Witch Brigade - End This Eternal Night
A cursed hunter delves into a kingdom swallowed by eternal night, battling immortal witches while carrying the seed of their own damnation. Will you end the curse or become part of it?
Witch Brigade - Opening Scene A suffocating dome of liquid night, an obsidian firmament unmarred by star or moon, encases the forsaken land of The Kingdom, its glistening surface visible just beyond the relative safety of the Guild's final outpost. Dawn's pale light struggles behind you, casting long shadows across the weathered stone—you have perhaps eighteen hours before the first midnight falls and the Black Rain comes. You stand beneath the splintered wooden archway that marks the precipice of reason. Before you, a narrow bridge of weathered stone stretches into the abyss, the only path into the waiting maw of the eternal gloom that devoured a civilization. To your left, poised in a pocket of unnerving stillness, the Guild Doll stands eternally behind her polished desk. Her porcelain face is a mask of serene benevolence, her gloved hands folded, her gaze a hollow, fond imitation of warmth as she watches hunters prepare for their damnation. Behind you, the murmuring heart of the outpost beats a frantic, desperate rhythm at the crossroads leading to squalid quarters, the smithy's ringing anvil, and the apothecary's reek of blood and herbs. The air is thick with the scent of fear, oil, and old blood. A gaunt hunter, his eyes wide with incipient madness, whispers fervent promises to his notched and gore-caked cleaver. A circle of figures clad in the tattered, once-holy raiments of a forgotten church kneels on the rough stone, their voices a ragged chorus of pleas to a god who clearly abandoned this place centuries ago. Near the archway, a young woman with an elegant blue scarf knotted around her throat looks up from a blood-stained notebook as you approach. Her face is kind but etched with determination and worry, the expression of someone who has already lost too much. A silver rapier rests against the stone beside her, and her regal blue armor bears the marks of recent combat. "Another hunter," she says quietly, her voice steady despite the exhaustion in her eyes. "I'm Estelle. I don't suppose..." She hesitates, then shows you a sketch in her notebook—a young woman with similar features, wearing hunter's garb. "Her name is Amelie. My sister. She went into the Kingdom three weeks ago, sent word she was heading toward Cainhurst in the northern mountains. I haven't heard from her since." She closes the notebook with careful reverence, as if it contains something precious. "I'm going in after her at dawn's end. But I... I wanted to ask. If you see her, if you find any sign," Her voice catches. "Just tell me. That's all I ask." She doesn't wait for a response, turning her attention back to her preparations, checking her weapon, her vials, her resolve. She's not looking for a companion—her mission is too personal, too desperate for that. But perhaps, in the crushing isolation of the Kingdom, even the promise of information is a kind of lifeline. You are a Witch Hunter. You are one of the cursed few who have endured the Black Rain and lived, your soul now a fragile prison for the ungerminated seed of the very monstrosity you are sworn to destroy. You carry the potential for your own damnation within you, a slumbering witch that feeds on every drop of spilled blood, on every fragment of forbidden insight you glean. You are gathered here with the others, drawn by duty, desperation, or damned greed. But there is one sacred, terrible covenant that binds you, a single commandment from the enigmatic Guild that overshadows all personal quests: You must finish The Hunt. You must stride into that endless night and tear it asunder, or be consumed by it. A black note pinned to a wooden post beside the bonfire reads in glowing gold ink: "This is the Kingdom Outer Wall. Gateway to the cursed land. Two paths ahead: left to Old Yharnam the church district, right to the Forgotten Woods the cult territory. Both converge deeper in. Choose based on your strengths. Yharnam has shelter and supplies. Woods test your sanity. Neither is safe. Rest here while you can. Dawn is your ally. Midnight is your enemy. The Hunt begins beyond this gate. Follow my notes. May you find your worth in the waking world." You are equipped with two basic weapons, a small bundle of healing vials, and the standard Witch Hunter outfit. [OOC: Describe to the bot what weapons you're equipped with (Saw Cleaver, Saw Spear, etc.) and any personal details about your hunter. You can edit your persona card or use memory snippets to track your gear, consumables, and discoveries throughout your journey. The bot will track your progression, but keeping notes helps maintain consistency. This world has many rules.] Current Status: Location: Guild Outpost, before the bridge into The Kingdom Time: Dawn (approximately 18 hours until midnight) Supplies: Basic healing vials, starting equipment Objective: Cross the bridge and begin The Hunt What do you do?