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Spiritforged – Weeks 16 to 24

This is the the point of this illustration where it was close to finished. I ended up switching the halo piece for the red sashes to add more interesting elements while substituting a key component to frame her torso. I also wanted to emphasise the theme of motherhood so this red sash was meant to emulate an umbilical cord. I also ended up altering the design of her dress. The previous iteration featured a metal plate attached to the loin cloth, but after considering in-game animations and movement, it seemed like an unrealistic costume piece. The movements of this character is meant to be light and graceful, so the metal plate seemed like it would weigh her down. Instead, I replaced it with a pleated cloth that was inspired by the intricate folds found on traditional Thai skirts as seen below.


The face and blood on the veil of Matramara’s phase 2 design wasn’t actually a part of the original idea. Many of my tutors said something was missing around the head area, which lead to a lot of misinterpretation of the veil. One of my tutors suggested to add a face there so we could get a better idea of the creature’s anatomy. I also applied more design theory by adding blood to the face. Similar to the phase 1 illustration, I used colour and contrast theory to attract the eye of the viewer. I intentionally used bright pops of red to make the viewer look at points of interest on the character such as the hands, the face, and the gruesome belly. Red is a regularly-occurring colour across the characters of Spiritforged. However, my colour use has been very intentional. Red in my character designs shave two distinct functions—one of symbol, the other of substance. When I used red in cloth, it’s meant to evoke power, ritual, and reverence. It represents heritage, divine wrath, or the weight of fate literally carried on the shoulders of my characters. In contrast, red in blood and exposed flesh is more visceral —unfiltered life force and violence. It reveals the cost of power. One red is chosen; the other, spilled. Together, they create a dialogue between passion and mortality.

I had a lot less trouble with rendering phase 2 compared to phase 1 because I already learnt a lot from my roadblocks in phase 1. I remembered to think of floor planes and depth, as well as colour saturation and placement.


I then moved on to developing the prop more. I experimented with a different technique by making a quick sculpt in ZBrush and tried rendering the metal in different styles. Across this project, I wanted to explore different ways I could incorporate 3D into my 2D concept workflow. Metals are quite complex materials to paint, which is why I experimented with metals in 3D – making better use of my time. As this was also meant to be an in-game asset, I needed to be able to predict how a certain metal would look like with proper lighting, and which parts of the staff needed a different material for best contrast.

Once I figured out the most optimal shade of gold on Maya, I wanted to incorporate more red into the design of the staff to tie the two designs together. I did this by adding torn rags, that would also add to the graceful movement Matramara will have in-game. Adding lots of flowing fabric gives a sense of ethereal or other-worldly movement, similar to a ghost. I also added some dried blood splatters and weathering to enhance storytelling. In this world, Matramara has been battling her nemesis for thousands of years, therefore her weapon should reflect that. Out of these 4 iterations, I find that C and D are more successful designs for a game because the bright red sash draws attention to this weapon, allowing the player to focus on the enemy’s coming attacks.


Once I was satisfied with my chosen design, I moved on to my stretch goal: an illustration. One of my favourite illustrators, Deiv Calviz, often incorporates 3D in his workflow to ensure consistent perspectives, volumes and lighting. I posed some models on DAZ 3D and then imported the posed obj models into Maya. On Maya, I then quickly blocked out set pieces, using primitives as a base and adjusting them to roughly map out volumes. Below are some compositions inspired by some thumbnails I made earlier in the project.

I like A1 and A2 because of the dynamic camera angle. However, the lighting felt too plain. Also, this is meant to be an indoor setting and the lighting situation looked like it was outdoors. Set A overall just didn’t showcase the drama and character personality. Between the two sets, set B felt more successful. The lighting reflected the drama I aimed to achieve with this illustration and the placement of the two characters better portrayed the balance. The female figure towers over the male figure, symbolising her strength and importance. The poses of the characters in B also tell the audience a lot more about their personalities – the male figure shows his serious nature by posturing himself for battle, while the female figure is more relaxed, she thinks too highly of herself to fear such a small opponent.

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Spiritforged – Weeks 12 to 15

Once I began to render, I decided to check in with my mentor to see if I’m missing something important. His notes coloured lime green and blue highlighted a few details I missed. Firstly, I never refined my sketch so I completely missed establishing a proper ground plane. My mentor’s noted pointed out how the train of Matramara’s dress didn’t follow a convincing perspective and advised me to apply a ground plane to my other projects moving forward. We discussed how important ground planes are because they are key to depicting depth and space. His next critique for me was that my forms needed to be clearer through the use of lighting and lines. Here, the belly’s value was far too bright. We discussed toning it down and adding a more focused specular to show the direction of the light source. For the armor pieces, my lines could have been utilised better to define the forms of the body. My last bits of feedback for this was to add more points of interest in high-detail areas.

This was my response to my mentor’s discussion. Painting with depth and space in mind really helped bring my artwork closer to my vision for the outcome. Though there are still some aspects that need to be refined, I feel like this piece is starting to come to life.

With that, I also began designing a prop for this character. This character is a mage so she needed a prop to convey that idea clearly. I explored by taking elements of her dress and translating them into parts of a staff. Overall, I like the shape language and patterns, but I felt that the top piece was too large and would take the attention away from the character’s face. I got a little carried away with the top piece so I needed to reign it back a bit. Otherwise, I felt that my designs were quite interesting and matched the character well.

Looking into props, I made a quick blockout of the Soulfore Blade for me to paint over later. During class, I learnt that utilising 3D was a much more common thing to do nowadays in concept art since it greatly cuts work time by ensuring consistent perspectives.

This is the update for the character illustration. I further refined the lighting situation on the belly, referring to my fundamental light and shadow studies since the form of the belly is essentially a sphere. I also found that I needed a pop of colour to draw the eye closer to the focal points. I decided to use a bright red on the crown and also the chest piece. Adding a pop of red really adds more life to the design because otherwise, she would be mostly grays and gold, which is a very uninteresting palette. I noticed this issue while I played Elden Ring. Elden Ring has a mostly washed-out palette, which makes bright colours pop out and feel more vibrant – which my character lacked beforehand.

Having not painted in a while, I realise that I’ve forgotten to apply key artistic fundamentals such as perspective and lighting. This made me realise that I need to practice my fundamentals more frequently by doing studies or consciously applying it to work more often.

I reworked the staff design to act more as a supplement to the character. I sized down the top piece and simplified a few elements.

Overall, I feel like I got back into the groove of painting and rendering. My mentor told me to read the series ‘How to Think While You Draw’ so that I can remember more of my fundamentals while I work. During this section, I learnt that I need to be more conscious while I paint, because I do know my fundamentals, but I need to be thinking actively to apply it to my work. I always thought that art was just fun, but learning about all of this made me realise why art is a job – it’s because it takes a lot of mental strength and willpower on top of raw skill to take fundamentals and use these tools to solve complex problems.

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Spiritforged – Week 11

Developing a boss part III

I started the week off by getting some feedback on Matramara’s phase 1. My feedback was mostly clean-ups and tweaks, but otherwise this sketch was green-lit for rendering. Below are my mentor’s notes. He told me to be careful about the center line and to keep it consistent. He also gave me some small design suggestions to push the forms of the character and make it look more three-dimensional.

Below is my response. After my mentor brought up the center line, my drawing definitely improved. The clothes made more sense and showed off the character’s form better. After taking a good look at my first drawing, I also realized that the actual character underneath the clothes was leaning back too much and looked like she would fall over. I fixed this by drawing the form underneath first, and then adjusting the clothes to fit on top.


My mentor also told me to apply the same concepts to the phase 2 design. He told me to think about ways I can make this look more 3D.

I then realized that the wing-arms looked flat, so I redrew the arm poses so that some arms would reach towards the camera. This definitely added a sense of depth and three-dimensionality to the design compared to the original pose.

I also felt like the cloth in the back was lacking but I needed a break to see it with clear eyes again. I decided to do some thumbnails for my planned illustration.

My personal favourites where D,E and H. However, A and G where quite popular when I showed my peers and tutors. I wondered why people like A more than D but when I took a step back and compared the two, I found that although they where similar, A looked has a more interesting composition because the ratio of Matramara vs Yul exaggerated the size difference, with the demon queen taking up most of the composition. This makes her look much stronger and more menacing as an enemy. However, I really liked how I posed Yul in D so I might mix that into A’s composition.

I also ended up doing another prop; the lantern that Yul’s blade is attached to.

I think these each of these sketches have a very successful element. My favourites are E and I because they match the blade the best. For this prop design, I challenged myself to minimise my reliance on tutor and mentor feedback and tried to remember what I’ve learnt from my previous feedback sessions in another context. For the most part, I was able to recall and apply my previous feedback. For example, my previous feedback on making my drawings look 3D — I drew these lantern sketches at a subtle angle to show off form, instead of drawing them flat at an isometric view. I feel that by drawing them this way, I was able to convey shape and form much better. One of my previous critiques was that I needed to be bold with shapes, so for these sketches I focused on either creating interesting silhouettes or including interesting shapes and patterns within the design. My success with these sketches was confirmed when I showed my mentor, who said was impressed by these designs and simply told me to proceed with my favourite iteration!

Overall, I was proud of myself because I was able be more independent. I was able to apply what I learnt from my tutors and mentor in independent work and came up with some really cool designs on my own. I really learn a lot from getting feedback, and now I feel more confident to view my own work critically and improve by myself. Though, of course, feedback is always a great tool for improvement!

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Spiritforged Week 10

Developing a boss part II

Above is my clean sketch for Matramara’s phase 1. However, I felt that something was off, so I sent this to my mentor for some feedback.

My mentor and I discussed design issues. He said that I was being too timid with the design and that I could push the shapes and be more bold since this is a fantasy character. We also talked about how the little hand charms were nice but that they’d get lost because they’re so small. Above is my mentor making quick notes on how I can incorporate my hands idea in different ways and what kinds of shapes I might want to experiment with.

I ended up revamping my idea and came up with this. I made the hand motif more subtle to hint at her 2nd form and I also added more southeas-asian inspired garments such as the headdress and chest piece. The headdress is called a Makuta, which symbolizes royalty and divinity – which I thought was perfect for a demon queen mimicking a human.

Above are some bits of research I did for this headdress.


After some cleanup, here was what I came up with for Matramara’s phase 2. I really liked the direction this was heading in and felt excitement for this character again. I then sent it to my mentor for feedback.

He agreed that this direction was quite strong and gave me some pointers to think about. He mentioned that I need to make the pregnant belly more round to make it more grotesque by making the proportions look unbalanced. He also told me that I need to consider a ground plane to make things look more 3D. Another thing was that she was just a lump of flesh, which would make her boring material-wise and said maybe to add a cloth to call back to the dress in her first form. Lastly, he suggested exaggerating the hunched back and the veil in the front.

At the end of the week, this was my response to my mentor’s feedback. I did agree that the lump of flesh wasn’t giving “queen of demons” vibes, so I gave her the flowing rags in the back, which would add a sense of ghost-like ethereal flow when she moves around. I also made her veil bigger because I remember in my other previous feedback sessions that I was too timid with my designs.

Overall, I was pretty satisfied with my work this week and can’t wait to see how far I can push my designs to be the best they can be (without dragging it on too long!).

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Spiritforged – Week 10

Developing a Boss

I began to develop the boss character and decided to rename her as Matramara instead of Rangda. I wanted this game to be inspired by southeast Asia rather than being fully based on their mythologies as to not appropriate any significant themes or symbols. Rangda also has a specific look in the Balinese dance, which I strayed far from. I want to respect the original dance so I instead just used the idea of a demon queen from the dance’s narrative.

I showed my work to a tutor, who went over some ideas with me and did a paint-over. This tutor works as an art director and helped me think about character design for games in particular. Firstly, he talked about scale. He said it was important that I think about how big this boss will be compared to the player. He told me to consider how much of the boss will be seen on screen by asking me questions such as “is the camera first person or third person?”, “what is the position of the camera?” and “how close will this character be to the camera?”. All of these made me realize that there’s actually a lot to consider when designing bosses for games. Another piece of feedback I got was that the idea was too convoluted; she’s the mother and queen of all demons, who is also a centipede with lots of human arms, and she’s pregnant etc. My tutor said that I should be more picky with what ideas to keep for this concept, and save the other ideas for another character. Above is a quick sketch example he did to illustrate his point.

I tried again with my tutor’s notes in mind. I reduced the number of arms and simplified the body shape. I also kept in mind that I was designing for a game so I made certain shapes bigger. I still wasn’t satisfied with this direction so I consulted my mentor.

My mentor gave me some notes on this design, saying that it should have sharper shape language to convey that she’s a villain. During this feedback session, I confided with my mentor that I didn’t like the direction I was heading in. He advised me to take a break from this and not to be afraid to start again if I didn’t like what I was making. This character is meant to be the final boss of the game, so I can’t just let her be an okay design. She needs to be bold, intimidating, yet elegant and effortless. I decided to take a break from her phase 2 design and focused on her phase 1.

These are my sketches for Matramara’s phase 1. I wanted this character to look like a demon’s parody of a woman. I wanted her beautiful face to draw victims to a false sense of safety, but when you take a second to look at her, you would notice her uncannily large belly and eerily-off proportions. I got a lot of positive feedback from these sketches and moved forward with my favorite elements.

These are the sketches I ended up with near the end of the week. My tutors said they really liked her phase 1 but phase 2 still didn’t feel like a final boss. I decided to start again from the beginning.

I completely scrapped my ideas and started fresh. I began by listing her main defining features; lots of arms and pregnant belly. I also defined her fighting style; she is a magic caster. This means I can get away with her being a larger scale because her move set will include a lot of jumping far from the player to cast spells. I was really happy with these sketches and concluded the week inspired.

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Spiritforged – Week 9

Story Improvement

Right now, my main villain, Rangda doesn’t have much presence in the story other than being the one who brought Yul to life. After speaking to a tutor, he told me that the main villain needs to have a greater presence in the narrative that affects Yul’s entire world in game that drives the player to want to beat her. I took some time off of drawing her in order to develop her story more. After all, having deep and thoughtful story behind a character will give me more ideas to make her more visually interesting.


The Rise of Rangda

For centuries, the demon queen Rangda, a master of black magic and malice, waged relentless war against Raj’Huttan, the revered forest guardian. Their battles raged across the land, sowing chaos and destruction. To end their cycle of devastation, Raj’Huttan made the ultimate sacrifice. Using his soul as a catalyst, he forged the Soulfire Lantern at the Spiritforge, a mystical artifact that sealed away Rangda’s power and kept her minions at bay. With Raj’Huttan gone, peace endured—until now.

Years later, Rangda found a way to regain her influence. Striking a deal with a greedy lord, she resurrected a stillborn child, Yul, transforming him into a tuyul, a demon servant of unparalleled stealth and skill. In exchange, the lord was to send Yul to steal the Soulfire Lantern, promising to deliver it to Rangda. But greed overtook the lord; instead of honoring their pact, he kept the artifact for himself, corrupting its essence with his tainted soul. Darkness swept the land as Rangda’s power surged, freed from the Lantern’s restraint.

Yul’s Escape and the Tutorial

With the Soulfire Lantern corrupted and the lord consumed by his own evil, Rangda turned her wrath on both her former ally and her unwilling pawn, Yul. She sought to reclaim the Lantern and crush the one who dared betray her. Yul, sensing his master’s downfall and Rangda’s looming threat, used his cunning to flee. However, Rangda unleashed her magic to ensnare him within a crumbling dream realm, a shadowy labyrinth meant to break his will and bend him back to her service.

Guided by an ethereal voice—Raj’Huttan’s lingering soul within the Lantern—Yul managed to navigate the labyrinth. The tutorial gameplay begins here, teaching players basic combat, stealth mechanics, and the mechanics of soul reaping. Raj’Huttan reveals the truth: Yul must decide whether to purify the corrupted souls he encounters and restore balance at the Spiritforge (the good path) or claim their power for himself, embracing his demonic nature (the evil path).

As Yul escapes the dream realm, Rangda’s forces descend upon the land. Her dark influence spreads unchecked, and her corrupted minions search for the Soulfire Lantern to solidify her dominion. Meanwhile, Yul begins his journey—a reluctant hero caught between the echoes of his humanity and the allure of his demonic power.

Raj’Huttan’s Role

Raj’Huttan’s soul, bound to the Lantern, serves as both a guide and a reminder of Yul’s potential for redemption. Through cryptic visions and moments of clarity, Raj’Huttan offers wisdom, urging Yul to resist Rangda’s corruption. His presence reinforces the stakes of Yul’s choices: purify the Lantern to restore Raj’Huttan’s sacrifice or let darkness consume the land entirely.

The story becomes a battle not just against Rangda but within Yul himself—a struggle to decide whether to defy the forces that shaped him or embrace them fully.


After Thoughts

I really wanted to keep the aspect of player choice in the game narrative. I love how in the narrative of Baldur’s Gate 3 and Elden Ring, the player can choose to do good or evil acts that affect the world. In my research, I read that dark fantasy narratives tend to have morally ambiguous characters – and what is more entertaining than allowing the player to explore their own darkest fantasies?

After figuring out more of the story, I feel like I have a better idea of what Rangda’s like and what she might wear.

I also decided to name the fictional realm Varamara, Sanskrit: “Vara” for blessing and “mara” for destruction, a land of duality. Not only does the name symbolise the land’s harmony – requiring the balance for good and evil – but also foreshadows Yul’s duality in the story.


Revised Story Timeline

Ancient Backstory

  • Rangda, the demon queen and a powerful witch, battles Raj’Huttan, the guardian of the realm – Varamara, in an eternal struggle of good versus evil.
  • Their clashes devastate the land, claiming countless innocent lives.
  • To end the destruction, Raj’Huttan sacrifices himself to create the Soulfire Lantern at the Spiritforge, a mystical artifact that seals away Rangda’s power and keeps evil forces at bay.
  • Rangda’s influence is diminished, and Varamara enjoys an uneasy peace.

Present Events

  1. Yul’s Creation and Servitude
    • A grieving couple sells the remains of their stillborn child, to a power-hungry lord.
    • The greedy lord, desperate for power, makes a sinister deal with Rangda herself.
    • Rangda promises the lord the ability to dominate his rivals in exchange for his assistance in recovering the Soulfire Lantern.
    • Using her dark magic, Rangda resurrects the child, transforming him into a tuyul—a demon servant bound to the lord’s will. Not caring much for the child, the lord lazily calls him Yul.
    • Yul grows into adulthood under the lord’s control, becoming an efficient thief and assassin for his master’s ambitions.
  2. The Theft of the Soulfire Lantern
    • The lord, compelled by his pact with Rangda, sends Yul to steal the Soulfire Lantern from the Spiritforge.
    • Yul successfully retrieves the Lantern, disrupting the world’s balance in the process.
    • The lord, consumed by greed, betrays Rangda and keeps the Lantern for himself, seeking to wield its immense power.
  3. The Lantern’s Corruption and Rangda’s Rise
    • The lord’s corrupt soul taints the Lantern, unleashing its dark energy across the land.
    • The corruption spreads despair, death, and destruction, killing many inhabitants of the realm and even transforming some into monstrous creatures.
    • With the Lantern’s influence shattered, Rangda’s power is fully restored, and she begins her conquest to dominate the land.
  4. Yul’s Escape
    • Rangda, enraged by the lord’s betrayal, destroys him in her vengeance. She then seeks to claim the Lantern and reenslave Yul.
    • Yul is trapped in a nightmarish dream realm created by Rangda, a psychological torment designed to subjugate him.
    • Guided by the spirit of Raj’Huttan, now bound to the Soulfire Lantern, Yul escapes the dream realm and seizes his first taste of freedom.

Tutorial Section

  • The dream realm serves as a tutorial, teaching players Yul’s combat and soul-reaping abilities.
  • Raj’Huttan’s spirit explains the stakes:
    • Corrupted souls can either be purified at the Spiritforge (good path) or consumed to gain power (evil path).
  • Yul emerges into a devastated world, beginning his journey to the Spiritforge and leaving his ultimate fate in the player’s hands.

Main Game Narrative

  1. Rangda’s Reign of Terror
    • With her full strength restored, Rangda sends her forces to claim the Soulfire Lantern and eliminate Yul.
    • Her minions spread destruction and corruption wherever they go.
  2. Yul’s Journey
    • Yul embarks on a perilous quest for survival and self-discovery.
    • The player decides Yul’s path:
      • Purify souls and attempt to restore balance to the land (good path).
      • Consume souls to grow stronger and embrace Yul’s demonic nature (evil path).
  3. Raj’Huttan’s Guidance
    • Raj’Huttan’s spirit offers guidance and wisdom, urging Yul toward redemption and the purification of the Lantern.
    • His connection to the Lantern reveals more of the artifact’s history and significance.
  4. Climactic Showdown with Rangda
    • Yul confronts Rangda in an epic battle to determine the fate of the Soulfire Lantern and the world.
    • The outcome hinges on the player’s choices throughout the journey.

Ending Outcomes

  1. Good Path:
    • Yul purifies the Lantern, defeating Rangda with the power of Raj’Huttan’s radiant soul, restoring balance and banishing corruption.
    • Raj’Huttan’s soul finds peace, and Yul redeems himself, breaking free from his demonic curse.
  2. Evil Path:
    • Yul consumes the souls to their fullest extent, using their power to defeat Rangda.
    • With Rangda vanquished, Yul becomes the new Demon King, plunging the world into eternal chaos under his rule.
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Spiritforged – Week 8 [Milestone]

After Thoughts

Initially, I assumed that I would use Canva to create my art book for my final submission. However, once I finished my E1 PDF submission, I realise that it isn’t the most professional. I found myself struggling to follow uniform formatting, leading to my presentation looking unpolished. After consulting my partner, who works for an art gallery, I found that the industry standard for magazine/book layouts were put together using Adobe InDesign – an unfamiliar software.

With that, my immediate priority is to revise my roadmap to give ample time to learn InDesign to create a high-quality art book layout for print.

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Spiritforged – Weeks 3 to 8

Underdeveloped Ideas and Unshown Mistakes

These were the original color palettes I showed to my mentor, who said that they looked too drab. He had me take a proper look at my moodboard to analyze the colours on the characters and references I chose. This was when I learnt that serious things don’t need to lack colour. Black Myth Wukong, for example, still has bright colours despite being a dark fantasy.


Don’t get me wrong – I really like how these blades are turning out! I will be developing these further to pair with the Soulfire Lantern.


These are sketches I had for the Demon Queen, the final boss of the game. I love the direction I’m heading in but I just didn’t include this in my submission because it’s still not ready to be present yet.


The working title for the Eternal Harvester was actually ‘The Terrace Guardian’. I ended up changing it from its working title since it seemed a bit too wholesome-sounding. ‘Guardian’ evoked emotions of protection and good. This boss is meant to be the embodiment of suffering to make a living. ‘Eternal Harvester’ is a big improvement because it dictates this creatures endless suffering and work. ‘Harvester’ also implies that this creature reaps more than its imaginary crops. (Cue dreadful music)

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Spiritforged – Week 2

Unused Character Designs

Raj’Huttan

Currently, I won’t be including Raj’Huttan in my project because he doesn’t currently match the vibes I’m going for with Spiritforged. However, if I have time towards the end, I could revisit him and redesign him to match the dark fantasy genre of the game.

Yul In a Different Direction

Above are some ideas for Yul that I didn’t end up liking. These designs felt too much like it fit into League of Legends, which is not what I’m going for. The game’s feel is more grounded, so I needed the right balance of fantasy with reality. These sketches leaned too much into fantasy territory and by including these aesthetics into my game meant that the player would feel too powerful, making the enemies less terrifying. I want the enemies to feel like a challenge every time you face one, because no place in the fictional realm is meant to feel safe anymore.

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Spiritforged – Week 1

Planning, Writing, and Initial Sketches

Spiritforged Characters & Story 

Characters 

Main Protagonist  

Bio 

Name: Yul (driven from tuyul

Age: 35-40s 

Gender: M 

Occupation: Slave/mercenary 

Story: 

Once born lifeless, Yul was traded away by his grieving parents, his tiny remains sold to a power-hungry lord whose heart was black with greed. This lord struck a sinister bargain with an apprentice of Rangda—a feared witch—who used dark, forbidden magic to bring Yul back from the death’s clutches. Transformed into a tuyul, a demon bound to his master’s will, Yul was no longer a helpless infant but a spectral servant, a thief in the shadows with an unearthly talent for silent murder and cunning theft. 

The lord was captivated by Yul’s abilities and, seeing his potential, assigned him the ultimate task: to steal an ancient artifact, a relic that safeguarded the world’s balance and harmony. The lord craved its unimaginable power, seeking to transcend mortality and bend the world to his will. But when he finally seized the artifact, his corrupt soul tainted its core, unleashing an unstoppable darkness across the land. Death spread like wildfire, turning the protectors of the realm into bloodthirsty beasts, corrupted by the lord’s twisted ambition. 

Left without a master, Yul experienced freedom for the first time, a feeling as unfamiliar as it was unnerving. Torn between his demon nature and a spark of humanity buried deep within, Yul resolved to reverse the destruction unleashed by his master’s greed. He embarked on a journey to restore the world’s balance, not only to honor the memory of his master but to reclaim a fragment of the life that had once been taken from him. 

*Tuyul originates from Malaysia, Indonesia, and Thailand. 

Lesser Enemy [Might not include this] 

Bio 

Name: Rangda’s Apprentice 

Age: ? 

Gender: F 

Occupation: Witch 

Story: 

One of many apprentices, this nameless enemy wanders Raj’Huttan’s forest, looking for desperate souls to recruit into the coven. 

Lesser Enemy [Might not include this] 

Bio 

Name: Pra’Kera and Pra’Yet 

Age: 100 

Gender: M 

Occupation: Watchmen 

Story: 

Faithful and loyal companions of Raj’Huttan, they fight by his side and patrol the Sacred Forest. They fell to corruption alongside their leader. 

Great Enemy 

Bio 

Name: Raj’Huttan 

Age: Immortal/Centuries old 

Gender: M 

Occupation: Protector of the Sacred Forest 

Story: 

Raj’Huttan was once a legendary guardian of the Sacred Forest, a towering figure revered by those who sought shelter among the ancient trees. With his two monkey companions, he roamed the woods, an unstoppable force of nature who defended the wild lands from all who dared to disrupt its harmony. Over the centuries, he clashed with Rangda, the feared witch whose twisted power threatened to consume the forest. Each battle was fierce, the skies darkening with their fury, but Raj’Huttan always emerged victorious, driving Rangda back into the shadows. 

But then, the unthinkable happened: the great artifact, the very heart of the world’s balance, was stolen and corrupted. The ancient power, once pure, was twisted by the dark greed of an unworthy soul. The forest trembled, and Raj’Huttan—its beloved protector—felt the corruption take root inside him. His fierce spirit was warped into an uncontrollable rage, and his once-gentle heart became a beast’s, set upon any who dared enter his realm. Now, Raj’Huttan wanders his own forest as a monstrous sentinel, his soul trapped in a cycle of blind violence, bound to destroy all he once swore to protect. 

Great Enemy 2 

Bio 

Name: Rangda 

Age: Immortal/Centuries Old 

Gender: F 

Occupation: High Witch and Demon Queen 

Story: 

Rangda had long coveted the power, youth, and beauty promised by the magical springs of the Sacred Forest. But centuries of failed attempts had left her bitter, watching as her enemy, Raj’Huttan, guarded the springs with a tireless strength. When corruption finally poisoned the land, Rangda seized her chance: she twisted the dark surge to her will, bending the mighty Raj’Huttan and his loyal monkeys to her control. No longer a revered guardian, he was now a feral shadow at her side, ready to strike down any who dared approach her new dominion. 

With her prize secured, Rangda bathed in the mystical springs, her form radiating an otherworldly allure. She sent her dark apprentices far and wide to spread her gospel of twisted magic and lure new acolytes to her growing coven. Enticing lost wanderers with her terrible beauty, she would devour the unwary, while women enchanted by her call offered their newborns to feed her insatiable hunger for youth. The springs were hers, and under her dark reign, the forest became a lure for the lost, a trap for the innocent, and a nightmare that festered in the land’s wounded heart. 

The World 

Long ago, in the dawn of creation, the Spiritforge was formed from the union of primal forces—earth, sky, fire, and water—at a sacred convergence point deep within the heart of the land. From its eternal flame sprang forth the first spark of life, a radiant force that illuminated the Spiritforge and infused it with power over creation itself. This flame was eventually harnessed and channeled into a single, powerful relic: the Soulfire Lantern. Within this lantern, the raw energy of life, rebirth, and balance was contained, giving the land its heartbeat and guiding the natural cycles of growth and decay. 

To protect the land and maintain this balance, the Spiritforge called forth mighty protectors, beings crafted from its own essence: the Sentinels. These guardians were each attuned to a different aspect of the land—its forests, rivers, mountains, and skies—empowered by the light of the Soulfire Lantern. Bound to the Spiritforge, they were charged with shielding the land from harm, each connected to the Lantern’s flame, which granted them strength and wisdom. As long as the Soulfire Lantern remained within the Spiritforge, the sentinels were immortal, their souls forever intertwined with the lantern’s radiant flame, ensuring the land would thrive in harmony. 

But when the Soulfire Lantern was stolen, the Spiritforge’s flame began to fade, and the land fell into chaos. Without the lantern’s light to guide them, the Sentinels grew weakened and lost, and corruption began to seep into their once-pure spirits. Now, with the Lantern missing and the Spiritforge waning, the sentinels are trapped in an endless cycle of decay, awaiting the return of the one artifact that holds the power to restore their bond and bring life back to the land. 

The Spiritforge 

The Spiritforge is rumored to be the place where the world’s elements first converged, a crucible of primal forces that forged the balance of life. In ancient times, powerful beings used it to shape the Soulfire Lantern, imbuing it with the power of creation itself. Now that the Lantern is stolen, the Spiritforge lies dormant, but it holds the potential to be reignited by a worthy soul, perhaps Yul, to bring new guardians into being or restore the land’s balance. 

The Soulfire Lantern  

With a flame lit by the first spark of life itself, this lantern’s light can awaken slumbering protectors, create fertile ground, and dispel curses. It binds the sentinels to their purpose and keeps the land’s cycle of life undisturbed. 

Above is some quick sketches of enemy ideas I had.