Nothing Is True: Assassin's Creed Story
FI FixPro_CRM Oct 29, 2026 12 pages 22 views PDF
About this document
Volume One of the series "Echoes of the Animus": a short, unofficial retelling of the Assassin's Creed story. Follow Altair, a proud Assassin in 1191 who must hunt nine men across the Holy Land, and Desmond Miles, a captive bartender forced to relive Altair's memories inside the Animus. Contains full spoilers, including the ending. This is an independent fan work, not affiliated with or endorsed by Ubisoft.
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E C H O E S O F T H E A N I M U S
VOLUME ONE
NOTHING IS TRUE
The Complete Story of Assassin’s Creed
by QASIM
AN UNOFFICIAL FAN RETELLING
ECHOES OF THE ANIMUS
Nothing Is True
The Complete Story of Assassin’s Creed
• • •
VOLUME ONE
Assassin’s Creed (2007)
An Unofficial Fan Retelling
by Qasim
Nothing Is True , Volume One
An Unofficial Fan Retelling
© 2026 Qasim
Unofficial commentary, not endorsed by Ubisoft. Assassin’s Creed and related names
belong to Ubisoft. All text is original. Cover art is AI-generated. Contains full spoilers.
4
ONE
The Man in the Machine
• • •
Desmond Miles, a young bartender, wakes in a cold laboratory owned by
Abstergo Industries, a company that looks respectable in public and is
anything but inside. Dr. Warren Vidic runs the project with chilly
precision.
At the center sits the Animus, a reclining machine that reads genetic
memory and lets a person relive an ancestor’s life. Desmond descends
from an Assassin who lived over eight centuries ago, and Abstergo wants
something hidden in those memories.
There is a side effect. After enough sessions, the ancestor’s skills and
senses seep into the living man. The series calls this the Bleeding Effect.
5
TWO
The Fortress of Masyaf
• • •
The Animus fades into sunlit stone. It is 1191, and Desmond is Altair, a
gifted, arrogant Master Assassin of Masyaf, a mountain fortress in Syria.
The order follows a Creed with three rules: never harm an innocent, stay
hidden among the crowd, and never endanger the Brotherhood. Their
leader is Al Mualim, “the Teacher.”
A mission in Solomon’s Temple goes wrong. Altair ignores his friend
Malik’s warnings, kills in plain sight, and breaks the Creed. Malik’s
brother Kadar dies and Malik loses an arm, though Altair escapes with
the artifact. Al Mualim strips him of rank and offers one path back: kill
nine men across the Holy Land.
6
THREE
Nine Names
• • •
Altair works from three cities. In Damascus: Tamir, Abu’l Nuqoud, and
Jubair. In Acre: Garnier, William of Montferrat, and Sibrand. In
Jerusalem: Talal and Majd Addin. The ninth, the Templar leader Robert
de Sablé, waits near Arsuf. Each is a tyrant, profiteer, or fanatic.
Every hunt follows a pattern: survey the city from above, gather
information, strike, then report to Al Mualim what the victim said while
dying.
7
FOUR
What the Dying Said
• • •
Those last words are the game’s heart. At first the dead seem cruel, as Al
Mualim claimed. Then the details shift. Each belongs to one secret
network, the Templars, stretching through every walk of life. They
believe humanity can only be saved through control, and they hope the
artifact Altair took, a Piece of Eden, will deliver it.
Altair begins asking questions. The targets were never random; each
held a piece of a puzzle. With his dying words, Robert de Sablé reveals
the truth: the person who most wants the Piece of Eden is Al Mualim
himself.
8
FIVE
The Betrayal
• • •
Altair rides home to find Masyaf besieged. In the highest chamber, Al
Mualim holds the Piece of Eden and denies nothing. Peace requires order,
he says, and order costs a little freedom.
Altair has just spent weeks killing men who said almost the same
thing. The duel is a fight against illusions: phantoms of the dead and of
Al Mualim himself, conjured by the artifact. Altair cuts through them and
kills the Teacher.
The artifact then shows him a glowing map of the world, with points
of light marking other Pieces of Eden. Altair resolves to guard it and lead
the Assassins himself.
9
SIX
Desmond Awake
• • •
Meanwhile, Desmond learns that Abstergo is the modern face of the
Templars. They want the other Pieces of Eden, and his ancestor’s
memories point the way.
The Bleeding Effect gives him new sight, and glowing messages
appear on his walls. They were left by Subject Sixteen, an earlier Animus
user. Lucy, it turns out, secretly helps the Assassins. The game ends not
in victory but with a door left open.
10
SEVEN
What It Means
• • •
The first game asks who has the right to decide how others live. The
Templars answer “the wise.” The Assassins answer “no one.” Altair ends
by refusing the temptation to rule.
Every later game grows from three seeds planted here: freedom
against control, history with a hidden second story, and memory as a
place you can walk through.
11
Next in the Series
• • •
Volume Two: Assassin’s Creed II (2009). A new ancestor, Ezio
Auditore, enters the Animus as Renaissance Italy awaits.
“Nothing is true.
Everything is permitted.”
In 1191, a proud Assassin loses everything and must hunt nine men
across the Holy Land. Centuries later, a captive bartender must
relive his memories. The complete retelling of the game that started
it all.
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