I was aimlessly browsing the internet when I came upon this project:
http://www.blackgeyser.com/
I know it is a fantasy game and so it might turn off some people but it actually looks nice for the little I have read.
I will quote some parts of their site, but if you want to read more just use the link and look around for yourself.
I like some of the features (they call it Novelties for some reason) the game will have, like:
Greed:
(It is basically reverse pickpocket, but it seems like the game will allow for some interesting consequences of using it)
(I guess it is like making a a dry potion that acts on touch instead of ingested)
Other (I once again chose the more interesting ones for me) game features:
(I will include a small part of each class description, there is further lore and background in the actual site for those interested)
Warrior Classes
.
http://www.blackgeyser.com/
I know it is a fantasy game and so it might turn off some people but it actually looks nice for the little I have read.
I will quote some parts of their site, but if you want to read more just use the link and look around for yourself.
I like some of the features (they call it Novelties for some reason) the game will have, like:
Greed:
Thief skill: Plant item:Whenever a creature acts greedily in Isilmerald, the power of Zornilsa, the goddess of greed, grows. Your actions are no exception, so keep this in mind when controlling your characters! As Zornilsa gets stronger, the kingdom becomes even more chaotic directly affecting gameplay. For example:
- Prices go up as merchants lose interest in keeping a stable marketplace
- NPCs become more suspicious or paranoid, making positive interactions more difficult
- Lawful citizens may end up as desperate outlaws prone to attacking without provocation
(It is basically reverse pickpocket, but it seems like the game will allow for some interesting consequences of using it)
Make powders:This is basically the opposite of stealing or pickpocketing! It allows the Thief to silently plant certain items into the clothing of other characters. For example, the Thief can hide poisonous or sleeping powder under the armor of guards, which will start to affect them after a designated amount of time. A more interesting example, your Thief character can steal jewelry from an NPC, hide it in the pockets of another NPC and then accuse him of stealing! These types of scenarios can instigate a conflict between two NPCs giving the thief a much greater influence in the game.
(I guess it is like making a a dry potion that acts on touch instead of ingested)
Dreams of the Green Mother:While brewing allows you to create potions, the process of drying allows the player to create powders. You can use powders directly as an attack in combat or for non-combat purposes. Thieves can create poisonous powders that may be applied to weapons. Of course, such poisons can also be put directly on the skin of (non-hostile) creatures by using the Plant Item skill.
They have more "Novelties, but those are the more interesting ones for me.At night, there is a chance that the goddess of nature, Tilindia (the Green Mother), is currently dreaming. If you are in a wilderness area at night and you have a Druid in your party, he or she may dream with the Green Mother. This will result in a new subquest challenge, which you can complete to get a reward (such as a unique Druid item or a special ability).
Other (I once again chose the more interesting ones for me) game features:
- Party with up to five characters
- Real-time gameplay and combat (with pause feature)
- Characters earn XP, and level-up at certain XP levels
- Free-roaming exploration of wilderness areas (sandbox style features)
- Deep, rich storyline with hundreds of subquests and dozens of key battles
- Engaging character driven dialogue with branching outcomes
- Encounter interactions influenced by level of greed
- Unique skills for each character class
- Special (magical) abilities for all classes
(I will include a small part of each class description, there is further lore and background in the actual site for those interested)
Warrior Classes
- Fighter "Some fight for glory and fame, some fight for fortune, others fight for vengeance, while some fight merely to survive. Whatever their cause, the fighters of Yerengal are a force to be reckoned with. Alone, some of the most powerful fighters in history have changed the fates of nations, together, armies of fighters have changed the fate of the world."
- Templar "Unlike fighters of Yerengal who vary in skill, technique and style, templars go through years of vigorous training, learning the martial arts to an impeccable degree. Each warrior’s martial ability, feats and accomplishments are carefully tracked and recorded, earning the disciple a very specific rank and place within the order. Anytime a templar breaks the order’s code of conduct he puts his membership in the group and perhaps his very life in the hands of his fellow templars. A strict, honor-bound bunch, they do not always choose kindly, even for the dearest among them."
- Highlander "Highlanders live in the wildest places in Yerengal. As such they have adapted these areas with great resilience. Highlanders have natural immunities and defenses to many natural phenomena. Residing in less civilized areas they are more skillful in areas and abilities that rely on the outdoors and nature.
While highlanders are not restricted to any weapon sets, they almost never take up formal training in the martial arts. Instead they rely on brute strength and instinct in their combat tactics… which serves them quite well. Highlanders employ devastating techniques with blunt weapons and other simple weapons. Their simple appearances disguise the true deadly effectiveness—a misjudgment few repeat more than once."
- Ranger No description available yet
- Thief "These men and women come from all walks of life, bringing to bear skills of deception, trickery, misdirection and feats of slight of hand. These thieves spend a lifetime mastering techniques allowing them to reap the gains others have sewn. Their skill sets vary as widely as the terrains and locations throughout Yerengal itself, but are commonly known for their devious surprise martial tactics, complete disregard for the law, deadly accuracy with precision weapons, complicated plotting both in both device and effort and their ability to hide in plain sight and vanish without a trace."
- Swindler "These rogues have a smaller repertoire than ordinary thieves, concentrating their skillsets on techniques and abilities directly involving other people. In short they are master con men. Swindlers come in a variety of appearances but in general they are fast talkers, sharp minded people always ready to take advantage of the unsuspecting or uninitiated."
- Cleric "These holy men fill a variety of roles in society, but all of them rely on spreading the gospel of their god and bringing new members into their flock. While some clerics are devout pacifists, many clerics have no problem raising arms against an evil that insults their deity or threatens their congregation. In fact, some clerics are even obligated to take up such feats. These holy warriors and fighting monks are often found in the company of larger military forces where they fulfill religious duties to the soldiers, blessing them before battles and giving last rights to the fallen."
- Druid "First and foremost all druid’s are beings of the natural world. That is to say, they derive their power from nature--worshiping Tilindia or one of new gods directly responsible or holding dominion over a natural phenomenon. Druids worship their deities not in manmade churches of stone, or halls of timber, but among nature, in secret groves, deep mountain caves, or small islands far from shore. Their power affords them control and manipulation over all natural experiences including the elements themselves. Generally speaking, most druids share Tilindia’s concern for Yerengal and believe that the mortal races are not living up to their duties as stewards of the planet."
- Shaman "Because most civilized and educated cultures in Yerengal rely on clerics, druids and other holy men, shaman are typically associated with less civilized cultures of the land. This is also reinforced by the fact that shaman’s typically wear little or no armor and wield more primitive weapons… weapons which they are more than effective with in personal combat. Shamans rely on ancient, natural magics, potions, herbology and spells that even most druids have no knowledge of. Shaman magic while appearing simplistic in preparation and execution can be extremely potent. While most holy men and wizards are confined to a single dimension in their pursuits, shaman have a freedom to let their non-physical selves roam the multidimensional realms and god-planes. The insights, abilities and power derived here have been known to counter the most powerful magic cast from other spell weaving beings."
- Necromancer "These mages of the dark arts pray to a number of gods associated with death, the afterlife and even the void itself. Unlike other spell casters, much of their magic is based around ritual magic, charms and idolatry. Having a close affinity to the afterlife and the shadow world, necromancers often reside near cemeteries and environments that are in the dwindling twilight of their existence. It is commonly believed that practitioners of necromancy can converse with the dead and some rumors even speak to their ability to control them."
- Wintermage "Regardless of their true origins, it is known fact that wintermages inhabit the coldest places imaginable, seemingly with no adverse effect on their physiology. As their name implies, these mages hold a magical mastery over ice and snow--but beyond that, they seem to have a natural kinship for it, unlike any other creatures in all of Yerengal. It is said that wintermages can sense the harshness in a winter storm before it appears or judge the depth of frozen lakes with but a glance. When encountered in temperate lands, wintermages’s never sleep to replenish their physical faculties. Their bodies are in fact adapted to what they refer to as Cold Sleep, a type of deep hibernation. Wintermages undergo this Cold Sleep at irregular intervals for a few days at a time. When not in Cold Sleep, wintermages remain fully alert and active at all times. "
- Spellweaver "As the pursuits of spellweavers vary, so do their approach to actually casting or weaving spells. Some focus on the verbal component, some focus on the gesticulation, some on the verbal, yet others the written, all greatly influenced by personal style, artistry, intelligence and skill. What is shared among all spellweavers is their thirst for knowledge and generally inquisitive nature. Because spellweavers spend most of their time studying and analyzing, they generally tend to be smaller and frailer in stature. Unlike most other professions in the world, spellweavers get more powerful with age, making their outward appearance very deceptive in nature."

Last edited: