age. Clues throughout the story hint at a higher civilisation that once inhabited the lands; the Amethisians believe they upset the balance of their natural world, leading this ancient civilisation to fall.
Environments
There are many biomes across the lands of Amethisia, including the Havenlands, the home of Amethisans, and the Swamplands, the territory of the Gnara.
Maps