Premise
Premise
π Navigation π Bottom | β€ Awakening β€ Animas |
π Breath of Usir | |
Breath of Usir is an AU game set in a fantasy world just starting to delve into technological advances. The game has dark fantasy and science-fiction elements, world-building, a dynamic game world, and plots driven by relationships, reputation, and exploration. The game world will change drastically as a result of player choices and character interactions. Characters will be killed and resurrected throughout the course of the game as part of the overall plot and relationships between characters and Idan's population will be destroyed and rebuilt. The game welcomes canon and original characters AUed into the setting as well as game-world original characters. Characters can be AUed into a variety of playable races native to this world and retain any powers and abilities that can be properly translated to fit the world's lore. Characters will also be accompanied by a physical representation of their 'souls' in the form of a small animal familiar (an Animas) that will undergo helpful or disturbing changes as a result of the character's IC actions and plot-involvement in the game. Breath of Usir features a native AU meaning Idan will be the only land your characters have ever known. Regardless of where a character came from originally, all characters will start the game in the same manner. In Breath of Usir characters begin their life at the end of it. They are resurrected by a mysterious specter after losing their lives a century ago during the Last Great War. Three kingdoms fought in the war. Each kingdom was represented by a conglomeration of individuals of different races and backgrounds brought together beneath one of a trio of powerful dragons once seen as guardians and deities of their respective kingdom. You will be asked to make a choice between reason, devotion, or yearning before you bring your character into the game. The choice you make for your character usually determines which of the dragons or kingdoms they supported during the war: Logistykon of Thalassa, Thymoeides of Krimnos, or Epithymetikon of AtrΓ³mitos. The war between the three dragons ended in their mutual destruction, but not before it tore the land and its kingdoms apart. One hundred years after the deaths of the kingdoms' guardian dragons the fallen have begun to rise from the battlefields of war, steeped in the blood of the last dragons and all those who fell during their conflict. Though the dragons are dead now, your character's previous faction will play a background role in the ongoing game. The world characters have come back to is still thriving with life, but it is not the world they used to know. Where magic once existed harmoniously with the land it now bleeds out of it, drowning everything in wild power. The laws of life, death, and survival have changed, and the society that exists now is far more reliant on life within the cities, made convenient by ever more elaborate inventions. The land is being consumed and transformed by wild magic, altering beasts and sentient creatures alike, transforming the landscape, and seeping into the earth and waters that feed all life on this planet. | |
π The Awakening | |
The blood-stained earth crunches and cracks beneath the steady pattern of approaching footfalls. Awareness hovers over you as heavily as the fog covering the long-abandoned battlefield. The footsteps stop in front of your body and the ground shifts. Despite a lack of vision, you know there is someone at your feet, watching and waiting. You can feel the warmth radiating from their body and yet you are aware that the feeling is an illusion. Sensations were lost to you long ago. The cloaked figure pulls an empty vial of dragon glass from within their robe and leans over you, holding it out above where your heart once beat in your chest. You can not see or move. You are incapable of rising or speaking. This body is not you. It is a lifeless husk and only your tormented spirit remains. You feel yourself rising from your body, the insurmountable weight of gravity releasing you from the depression of earth and bloody clay you were trapped in. Your spirit wraps itself up in the vial of dragon glass and for a brief moment, you feel everything again. The hooded specter drops the vial back to the earth and everything becomes far too much. Bone, marrow, blood, and skin knit back together around what is left of your body. Time spins rapidly backward around you. Weaponry and obstructions are forcibly pushed out of newly reforming muscles and organs. Your lungs fill with air so quickly they feel like they will burst from within. When time finally slows back down to the crawl it is meant to progress at you are left heaving and gasping as your body attempts to re-learn how to be alive. You grip the earth below you to ground yourself. The grass around you is lush and green, as young as the first growth of spring despite the death and decay that covers the rest of the field. ![]() Carefully, you pull yourself to your knees. The empty vial from your sightless vision rests in the grass before you, the blue liquid within pulsing with magical light in time with the beating of your heart. You pick it up, knowing deep within every fiber of your shaking body that it is as much a piece of you as the hand you use to grab it. Your lungs protest, sending you into a coughing fit. You forgot to breathe again. It's time to see if your legs still remember how to walk. There are weapons and bodies strewn across the abandoned battlefield around you. Not all of them are dead. Others are rising unsteadily to their feet. Some are wearing the same colors as the blood-stained clothes you only now realize are covering your form, while others are dressed differently. Your memories begin to return to you as you survey the war-torn landscape. You should be dead. | |
![]() | |
π An Animas is Born | |
Twenty-four to forty-eight hours after you wake, the vial of liquid you still carry with you grows painfully cold to the touch. Old injuries begin to reappear as small wounds, slowly growing larger. You are gripped by the icy hand of death as it comes to reclaim your life for itself. Without knowing why you stumble back to the battlefield you left only a day past to find the patch of lively spring grass that had formerly been your shallow grave. When you arrive you find that a green and gold device now rests in the grass you rose from. The ticking from its gears is rhythmic and soothing, drawing you in like a moth to a flame. Your touch causes the device to collapse and reveal a second, smaller vial of blue liquid, just enough to complete the partially empty one in your possession. Where your vial is frigid to the touch, the smaller vial radiates an attractive heat your chilled body craves. As soon as you touch the vial it shatters, tiny particles of glass slicing through your skin, spilling your blood and the blue liquid of the smaller vial onto the grass and the scattered pieces of the device. The fluids mix and burst with energy, erupting in a flame, a flash of light, or a sudden bloom of flowers. The magic grows and shifts before taking the shape of an animal, no smaller than a house mouse and no larger than a golden retriever. It meets your eyes with its own: eyes that glow a solid, bright blue before settling into their natural color. The creature climbs, crawls, flits or slithers over to you, seeking out a comfortable perch or article of clothing to tuck itself away into. The closer to your heart it can get, the happier it seems to be. On the ground, the device pieces itself back together, the gears within it ticking and turning in the rhythm of the heartbeat of the small creature that has attached itself to you. Eventually, you give in and pick that up as well, tucking it away to examine later. Small and relatively powerless, your animas shares many of your personality traits and quirks, with one exception: it is fiercely protective of the person that unwittingly gave it life. It shares your impulses and thoughts and acts on them on its own and in its own way. Despite being born of magic, it appears unremarkable at first: nothing more than a fragile animal that shares your mental and physical pain. | |
π Choosing an Animas | β€ Top |