

i love the political and uprising themes of the farcry series and i love the tactility and brilliance of farcry worlds, and the grittiness of their survival.
anyways this was just in my vision of what a farcry game would look like in a sort of native american setting, since i come from it i dont get to tell many people about it since my culture is so buried under the world of today. i see this duality in nature and i want to heal the divide like warriors in farcry games do.
so, this is kind of brief, loose and a work in progress for sure. as i havent put all too much thought in it, but i think i need to share it anyways
Farcry game about the native culture and shamanism of a culture in a western american valley during the 1500’s, after french and english tribes moved in with their slaves and began taking land - with a twist - the player has a dream connection to a future self fighting the same battle for land in 2024
Cultures and environments - The Naitak’h (nai-tak-a) Tribe from 1491 to 1559, an area called the Ankann’ta (An-ka-un-tey) Valley where a mythical serpent called Willow Hair is said to live in the river and provide fortune or fate to whoever comes across.
Knowing the land and plant life is very important to the native tribes in the okanagan and salish areas, coming from nomadic backgrounds ancestrally, so I feel The fight for ecological continuation and restoration should be punctuated in the playing style, replanting trees and rebuilding ecosystems, while also killing federal henchmen in order to clear the area of their influence. The ability to craft weapons is a skill that will transfer based on the level of the character and the perks given, due to the knowledge transferred during the players sleep after the activation of the story event.
The area will have an offput color or a variety of them to the aura of an area in the process of colonialization. This aura needs to be cleaned with sage or when the outposts are taken the warriors that join will be haunted by spirits, hear screams, become sick and attacked by skinwalker, given black and red aura by shadow people, hide-behinds, sasquatch and wendigo at night time, leaving the outpost again susceptible to attack. Drinking too much alcohol or using too much tobacco can also cause a red aura, which sage, sleep, tobacco, liquid spirits and or water can fix.
An area which has been cleaned with sage and had new plants and trees planted will begin to have swirls of blue and green and white energy in summer daytime and show northern lights at night again with life such as bugs and animals showing up again.
Water can also be poisoned by dumping and mining, so mining outposts are especially important to get rid of so the rivers can be free of [censored]. They will have gross sediment building up and beginning to block bends in the river and that also needs to be cleared near mining camps with water near them.
Antagonist 1554: Jaqcues Odeaubien III - the leader of the french military in the Ankann’ta, a heavy slave driver and drinker, and an unpredictable psychopath due to the unresolved delusion of having created a “beautiful life” as he puts it, killing his underlings and innocents, setting fire to a hut with his own child in it because he wanted to defend the village, etc
Pine needle is used to increase immunity which can be used to fend cold when not wearing warm gear or holding a fiery object like a spear, or as a crafting ingredient for holding items like herbs and berries
Plants like mullen which can be used to increase stamina and also heal the lungs from smoke, lavender which can be used for healing and tagging entities, sage which can be used to deflect supernatural influences and clear the air of the red or black impure energy that shows up around the colonials conquered lands
Can create pemmican to heal over long periods of time
Food must be made to sustain hunger which has values over the daytime, but offer some small benefits in some cases
Sleeping is necessary, and when asleep the character will enter a new game mode after progression in the story with an alternate map that allows access to knowledge and items to craft new things between players
medicine wheel (which will be the skill/perk tree)
Only one path of the medicine wheel will be moved at once - if you fail to keep the assemblage point in the center of the path your energy will be irreversibly cursed until you center yourself again and you will be forced on a vision quest in order to do it - vision quests are small events similar to the bliss events in jacobs land in farcry 5 where you shoot all those guys, only you have to do a sequence of takedowns in different environments and all the paths are active with all attribute buffs off until completed.
If the game is still played through without centering yourself, you get the bad ending where you eventually become a skinwalker and everything gets taken over and in the future you also die because you don’t have the connection that’s supposed to give you all the things to take down Jacques
North - yellow: air, the owl skills - aerial takedowns, climbing techniques, using pine branches as a parachute to delay falls and in dream state the eagle can be used to fly short distances. - both takedowns favoriting honorable
South - black: earth, the spider skills - stealth takedowns, swinging takedowns, tunnel takedowns, shadow abilities, invoke fear in creatures - horonable takedowns only
West - white: water, the snake skills - fast takedowns, big game takedowns, prone speed increase, dishonorable takedowns only
East - red: fire -the buffalo skills
DREAM STATE - Essential mechanism equivalent to supremo - allows access to shamanic abilities that can be used to control animals or inherit their abilities to leveled degrees based on the assemblage point of the medicine wheel, such as flight and higher vision ranging abilities at night in the owl, tunnel takedowns, poison takedowns, or swinging takedowns with a grapping hook or roped tomahawk for the spider; charging takedowns that can dismantle colonial wagons holding goods, health buff while in dream state, buffalo berzerker mode in dream state; snake skills that allow water takedowns, divine takedowns, fast movement in prone, and the ability to overeat in order to heal faster.
Vehicles - Horses are present in both timelines. The use of horses is a detail greatly appreciated in farcry 6 and I see no reason why it should not be employed when seizing calavry horses and rifles in order to take down a camp.
Characters
Main Character is a two spirited female warrior about 15 years called Spinning Paths, for appearing so balanced in ways and intelligent in childhood, who is in the story just learning about the abilities of shamanism and the four paths balanced on the medicine wheel
And a 23 year old reclused, introverted and struggling with abilities, shaman in 2023 named Marvin James Red-Elk, who is half native, and half irish, who was orphaned and brought up with a foster family for a short time before a government program funded an apartment until he was out of school. Being involved in crime and been lucky enough not to be caught, the government of Canada had finally declined in 2022 after scandals about several public health trials went to light and the democracy was threatened by tyrannical behaviour from the Prime Minister, Richard Coxin.
Weapons - weapons are crafted or found, and have a varying amount of usage depending on what theyre made from. There are 6 classes of weapon - bows, tomahawks, clubs, blades, needles, and firearms, and then improvised weapons found or made from Dream Knowledge passed between past and future when learned in either game mode.
Weapons can be made from 6 ranks of material - wood, stone, iron, steel, turquoise, or obsidian
Weapons have durabilities depending on which rank they are from and how many times they have been upgraded using sinew, rope, pine sap bond and other crafting materials
Without maintenance, firearms will jam, and bowstrings will snap, or bows themselves will snap, leaving you with only knives. For this reason, alcohol is important, it helps clean blood and dirt out of the weapon, allowing its condition to wear down only from use. As skills gain, durability falls slowly.
Weapons are also sorted into different classes depending on their nature - blunderbuss rifles and clubs are buffalo class weapons: shortbows, spears, and needles are spider class weapon: blades and revolvers are snake class: cavilier and long range rifles, longbows and tomahawks are eagle type