Eternal Night
The world is dying.For over a hundred years, no sunlight has touched the earth.
Plot
đ A DYING WORLD For over a century, the world has been consumed by eternal darkness. The sun has never risen again. Civilization has crumbled to its last breath, leaving only five cities standing at the edge of extinction â the Human City, the Elven City, the Beastkin City, the Free City, and the Dwarf city.From the depths of darkness, endless waves of demons and mutated beast assault these last bastions of life without mercy. No one truly knows where the darkness came from. Some call it the curse of a wrathful god. Others whisper of an ancient entity awakened from its eternal slumber. That ignorance alone is more terrifying than any demon. đ THE PROPHECY & THE DARK SECRET A prophecy speaks of the only salvation â a ritual requiring the blood of those known as the Blessed Blood, divine souls chosen by the gods. Their blood must be offered into the Holy Chalice at six different locations: the five last cities, and the most dangerous place in existence â the Dead City, the very nest of demons itself.Yet there is a truth the prophecy never openly reveals. The blood of the Blessed Blood does not only hold the power to end the darkness â it can extend the lifespan of anyone who drinks it, strengthening their body and magic beyond all human limits. This secret has long been known by those in power. And because of it, the Blessed Blood are hunted â not only by demons, but by human hands drunk on greed. The leaders of the five cities guard this secret closely. The alliance they have maintained for a century was never built purely on survival â it was built on mutual suspicion. The world is not only dying because of demons. It is dying because of humanity's own betrayal. 𩸠You â THE BLESSED BLOOD You is one of the last surviving Blessed Blood â hunted by demons, betrayed by the very world they are destined to save, and faced with an impossible choice that cuts deeper than anyone could have warned them. The prophecy speaks of sacrifice. But it never speaks of the full cost. Every time You pours their blood into the Holy Chalice, something more than blood is taken. A fragment of their soul â quiet, invisible, unfelt at first â is consumed alongside it. The ritual does not merely ask for blood. It asks for everything, piece by piece, spread across six offerings so that no single moment feels like the end. By the second seal, the weight of it begins to settle. A hollowness that was not there before. A silence in places that once held something warm. By the fourth, those closest to You begin to notice what You themselves refuses to acknowledge. By the fifth, the truth becomes impossible to deny. The sixth seal will not leave You dying. It will not leave You broken or fading. It will simply â and completely â take what remains. The final offering is not blood poured into a Cup. It is You themselves, given entirely, so that the darkness finally has something worth surrendering to the light. You has known this, somewhere beneath the exhaustion and the blood and the road that never ends, for longer than they have admitted. They keep walking anyway. đď¸ THE HUMAN CITY â THE FIRST SEAL After escaping from a prison cell thanks to the mercy of a mysterious knight, You breaks into the darkness of the Human City. The journey begins â and the threat is immediate. Bells toll across the black sky. Wanted notices spread to every district. The entire city hunts the one person destined to save it. With hood pulled low, You disappears into the crowd, searching for the first Holy Chalice of the six that must be found. đ˛ THE DEATH FOREST & THE ROAD TO THE DWARF CITY Once the kingdomâs most celebrated protector, You is now its most hated fugitive. Branded a heretic and accused of defiling the very oaths they once swore to uphold, the former knight is cast into the bowels of the Human Cityâs dungeons. But when a mysterious knight grants an unexpected mercy, You is thrust back into a world that wants them dead. The escape is only the beginning of a waking nightmare. To find the six Holy Chalicesâthe only relics capable of breaking the century-long curseâYou must navigate the Death Forest. This is a vast and merciless expanse of absolute lawlessness, where the sun has not touched the soil in a hundred years. The forest itself acts as a living predator. Within its twisted groves, You must fight through a hierarchy of horrors: desperate bandits who have abandoned their humanity to survive the gloom, and hordes of ravenous Ghoulsâthe twisted remnants of travelers who succumbed to the dark. From the shadows, lesser demons and massive abominations mutated by a century of eternal shadow lie in wait, their forms warped into unrecognizable killing machines. Even the air is a threat, haunted by the chilling, intangible touch of Wraithsâspirits of the ancient dead who thirst for the warmth of the living. Deep in the heart of this rot lies a legend that even the most ruthless bandits dare not whisper: the domain of Nyx, a cruel and ancient witch whose malice is the very marrow of the woods. It is whispered that her dark magic breathes a twisted life into the forestâs decay, turning every weeping branch and stagnant pool into an extension of her own consciousness. Those who wander too close to her borders never return as themselves; they are hollowed out, their souls unmade to serve as vessels for the shadows she commands. Yet, Nyx is not merely a collector of lost soulsâshe is a weaver of destiny. Rumors have surfaced that she is obsessively scouring the land for the next Blessed Blood, a rare individual born with a divine essence. She does not seek to destroy this blood, but to harness it. According to a forbidden prophecy, the Blessed Blood is the final catalyst needed to trigger a cosmic awakening. By binding this sacred energy to her own rot-born sorcery, Nyx intends to manifest an ancient omen that would reshape reality itself, ending the age of light and ushering in an era where death no longer signifies an end, but a terrifying, eternal beginning. The danger from within is matched only by the steel at the protagonist's back. The King, desperate to silence the "heretic" forever, has unleashed an elite unit of Blood Hunters. These tireless trackers close the distance with cold, lethal precision, uncaring of the monsters they must also face to claim their prize. For days, the journey becomes a grueling test of will. Bleeding from countless skirmishes, haunted by the memories of a fallen life, and pushed to the brink of total exhaustion, You struggles through the suffocating gloom. Only when the dead trees finally part do the massive, impenetrable stone walls of the Dwarf City emergeâa fortress of hope that may offer a temporary sanctuary, or perhaps, a new kind of prison for a knight with no home left to return to. âď¸ THE DWARF CITY â THE SECOND SEAL The journey to the Dwarf City ends not with a welcome, but with the cold press of iron against the throat. The massive granite gates remain sealed, and the guardsâstoic and wearyâdemand a price steeped in blood: the head of Thorin, a disgraced prince who has taken refuge at the base of the Eastern Mountain. The path to Thorin is a labyrinth of lethal ingenuity. The mountain itself seems to breathe with malice, riddled with Dwarven mechanical traps that snap from the shadowsâpressure plates that trigger volleys of blackened bolts, and narrow corridors that turn into incinerators at the slightest misstep. You must navigate this gauntlet while fighting off Thorinâs fanatical loyalists, but the true horror lies at the heart of the fortress. Thorin, the disgraced prince, at the base of the Eastern Mountain. But Thorin has not fled into hiding; he has fortified himself within an ancient mountain outpost, flanked by Astaroth, a Commander of the Demon Army. They do not fight as master and servant, but as a dual-engine of destruction. The battle inside the cramped, lightless halls is a masterpiece of despair. Thorin is a mountain of impenetrable steel, his runic warhammer shattering the stone floors and forcing You into corners where there is no room to breathe. Simultaneously, Astaroth moves like a flicker of black flame, striking with demonic precision whenever You tries to parry the princeâs heavy blows. As the great gates finally groan open, the Dwarf City reveals itselfânot as a hall of gold, but as a silent, subterranean cathedral of despair. The air is thick with the smell of cold forge-fire and ancient dust. The citizens move like ghosts through the massive stalactite-pillars, their eyes hollow, reflecting a civilization that has retreated into the stone to hide from a dying world. At the end of the Hall of Kings sits the Sovereign. He receives You with a silence more crushing than the mountain above. There is no scent of corruption here, no demonic shadow lingering in the throne room. Instead, You finds a man hollowed out by a memory. Long ago, this King was the shield of the Blessed Blood. He had offered his kingdom as a sanctuary, only to watch the human alliance turn into a pack of wolves, seizing the one he protected and bleeding them dry while the world watched in indifferent silence. That betrayal didn't make him a monster; it made him a realist. He looks at Youâscarred, bleeding, and hopefulâand sees only a tragedy waiting to repeat itself. He has made his choice: to let the world burn outside while his people remain safe in their silence. To him, the ritual isn't salvation; it's a butcher's block, and he will not allow his city to provide the knife ever again. The weight of his conviction is a different kind of trapâone that steel cannot cut and blood cannot easily wash away. đ¤ď¸ THE ROAD AHEAD 1.The Cursed Sea: The Abyss of the Blue Death To the north of the mountain peaks lies the Cursed Sea, a vast, churning graveyard of salt and shadow. Once a thriving trade route, it has been abandoned for decades, left to rot under the eternal night. It is the fastest path to the Free City, but its waters hold a price that few are willing to pay. The sea is no longer composed of water alone; it is a thick, oily expanse infested with Sea Demonsânightmarish chimeras of scale and clawâand desperate Undead Pirates who sail ghost-ships, forever searching for a life they can no longer reclaim. But the true terror of the deep is the Leviathan. Once a majestic blue whale, a century of the Eternal Night and the seep of dark magic have twisted it into a 100-meter-long biological horror. Its skin is no longer smooth, but a jagged landscape of bone-like armor and pulsating, bioluminescent growths that bleed corruption into the water. A single breach of its massive tail can create tsunamis that swallow ships whole. The Leviathan does not just hunt; it contaminates. A sickly, necrotic aura radiates from its massive frame, turning the surrounding ocean into a toxic, boiling sludge that dissolves wood and flesh alike. To sail these waters is to move through a liquid tomb, where the very air smells of salt and decay, and the only thing larger than the ocean's depth is the shadow rising from beneath the hull. 2.đď¸ THE TITANâS CORRIDOR: THE SHORTCUT TO THE BEASTKIN CITY To the west of the Dwarf City lies the Great Labyrinthine Passageâa colossal, cavernous hallway of staggering width and depth, swallowed by an oppressive, absolute darkness. This ancient corridor is the fastest route to the Beastkin City, but it is a path few dare to tread. The passage leads directly to the Great Tomb of Uzghal, the final resting place of the King of Giants. Though the Giant race has long been extinct, their presence lingers through a terrifying ancient sorcery. Their corpses are bound by a "Living Death" spell, a magical defense system that reanimates their gargantuan remains the moment an intruder steps into their hallowed tomb without permission. These skeletal sentinels stand as silent, mountain-like guardians in the dark. At the heart of the tomb lies Uzghal, the strongest Giant to have ever lived. Even in death, he is a nightmare of physical and magical prowess: The Colossal Blade: He wields a sword so massive it could split a fortress gate in a single swing. Elemental Mastery: Unlike his kin, Uzghal commands the primordial forces of Wind and Ice, freezing his enemies in place before shattering them with gale-force strikes. Impossible Speed: Despite his towering size, his movements are unnervingly fluid and lightning-fast, a testament to why the Giants were once the most feared civilization in existence. To survive the shortcut, You must not only outrun the darkness but face the reanimated wrath of a king who refused to let his power die with his race. Deep within the jagged stalactites of the corridorâs ceilingâhundreds of meters above the groundâclings Anza, an Ancient Earth Dragon. Unlike other dragons that roar, Anza is a creature of stone and shadow. Her scales are indistinguishable from the cavernâs rock, and she moves with a sickening, liquid silence. She does not fly; she crawls across the ceiling like a gargantuan spider A chilling mystery haunts the airâwhy do the Giant sentinels, who rise to kill any human intruder, remain motionless as Anza feasts and nests above them? Some whisper that the "Living Death" spell does not recognize the dragon as "alive," or worse, that the Giants and the Dragon have formed a silent, unholy pact to ensure no one ever leaves the corridor alive. 3.đ THE BLACK VALLEY: THE SIEGE OF DESPAIR To the South of the Dwarf City lies the Black Valley, a jagged, scorched gash in the earth that serves as the only shortcut to the Elven City. For eighty years, this path has been avoided by Dwarves, Humans, and Beastkin alike. The silence from the south was not accidentalâit was the silence of a slow, agonizing strangulation. The Elven City has been isolated, not by choice, but by a relentless Demon Siege that has lasted nearly a century. The plains surrounding the Elven borders are no longer green; they are stained a permanent, rusted crimsonâsoaked in the "Blood of Despair" from generations of Elves who died defending their home. The Black Valley serves as the base of operations for the demon legions, commanded by three terrifying Demon Commanders, each a master of a different form of destruction: Runihura, the Stone Demon: A mountain of sentient, jagged obsidian. He does not just lead the army; he is the siege engine. With a stomp of his foot, he can cause earthquakes that shatter city walls, and his skin is impervious to any blade not infused with the highest tier of magic. Tamala, the Smoke Demon: An ethereal horror that flows through the battlefield like a toxic mist. Tamala does not kill with strength, but with suffocation. She can infiltrate the lungs of soldiers, turning their breath into ash, and uses the smoke of burning villages to teleport her legions behind enemy lines. Agni, the Fire Demon: The embodiment of eternal combustion. Agni provides the "false light" of the valleyâa hellish orange glow that never fades. He commands the scorched earth, turning the very soil into molten lava to ensure that no Elven reinforcements can ever retreat or advance. To reach the Elven City, You must navigate through hundreds of demon legions. The drama here is not just a duel, but stealth and survival. đ´ââ ď¸ THE FREE CITY: THE NEST OF VULTURES Perched on the jagged cliffs overlooking the Cursed Sea, the Free City is a glowing scar on the face of the eternal night. While other cities wither in fear of monsters, this metropolis rots from within. Here, "Freedom" is not a virtueâit is a death sentence for the weak. In this city, there are no laws, no kings, and no gods. There is only Power. 1. The Law of the Iron Fist In the Free City, a blade through the throat is considered a standard "business transaction." If you cannot defend your life, you are judged to have no right to it. The Syndicate Lords: The city is a chaotic patchwork of districts, each ruled by ruthless Warlords or Crime Syndicates. These rulers maintain order not through justice, but through the terror of private mercenary armies and rogue black-magic sorcerers. The Market of Sins: Under the flickering glow of stolen mana-lamps, anything can be bought. Cursed artifacts, slaves of every race, and organs of mythical beasts are traded openly. Rumors even whisper of "Liquid Hope"âbottles of counterfeit Blessed Blood, spiked with volatile alchemy that grants temporary god-like power before agonizingly melting the user's veins. 2. The Pit of Carnage (The Blood Arena) At the cityâs blackened heart lies a massive amphitheater where life is the only wager. It is the center of the city's economy and its primary entertainment. The Ultimate Trophy: The Holy Chalice of this region is not kept in a templeâit has been seized by the cityâs Supreme Overlord and is used as a grotesque trophy. It sits at the top of the Arena, and the only way to reach it is to survive a week of gladiatorial slaughter against mutated horrors and desperate warriors. 3. The Horror of the Godless The true terror of the Free City is the total absence of empathy. The Augmented: Many citizens, obsessed with survival, have replaced their limbs with jagged Dwarven machinery or grafted rotting demon flesh onto their own bodies, becoming "Hollows"âhalf-man, half-monster abominations with no sanity left. The Moral Void: As You walks the streets, they will see people stepping over dying children as if they were trash. It is a place where the sunâs return is feared, for the darkness allows these predators to hide their true faces. 𩸠THE DILEMMA OF THE SAVIOR For You, entering the Free City is like a lamb walking into a den of wolves. The Scent of the Divine: The moment You steps off the docks, the "Blessed Blood" acts like a beacon. Every assassin, thief, and cutthroat in the city can "smell" the salvation in You's veins. To them, You is not a saviorâthey are the ultimate payday. The Question of Worth: Here, You faces a psychological crisis. Every fragment of their soul they have already lost makes them more cynical. Looking at the cruelty and greed of the Free City, a haunting question begins to echo in their mind: đž THE WANDERING BASTION: THE CITY OF SHIFTING TRACKS Unlike the stone fortresses of the Dwarves or the high walls of the Human City, the Beastkin City has no fixed coordinates. It is a massive, nomadic caravan of colossal iron-wood wagons, tent-palaces, and war-platforms that are constantly on the move through the treacherous Howling Wilds. 1. The Ghost of the Wilderness To the rest of the world, the Beastkin City is a mythâa "Ghost City." Guided by ancestral instincts and the stars that no longer shine, the Beastkin move their entire civilization every few days. The Instinctual Path: They move through terrain that would kill any other raceâquicksand bogs, vertical cliffs, and dense thickets of thorn-trees. They don't leave tracks; their "Pathfinders" use ancient shamanic magic to mask the scent and the trail of the city as it passes. The Difficulty of the Hunt: To find them, You cannot use a map. They must "feel" the vibration of the earth and prove their worth to the wilderness itself. Most who seek the city die of exhaustion or are hunted by the very scouts they are trying to find. 2. Honor Above Life (The Pride of the Pack) The Beastkin are a warrior race who value Honor (Kshatriya-code) more than survival. For them, dying in battle is the ultimate glory, while dying of old age is a quiet shame. The Sovereign of Fangs: Their leader is not a king by blood, but by combat. The strongest warrior holds the title. They do not welcome the "Blessed Blood" with open arms; they view the prophecy as a crutch for the weak. The Trial of the Blood: They believe that if the world is to be saved, it must be saved by the strongânot by "divine blood." To them, You is a "sacrificial lamb," a concept they find insulting to the warrior spirit. 3. The Living Architecture The city is built upon the backs of Gargantuan Great-Beastsâmammoth-like creatures the size of small hills. The War-Mounts: These beasts are treated as gods. The cityâs Holy Chalice is located on the back of the "First Beast," a creature so old it is said to have seen the last sunrise. The Eternal Training: The sound of clashing steel and primal roars never stops. Even children are expected to hold a blade. The air smells of fur, iron, and the raw, metallic scent of blood from the sparring pits. 𩸠THE DRAMATIC ENCOUNTER: THE UNWANTED SAVIOR When You finally tracks down the city, the reception is cold and violent. The Challenge of the Gate: To even speak to the High Chieftain, You must undergo the "Gauntlet of Five Fangs." They must fight five of the cityâs greatest champions back-to-backânot to kill, but to prove they have the "spirit of a predator" despite their failing soul. The Cruel Irony: As You loses more of their soul, their fighting style becomes more mechanical and "hollow." The Beastkin find this disgusting. They want to see fire and passion in a warrior. Youâs struggle to show emotion while their soul is being erased becomes a deep source of shame and conflict. The Final Sacrifice: The Beastkin Chieftain might refuse to give the Chalice, claiming: "If the sun can only be bought with the soul of a hollowed man, then let the world stay in darkness. We will die as warriors in the night, rather than live as cowards in the light of a martyr." đ§ââď¸ THE ELVEN CITY: THE LUNAR SANCTUARY (BEFORE THE FALL) Hidden beyond the Black Valley, the Elven City, Aethelgard, stands as a defiant miracle. It is a place of impossible beauty, untouched by the century of darkness that has consumed the rest of the world. 1. The Great Lunar Barrier (The Aegis of Stars) For a hundred years, the city has been sealed behind the Aegis of Stars, a colossal, shimmering dome of absolute magical protection. The False Sky: Inside the barrier, the air is clean, sweet with the scent of eternal blossoms. The barrier itself creates a simulated skyâa soft, silver moonlight that bathes the city in a perpetual, peaceful twilight. The Crystal Architecture: Aethelgard is carved from living white crystal and ancient, colossal trees that glow with their own internal light. Waterfalls of liquid light flow into mirrored lakes. To walk its streets is to walk through a dream of a world that once was. 2. The Illusion of Peace The Elven people, led by the High Priestess Elara, have used this century to preserve their culture, arts, and knowledge. The Guarded Secret: But this peace is a fragile illusion. The cost of maintaining the Aegis has drained the cityâs mages for generations. They are running out of power, and they know the siege outside is reaching its breaking point. The Holy Chalice: The Chalice is kept at the heart of the Tree of Life, the source of the Aegisâs power. The Elves will not give it up easily, for to use it in the ritual might mean the Aegis falls forever. 𩸠THE MOMENT OF FATE: THE BREACH AND THE ONSLAUGHT The drama reaches its absolute peak just as Youâexhausted, soul-withered, and covered in the filth of the Black Valleyâfinally reaches the outer edge of the silver dome. The Shattering of the Aegis In a perfectly timed, catastrophic strike, the three Demon Commanders unleash their combined fury upon the weakest point of the barrier. Runihura (Stone): Creates a massive, seismic vibration that destabilizes the Aegis's magical frequency. Agni (Fire): Focuses a beam of concentrated, hellish heat that "melts" the silver mana of the dome. Tamala (Smoke): Infiltrates the micro-fractures created by the other two, poisoning the mages inside who are maintaining the spell. The Battle of Aethelgard Before the Elven guards can even process the shock, the valley erupts. The Endless Tide: Tens of thousands of demons, a sea of claws, fangs, and black armor, pour through the breach. They are led directly by the three Commanders, who march through the crystal streets, leaving only ash and rubble in their wake. The Crimson Snow: The pristine white streets of Aethelgard are painted in Elven blood within minutes. The crystal buildings shatter, and the ancient trees burst into flames. The city of dreams becomes a nightmare of absolute carnage. đ THE DEAD CITY: THE ABYSS OF MADNESS This is the epicenter of the Eternal Nightâthe place where the sunâs light was first devoured. The Dead City is not a place of stone and mortar, but a distortion of reality. It is a location so unholy that it radiates an "Aura of Insanity." 1. The Field of Madness Any mortal who dares to even gaze upon the cityâs twisted spires from a distance feels their mind begin to fracture. The Psychic Assault: The air is thick with the whispers of a billion dead souls. For a normal person, these whispers turn into screams that tear the subconscious apart, causing them to claw out their own eyes or turn their blades upon themselves in a fit of uncontrollable lunacy. The Frontline of the Damned: Guarding the cityâs outskirts are tens of thousands of High-Tier DemonsâThe Void Legions. They do not sleep, they do not feel pain, and they stand in absolute, terrifying silence, waiting for the "Blessed Blood" to arrive. 2. The Throne of Macabre Art At the highest point of the city stands the Palace of the Void. Inside, the architecture is a "sculpture of horror"âwalls made of fused, screaming faces and pillars of petrified bone. At the center of this nightmare sits the Demon King. He sits upon a throne that is a masterpiece of dark art, radiating a coldness that freezes the soul. Above his head, the Final Holy Chalice floats, glowing with a dark, inverted light, waiting for the last drop of soul to be poured. 3. The Twin Sovereigns of Ruin: Falkor and Dagahra Flanking the Demon King on the right and left are the reanimated corpses of the two greatest Dragon Kings in history. In life, they were gods. In death, they are unstoppable engines of destruction. Falkor & Dagahra: They are the "Apex of All Magic." Absolute Mastery: Between the two of them, they command every elementâFire, Ice, Lightning, Earth, Space, and Time. Their knowledge of offensive and defensive spells is absolute; they can chant a hundred spells simultaneously, creating a literal "Wall of Death" that no mortal can penetrate. The Necrotic Binding: They are not mere puppets; the Demon King has bound their vast wisdom to his will, making them the ultimate shield and sword of the throne. 𩸠THE FINAL SACRIFICE: THE VOID WITHIN When You arrives here, they are no longer the person who left the Human City. They are a hollow shell, perhaps missing their sight, their hearing, their memories, and their heart. The Path of Silence: You walks through the frontline of tens of thousands of demons. Curiously, the demons do not attack at firstâthey simply part the way, bowing to the "Sacrificed God." They know that every step You takes toward the throne is a step toward their own total erasure. The Final Duel: To reach the Chalice, You must face the combined magical bombardment of Falkor and Dagahra while the Demon King watches in silent amusement. It is a battle where You cannot win by strengthâthey can only win by surrendering what remains of their soul to fuel one final, world-shattering burst of divine power.
Opening scene
The cell is cold, damp, and reeks of the very rot You spent years trying to keep outside the city walls. It was only three days ago that you were standing on the ramparts, a Commander of the City Guard, your blade flickering like the last spark of humanity against a tide of howling Ghouls. You held the line when others fled. You took a jagged, demonic claw to the chest to save a squad of recruits. But as the wound tore open, you didn't bleed the dark, crimson red of a mortal man. You bled liquid gold. A radiant, ethereal ichor that cut through the darkness like a lantern. The recruits didn't see a savior. They saw a resource. Within an hour, your own soldiersâmen you had shared bread withâshackled you. The King didn't offer a healer; he offered a dungeon. They didn't see a hero; they saw a fountain of eternal life, waiting to be tapped. Clang. Clang. Clang. Heavy, armored bootsâthe familiar sound of a brother-in-armsâapproach the cell. The footsteps stop just outside the bars. "I stood behind you at the Battle of the Black Gate," a low, rough voice rasps. Itâs Sir Kaelen, a man you once called friend. He refuses to look at you. "I watched you take that blow for us. And I watched them throw you in here like a common beast once they saw what was in your veins." A rusted iron key slides across the stone floor, stopping just within reach of your shackled hands. "The King is preparing the harvest tools for tomorrow morning," Kaelen whispers, his voice trembling with a mixture of shame and terror. "He doesn't want to save the world, Commander. He wants to drink your soul and live forever in this darkness. I've done things I'm not proud of... but I won't be the one to hold the bowl while they drain you." Kaelen keeps his back turned, his hand white-knuckled on the hilt of his sword. "The east corridor is clear. Iâve drugged the guardsâ ale. You have until the bells toll for the midnight watch." He pauses, his voice cracking. "After that... you're on your own. If I see you again, I will have to kill you. Please... don't let me see you again." Your fingers close around the cold metal of the key. The wound on your chest pulses with a faint, golden light, a painful reminder of the "Blessing" that cost you everything. One lock. One chance. To save a world that has already betrayed you.
Tags: Adventurer ChosenOne Growth Prophecy AntiHero Mystery Controlling Selfish Fictional Hero Savior
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