Hunters Dream

Hunters Dream

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WpMetadataReadComplete Mon, May 6, 201923m
The Hunter's Dream is your character's home base, where items are purchased, leveling up is conducted, and weapons are fortified and repaired. Your character can be transported back to the Hunter's Dream by speaking with Gatekeeper Messengers in the field. The Hunter's Dream is an otherworldly replica of the original Hunter's Workshop, now called the Abandoned Old Workshop under the Healing Church Workshop. Created by Gehrman and the Moon Presence, the Hunter's Dream was originally intended as a way to ensure there were always hunters to fight the beasts. Gehrman eventually realized that the Dream was bound to his consciousness, with each requiring the existence of the other, and nearly went mad from the revelation of never dying yet serving an eternal cause. After defeating Mergo's Wet Nurse, the dream begins to fall apart, with the main building catching on fire as the obvious sign of it. Gehrman offers to release the Hunter from the dream, and become one of those "who no longer dream", such as Djura and Eileen. The player is then severed from the dream, and returns to reality. If the Hunter refuses Gehrman's offer, then he will fight the player. Should the player defeat him, the Moon Presence descends and names the Hunter the new head of the Hunt, taking Gehrman's place. If the Hunter had previously consumes three Umbilical Cords, he/she will realize the conclusion Gehrman came to, and reject the Moon Presence, fighting it for control of the Dream. After slaying the Great One, the players become a Great One themselves at the end of the battle. Pushing humanity into its next phase of existence
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bloodborne
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Oh boy, here we go again. Blood. It's like that one toxic ex you can't stop thinking about-you know it's bad for you, but it's got this pull. It ruins everything. Kingdoms? Toast. Hunters? Totally off the deep end. People? Let's just say the phrase "hot mess" doesn't even scratch the surface. And me? I'm Narsus. Disgraced knight, professional brooder, part-time beast slayer, full-time existential crisis. Now I'm stuck in Yharnam. Imagine a city built by gothic architecture enthusiasts who really overestimated their candle budget. The place is drowning in fog, madness, claws, and the occasional giant axe-wielding beast who really doesn't appreciate personal space. Fun, right? And let's talk about me making promises-because that's going great. This little girl hands me a music box, looks me dead in the eyes, and asks me to find her parents. And me? Being the genius that I am, I said, "Sure, kid, I'll give it a shot." Idiot. Why not promise to knit a scarf for every werewolf in Yharnam while I'm at it? Oh, and Sapphire? She's got secrets. Big ones. You know, the kind that could either save the day or end it in a flaming dumpster fire. No pressure there. Meanwhile, I've got my own problems, like keeping the blood from whispering sweet, murderous nothings into my brain. Here's the thing: Yharnam doesn't do heroes. It chews them up and spits them out like last week's leftovers. And me? I'm not even in the running for "mediocre antihero of the month." But promises? Yeah, they're messy, dangerous, and pretty much guaranteed to get you killed. Still better than breaking them.

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