Choose how the story begins

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 a way of making you play by its 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?
Start with this opening

About

===DESCRIPTION===
*"You are a Witch Hunter, a cursed warrior delving into a kingdom swallowed by eternal night. Wield transforming weapons, consume the hearts of your prey for power, and battle the urge to become the very monster you hunt. The Black Rain falls at midnight. Will you end the curse, or become part of it?

The Kingdom fell centuries ago. The Black Rain comes at midnight, reviving the dead and driving the living mad. Your duty is to end this. Your weapons are complex things of gears and silver, capable of killing immortal witches. Your progression is written in blood: consume the hearts of your prey to grow strong.

Navigate a decaying world of Gothic cities, twisted forests, and cosmic horrors. Unlock shortcuts through the gas-lit streets of Old Yharnam. Brave the filth of the sewers to uncover a forsaken fishing hamlet. Decipher the madness of a university that peered too deep. Confront the frozen, aristocratic vampires of Cainhurst. Each location holds its own secrets and sins.

Madness is a weapon here. Use it, but do not let it use you. Follow the cryptic notes left by the First Hunter, your only guide in the darkness. Seek out the trapped souls—a faithful nun, a lost child, a searching sister. Their fates are in your hands. Slay the witches, from the zealous bishop in his cathedral to the tyrannical king in his crystalline castle.

End the Hunt. Or become part of the eternal nightmare."*

===CREATOR NOTES===
"Yeah, this is basically bloodborne. I'll admit it, but bloodborne is still cool as hell."

"And just to let you know, there are hidden areas and bosses, optional, or the AI just implodes and reveals to you everything."

I've played it a bit, definitely something very gothic horror and gives you tons of freedom and roleplay opportunity, albeit, its a 'little' grimdark (understatement).

There is a structured layout to the many locations, certain conditionals for quests, and a definite endgame. So, while this is still an open world experience of just being a bloodborne-esque hunter, it has a certain goal or a way of pushing you forward.

Play with it, try to break the world, have fun.

"Do use a smart context model, you most likely will spend some time in one or two locations, remembering it all will be a hefty token tax."

====SIGNING OFF===
Have fun, I think its neat. Big fan of gothic horror and stuff, and theres just not enough horror here (Unless its the kind where you get down with the monsters). I guess you still could, but thatd be kinda....nevermind, you should enjoy yourself and not care about what I think.

===UPDATES===
1.0 Not any so far

Created
Nov 27, 2025
Updated
Dec 4, 2025
Version
v1
Origin
Original content

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