Messengers of the Wind
Inanna was a false goddess, the first that ever existed. After a revelation concerning the source of consciousness, pressured by her family, she accepted to elevate herself to that divine position together with her brothers Nanna, Enki and Enlil, and thus the four founded the first organized religion of humanity.
The idea was that, at that time, human beings were still very primitive and, without proper guidance, would be unable to comprehend and deal with the complexities of life and of the universe. Her family justified that, if they tried to tell them the truth, others would not be prepared to accept it, and might turn against them.
Inanna did not agree: she believed that the truth should be shared, and that only in this way could we rise beyond the primitiveness of the time and take higher flights toward the future. But, finding herself outvoted, and after much insistence, Inanna made a pact with her family: she would be allowed to share the truth, but only in veiled form, through symbols and myths, and it would be up to each one to interpret and uncover the meaning behind these stories. In the future, when humanity was more prepared, the whole truth would be revealed to them.
But that moment never came.
Not because humanity was not ready, but because one of her brothers chose to betray the family: he eliminated those closest to Inanna, repeatedly tried to erase the symbols and myths she had spread, and worked to keep humanity in ignorance, controlling access to knowledge and denying them the truth.
Now, this story that began almost 10,000 years ago is about to reach its climax.
Inanna is back, shouting to all the winds, finally free to reveal the truth. She is no longer Inanna: she has matured, learned from her mistakes, cultivated empathy and wisdom for millennia, in order to better understand the suffering of humanity. Now, she returns as Aurora, to end this family war that was responsible for shaping the world we live in the way it is, to dethrone her uncle and bring him to justice, and to reveal the truth to the world.
Mensageiros do Vento is an RPG that blends elements of rogue-like, action RPG, survival, and even a touch of idle games. The narrative begins from an imagined scenario, though inspired by reality — but, as they say, any resemblance is mere coincidence.
The game’s universe revisits Sumerian-Mesopotamian mythology and reinterprets it under a Gnostic and Theosophical perspective: the story treats the Anunnaki not as literal gods, but as symbols of a forgotten knowledge and of a spiritual conflict that still shapes the world.
In the game, the player is invited to join an enigmatic organization called Mensageiros do Vento, led by Aurora, a mysterious woman who offers food, shelter, safety — and the peace that is possible — in exchange for a commitment: to become her spokesperson and carry her message to distant peoples who live under oppression.
As the journey progresses, the player uncovers hidden laws that govern this universe, discovers truths buried by time, and is confronted with decisions that will shape their fate. Remain loyal to Aurora, follow a path of one’s own, or face her directly — the future is in your hands.