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The Paleblood Hunt - Finalized and revised with both new and old theories. Bloodborne's Lore, Characters, History, and World. [Source | ARCHIVED] |
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The Paleblood Hunt
A Bloodborne Analysis
by “Redgrave”
Dedicated to all those with a story to tell
I didn’t really like Dark
Souls. Objectively speaking, it’s a
great game. The gameplay is solid; the
world is compelling; the characters are interesting. Maybe it’s because, Demon’s Souls fanatic
that I was, I had hyped the game up in my mind to such impossibly high
standards that there was no way it could compete with my expectations. But I always found that there was something
missing in Dark Souls: the unknown.
The story of Dark Souls is
certainly mysterious; the game avoided conventional storytelling and instead
gave the player the burden of uncovering the truth on their own. One could pull back the curtain of Anor Londo
and discover the machinations of Gwyndolin and Frampt, or bring the Lordvessel
to Kaathe and learn of another layer to the story. Even so, the story of Dark Souls was all too
grounded for me. It was the kind of
story that could be re-arranged and presented as fact, with all of the
mysteries solved like a novel where, at the end of the book, the brilliant
detective goes over the evidence to the rest of the characters and makes all
the connections for them.
Demon’s Souls had been
different. In Demon’s Souls, the answers
hadn’t been there. It’s no mystery that
the concept of Souls Lorehunting didn’t really exist with Demon’s Souls other
than a few notable exceptions like GuardianOwl.
The only real topic of debate was whether or not the Old One was the God
of the Church. But there was no answer
to whether the Monumental was good or evil; there was no explanation for how
Biorr’s armor could be found in Miralda’s well; the mysteries behind Lord
Rydell and the Old Monk remained void of answers. They were unknown.
Hidetaka Miyazaki, the genius
behind the Souls franchise, grew up in poverty in the city of Shizuoka. Unable to afford any means of entertaining
himself, Miyazaki would spend most of his childhood reading books found in his
local library. He was fascinated with
western tales of fiction, but his English was not fluent enough to understand
every single word. Many times he would
read a story and find that he couldn’t understand half of it, and so he would
connect the words he could find and fill in the blanks, forming a story of his
own that used the pieces that had been laid out before him.
I’ve
read many criticisms of Bloodborne’s story when compared with Dark Souls. Many people find that the characters are
empty, that the story isn’t as entertaining, or that the plot doesn’t seem to
be as rich when compared to the tale of Gwyn and the First Flame. And they’re right. Bloodborne, like Demon’s Souls before it,
doesn’t have the answers to be solved within the game itself. There’s no dialogue or item description which
can provide the player with that crucial piece of information that explains
everything. There’s no brilliant
detective who can explain it for someone in a condensed manner. Bloodborne is a book where half of the words
can’t be understood, and the reader must fill in the blanks on their own.
When
I first wrote The Paleblood Hunt, I wrote that there was a singular truth we
could discover. Seven months later,
having read so many different interpretations and discussion on the game’s
story, having discussed the plot with so many different people, I can only now
see how absurd that the idea of a singular story had been. There is no answer to Bloodborne’s
story. Bloodborne is a game that asks
you what YOU think. It asks you what
YOUR story is. What do YOU make of the
unknown? This is my story. This is my Eldritch Truth.
“The oldest and strongest emotion of mankind is fear, and the
oldest and strongest kind of fear is fear of the unknown.”
-Howard Phillips Lovecraft
Supernatural Horror in Literature, 1927
Chapter One: Byrgenwerth, Kos, and
The Vacuous Spider
“Byrgenwerth is an old place of learning. And the
tomb of the gods, carved out below Yharnam, should be familiar to every hunter.
Well, once a group of young Byrgenwerth scholars discovered a holy medium deep
within the tomb. This led to the founding of the Healing Church, and the
establishment of blood healing. In this sense, everything sacred in Yharnam can
be traced back to Byrgenwerth.”
-Alfred, Vileblood Hunter
Everything
begins at Byrgenwerth. An old institution of learning, Byrgenwerth was built in
a peaceful, secluded area away from the neighboring city and close to a great
lake. It is here that a group of individuals studied and explored the depths of
human knowledge.
For starters, I will use only information and
evidence that can be found inside of the game. I will save my personal
interpretations and beliefs for the end, so that you can make up your own mind
about the evidence presented.
There
were many students at Byrgenwerth. There were, however certain individuals of
note other than the students, figures of importance who formed the inner circle
so to speak. While not all of them were scholars, for the purpose of this
analysis I refer to this group of individuals as The Byrgenwerth Scholars, or
The Scholars for short.
Those individuals who we can
safely conclude were members of The Scholars consisted of Willem, Laurence,
Micolash, and Carryl.
Master
Willem was the head of the academy and a highly respected figure. All
characters who refer to Willem specifically refer to Master Willem, indicating a deep respect for the figure even
if they had differences in beliefs. There is also a reference found on the Rune
Workshop Tool which refers to him as Provost Willem.
A Provost is an administrator of an academic facility which supports placing
Willem as the head of the academy and the leading figure. Master Willem's
primary focus of study concerned the limits of human intelligence.
Laurence
is a much more enigmatic figure, especially for a character so important. From
the Beast skull in the Grand Cathedral, the PC Hunter witnesses a memory of an
encounter between Laurence and Willem, in which Willem accuses the younger
Laurence of betraying him. A note left on the Cathedral staircase reads: ”Place your hand on the altar's sacred
covering, and inscribe Master Laurence's adage upon your flesh.” That
Laurence would be revered so highly infers that he must have been a very
significant figure in the Healing Church. It is well documented that the
Healing Church has its roots in Byrgenwerth College. The Byrgenwerth Student
Uniform states:
The Healing Church has its roots in
Byrgenwerth, and naturally borrows heavily from its uniform design. The focus
not on knowledge. or thought. but on pure pretension would surely bring Master
Willem to despair, if only he knew."
Laurence’s
title is that of the First Vicar, given to him both by the Human Skull of the
Nightmare and in his boss fight, confirming this idea that Laurence was in fact
one of the Church's founders, splitting from Byrgenwerth in an event that I
will later describe as The Schism.
Micolash,
the boss encountered in the Nightmare of Mensis, was another Scholar, as
evidenced by the tattered Byrgenwerth uniform he wears during the PC Hunter's
fight against him; Micolash also makes references to other parts of
Byrgenwerth, which I will discuss later.
Caryll
was a genius runesmith who, through unknown methods, could listen to the
scratchings and utterings of the Great Ones. While she could not understand the
inhuman words they spoke, she managed to etch them into visual symbols that
could be identified. The Rune Workshop Tool describes Caryll as: "Runesmith Caryll, student of
Byrgenwerth, transcribed the inhuman utterings of the Great Ones into what are
now called Caryll Runes."
There
are also two individuals whom we can believe to
have been a member of The Scholars: Gehrman and Maria.
Gehrman
was most assuredly an acquaintance of both Laurence and Willem. After the PC
Hunter defeats Rom, The Vacuous Spider, they can find Gehrman whimpering in his
sleep. "Oh, Laurence... Master
Willem... Somebody help me…” Gehrman is also, as we know, the First
Hunter. He founded the Workshop, located in a hidden section of the Upper
Cathedral Ward, and presumably worked with the Church in its infancy. Judging from Gehrman’s combat proficiency and
master craftsmanship he may have been a bodyguard for tomb excavations, a
groundskeeper, or a handyman for the college at large.
Maria
was Gehrmans’ greatest pupil, and judging from the fact that she takes over the
Research Hall of the Healing Church it’s possible that she was a student at the
College under Laurence. Regardless, her
participation in the events which would take place at the Hamlet place her as a
member of the Byrgenwerth Scholars prior to its schism.
We
can now look at The Scholars, having explored each one individually, as a
collective unit. Willem, Laurence, Micolash, Gehrman, Maria, and Carryl were
individuals at the Byrgenwerth College, an institution dedicated to the
furthering of knowledge and the exploration of the massive Labyrinth built
underground. It was in this Labyrinth that the scholars made the discovery that
put every event in Bloodborne into motion. Indeed, the entire history of
Bloodborne can be traced to a single defining moment, in which The Scholars
discovered something deep inside the ancient Pthumerian Crypts. The Executioner
Alfred muses that ”Once a group of
young Byrgenwerth scholars discovered a holy medium deep within the tomb. This
led to the founding of the Healing Church, and the establishment of blood
healing.” Deep inside the Labyrinth, the Scholars discovered the Old Blood.
It is unclear exactly what was found, but in the upper level of the Byrgenwerth
mansion we can find the Empty Phantasm Shell."Empty invertebrate shell that is said to be a familiar of a Great
One. The Healing Church has discovered a great variety of invertebrates, or
phantasms, as they are called." Whatever was found, it was proof
of the existence of the Great Ones. It's possible that The Scholars discovered
Ebrietas, the abandoned and left-behind Great One who would later commune with
the Healing Church. They certainly discovered a source of the Old Blood, the
tainted Blood of the Great Ones. Whether it was Ebrietas or something else is
unclear.
With
the discovery of the Old Blood and of the Great Ones, everything changed.
Evolution became the goal; push the limits of humanity and become something
greater. Ascend to the level of the Great Ones, push humanity into its next
stage. A scribbled note found in the Nightmare Lecture Hall reads: "Master Willem was right. Evolution
without courage will be the ruin of our race." However it quickly
became apparent that some of The Scholars, and Laurence in particular, differed
in their belief on how the evolution should be carried out. Carryl's Eye Rune
states:"Eyes symbolize the truth
Master Willem sought in his research. Disillusioned by the limits of human
intellect. Master Willem looked to beings from higher planes for guidance, and
sought to line his brain with eyes in order to elevate his thoughts." However,
Carryl's Metamorphosis Runes state: "The
discovery of blood made their dream of evolution a reality. Metamorphosis, and
the excesses and deviation that followed, was only the beginning."
There
are two different resources that the Player collects during their time in
Bloodborne: Blood Echoes, and Insight. The Echoes is the method in which the PC
Hunter gains power, while Insight is the method in which the PC Hunter gains
knowledge. While some at Byrgenwerth believed that knowledge and understanding
of the Great Ones and the higher planes of existence would lead to humanity's
uplifting, others believed that it was through the imbibing and fusing with the
Old Blood that would lead to humanity's ascension. This was a concept anathema
to everything Willem stood for.
Fear the Old Blood
These
two fundamentally opposed philosophies would lead to The Byrgenwerth Schism.
But there’s another piece of the puzzle.
Upon
entering the Fishing Hamlet in the Hunter’s Nightmare, the PC Hunter is greeted
by a Fish Kin, muttering to himself. “Byrgenwerth… Byrgenwerth… Blood-crazed
murderers. Blasphemous fiends.” If
the player is wearing the Milkweed Rune, the Kin will give them the Accursed
Brew, a skull which states: "Skull
of a local from the violated fishing village. The inside of the skull was
forcibly searched for eyes, as evidenced by innumerable scratches and
indentations.” Whatever happened in
the Fishing Hamlet must have had to do with Kos, the Great One found at the end
of the area. Kos is apparently dead, and
while the Hunter battles her Orphan, the Great One is long since past. Other than the mutterings of the Fish Kin,
there is only one other reference to Kos, that of Micolash in his commune with
the cosmos. "Ahh, Kos, or some say
Kosm... Do you hear our prayers? As you once did for the vacuous Rom, grant us
eyes, grant us eyes."
Rom,
as the PC Encounters, is a large creature who is found at the bottom of the
Moonside Lake of Byrgenwerth. Rom's title is that of the Vacuous Spider, and is
shown to be very relatively weak. Rom's only real strength comes from the
Spider Kin she can spawn to defend herself.
Other than that she is barely capable of defending herself either
through carelessly hurling shards of energy, or thrashing wildly at her enemy.
When
the player encounters Rom it is the defining moment in which the story of
Bloodborne goes from a narrative of hunting Beasts, to a sudden understanding
that we, the player, have barely even scratched the surface of a much, much
darker truth. But Rom is not a fully developed Great One. Micolash, in his
communing with the cosmos, mutters: "As
you once did for the vacuous Rom, grant us eyes, grant us eyes. Plant eyes on
our brains, to cleanse our beastly idiocy." Rom was not always a
Great One. Eyes planted on her brain to cleanse her idiocy, Rom ascended
to become one.
Vacuous
is defined in the Oxford English Dictionary as: Having or showing a lack of thought or intelligence; mindless. The
word comes from the Latin vacuus meaning empty, along with the suffix -ous, meaning by the nature of.
Where
does Rom come from? Who is she? What is her relation to the dead Great One,
Kos?
What follows is purely my own interpretation and
belief based on the evidence I have gathered. Do not consider any of this as
solid fact. Instead, use it as my interpretation, so that you can gather your
own beliefs.
In
Byrgenwerth, Master Willem and his students toiled away to excavate the
Pthumerian Labyrinth underground, studying their Gods and exploring the depths
of human intellect. The Byrgenwerth
Scholars made two major breakthroughs in their study. Their first major discovery was the Old
Blood, specifically the blood of a Great One.
It’s possible that this Great One was Ebrietas, as in the Byrgenwerth
Lecture Hall we can discover the Augur of Ebrietas, and we also find an Empty
Phantasm Shell in the upper chamber of the Byrgenwerth Mansion.
The
second great discovery was Kos. When I
first played The Old Hunters DLC, my initial impression had been that it was
the Byrgenwerth Scholars who had killed Kos.
When I shared this theory, many people pointed to the description of the
Kos Parasite, which states: "When
the carcass of Kos washed up on the coast, its insides were teeming with tiny
parasites, unlike any found in humans.”
The argument was that this gave evidence to the fact that Kos had
actually been dead prior to the encounter with Byrgenwerth, having washed up on
the coast of the Fishing Village. I was
unsure about my conclusion, and couldn’t decide which theory was more accurate
until I played through the DLC a second time, and encountered Maria. Her words, now that I had seen the entire picture,
made much more sense.
"A corpse... should be left well alone. Oh, I
know very well. How the secrets beckon so sweetly.”
When
I first encountered Maria, I had naturally assumed she was talking about her
own corpse. Now that I had seen what lay
beyond her care, everything fell into place.
As I wandered around the Fishing Hamlet, taking a look at its design and
features, I came to a new conclusion.
Look at how the Kin of the Hamlet throw their harpoons; how the Giants
wield massive anchors; how the wrecks of mighty vessels line the coast. This isn’t some quaint fishing village, it’s a whaling town. Prior to the release of the DLC, many players
had noted the strange masts sticking out of the water in the Nightmare
Frontier. We can now see the origin of
these vessels, the Hamlet. The villagers
must have sighted the Great One Kos in the sea one day, rising up and taking
arms to kill what they must have perceived as a monster. They hunted and killed her, losing many of
their whaling ships in the process but inevitably returning home victorious,
having sent the creature back to the sea.
But one day, the corpse of the dead Great One washed ashore. When the villagers investigated the corpse
they found it teeming with parasites, which soon infected and took over the
minds and bodies of the villagers, transforming them into the Kin that we encounter
them as.
Inevitably,
word reached Byrgenwerth of the Dead God on the Hamlet. They sent two individuals to investigate the
Hamlet: Gehrman and Maria. The
announcement trailer featured Gehrman with his scythe extended, walking into
the Hamlet, and we find Rakuyo, Maria’s weapon, in the Hamlet well. Gehrman, the First Hunter, traveled along
with his greatest pupil Maria to the Hamlet and butchered the Kin. The
skulls were split open in search of eyes, and the First Hunters carved a path
towards the corpse of Kos. It is there
that their greatest blasphemy was committed.
The elevator to the Healing Church Research Hall depicts three statues
hovering over a child, examining it. The
central figure is clearly a depiction of Master Willem, featuring the same
robes and hat as the Provost’s.
Gehrman
and Maria discovered that the dead Kos had been pregnant, the unborn fetus
still intact. A very important rule of
Bloodborne’s world is that even if an individual dies in the Waking World,
their consciousness may still remain in the Dreamlands. This is something that will come up time and
time again, and is evidenced by the existence of Micolash’s corpse in the
Waking World. The unborn, murdered Great
One was brought back to the Byrgenwerth college and dissected in the name of
science. What was retrieved was a Cord
of the Eye, the Orphan’s umbilical cord.
And
it was then that Master Willem, the greatest mind of Byrgenwerth, had an
epiphany. Willem is quoted in the description of the Great One's Wisdom as
having stated: "We are thinking
on the basest of planes. What we need, are more eyes." The Eye is
indeed the symbol representing not just Insight in the Player's HUD, but also
the knowledge of the higher planes of existence and of the Great Ones.
The
discovery of the Great Ones and the Old Blood split The Scholars into two
opposing factions. One I have dubbed the Loyalists, led by Master Willem. The
Loyalists believed in evolution through Eyes, the accumulation of insight that
would let humanity ascend. This faction consisted of Willem and his students.
The other faction, which I have dubbed the Radicals, was led by Laurence. The
Radicals believed in evolution through Blood, the accumulation of power that
would let humanity ascend. This faction consisted of Laurence, Micolash,
Gehrman, and Maria. While there was never any violence between these two
groups, the fundamental difference in philosophy led to them inevitably
separating to go their own paths. While the Loyalists remained at Byrgenwerth,
the Radicals founded the Healing Church in the pursuit of further spreading
their knowledge of the Old Blood. This schism was not also purely among The
Scholars, but also amongst the student populous, with many leaving along with
the Radicals.
With
the Healing Church founding and flourishing, Willem and the remaining Loyalists
were no doubt concerned with the growing power and the threat they
posed. The Loyalists were fully aware that the actions of the Healing
Church in their use of the Old Blood would lead to the spread of the Scourge.
While
the Healing Church spread throughout Yharnam, Willem and the remaining
Loyalists got to work on their own research. This is where things get fuzzy, as
there is very little information available on this crucial point in time. What
we can see however, are the results of the Loyalists' research. If the PC
Hunter encounters Iosefka, or rather, the imposter Iosefka, after the Blood
Moon has risen, killing her will make her drop a Cord of the Eye, which
states: Provost Willem sought the
Cord in order to elevate his being and thoughts to those of a Great One, by
lining his brain with eyes. The only choice, he knew, if man were to ever match
Their greatness.
When
the PC Hunter first enters the Byrgenwerth Mansion, they encounter on the
second floor an NPC Hunter named Yurie who appears to be a member of the Choir,
the highest-ranking members of the Healing Church. Yurie wields A Call Beyond,
the Choir's ultimate weapon, and wears the Blindfold Cap and the attire of a
Choir member. This would show that the Choir returned to the ruins of
Byrgenwerth from time to time in order to gather old research notes or
artifacts. That the imposter Iosefka, who wields a weapon of the Choir, an
Augur of Ebrietas, would be in possession of an artifact that once belonged to
Master Willem can be explained as such. The Choir recovered this cord, the
umbilical cord of the Orphan of Kos.
Willem had used the Cord in order to further his research, delving
deeper and deeper into the depths of human understanding. During this point in
time, with intense research into the Great Ones being conducted at Byrgenwerth,
the students were twisted and transformed into Gardens of Eyes for Willem’s
research, bizarre Kin of the Cosmos who would wander the grounds. Only four individuals were left intact:
Willem, Dores the Graveguard, the unnamed Doorman who would be entrusted with
the password, and Rom. Whatever happened to Caryll is unclear. She may have
left with Laurence. She may have been
transformed along with the student body, or she may have left Byrgenwerth at an
unspecified time to continue her research separately. However, thanks to
Caryll's transcriptions of the inhuman uttering of the Great Ones, the
Loyalists learned of the importance and the power held by great bodies of
water. If we take a look at any of the Lake or Sea runes, we can find the
description: "Great volumes of
water serve as a bulwark guarding sleep, and an augur of the eldritch Truth.
Overcome this hindrance, and seek what is yours." This even
matches the game mechanics, in which runes representing Water provide defense
and resistance.
"The grand lake of mud, hidden now, from
sight." - Micolash
Master
Willem's last, great ritual ascended Rom into that of a newly formed Great One.
Placed at the bottom of the Moonside Lake, Rom's empty mind served as a shield
for our physical plane, protected by the great body of water. It prevented the
beckoning of the Moon Presence by Laurence's Healing Church. With his knowledge
and understanding of the Great Ones, Willem was able to use the Orphan’s Cord
to rebirth a new Great One and line her brain with eyes, using her as a living
bulwark to seal away the Great Ones, the Nightmare, and the Blood Moon. But where did she come from?
We
have already determined what the word vacuous
means: empty, mindless. This can very
easily be attributed to a simpleton, or to a braindead being. Rom, however, certainly does not seem to be
braindead. While she is weak, she most
certainly attempts to defend herself in the meager ways she has. In the interview with Hidetaka Miyazaki found
in the Official Guide, Mizayaki was asked what his favorite boss was. His answer was Rom. But that in itself, while interesting, was
not very striking. However the specifics
of his response were… unexpected. “I
really like her. There are some oddly cute aspects to her moves and
modeling.” There is another type being that is blank, empty. As John Locke writes, human beings are born Tabula Rasa, a blank slate, empty beings that are given shape by our
experiences. A being that can be described
as being cute, weak, helpless, and empty of thoughts, lacking of experience: an
infant. From Miyazaki’s Interview:“In the
world of Bloodborne, babies that are treated as “special” in one way or the
other are offered as lures to the Great Ones.
The Great Ones have all lost their children because of their positions,
and as a result, they’re attracted to these ‘special’ babies. The babies are one way of calling them.”
The
Hunter can find a note in Yahar’gul left by a dead Hunter, which reads: "Nightmarish rituals crave a newborn.
Find one, and silence its harrowing cry." The first instinct of the player is to
associate this with the School of Mensis.
They must be using some child to perform a ritual. But Micolash and his students are only following
in the footsteps of Master Willem, trying to reproduce the success of the
Loyalists of Byrgenwerth.
“As you once did for the vacuous Rom, grant us
eyes, grant us eyes. Plant eyes on our brains, to cleanse our beastly
idiocy."
Rom
is not a Great One, in fact
Bloodborne causes understandable confusion in that it refers to many different
species, factions, and groups as belonging to the singular group The Great Ones. But the Kin, ascended mortals who bleed a
clear Serum, are not fully fledged,
complete and whole Great Ones like the Moon Presence, the Wet Nurse, or the
Orphan. They are merely Kin of the Cosmos.
Killing Rom does not drop a
Great One Coldblood; killing Rom drops a Kin
Coldblood. Rom, daughter of Willem,
either literally or metaphorically, born from the fruits of his research and
used to ascend. Look at the way she
moves, desperately backing away from the Hunter, she seems almost infantile.
Unlike the rest of the Kin that are encountered, Rom has no natural defense
mechanisms other than her ability to manipulate energy. If you ask me, she doesn’t look like a spider
at all… she looks like a caterpillar.
The infant form of a butterfly, one that may have become beautiful.
Chapter Two: The Healing Church, Lady Maria, Iosefka, and Ebrietas
"If it's blood you're interested in, you
should try the Healing Church. The church controls all knowledge on blood
ministration, and all varieties of blood. Across the valley to the East of
Yharnam lies the town of the Healing Church, known as the Cathedral Ward. And
deep within the Cathedral Ward is the old grand cathedral. ...the birthplace of
the Healing Church's special blood, or so they say. Yharnamites don't share
much with outsiders. Normally, they wouldn't let you near this place, but...
The hunt is on tonight. This might be your chance..."
–Gilbert
It's
the first concrete objective the PC Hunter can make for themselves: Get to the
Healing Church and look for answers. The Healing Church is the institution
that, while it doesn't technically rule over Yharnam, serves as the City's
anchor and structure. It is from the Healing Church that the art of Blood
Ministration, the art that Yharnam would become famous for, was first brought.
With the use of the Healing Church's special
blood they were able to cure any disease, forming a religion devoted
to the worship of Gods and Blood. When tales of the curative properties of
Yharnam Blood spread, those suffering from incurable diseases often traveled to
Yharnam in order to seek out their last chance at salvation. The PC Hunter was
one such individual, according to promotional information leading up to the
release of Bloodborne. In search of Blood that can cure any disease, the PC
travels to Yharnam. But what is the Healing Church? Where does it come from?
And, most importantly, what is the secret behind their special blood?
For starters, I will use only information and
evidence that can be found inside of the game. I will save my personal interpretations
and beliefs for the end, so that you can make up your own mind about the
evidence presented.
The
first sane member of the Healing Church the PC Hunter encounters is Alfred the
Executioner. From Alfred, the Hunter learns more about the roots of the Healing
Church: ”The Healing Church is the
foundation of blood healing. Well, I'm a simple hunter, quite unfamiliar with
the ins and outs of the institution. But I have heard that the holy medium of
blood healing is venerated in the main cathedral. And that councillors of the
old church reside in the high stratum of the Cathedral Ward. [. . .] The tomb
of the gods, carved out below Yharnam, should be familiar to every hunter.
Well, once a group of young Byrgenwerth scholars discovered a holy medium deep within
the tomb. This led to the founding of the Healing Church, and the establishment
of blood healing."
The
short story is that a group of scholars in Byrgenwerth discovered blood of
incredible power in the tombs underneath, specifically, they discovered Old
Blood. The Old Blood and knowledge of the Great Ones that existed led to a
revolution in the college's theories and experiments. But Master Willem, head
of Byrgenwerth College, disagreed with the idea of using the Old Blood of the
Great Ones to advance humanity.
Fear the Old Blood - Master Willem, to Laurence
This
led to the Byrgenwerth Schism, in which a group of scholars led by Laurence
left Byrgenwerth and founded the Healing Church. There are four individuals
whom we know were founders of the Church, though there may very well have been
unnamed others: Laurence, Gehrman, Micolash, and Maria. Laurence became the
First Vicar, founding a new religion and promising a cure to any disease
through the use of his miraculous Blood Ministration. A note found in the Grand
Cathedral reads: "Heir to the
ritual of blood, purveyor of ministration. Place your hand on the altar's
sacred covering, and inscribe Master Laurence's adage upon your flesh." Laurence
and his Blood Ministration brought a new era into Yharnam, a culture of Blood
Worship spreading through the population.
But
with the tainted blood of the Great Ones flowing through human veins, the
Scourge of the Beast came to Yharnam. Those who had been ministered by the Old
Blood were susceptible to coming under the effects of the Scourge. In response
to this, Gehrman, one of the men who had sided with Laurence in the Byrgenwerth
Schism, founded the Workshop. Located in a hidden area of the Upper Cathedral
Ward, the Workshop was a place of training of elite warriors, dispatched by the
Church to hunt the beasts and prevent panic from spreading through the
population. The Hunter Attire reads: "One
of the standard articles of hunter attire fashioned at the workshop. A fine
piece of hunter attire that provides stable defense to anyone facing Yharnam's
beastly threat. Allows one to stalk beasts unannounced, by cover of
night."
The
last sentence is the most important: "Allows
one to stalk beasts unannounced, by cover of night." Originally,
the Workshop was likely a secret institution. The Hunters wore no symbols and
had no uniform, save for the Saw Hunter Badge which each kept in order to
identify one another:"Badge crafted
long ago at the Workshop. Attests to one's prowess as a hunter of beasts. The
Workshop is gone, and no group recognizes this meaningless badge." They
operated in the cover of darkness, disposing of Yharnamites who had succumbed
to the Scourge of the Beast, likely as more of a cover-up than anything;
anything to prevent the public becoming aware that the blood they were being
administered was turning them into monsters.
But
what of Maria? According to Maria’s
Hunting Attire: "Among the first
hunters, all students of Gehrman, was the lady hunter Maria. Maria is distantly related to the undead queen,
but had great admiration for Gehrman, unaware of his curious mania." Born in Cainhurst, Maria was a beautiful
woman, no doubt even by Cainhurst standards.
While she was a relative of the Queen, to the aristocratic Nobles of
Cainhurst this likely meant very little.
No doubt every Noble was dying to tell everyone they knew about how they
were Annalise’s twelfth cousin seventh removed, and so the relation probably
didn’t mean much. Unlike the rest of her
people, however, Maria disliked the use of blood-weaponry, as stated by the
Rakuyo: “This sword feeds not off blood,
but instead demands great dexterity. Lady Maria was fond of this aspect of the
Rakuyo, as she frowned upon blood blades, despite being a distant relative of
the queen.” However after the events
that took place at the Fishing Hamlet, Maria could no longer bare to wield a
weapon. As she and Gehrman retrieved the Orphan for Byrgenwerth, Maria threw
Rakuyo into the Hamlet’s well: “One day,
she abandoned her beloved Rakuyo, casting it into a dark well, when she could
stomach it no longer.”
We
as players first hear of Lady Maria from the patients in the Nightmare Research
Hall. They call out to her and speak of
her with genuine admiration and even love.
They ask her to hold their hand or to help them, to care for them.
"Key to the balcony on the first floor of the
Research Hall. Lady Maria of the Astral Clocktower gave this to the patient,
Adeline. Maria had hoped Adeline would find comfort in the faint breeze that
carried the scent of flowers from the outside, but Adeline couldn't fathom her
intentions." -Balcony Key
It
seems that Maria genuinely cared for the patients of the Church’s experiments,
as she went out of her way to try and make Adeline more comfortable in her
suffering. While the experiments
themselves were gruesome, there’s no evidence that there was any malicious
intent towards the patients themselves.
Though it might be their madness, the patients all seem to be there
willingly, even apologizing for having been failures in the experimentation.
But
eventually, Maria died. Her passing
marks the end of an era, the beginning of the transition from the old Church
and the old Hunters into the new ones, the ones that we find ourselves engaging
in the present. But how did Maria
die? When we meet her, she is noticeably
dead, at least as dead as a consciousness can be. The evidence seems to point towards a slit
throat, as the blood on her blouse has traveled down from her neck. In addition, during her boss fight she
visibly stabs herself in the throat in order to initiate the second phase of
the battle. This seems to point towards
Maria’s death as an act of suicide, slitting her own throat.
But
let us pause for a moment to remember the individual other than Gehrman and
Maria who left with Laurence: Micolash. There is very little information on
Micolash and on the School of Mensis, which was no doubt founded to continue
the work at Byrgenwerth. Micolash founded his institution in a city hidden by
the Church, Yahar’gul. From here, Micolash could research in secret while
supposedly reporting to Laurence. The Upper Cathedral Ward Key states:"The upper echelons of the Healing
Church are formed by the School of Mensis, based in the Unseen Village, and the
Choir occupying the Upper Cathedral Ward." The School of Mensis
was likely there first, as its research more closely resembles Byrgenwerth, and
its practice of researching in secrecy matches the Healing Church's early
strategy of working, for the most part, behind the scenes.
Everything
changed with Old Yharnam. Ashen Blood was a horrible epidemic that spread like
wildfire. Naturally, in order to cure the disease, Blood Ministration was used
in excess, on each and every one of the victims. This would lead to the
Scourge, as referenced by the antidote tablets: "Small medicinal tablets that counteract poison. Used to treat
ashen blood, the baffling sickness that ravaged Old Yharnam long ago. These
tablets only provide short-term relief. The ashen blood ailment eventually
triggered the spread of the beastly scourge."
After
Old Yharnam, the Scourge could no longer be kept a secret. The Workshop was
disbanded and replaced with a new group that would become the Healing Church
Hunters, led by the Hunter Ludwig. The Workshop was no longer necessary, and was
sealed away. It is likely at this time that the Healing Church took more
control over Yharnam, the Church effectively acting as the governing body of
the City. With the Church firmly seated in power as the saviors who had brought
Blood Ministration to Yharnam, the Choir was formed in the upper reaches of the
city.
By
now, the Healing Church was being run not by Laurence and Gehrman, but by the
generation who came after them. The Choir ruled over the Church while Ludwig's
Hunters formed the new ranks of Church's police force. The School of Mensis
remained, but likely grew further and further apart from the Church over time.
Likely dissatisfied with the progress of research that had been made since the
Church split from Byrgenwerth, the Choir began to research the blood of the
Great Ones.
The
Choir Garb states:"Members of the
Choir are both the highest-ranking clerics of the Healing Church, and scholars
who continue the work that began at Byrgenwerth." It is uncertain
exactly how much of the Church's religion was merely used as a figurehead. It's
not clear if the Choir truly believed that the Great Ones were Gods, or if they
simply used that as a way to legitimize their research. They certainly
acknowledged that the Great Ones, if not Gods, were certainly God-like. The
level of detail devoted to the sacred symbols and carvings in the Church can
only display a veneration of the Great Ones as superior beings, specifically
the Formless Great One, Oedon. To get a closer look at the Choir's motivations
and research, let's take a moment to analyze Doctor Iosefka, a character whom
the PC Hunter encounters very early on in the story.
Bloodborne
begins with the PC Hunter awakening in the first floor of Doctor Iosefka's
clinic after receiving their very first blood ministration. Iosefka is the very
first NPC that the Hunter can encounter in Bloodborne; after the Hunter dies to
the Wolfbeast and is sent to the Hunter's Dream, returning with weaponry
marking them a Hunter, if the Player travels back up the stairs towards the
clinic they will encounter the door locked and barred. Through a crack in the
door we see a woman dressed in white, with whom we can speak. "Are you... out on the hunt? Then I'm
very sorry, but... I cannot open this door. I am Iosefka. The patients here in
my clinic must not be exposed to infection. I know that you hunt for us, for
our town, but I'm sorry. Please. This is all that I can do." Iosefka
will assist the Hunter by providing them with her specially concentrated Blood,
capable of fully healing the Hunter. "The
product of a slow and careful refinement process, this rare blood vial appears
to be a clinic original." The Hunter can return to Iosefka at any
time to collect more Blood, but can only carry a single vial at the time. This
changes, however, after the death of Father Gascoigne.
This
time, when the Hunter comes to Iosefka, there will be no blood provided.
Instead, the Doctor will ask the Hunter to direct any individuals they come
across to her clinic, so that they can be treated and cured. From this point
onwards, the Doctor speaks with a slightly deeper tone of voice, and in fact is
voiced completely by a different person. While Iosefka's voice actress is
credited as being Jenny Funnel, there is a second credit to an Imposter Doctor, credited to an actress
named Lucy Briggs-Owen. From this point onwards, Iosefka will ask the Hunter to
bring her more and more people, assuring that they are being taken proper care
of. As a reward for the Hunter if the Hunter begins to bring her people, she will
eventually start providing the player with Blue Elixirs. Blue Elixir is
described as a:"Dubious liquid
medicine used in strange experiments conducted by high ministers of the Healing
Church." A rather chilling item indeed for a common blood
ministration doctor to be carrying.
But
it isn't unless the Hunter finds the back entrance to the Clinic, accessible by
climbing up an adjacent building connected to the Forbidden Woods, that the
truth of Iosefka's research can be discovered. Here, the results of the
research is discovered. Any NPCs that the Hunter sent in the past to Iosefka's
clinic will be found, transformed and twisted into Celestials, blue-skinned Kin
of the Cosmos. If the Hunter sent nobody to the Clinic, they will only find a
single Celestial, located in the Sickroom. Upon its death, it drops one of
Iosefka's Blood Vials, possibly one that was being saved for the Hunter upon
the player's return. These are presumably the remains of the true Iosefka whom
the player meets at the beginning of the game. As the Hunter travels upstairs
towards the top of the clinic, one of two events will take place.
If
the Hunter goes to the top of the the clinic before the Blood Moon has risen, the Imposter Iosefka will
attack the Hunter. She wields a Threaded Cane and a Repeating Pistol, and if
her health is low enough will even attack the Hunter with A Call Beyond, the
ultimate weapon of the Healing Church: "One
of the secret rites of the Choir. Long ago, the Healing Church used phantasms
to reach a lofty plane of darkness, but failed to make contact with the outer
reaches of the cosmos. The rite failed to achieve its intended purpose, but
instead created a small exploding star, now a powerful part of the Choir's
arsenal. At times, failure is the mother of invention." The False
Iosefka is one of four NPCs who wield A Call Beyond, the other three being
Micolash, the Forgotten Madman, and Yurie, the Choir Member found in the
Byrgenwerth Mansion. We can infer from this revelation that the False Iosefka
is a member of the Choir, relocating from the Upper Cathedral Ward to Iosefka's
Clinic in order to continue her research, possibly because of the fact that due
to the spread of the Scourge of Beasts the Cathedral Ward is no longer a safe
place to operate. Upon killing the False Iosefka, she will drop a powerful
Oedon Writhe rune. Interestingly enough, the Hunter can locate a weaker version
of the Oedon Writhe rune by killing Adella the Nun, or by looting it off of the
Celestial she becomes if the Hunter sent her to Iosefka's Clinic. This
connection only reinforces the False Iosefka's affiliation with the Church, and
that she held a rank of higher importance than a nun. But this is only one of
two possible events that can occur in Iosefka's clinic.
If
the Hunter goes to the top of the clinic after the Blood Moon has risen, they will find her on all
fours, perched on one of the operating tables. ''God I'm nauseous... Have you ever felt this? It's progressing. I can
see things... I knew it, I'm different. I'm no beast... I... Oh... God, it
feels awful... but, it proves that I'm chosen. Don't you see? How they writhe,
writhe inside my head... It's... rather... rapturous...'' With enough
time to conclude her research, Iosefka has begun her ascension. Killing her can
drop what I believe is the Orphan’s umbilical cord, which was recovered by the
Choir.
But
what was this research? What did the Choir do? How did they do it? This brings
us the final topic of our current analysis: Ebrietas, Daughter of the Cosmos.
Ebrietas is found in the depths of the Orphanage, described as: "Key to the Orphanage, birthplace of
the Choir. The Orphanage, shadowed by the Grand Cathedral, was a place of
scholarship and experimentation, where young orphans became potent unseen
thinkers for the Healing Church. The Choir, that would later split the Healing
Church, was a creation of the Orphanage." We have established
previously that it was originally the School of Mensis which performed research
for the Church in the secrecy of Yahar’gul, however with the growth of the
Church's power after the cleansing of Old Yharnam there was no longer a need
for secrecy and a new effort was put forward into spreading the Old Blood. It
would be the Choir who would fulfill this need, with the Orphanage as their
laboratory.
Note
that the Orphanage is located directly behind the Grand Cathedral. We can
recall Gilbert mentioning that:"Deep
within the Cathedral Ward is the old grand cathedral. ...the birthplace of the
Healing Church's special blood." But the Cathedral is not the source
of the blood. While it is provided to the public from the Grand Cathedral, it actually originates in the
Orphanage. From Ebrietas, and the Celestials. Ebrietas is the left-behind Great
One, whatever that means, and communed and worked with the Healing Church in
their research. We find multiple references to this.
"One of the secret rites of the Choir,
high-ranking members of the Healing Church. Use phantasms, the invertebrates
known to be augurs of the Great Ones, to partially summon abandoned Ebrietas.
One of the few rites that allow one to directly utilize the power of the Great
Ones, and evidence that the Choir had approached the eldritch Truth." - Augur of Ebrietas
"Great chalices unlock deeper reaches of the
labyrinth. The Great Isz Chalice became the cornerstone of the Choir, the elite
delegation of the Healing Church. It was also the first Great Chalice brought
back to the surface since the time of Byrgenwerth, and allowed the Choir to
have audience with Ebrietas." - Great Isz
Chalice
But who is Ebrietas, what is
her purpose? What research did she allow the Healing Church to perform, and
what relation does she have to the Great Ones and the Old Blood?
What follows is purely my own interpretation and
belief based on the evidence I have gathered. Do not consider any of this as
solid fact. Instead, use it as my interpretation, so that you can gather your
own beliefs.
The
Healing Church operated in secrecy in its formative days. Micolash slowly
continued his own research into the Old Blood through kidnappings and
experimentation. Laurence administered the Old Blood to the ill, and those who
succumbed to the Scourge of the Beast were eliminated under cover of darkness
by Gehrman's Hunters. While this was
going on, the Church quietly continued their research into the Great Ones, independent
from Byrgenwerth. Initially, the only
Great One that the Healing Church had identified had been Kos, the Great One
from the depths of the ocean. The
Church’s experiments into the Great Ones therefore revolved around water, as
described by the Brain Fluid: In the
early days of the Healing Church, the Great Ones were linked to the ocean, and
so the cerebral patients would imbibe water, and listen for the howl of the
sea. Brain fluid writhed inside the head, the initial makings of internal eyes. It was a fruitless pursuit, however, for as
far as we know the Great Ones do not originate from the sea, but from the
Dreamlands and the Cosmos. As such, the
experiments were failures. Overseeing
the research from the Astral Clocktower was Lady Maria.
After
the Hamlet Massacre, Maria refused to hunt again. Instead, she began to run research towards
the Great Ones for the budding Healing Church.
But her thoughts could never leave the blasphemous nature of what she
and Gehrman had done at the Hamlet, how the Orphan had been ripped from its mother’s
womb. Nor would she be allowed to
forget.
“Atonement for the wretches… By the wrath of Mother
Kos.”
Not
all of the Hamlet had been destroyed.
The parasites that inhabited their Mother Kos had managed to infest the
villagers, transforming them into ascended Kin of the Cosmos. Gehrman was the First Hunter, and Maria his
greatest pupil. In this sense, they can
be seen as the Father and Mother of all Hunters. Anyone who calls themselves a Hunter, no
matter what organization they associate themselves with, is a descendent in
some way from Gehrman and Maria, who murdered the Orphan of Kos.
“Curse the fiends, their children too, and their
children, forever true.”
Perhaps
Maria was haunted by unending nightmares of what she had done. Perhaps, in her frustration, she desperately
continued her experiments. Surely
something had to come out of the atrocities she had committed? But each and every one of her experiments was
another failure, another dead end. The
patients began to notice her frustration with them, sobbingly apologizing for
their failures, begging for her forgiveness.
Maybe over time she became less and less compassionate with the
patients, and more and more wracked with guilt.
On one hand, her desire to uncover the truth behind Kos and the Great
Ones could not be stopped, but on the other hand she cared for the patients of
the Research Hall and did not want to see them suffer. She could see only one way out.
"Oh, I know very well. How the secrets beckon
so sweetly. Only a honest death will cure you now. Liberate you, from your wild
curiosity." -Lady Maria of the Astral
Clocktower.
And
so she ended her own life. Her death
marked the end of an era. By this point,
Micolash and the school of Mensis had already begun to draw further and further
away from the rest of the Healing Church.
With her death, Gehrman spiraled into depression and the elite Workshop
was sealed away and abandoned. The old,
secretive, quiet Healing Church had begun to die, and may have fallen apart
completely were it not for the events of Old Yharnam. The Church had always relied on gaining new
followers through the use of their miraculous disease-curing blood, and Old
Yharnam gave them the perfect opportunity to display their religion to the
masses. After Old Yharnam's cleansing the Healing Church exploded in power and
fame. They could no longer operate in secrecy, and needed a much more
significant source of the Blood.
"The Great Isz Chalice became the cornerstone
of the Choir, the elite delegation of the Healing Church. It was also the first
Great Chalice brought back to the surface since the time of Byrgenwerth, and
allowed the Choir to have audience with Ebrietas."
And
so the Choir was born. An elite delegation of old scholars and clerics, the
Choir would become the new ipso-facto leaders of the Healing Church. The Choir
plunged into the tomb, deeper than anyone had gone since the days of
Byrgenwerth, looking for a greater source of Blood and a way in which to bring
their research to the next level. They
traveled to the ruins of the Pthumerian City of Isz, which had not been entered
since the time of the Byrgenwerth Scholars.
They went to meet with Ebrietas, Daughter of the Cosmos.
The
Great Isz Chalice was relocated to the Orphanage located behind the Grand
Cathedral and would serve as the main laboratory for the Choir. Interestingly,
we see many, many carriages throughout our time in Yharnam. Many players will
recall seeing or leaving notes in front of them with charming or amusing words
such as despicable infant.
But... where are all the babies? We
encounter no child-sized coffins in the streets of Yharnam, but many, many,
many carriages. Where we do find child-sized coffins is in the
Upper Cathedral Ward.
In
the Orphanage, the Choir communed with Ebrietas and used their new knowledge to
experiment on the babies that were either abandoned or sent to the Orphanage.
It is even possible that, after the widespread epidemic of the Scourge, the
Choir went through the public and gathered all babies and children of Yharnam
under the pretense of protecting them until the Hunt was over. Yharnamites
would have no reason not to trust the Church, and were likely delighted that their
governing body had such a concern for the welfare of their children.
In
the Lumenflower Gardens, we can see the results of their experiments. Look at
the way the Celestials seems to grow from the ground. Even the name garden seems to suggest an almost
sickening way in which the Celestials were harvested from the ground like a
crop. This was the source of Yharnam's special
blood. The children who were elevated to becoming Celestials were then
harvested and used as sources of Blood for the Church, a renewable resource
that would allow them to provide the entire City with as much Blood as it
needed.
The
False Iosefka was one such researcher, who fled to the Clinic after the Upper
Cathedral Ward was lost to the Scourge. The presence of Scourge Beasts in the
Upper Cathedral Ward only proves that the Scourge was too much for even the
Choir to handle, and that the researchers likely fled. One researcher fled to
Byrgenwerth, the first member of the Choir that the PC Hunter encounters. The
Choir Member, Yurie, is seen wandering the second floor of Byrgenwerth Mansion.
She even wears a Blindfold Cap, reminding us that: "Members of the Choir are both the highest-ranking clerics of the
Healing Church, and scholars who continue the work that began at Byrgenwerth.
The eye covering indicates their debt to the teachings of Master Willem, even
though their paths diverged."
The
Choir had an enormous respect for Master Willem, even though they split away
from him. There was never any violence between the two factions in Byrgenwerth,
only a difference in philosophy that led to an inevitable separation. It is no
wonder that the Choir never disposed of Master Willem, they truly saw him as a
highly respected figure in their history. In fact, Master Willem had achieved
what the Choir so desperately yearned for: He had ascended to the level of the
Gods.
In
the beginning days of Bloodborne’s release, all anyone could talk about in
regards to Lore was Iosefka. Who is
she? Is she an imposter? When do they switch? Which is the real one? So much focus was placed on the False Iosefka
that the real one got swept away. People
were so engrossed with the revelation that Iosefka was replaced with an
imposter that they stopped looking at the original. Who was Iosefka? Like the imposter, she wears the White Church
Garb, which tells us: “These doctors are
superiors to the black preventative hunters, and specialists in
experimentally-backed blood ministration and the scourge of the beast. They believe that medicine is not a means of
treatment but rather a method for research. and that some knowledge can only be
obtained by exposing oneself to sickness." This implies that Iosefka
was a high-ranking member of the Church, and a specialist on experimental
blood. Now look at the back of Iosefka’s
clinic. Bodies have been dumped into
pits, vials upon vials upon vials of blood have been collected, hundreds of
research notes have been written. There
are also Celestials in the Forbidden Woods, who appear to have wandered off
from the Clinic. How could this be the
work of the False Iosefka, when the
original Iosefka doesn’t get replaced until the death of Father Gascoigne. Furthermore, how was she replaced in the
first place? There is absolutely no
evidence whatsoever that it is possible to copy someone’s face. There’s only one type of woman that has the
same face as another: a sister. In the
back of Iosefka’s clinic we find a half-transformed Celestial, dead on an operating
table. Iosefka isn’t some innocent
doctor, she’s the one who invented the process in the first place. This explains why one of Iosefka’s Blood
Vials can be found in the Nightmare of Mensis, as the School of Mensis and the
Choir shared their research. It’s
possible that Iosefka’s Blood Vial is, itself, the key to the Celestial
transformation; a clinic original. Who
knows what might have happened had we consumed enough of it.
When
the False Iosefka fled to the Clinic, she brought with her an artifact that the
Choir had previously recovered from Byrgenwerth, the Orphan’s Cord of the Eye.
The False Iosefka sought to ascend just as Master Willem had, by lining her
brain with eyes in the manner he had done so many years ago. "How they writhe, writhe inside my
head... It's... rather... rapturous...'' She isn't pregnant at all,
but instead has run out of time to continue her experimentation. In her last
ditch effort, she imbibes Willem's Cord. But it doesn't work, as evidenced by
the fact that she bleeds a dark red.
“Seek Paleblood to transcend the hunt”. The first note that the Player receives.
Many, many players have noticed that there are certain enemies which bleed not
red, but a clear and almost pale colored blood. However, this is not the specific Paleblood. If this
indeed was the blood of the Great Ones, there would be a few figures whom we
would believe to bleed pale, but in fact bleed a dark red themselves: Amygdala,
the Orphan, the Wet Nurse, and the Moon Presence. There are however, certain figures which
bleed what I call, Serum: Celestials, Brainsuckers, Master Willem, Rom,
and Ebrietas. Rom, an
ascended mortal, does bleed red if the Hunter attacks her stomach, as do her
Spider Kin. But if the Hunter attacks
the eyes and heads of Rom or her progeny they bleed the Serum of the Kin. Serum is not blood of the Great Ones, but
rather blood of the Kin of the Cosmos, those who were once mortal but ascended
to becoming Kin of the Great Ones. Notice how Ebrietas is mentioned as being
the Daughter of the
Cosmos. But this doesn't follow, as every Great One loses its child. Instead,
the Great Ones yearn for surrogates.
Ebrietas
was possibly Pthumerian, as she is found by the The Scholars in a Pthumerian
city. It is well documented that the Pthumerians’ research and experimentation
with the Old Blood led to their ascension as they neared the Eldritch Truth,
however they were struck down before they could truly to ascend to being Great
Ones. The Scourge of Beasts spread throughout the people, the Blood Moon rose.
The Great Ones descended, and a womb was left with child. Yharnam's pregnancy with Mergo was a failure
and so in search of a surrogate, Ebrietas, possibly a researcher of Pthumeru,
ascended to the level of the Great Ones. It is so very interesting to me how
Ebrietas is repeatedly referred to as having been left behind. Ebrietas is not a true Great One, instead she
was ascended to becoming Kin just as Willem did. The Pthumerians are ancient,
who knows how long it took for her to develop into her current form? Perhaps in
a thousand years, Master Willem will look much like her as well.
She
was abandoned, as the Great Ones left after the devastation of Pthumeru. And so
she waited in the Labyrinth, caring for the Phantasms, small slug-like
creatures which were named as being familiars of the Great Ones. And when The
Scholars stumbled upon her in Isz, she would finally have an outlet with which
to commune with the outside world.
Willem
and The Scholars met with Ebrietas, and through her they began their research
of the Old Blood, the tainted blood of Ebrietas, surrogate child of the
Cosmos. It was through Ebrietas' tainted
blood that the tragedy which struck Pthumeru would be doomed to repeat itself
in the city of Yharnam.
Ebrietas
seems to get her name from the Ebrietas Butterfly, a species of butterfly found
in South America, which matches the, although admittedly distorted form, of
Ebrietas as having an almost Butterfly-like appearance. When we meet her, she is found in front of a
corpse, a corpse of a Vacuous Spider.
Remember that even though something may die in the Waking World, its
consciousness can continue to survive in the Dreamlands. Ebrietas had lost her daughter, Rom. It's a tragedy really: Every Great One loses
its child.
But
there were many surrogates to be found in the baby carriages of Yharnam.
Chapter Three: Djura, The Powder Kegs,
Ashen Blood, and Old Yharnam
“Old Yharnam, burned and
abandoned by men, is now home only to beasts. They are of no harm to those
above. Turn back...or the hunter will face the hunt."
-Djura, Retired Hunter
The
PC Hunter encounters Djura for the first time upon entering Old Yharnam, in
which Djura warns the hunter to leave. When the PC Hunter fails to comply, he
is none too pleased and becomes aggressive in his defense of Old Yharnam. But
to really discover who Djura is, let's first take a look at the history of the
heretics of the workshop, the Powder Kegs.
For starters, I will use only information and
evidence that can be found inside of the game. I will save my personal
interpretations and beliefs for the end, so that you can make up your own mind
about the evidence presented.
The Powder Kegs were, and I use the term were intentionally, a group of
hunters with a flair for the dramatic and a love of complexity, intricacy, and
explosiveness in their designs. They deviated from the Hunting style of
simplicity in design developed by Gehrman the First Hunter, and preferred
ambitious (or excessive depending on your point of view) weapon design.
Influenced by a love of flame and a desire to crush
and burn, they developed their main weapon of choice, the Boom Hammer, which is
described as:
"A trick weapon used by
the old hunters, and crafted by the workshop heretics, the Powder Kegs. A giant
hammer equipped with a miniature furnace. When ignited and fired, it emits a
volley of flame that explodes furiously upon impact. Crush the beasts, then
burn them - the brute simplicity of the Boom Hammer was favored by hunters with
an acute distaste for beasts."
Another slightly rarer Powder Keg weapon developed
was the Stake Driver, Djura's personal weapon of choice. The Stake Driver is
described as:
A trick weapon fashioned by
the workshop heretics, the Powder Kegs. The stake driver allows for high-damage
critical attacks, but is difficult to use and leaves its wielder wide open, but
none of this should bother a mere Powder Keg.
These two new trick weapons, among others like the
Rifle Spear and Whirligig Saw, were drastically different from the previous
designs of the Hunter's Workshop. However the Powder Kegs didn't settle with
trick weapons, even trying to implement bigger and stronger firepower into
their arsenal with the Cannon and Gattling Gun.
We
can also give the Powder Kegs credit for the design of the Rope Molotov
Cocktails, seeing as gaining the Powder Keg Badge unlocks them at the Bath
Messenger.
At some point in time, the Powder Kegs were labeled
heretics and exiled from the workshop. Presumably, the Powder Kegs are no more,
as all references to them are in the past tense, and even their badge
description refers to them as the late Powder
Kegs. They were very likely disbanded or slain quite a long time ago, seeing as
nobody seems to reference them. Their association with the Workshop only lends
credence to the idea of the Powder Kegs being a relatively old faction, as the
Workshop itself is no longer a relevant institution as evidenced by the Saw
Hunter Badge: The Workshop is gone,
and no group recognizes this meaningless badge, except the messengers in the
bath who understand its profundity. The only remaining trace of Powder
Kegs is found in the Retired Hunter Djura.
So who is Djura? His official description
reads: "An old veteran hunter
who is said to possess amazing skill. No one has seen him in many years, and he
looks like he's been on his own for some time." We learn more
from the description of the Grey Wolf Cap which states it as:
"Attire of the retired
hunter Djura. This worn wolf cap was his trademark. Djura is known through his
contact with the Powder Kegs, the heretics of the workshop. He is said to have
been both uncommonly kind and dreadfully foolish. Djura felt defeated by the
state of Old Yharnam and renounced his hunter's vows."
Uncommonly kind is certainly right. Djura is unique
amongst any character in Bloodborne as showing sympathy towards those affected
by the Scourge of the Beast. "The
things you hunt, they're not beasts. They're people." It's also
interesting to note that his cap refers to him as having contact with the Powder Kegs,
rather than being a member. It's
possible that Djura knew of the Powder Kegs or made friends with them, that he
carries a Powder Keg Badge indicates that at the very least he was some kind of
Honorary Member. He most assuredly
traveled alongside the Powder Kegs, as the description of the Gatling Gun
states that Djura had three companions, the youngest of whom used the Gatling
Gun.
But Djura's absolute most
important quality is that he, like the PC Hunter, was once a part of the
Hunter’s Dream.
"I no longer dream, but I was once a hunter,
too."
"You have the whole night to dream. Make the
best of it."
He also knows full well that killing the PC Hunter
will do nothing but stall them. If the PC dies to Djura, he remarks:"I should think you still have dreams?
Well, next time you dream, give some thought to the hunt, and its
purpose."
I do not believe every Hunter is special like the
PC and Djura. There would be much more information and general knowledge about
the Hunter's Dream if this were the case. Certain Hunters are special, chosen
by Gehrman and attached to the Hunter's Dream. The title I have given these
special Hunters is a Paleblood Hunter. The Doll herself admits that the PC was
not the first:
"Over time, countless
hunters have visited this dream. The graves here stand in their memory. It all
seems so long ago now..."
Djura
was at one point a Paleblood Hunter, like the PC Hunter, who retired from
Hunting and renounced his vows to live in solitude.
Which brings us to Old Yharnam. While Old Yharnam
is an optional location in the game, the PC Hunter is guided towards it by
Gehrman in order to acquire the Holy Chalice. Historically, Old Yharnam was the
location of a terrible disease known as Ashen Blood. Antidote tablets are
described as: "Small medicinal
tablets that counteract poison. Used to treat ashen blood, the baffling
sickness that ravaged Old Yharnam long ago. These tablets only provide
short-term relief.” The tablets were used as to give temporary relief to
the victims of the disease, while they were being treated by the then newly
formed Healing Church. What would bring true relief would be the bringing of
Blood Ministration, the medical procedure that would become the cornerstone of
Yharnam. With the ability to cure any disease, the Healing Church's blood
ministration got to work immediately. However, as the antidote notes:
”The ashen blood ailment eventually triggered
the spread of the beastly scourge."
With blood ministration came the Scourge of the
Beast, as the Old Blood used in the ministration would spread the Scourge. One
disease had been contained, but the treatment gave birth to the Scourge, just
as it had in Ailing Loran:
"There are trace remains
of medical procedures in parts of ailing Loran. Whether these were attempts to
control the scourge of the beast, or the cause of the outbreak, is
unknown."
With the Scourge of the Beast too much to handle, a
Hunt was called.
Now
we have Djura, the Powder Kegs, and Old Yharnam, three pieces of a puzzle. But
it's not unless the PC stumbles into a hidden building in Old Yharnam that the
pieces connect. Near Djura's tower is a hidden building that can be accessed by
dropping a far, far distance down a ledge. Inside this building, everything
comes together. Here, the PC Hunter finds two corpses. One of them holds a
Rifle Spear, the other wears a set of Charred Hunter gear. Next to them is a
Hunter’s Note. This is where it all comes together.
“The red moon hangs low, and beasts rule the
streets. Are we left no other choice, than to burn it all to cinders?”
What follows is purely my own
interpretation and belief based on the evidence I have gathered. Do not
consider any of this as solid fact. Instead, use it as my interpretation, so
that you can gather your own beliefs.
After Maria’s death and Gehrman’s self-inflicted
retirement, the Healing Church lost a significant portion of its strength. The School of Mensis began to drift apart
from the Healing Church proper, and it seemed as if things were spiraling
downwards. As the Healing Church
continued its operations and explorations of the Pthumerian Labyrinth, they
discovered a swamp in the Forbidden Woods.
Located directly behind one of their clinics, the swamp was deathly
poisonous and filled with strange, parasitic leeches. The poison likely came up from the
Hintertombs in the Labyrinth, where we can see very similar swamps. We also find in this swamp what appear to be
lumbering giants, much like the ones that the Healing Church would later employ
as their enforcers. It’s possible that
the poison itself mutated those who lived into these beings. Either way, the Healing Church discovered
these parasites that secreted a poisonous substance.
In the Forbidden Woods we also find the White
Church Garb, which reminds us that the Church believes that “medicine is not a means of treatment but
rather a method for research, and some knowledge can only be obtained by
exposing oneself to sickness.” And
so did the Church develop the Ashen Blood from the parasitic leeches, and loose
it upon Old Yharnam.
As Old Yharnam began to grow sick with Ashen Blood,
Laurence and the Church arrived with the Old Blood, promising a cure to all
diseases. They were hailed as saviors as
they began to administer their miraculous special blood to the people of
Yharnam, swelling in power and position.
But, as the antidote reminds us, with Ashen Blood came the Scourge, as
those who had been treated with Communion fell victim to the Scourge, becoming
beasts.
With Gehrman gone and his Old Hunters disbanded,
the Church had a need for a new workshop to deal with the victims of the Ashen
Blood. The Oto Workshop was formed, and
Hunters were recruited en masse to deal with the rising issue of the Scourge of
the Beasts. These Hunters, unlike the
silent warriors of Gehrman’s, slaughtered the beasts furiously. The old hunter garb, worn by the Oto Hunters,
tells us that in this era Hunters were “ten a penny”, indicating that during
the time of the Ashen Blood Plague, it was likely not at all unusual for
citizens to witness groups of Hunters walking the streets in search of those
who may have fallen to the Scourge. It
was likely a time of great fear for the people of Yharnam, not knowing who would
be next to turn, who would die of the plague, or who would be swept up in the
bloodshed. The streets became a constant
war zone between Hunter and Beast as the plague spiraled out of control and
countless citizens succumbed to the Scourge of the Beast. Soon, the Oto Workshop developed into
something else. As the Beasts grew more
and more numerous, and more and more dangerous, the Powder Kegs were born in
response. With them, came a young man
named Djura.
Djura
was, like the PC, a Paleblood Hunter guided by Gehrman. When the Old Yharnam
Hunt began, Djura awoke in the Hunter’s Dream. Djura acted as the PC of his
time. He started weak, but gathered Blood Echoes and gained strength through
the Doll. He lit lamps; he left notes; he slew bosses and probably died many
times, reawakening at the lamp and trying again. During this time, he came into
contact with the Powder Kegs.
Djura
joined the Powder Kegs in hunting the beasts of Old Yharnam. He grew to use
their equipment and they considered him an honorary member, and likely a
friend. But as Old Yharnam grew more and
more tainted with, the Scourge spread. When the line between man and beast was
blurred, the red moon hung low. Djura, looking down at his fallen comrades,
opened his notebook and left a note.
“The red moon hangs low, and beasts rule the
streets. Are we left no other choice, than to burn it all to cinders?”
The
Scourge of the Beast was too great, and the Powder Kegs could no longer stem
the tide through simply hunting beasts.
The Powder Kegs, with their flair for the dramatic, their bombastic
nature, and their love of flame and explosions, were not gentle with Old
Yharnam. The city was cleansed. The
Powder Kegs razed the city to the ground. With the Blood Moon high over the sky
and the beasts overpowering, the Hunters saw no choice but to burn it all down.
The attire of the Charred Hunter Gear, worn by the Powder Kegs who cleansed the
city, states: “Wearers of this attire
hunted down victims of the scourge who survived the raging flames and stench of
singed blood.” Men, women, and children were hunted and purged. The
entire city was cleansed to keep the Scourge of the Beast from spreading. Djura
participated in all of it. It's possible that Djura tried to put a stop to it,
or it's possible that he willingly, gleefully participated in the slaughter.
Either way, Old Yharnam was devastated, never to recover.
With the Dawn
approaching, Djura returned to the Hunter's Dream where Gehrman, the First
Hunter, met him by the tree. Wracked by guilt and shame at the carnage he had
caused, he sunk to his knees and accepted his death, severing his connection to
the Hunter's Dream. When he awoke, the sun had risen and the Hunt was over. By
now, the Workshop had branded and condemned the Powder Kegs as heretics. Those
Powder Kegs who hadn’t died in combat had become so drunk on blood that they
had been dragged into the Hunter’s Nightmare. All that remained was Djura. And
so he went to Old Yharnam, where he had caused so much horror, and cast aside
his Hunter's vows. If nobody cared about the beasts of Old Yharnam, then he
would protect them from any further bloodshed.
Chapter Four: Ludwig, The Hunts,
Father Gascoigne, and Eileen
“Ohhhh.. What’s that
smell? The sweet blood... Oh, it sings
to me. It's enough to make a man sick.”
-Father Gascoigne
When
we as players are first thrust into Bloodborne we do not deal with eldritch
monstrosities, horrible truths, or inconceivable entities beyond the reach of
space and time. None of these facets of
Bloodborne were ever included in promotional material. The terrible truth of Bloodborne’s
Lovecraftian Mythos was kept a secret up until its very release. What we first find is the Hunt, thrust into
it scared and desperate for answers.
For starters, I will use only information and
evidence that can be found inside of the game. I will save my personal
interpretations and beliefs for the end, so that you can make up your own mind
about the evidence presented.
In
Yharnam, blood flows like water. You
will find no bars in Yharnam, no pubs or taverns. Only blood is found in Yharnam. The Pungent Blood Cocktail tells us: “In Yharnam, they produce more blood than
alcohol, as the former is far more intoxicating.” Blood is the source of pleasure,
entertainment, worship, and devotion in Yharnam. Even Arianna, a prostitute by trade,
introduces herself to the Hunter not by offering sexual services, but instead a
vial of her blood. But it’s not just any
blood that flows through Yharnam; only blood permitted by the Healing Church is
allowed to flow. The Old Blood, specifically
the blood of Ebrietas, is administered to the population by special doctors
known as Blood Ministers, who carry on an art that was first pioneered by the
First Vicar, Laurence. We’ve already
discussed how Ebrietas gets her name from a species of butterfly, but she also
gets her name from a latin word meaning drunkenness
or intoxication. Indeed, the blood of Ebrietas not only aided
to cleanse Yharnam of disease but also provided the citizens with a drug more
addictive and more intoxicating than alcohol.
But with the rampant spread of the Old Blood came the Scourge of the Beasts.
Once Old Yharnam had been cleansed and knowledge of
the Scourge became public knowledge, a new way of dealing with the threat was
required. Secrecy would no longer be
enough, and so the Workshop was retired and sealed. Instead, with the Healing Church in its new
position of power, the Healing Church Hunters were born. At the forefront of this new movement would
be Ludwig, the new head of the Healing Church’s martial force. Gehrman tells us the following: “The Healing Church and the Blood Ministers who belong to it were
once guardians of the hunters, in the times of the hunter Ludwig.” According to the Sword
Hunter Badge: “Ludwig
was the first of many Healing Church hunters to come, many of Whom were
clerics.” Not much is known of Ludwig’s origins, but from his
Radiant Sword Hunter Badge we learn that Ludwig was part of a lineage of
chivalrous warriors known as the Holy Blades: “The radiant sword indicates the heirs to
the will of Ludwig. These hunters, also known as Holy Blades, are what remains
of an ancient line of heroes that date back to a very early age of honour and
chivalry.”
Ludwig had a very different approach to hunting
beasts than his predecessors in the Workshop had, which we can see from the
details found in the weapons of choice of Healing Church Hunters.
"A trick weapon typically used by
Healing Church hunters. It is said that the silver sword was employed by
Ludwig, the first hunter of the church. When transformed, it combines with its
sheath to form a greatsword. The Healing Church workshop began with Ludwig, and
departed from old Gehrman's techniques to provide hunters with the means to
hunt more terrifying beasts, and perhaps things still worse. -Ludwig’s Holy Blade
“A rifle typically used by Healing Church hunters. It is said that this rifle was employed by
Ludwig, the first hunter of the Church. Its long, heavy barrel makes up in
range for what it lacks in reload speed. Ludwig's Rifle exhibits several
departures from the workshop's design, suggesting that the Church anticipated
much larger inhuman beasts." -Ludwig’s Rifle
From these
two weapons we can see a drastic shift in design from Gehrman’s Workshop to
Ludwig’s. While the Hunters of Gehrman’s
time favored agile weapons, quick movement, and easily concealable tools,
Ludwig’s Hunters wielded weapons with great force. These Hunters no longer hid in the shadows,
they walked openly, wielding their weapons.
After Old Yharnam, it had become painfully clear to the Healing Church
that only more and more dangerous creatures would arise from the Old Blood, and
so more powerful weapons would be required.
Ludwig
sought to deal with the Scourge of the Beast in a very different manner than
his predecessors. In the time of
Laurence and Gehrman, the Healing Church and the Workshop operated in secrecy. The School of Mensis quietly researched,
Laurence perfected Blood Ministration, and Gehrman’s Hunters acted as a
clean-up crew, fixers of problems. An
individual would succumb and the Hunters would quietly remove them in the
middle of the night, leaving the population none the wiser.
With Ludwig
however, a new approach was taken: Do not ignore the populace; arm the populace. We see this from the Yharnam Hunter Attire: “Ludwig, the
first hunter of the Healing Church, once recruited Yharnamites to serve as
hunters. This hunter's attire was made for new recruits, and has excellent
straightforward defense. But not nearly enough to allow an ordinary man to
stand any real chance against the beasts." Ludwig would deal with the beasts not through secrecy,
but through purges or Hunts. Arm the population, inform them, and work
alongside the citizens of Yharnam to battle the beasts. The Church called for the Hunts.
It
would, unfortunately, cause a sort of never-ending cycle. Beasts rise, in order to combat the Beasts
the citizens rise up, imbibe in the Old Blood, and strike them down. Now that they’ve been tainted by the Old
Blood they inevitably become Beasts, causing more citizens to rise up and
imbibe in the Old Blood. Even more
problematic was the fact that as the Hunts called for stronger Hunters,
stronger Hunters would become stronger Beasts: “Ludwig was the first of many Healing Church hunters to come, many of
Whom were clerics. As it was, clerics transformed into the most hideous
beasts.”
Hunters
would become drunk on blood, addled by it, intoxicated
by it. The Hunters would become a
threat. And so it was that we find
ourselves now faced with a different group, one that seems to be particularly
mysterious: The Hunters of Hunters. In
Central Yharnam the Hunter encounters Eileen the Crow, who warns them sternly:
“Prepare yourself for the worst. There
are no humans left. They're all flesh-hungry beasts, now.” It’s the polar opposite of Djura’s
warning, that the beasts are still humans.
Eileen belongs to a mysterious organization known as the Hunters of
Hunters, detailed in the Hunter Rune:
“This red-smudged rune means "Hunter," and has been adopted by those
who have taken the Hunter of Hunters oath. These watchmen admonish those who
have become addled with blood. Be they men or beasts, anyone who has threatened
the pledgers of the "Hunter" oath surely has an issue with
blood."
The
Hunters of Hunters, it would appear, are an order old as the Workshop itself,
tasked with disposing of Hunters who have been lost to the intoxication of the
Old Blood. The Crow Hunter Badge tells
us: “The badge of the Hunter of Hunters
is quietly passed down from generation to generation, usually to an outsider
from the hinterlands.” The use of the singular an outsider seems to imply that there is only ever one Hunter of
Hunters at any one point in time, once a generation. It is interesting that it specifies that the
Hunters of Hunters are typically outsiders.
Eileen herself speaks with an accent unlike a Yharnamite. Perhaps, whoever the Hunters of Hunters are,
it was decided that Yharnamites, blood-drunk that they were, were not to be trusted with this important
task.
But
it’s the Hunters of Hunters origin that interests me the most. Where on earth did they come from? The Crowfeather Attire gives us a small
amount of information: “Hunters of
Hunters dress as crows to suggest sky burial. The first Hunter of Hunters came
from a foreign land, and gave the dead a virtuous native funeral ritual, rather
than impose a blasphemous Yharnam burial service upon them. With the hope that former compatriots might
be returned to the skies, and find rest in the Hunter's Dream." The explicit mentioning of the Hunter’s
Dream is very, very peculiar. Eileen
herself appears to know about the Hunter’s Dream, as if the PC Hunter attacks
and dies to her, she will respond by instructing them to “Tell the little doll I said hello.” Like Djura, Eileen appears to have at one
point been a dreamer, a Paleblood Hunter like the PC.
“No more dreams for me. This is my last chance."
It’s
not the only link that Eileen and the Hunters of Hunters have to Gehrman and
the Hunter’s Dream; the Blades of Mercy, the weapon of the Hunters of Hunters,
states: “A special trick weapon passed
down among hunters of hunters. One of the oldest weapons of the workshop.
Splits into two when activated. The weapon's warped blades are forged with
siderite, a rare mineral of the heavens.” One of the oldest weapons indeed,
the Blades of Mercy are one of only two trick weapons made of siderite, a rare
mineral that fell from the heavens. The
other is Gehrman’s Burial Blade, the first of the trick weapons: “A masterpiece that defined the entire array
of weapons crafted at the workshop. Its blade is forged with siderite, said to
have fallen from the heavens.”
Exactly
what connection Gehrman has to the Hunters of Hunters is unknown. It’s possible that the Hunters of Hunters
were formed to police and oversee the Workshop, or it’s possible they may be a
splinter faction that separated from Gehrman.
Whatever their reasons, their methods are clear: find Hunters who have
succumb to bloodlust and end them. Two
such Hunters would be two of Eileen’s targets, Henryk and Gascoigne.
Father
Gascoigne is the first official boss in Bloodborne. While it’s possible to fight the Cleric
Beast, that boss is optional. Gascoigne
serves as the first true boss fight in the game, and he is one that serves as a
very cold wake-up call to the player. Like
many Souls veterans, I walked into Bloodborne with a very specific mindset:
caution. Study the opponent, look for
weaknesses, wait for their guard to be down, strike once, back, watch,
strike. It’s a very slow, cautious,
passive playstyle that the Souls games have hardened in many players. Gascoigne seems to be placed so early in the
game specifically for players like
that. Gascoigne has the exact same tools
that the Hunter can wield. He uses a
Hunter Axe as his weapon and a Blunderbuss as his firearm. He can be staggered, and he can stagger. He’s a parallel to the player in this
manner. Really the only difference
between Gascoigne and the Hunter is the insanely aggressive manner in which he
fights. Gascoigne charges with blind
abandonment, he weaves through the fight swiftly, dodging attacks and keeping
pressure on the Hunter. It’s almost a
direct message to the player from the developers: “You have the same tools as
him, why are you losing? He’s not being
unfair, he’s not cheating. He’s just
playing the game, just like you. So why
is he slaughtering you?” The player very quickly learns that they must
adapt to Gascoigne or they will die.
Passivity is no longer a valid strategy, in order to master Bloodborne
the player must be swift, aggressive, and unrelenting like Gascoigne.
But
once Gascoigne’s health gets low enough, he will transform. He will succumb fully to the Scourge,
becoming a powerful Beast that will relentlessly assault the Hunter. But to really understand Gascoigne, let’s
start at the beginning and analyze what we can learn about him from the game
itself.
From
Gascoigne’s Attire we learn that:“‘Father’
is a title used for clerics in a foreign land, and there is no such rank in the
Healing Church.” This would seem to
imply that Gascoigne came to Yharnam, like many others, in search of the
miraculous Blood Ministration which was rumoured to cure any disease. The PC Hunter was one such individual, as was
Gilbert and likely many others. Like Eileen and Gilbert, Gascoigne’s voice
has an accent that differs slightly from the Yharnamites. Seeing as Gascoigne wears attire similar to
that of a Healing Church Watcher and wields the weapons of the Workshop, he was
clearly trained as a Healing Church Hunter after he came to Yharnam. But his attire notes that: “The dingy scarf is a Holy Shawl and symbol
of the Healing Church, from which Gascoigne would eventually part ways.” It’s unclear exactly why Gascoigne left
the Church, but perhaps he left in order to raise a family. After all, Gascoigne’s daughters can be
spoken to in Yharnam, hiding in their house.
Indeed, the daughters provide the last, key pieces of information on
Gascoigne: “Are you a hunter? Then, please, will you look for my mum? Daddy never
came back from the hunt, and she went to find him, but now she's gone, too...
I'm all alone... and scared..."
It would seem that when the hunt was called, Gascoigne answered. Though he had left the Church, he still rose
up to cleanse the streets, along with the rest of Yharnam. When he didn’t return, his wife Viola went
off looking for him. “My m-mum wears a
red jeweled brooch. It's so big and... and beautiful. You won't miss it.” When
we find Gascoigne, he is hacking a corpse to pieces. He turns to face the Hunter, having finally
succumb to the Old Blood.
“Beasts all over the shop... You’ll be one of them,
sooner or later.”
On
a nearby balcony, a red brooch dangles from the corpse of a dead woman. But
how did it all come to this? What
happened to Ludwig? What is the story
behind Father Gascoigne? And why is
Eileen in Yharnam?
What follows is purely my own interpretation and
belief based on the evidence I have gathered. Do not consider any of this as
solid fact. Instead, use it as my interpretation, so that you can gather your
own beliefs.
Everything
changed after Old Yharnam. The Church,
seen as saviors, were now in control. No
longer did they require secrecy, instead they flourished and gained power. With this power and with the spread of the
Scourge, the Workshop was retired and replaced with the Healing Church Hunters,
led by a Hunter named Ludwig. Ludwig was
a courageous, honorable, and chivalrous man who took a new approach to the
Hunters by recruiting openly, training the population of Yharnam to combat the
dangers of the hunt, and working on designing new weapons to eliminate the
Beasts without issue.
Ludwig
was the heir to a legacy of ancient heroes known as the Holy Blades, dating
back many generations. It’s possible he
was one of Gehrman’s apprentices, who succeeded Gehrman after his retirement
and was put in charge of the new, reformed Workshop in the Upper Cathedral
Ward. It’s in this Workshop that we can
find the Radiant Sword Hunter Badge, which allows the player to purchase
Ludwig’s Blade and Rifle.
But
the Radiant Sword Hunter Badge also unlocks another piece of equipment: the
Tomb Prospector Attire. It is described
as follows: "Attire of tomb
prospectors who explore the old labyrinth on behalf of the Healing Church. The
Healing Church traces its roots to Byrgenwerth, and is therefore aware of the
ruins' true importance. They contain much more than mere hunter trinkets,
indeed, they hide the very secrets of the old Great Ones. sought after by those
with the insight to imagine greatness."
We
can now get a bit of a better picture of Ludwig’s arsenal, judging from the
equipment made available by obtaining his Badge. Ludwig wielded a Holy Blade and a Rifle, his
weapons of choice. Along with them, he
wore Tomb Prospector Attire, or at least he did at one point. It’s possible that Ludwig traveled into the
Labyrinth in search of a weapon or an answer to put an end to the Scourge once
and for all. Maybe he simply wanted the
Truth, to know where the Scourge came from.
What he found was the Holy Moonlight Sword.
"An arcane sword discovered long ago by
Ludwig. When blue moonlight dances
around the sword, and it channels the abyssal cosmos, its great blade will hurl
a shadowy lightwave. The Holy Moonlight
Sword is synonymous with Ludwig, the Holy Blade, but few have ever set eyes on
the great blade, and whatever guidance it has to offer, it seems to be of a very
private, elusive sort." -Holy Moonlight Sword
It
must have been fate, that the heir to the legacy of the Holy Blades would find
such a weapon. With it in hand, Ludwig
truly did become the Holy Blade, a hero to the people who feared the Scourge of
the Beast, and a leader to the Church Hunters who followed him into
battle. But as the Moonlight Sword’s
description states, few people ever saw the blade. It would seem that Ludwig kept it very close
to him, not allowing the others to lay eyes upon it.
"Aah, you were at my side, all along. My true
mentor… My guiding moonlight..."
The
Holy Moonlight Sword was more than just a blade. The blade offered Guidance to Ludwig, as is
described by the Guidance rune: "When
Ludwig closed his eyes, he saw darkness, or perhaps nothingness, and that is
where he discovered the tiny beings of light. Ludwig was certain that these
playful dancing sprites offered "guidance" and emptied Ludwig of his
fears at least in the midst of a hunt."
When he hunted, Ludwig allowed the sword to guide him. He closed his eyes and followed the guidance
of the Moonlight Sword as he cut down beasts.
He had no fear in his heart, and became a weapon for the Healing Church.
"Without fear in our hearts, we're little
different from the beasts themselves." -Eileen
the Crow
The
shift in Ludwig’s personality did not go unnoticed. Ludwig’s dialogue reveals that there were
those who accused him of being a “beast-possessed degenerate.” Even in the back of his mind, he knew that
was he was doing was wrong. “Good hunter,
have you seen the thread of light? Just a hair, a fleeting thing, yet I clung
to it, steeped as I was in the stench of blood and beasts. I never wanted to
know, what it really was. Really, I didn't." Yet he continued to use the Holy
Moonlight Sword and follow its Guidance, hoping to secure a future where the
Healing Church Hunters became honorable warriors who protected the people. He would suffer any denigration if it meant
that goal could be achieved.
In
the end, Ludwig became further and further steeped in bloodshed. With each swing of the Holy Moonlight Sword,
he descended further into beasthood.
Eventually, blood-drunk as he was, Ludwig was dragged into the Hunter’s
Nightmare, cursed to wallow in a pit of corpses for all eternity.
With
Ludwig gone, the Healing Church Hunters slowly began to fall apart. Organized Hunts became mobs as Yharnamites
wandered the streets, dragging the infected out and burning them at the stake. The Hunters themselves began to rely more and
more on Communion for strength, the Healing Church administering more Old Blood
to their Hunters in order to give them the power to vanquish the Beasts. One of these Hunters was Father Gascoigne. Gascoigne had come to Yharnam in search of a
cure to his disease, seeing the famous Blood Ministration of Yharnam as his
last chance at salvation. It was there
that he was trained as a Hunter, possibly by a man named Henryk. Very little is known of Henryk, but he wears
the garb not of a Healing Church Hunter but of a Workshop Hunter, one of
Gehrman’s. Henryk is also mentioned
multiple times as being an old
hunter, and the voice file he uses as an NPC Hunter are those of the Aged category in the game’s files, the
category designed for the elderly.
Gascoigne
and Henryk would quickly become a powerful duo, partner Hunters and good
friends. According to Henryk’s Hunter
Garb: “The taciturn old hunter Henryk was
once partners with Father Gascoigne, and though they were a fierce and gallant
duo, their partnership led to Henryk's tragically long life.” The last
sentence particularly interests me, the use of the phrase a tragically long life. It’s possible that Henryk, old as he was,
either grew sick or weakened in his age.
Gascoigne not only wanted to see his closest friend live, but he had
another reason for wanting the old Hunter to continue on; he loved Henryk’s
daughter.
"Yes okay, thank you very much mister[or
‘miss’ if the PC is female] hunter! I love you almost as much as mum and dad, and grandad!” -Gascoigne’s Unnamed Daughter
Indeed
when we encounter Henryk we find him in Oedon Tomb just as we found Gascoigne,
only Henryk is not standing by the grave where Gascoigne was found; he is
standing in front of the corpse of Viola, Gascoigne’s wife. But Henryk is not himself any longer, he has
succumb to the Old Blood. Gascoigne had
fallen in love with Viola, Henryk’s daughter.
Perhaps Gascoigne convinced Henryk, in his old and weakened state, to
accept Communion from the Healing Church.
The old Workshop Hunter was likely wary of the Old Blood, but was
convinced by his son in law, the father of his grandchildren, to accept the
Ministration.
Gascoigne
too had accepted the Ministration, but in his case there were complications. “If you find my mum, give her this music
box. It plays one of daddy's favorite
songs. And when daddy forgets us we play it for him so he remembers. Mum's so
silly, running off without it!" While
the Old Blood of the Healing Church can cure any disease, it cannot repair a
damaged mind. Father Gascoigne had come
to Yharnam in search of a cure to his mental illness, but the Blood
Ministration had failed. Even the
tainted blood of the Great Ones could not fix the bouts of insanity he
suffered. It’s possible that during his
episodes in which he forgot the faces of his family, Gascoigne grew violent,
irrational, or paranoid. Viola, his
beloved wife, would play him a lullaby.
It would ease his mind and help him to stay grounded and sane. But Gascoigne, intoxicated as he was with the
Old Blood, continued to Hunt and continued to accept Communion, the
Ministration of Blood. When Gascoigne
failed to return from the Hunt, Viola left her children locked inside and fled
to find him, to bring him home… but she forgot the music box. When she found him, he was drenched in blood,
killing man and beast alike. She pleaded
with him to come home, to remember her.
But he would have none of it.
Viola died that night, killed by the man she loved.
If
the player uses the music box in the fight against Father Gascoigne, he suffers
noticeable pain. He grasps his head,
muttering and moaning. How else could he
possibly react, as he remembers the terrible things he did to his beloved
Viola? Henryk soon goes searching for
Viola and Gascoigne, fearful of what may have happened to them. When he found Viola’s corpse, he was
empty. His tragically long life would be
ended by Eileen the Crow, Hunter of Hunters.
“This too is hunters' work, but bears no honor. A
burden you may choose to carry." -Eileen the Crow
If
the Hunter assists Eileen in killing Henryk, then after the Blood Moon has
risen they will find Eileen mortally wounded in front of the Grand Cathedral. "I'm afraid I've made a bit of a
blunder. I'm just going to have a short rest. Oh, don't worry, I've taken
blood. Enough to save an old woman. No more dreams for me. This is my last
chance. What a fool I am, I'll have to tread carefully. But that thing
still lies in wait. Turn back. This is my score to settle."
Many
years ago, Gehrman founded the Workshop.
Much like the PC Hunter can, Gehrman wielded two weapons: the Burial
Blade and the Blades of Mercy. Both
weapons were forged of siderite by Gehrman, The First Hunter. Gehrman was not alone as a Hunter, he had
several apprentices who he trained to carry on his legacy. Him and his apprentices practiced a special
art known as Quickening, as evidenced by the Old Hunter’s Bone: "The bone of an old hunter whose name
is lost. It is said that he was an
apprentice to old Gehrman, and a practitioner of the art of Quickening, a
technique particular to the first hunters.”
There are only four individuals in the entire game who can use the art
of Quickening: The PC Hunter, if they clutch the Old Hunter’s Bone, Gehrman,
who uses a significantly more powerful version of quickening, Maria, Gehrman’s
greatest pupil, and an individual known only as the Bloody Crow.
The
Bloody Crow is found in the Grand Cathedral as the final fight in Eileen’s
questline. It is a very difficult fight. It
would seem that Eileen came to Yharnam with the goal of hunting down this mark,
the Bloody Crow; along the way she slew Henryk and would have slain Gascoigne
if the Hunter had not beaten her to the punch.
We know very little of the Bloody Crow, but we can see that he wields a
Chikage blade and has strong ties to Cainhurst, with his use of Numbing Mist
and his dropping of a Blood Rapture rune.
Most bizarre is that he wears the Crowfeather Garb of a Hunter of
Hunters. The Bloody Crow of Cainhurst,
evidently one of the First Hunters as evidenced by his use of the art of
Quickening. Here we can paint a possible
picture:
In
the infant days of the Workshop Gehrman trained his apprentices and gave one of
them the Blades of Mercy. Mercy is a
central theme to Gehrman, it appears to be his goal to grant mercy to Hunters
who either are trapped in the Dream or have succumb to bloodlust. This apprentice he tasked with the important
job of acting as an unseen watcher of the Workshop, forming a new order of
people separated from Communion and the Old Blood of Yharnam. What happened next is very unclear and for
the most part completely unexplained.
Perhaps this apprentice traveled to Cainhurst, or perhaps traveled into
the hinterlands to train the next Hunter of Hunters who would travel to
Yharnam. Whatever happened, we can see
the results:
The
Bloody Crow of Cainhurst, possibly the first Hunter of Hunters or possibly the
one who supervised and trained Eileen.
Eileen wishes to put him to rest, to grant him mercy. But what fascinated
me the most about Eileen is what happens if the player never encounters her at
all.
If
the PC Hunter never speaks to Eileen then if they travel to the Grand Cathedral
after the Blood Moon has risen, they will be suddenly attacked by Eileen
herself. Eileen accuses the Hunter of
succumbing to bloodlust. It is through
this dialogue that Eileen reveals how she truly feels: “The
hunters must die... The nightmare must end…” Eileen herself knows full well
the way in which the Hunter’s Dream sustains and propagates the Hunters. Indeed, the Hunters themselves are being
manipulated by the Great Ones into carrying out their eldritch tasks. What if there were no more Hunters, none left
to seek the blood or carry out the will of the Blood Moon. Would the nightmare end? Think of the way we as players thrill every
time we slay a boss, how we rush to the Dream to grow stronger, how we want
only to continue hunting, to continue growing in power.
"Few hunters can resist the intoxication of
the hunt. Look at you, just the same as all the rest..."
Maybe
she’s right.
Chapter Five: Valtr, The League,
and the Vermin
“The night brims with defiled scum, and is
permeated by their rotten stench. Just think, now you're all set to hunt and
kill to your heart's content!”
-Valtr, Beast Eater
The
Beasts and the Kin. These are the two
types of enemies that we face in Bloodborne.
One is born of the Scourge of the Beast, humans tainted from the
influence of the Old Blood. The other
are ascended humans, who have purged their body of the Scourge and have become
Kin of the Cosmos, pure beings. There’s
something else though, some strange third thing
that seems to be right around the corner, yet somehow avoid description. It’s almost like there’s something we just
can’t put our fingers on, right in front of our nose. To try and pinpoint what this thing is let us
examine Valtr, the Beast Eater, and his League of confederates.
For starters, I will use only information and
evidence that can be found inside of the game. I will save my personal
interpretations and beliefs for the end, so that you can make up your own mind
about the evidence presented.
We
first encounter Valtr in the Forbidden Woods, where he introduces himself to
the player. “I am Valtr, Master of the League. Members of the League cleanse
the streets of all the filth that's spread about during the hunt. Like any
half-decent hunter ought to, you know? Haven't you seen enough of these
wretched beasts, freakish slugs, and mad doctors? Sentence these fiends to
death.” The League appears to have been an organization that exists
during the transitionary period from Gehrman’s workshop into Ludwig’s, however
Valtr has been in Yharnam for quite some time.
According
to the Constable Garb, worn by Valtr, there is a rather popular fable in
Yharnam. “Once upon a time a troupe of
foreign constables chased a beast all the way to Yharnam, and this is what they
wore. The constables became victims of
the beast, except for one survivor, who in turn devoured the creature whole,
all by himself.” As Valtr’s title is
that of the Beast Eater, it’s very reasonable to assume that he is the
constable from this fable. It was when
Valtr consumed a Beast, an utterly unholy act, that an Oath Rune was born
within him: Impurity.
“This rune, discovered inside the forbidden beast eater, came to
symbolize "Impurity," and the oath of The League. Confederates of The League hunt to discover
vermin. Vermin writhe within filth, and are the root of man's impurity. Crush
all vermin without hesitation.” -Impurity.
When Valtr
performed such a tainted act, he gained the Impurity Rune and the ability to
see Vermin, and with this ability he formed the League. The League, dedicated to hunting down Vermin,
consisted of individuals who were brought face to face with the root of man’s
impurity and suffered the consequences.
We only know of three confederates, other than Valtr. The first is Yamamura the Wanderer, who is
described by his garb as: "Garb of a
distant Eastern land, worn by Yamamura the Wanderer. This Eastern warrior pursued a beast for
honorable revenge, then became a hunter of the League. But when he stared
straight into impurity, it drove him mad." It would appear Yamamura’s
membership of the League was rather short-lived, as as soon as the Impurity
oath was committed to his memory he was driven mad. So while Yamamura plays a relatively minor
role in the League, two more significant figures are the Madaras twins.
From the
Butcher Mask, we learn it is a: “Mask of
the Madaras twins, denizens of the Forbidden Woods, likely belonging to the
older of the two. The twins grew up in
silent kinship with a poisonous snake. Eventually they learned human ways, and
became hunters. When they discovered
vermin even in their beloved snake, the younger brother is said to have
murdered the older.” Furthermore, we
learn from the Butcher Garb that: “Both
the twins became hunters, and brought back and dissected their beast prey, in
order to support the villagers in their forbidden research.”
What was
the forbidden research of the villagers?
What twisted discovery brought Yamamura to madness? And most importantly, what are the Vermin?
What follows is purely my own
interpretation and belief based on the evidence I have gathered. Do not
consider any of this as solid fact. Instead, use it as my interpretation, so
that you can gather your own beliefs.
Some time early in Yharnam’s history, a group of
foreign constables chased a beast into the city. The beast, however, turned and devoured the
constables one by one. The sole survivor
was Valtr, who slew the beast and, in some twisted, maddened hunger for
revenge, devoured the beast in turn.
This unholy act branded Valtr as the Beast Eater, and within him was
born the Oath Rune: Impurity. When Valtr
turned and gazed throughout the city of Yharnam he found he could now see those
who had become impure, tainted with filth.
In order to combat this new threat, Valtr formed the League, gathering a
group of confederates and branding them with the Impurity Rune so that they
could see the true root of man’s impurity.
In regards to the timeline of when exactly this
took place, it appears to have taken place during the time when Hunters were in
the transitionary period away from Gehrman’s workshop, but not yet fully formed
with Ludwig’s. We see that Valtr favored
the Whirligig Saw, a weapon designed by the Powder Kegs, and so it’s likely
that the League was in full force during the time of Old Yharnam. Two confederates of the League would be the
Madaras Twins, wild folk from the Forbidden Woods who were trained in the art
of hunting. The Madaras twins had a
great love for their beloved poisonous snake, alongside whom they had grown up
together. The Madaras Whistle tells us:
”The twins grew up alongside a poisonous
snake, and developed a silent, inhuman kinship. The poisonous snake grew
uncontrollably, raised on a healthy diet of beast entrails.” It appears that the Twins would bring the
victims of their hunts back to the Woods with them, not only feeding them to
their snake, but also handing them over to the villagers to aid in their
research, as referenced in the Butcher Garb.
But what research was occurring in the Forbidden
Woods? It’s simple: Ashen Blood. The Healing Church was, at this time, using
the Forbidden Woods and the nearby poisonous swamp as their laboratory for the
research and development of Ashen Blood.
The Healing Church was studying the parasitic leeches found in the
poisonous swamp, not only to develop it for use in Old Yharnam, but also to
discover the source of the poison. The
source of the poison, of the filth.
Where did this poison come from?
Recall the Butcher Mask: “When they discovered vermin even in their beloved snake, the
younger brother is said to have murdered the older.”
"A centipede-like
creature discovered on successful hunts by League hunters. Vermin, found hidden
within filth, are only seen by League confederates, and are the root of man's
impurity. The League has assumed the task of finding and crushing all
vermin. Perhaps there is some mercy in
the madness. Those who wish to see vermin can, and those who choose to are provided
with boundless purpose." -Vermin
The poison swamp was teeming with Vermin, unseen by
those who had not committed the Impurity Rune to memory. As the Madaras twins slaughtered the
infected, Vermin-riddled beasts and fed them to their snake, the creature
became tainted and riddled with the parasitic creatures. This is the source of the Snake Parasite of
the Forbidden Woods. Vermin infested the
local wildlife, and in turn the wildlife infested the villagers. The Snakes spat poison at their enemies, the
Ashen Blood turned against the very people who had developed it in the first
place.
Ashen Blood, the poison, the Vermin. Perhaps it is the case that all cases of poison in the game are cases
of Ashen Blood, and in turn are caused by the Vermin. After all, the antidote tablets that were
used to treat Ashen Blood are still in circulation today. If we look at the Nightmare Frontier, for
example, we can recall the poisonous swamp that loveable, trustworthy Patches
knocks us into. Here we find countless
leeches, and large creatures known as Crawlers.
Interestingly enough, the Crawlers do not take extra damage as either
Beasts or Kin. They are something else:
Vermin. Infesting the Loran Silverbeasts
we even find more maggots, likely teeming with Vermin themselves. We as players of a videogame are so
conditioned to think of poison as
some random, nameless, vague side effect that we never stop to think what this
poison actually is, and if it has a root cause.
This brings us to the Bloodlickers. Large, flea-like creatures, they are first
discovered in Cainhurst alongside a group of parasitic leeches. While described as beasts, interestingly
enough they do not suffer from damage bonuses against beasts. They’re something else. Not kin, not beast: Vermin.
What if the Vermin were to infest a human? Not just one or two vermin, but an entire
colony of the parasites squirming and writhing within the blood of a human
being. No doubt they would be
tainted. No doubt they would be
forbidden. No doubt they would be Vile.
Chapter Six: Cainhurst Castle, The Executioners,
and Queen Annalise
"Once, a scholar betrayed his fellows at
Byrgenwerth and brought forbidden blood back with him to Cainhurst Castle. It
was there that the first of the inhuman Vilebloods was born. The Vilebloods are
fiendish creatures who threaten the purity of the Church's blood healing. The
Ruler of the Vilebloods is still alive today. And so, to honor my master's
wishes, I search. For the path to Cainhurst Castle."
-Alfred, Vileblood Hunter
If
you're like me, you were excited the very moment the Stagecoach pulled up to
greet you at Hemwick. The journey to Cainhurst Castle and the exploration of
the new area provides a nice breath of fresh air and a pleasant interruption in
Bloodborne in which we are shown a whole new area with a whole new mystery.
Cainhurst is an area unlike any other in Bloodborne. To be perfectly honest...
it doesn't really fit in, does it? A forsaken Castle ruled by an Undead Queen.
The weeping ghosts of murdered women wandering haunted chambers. Man-eating
gargoyles lying in wait to ambush unsuspecting prey... Really, the area would
fit much more into Demon's Souls than it does into Bloodborne. Cainhurst is so
unlike any other area in Bloodborne, even from a gameplay perspective. After
all, Cainhurst is the only area in the game that offers a Dark Souls-style
Covenant for the player to join. So to get to the bottom of the mystery of
Castle Cainhurst let's start by taking a look at Cainhurst itself, what we know
about it, what we can glean, and what monsters wander its halls.
For starters, I will use only information and
evidence that can be found inside of the game. I will save my personal
interpretations and beliefs for the end, so that you can make up your own mind
about the evidence presented.
While
in Yharnam blood is an object of worship, in Cainhurst blood is an object of
desire. The Nobles of Cainhurst were elitist and aristocratic, enjoying form
and elegance over strength or functionality, as described the Knight's Set: "Attire of the knights of Cainhurst. A
regal piece graced by intricate goldwork. The Cainhurst way is a mix of
nostalgia and bombast. They take great pride in the blood-stained corpses of
beasts that they leave behind, confident that they will stand as examples of
decadent art." In Cainhurst, your status at Court is everything.
The closer you are to the Queen, the more important you are. The further away
you are, the less you matter. The Blood Rapture Rune: "This rune resonates with servants of the Queen, carrier of the
Child of Blood, who yearn for their Queen's blood with little hope of
requitement. For them, they find solace in "Blood Rapture," that
serves as a surrogate for their desires."
The
highest of honors in Cainhurst was to be named a Vileblood, one of the elite
inner circle of Queen Annalise. As evidenced by the ritual Queen Annalise makes
the PC Hunter perform should they choose to become a Vileblood, the Vilebloods
imbibed in the Queen's blood. While Yharnamites share blood through injection
and transfusion, the nobles of Cainhurst seemed to drink it directly from the
source, as Queen Annalise extends her wrist to the Hunter. The Vilebloods were
the elite guard of the Queen, and would travel out to hunt for her, bringing
tribute back to her in the form of Blood Dregs. We will explore the Vilebloods
and Queen Annalise further in a later section, but for now let's focus on the
lesser important figures in Cainhurst and what information we can gather from
them.
"The old nobles, long-time imbibers of blood,
are no strangers to the sanguine plague, and the disposal of beasts was a
discrete task left to their servants, or knights, as they were called for the
sake of appearances." –Reiterpallasch
While
there are beasts in Cainhurst, they are much different from the beasts of
Yharnam. There is no sign of lycanthropy, the main symptom of the condition we
refer to as the Scourge of the Beast anywhere to be found in Cainhurst.
Instead, the beasts of Cainhurst are twisted, malformed things that drain the blood
from the ground. The official description of the Bloodlickers reads: "With no host left to defend Cainhurst
Castle from the beastly siege, these deadly, vile creatures prowl the grounds,
gorging themselves on the tainted fluid of the fallen."Indeed, the
Bloodlickers seem far more interested in draining blood from corpses than they
are of the PC Hunter. Unlike Yharnam's beasts which rip and tear flesh to
shreds in pure rage, the Bloodlickers move quietly from corpse to corpse,
drinking.
We
have here an example of a very different kind of Beast, one wholly unlike the
Beasts of Yharnam. Yharnam Beasts, we know, are the result of individuals
succumbing to the tainted blood of the Great Ones, infected thanks to the use
of blood ministration. The Bloodlickers,
infested with Vermin, must have a different origin. Let us recall what Alfred
says about Cainhurst. "Once, a
scholar betrayed his fellows at Byrgenwerth and brought forbidden blood back
with him to Cainhurst Castle." Whatever blood was brought to Cainhurst,
it was most certainly not the
blood of the Great Ones. It was something different, forbidden, impure. The introduction of this
forbidden blood led to a new mission by the then-burgeoning Healing Church, and
the formation of the Executioners.
"In his time, Master Logarius led his
executioners into Cainhurst Castle to cleanse it of the Vileblood. But all did
not go well and Master Logarius became a blessed anchor, guarding us from evil.
...Tragic, tragic time... ... that Master Logarius should be abandoned in the
accursed domain of the Vilebloods. I must free him, so that he may be properly
honored in martyrdom." -Alfred, Vileblood Hunter
Little
is known of the Executioners. They were a group of Hunters who, led by a man
named Logarius, traveled to Cainhurst and battled the Vilebloods. It would seem
the Executioners existed in the very early days of the Healing Church, back
when the Church was still operating mostly in secrecy. The Executioner Attire
reads: "Attire worn by the band
of executioners commanded by the martyr Logarius. Later became the basis for
all Church attire, with its heavy draping of Holy Shawl." This
would seem to suggest that the Executioners were the first case of an organized
group of the Church operating in the open, as before then there was no section
of the Church wearing their familiar uniform. What this means of Alfred is
unknown. He claims to be a simple Hunter, perhaps he simply sought to emulate
the teachings of Logarius. He certainly has a great deal of veneration for Logarius,
his entire mission being to complete Logarius' mission once and for all to
elevate him to true martyrdom.
Whatever
Alfred's motivations behind following the path of the Executioner, we know that
the Executioners of old did battle against the Cainhurst Vilebloods. From the
accounts we have access to, it was not a close battle... Logarius' Wheel
describes itself as being: "Used to
slaughter the Vilebloods in Cainhurst. Bathed in pools of their blood, and
forever steeped in their ire." Slaughter is the key word here. The nobles of Cainhurst were
systematically executed, the Vilebloods were bludgeoned to death by the mighty
Wheels of Logarius. For all their elegance and beauty, the Cainhurst Vilebloods
were no match for the fury of the Executioners. But there was one Vileblood who
could not be slain, and this brings us to the final topic of our current
analysis.
“I am Annalise, Queen of Castle Cainhurst. Ruler of
the Vilebloods, and sworn enemy of the church."
Annalise
is a very strange figure in Bloodborne and, like I mentioned earlier, doesn't
really seem to fit. She is
most assuredly something far more than simply human. In fact, the Queen is
immortal. There is no way to kill her; even Alfred, who rips her limb from
limb, smashes her into pulp, tears out her organs, smears her against the
floor, and leaves her nothing more than a pile of blood and meat, fails to kill
her. Indeed, she is left simply writhing
eerily."What good's your
immortality now! Try stirring up trouble in this sorry state! All mangled and
twisted, with every inside on the outside, for all the world to see!"-Alfred.
The Queenly Flesh, a chunk of meat the PC Hunter can retrieve from her remains,
reads: "This pinkish lump of
flesh remains warm, as if cursed. All hail the undying queen of blood!" Annalise
is never dead. Her consciousness remains
inside of the meat, and can be used to repair her. Indeed, Annalise can even be
restored from her mangled state if the Hunter brings the Queenly Flesh to the
corpse in the Altar of Despair. But Annalise is not unique in this. She is not
the only immortal Queen in Bloodborne.
Upon
defeating Yharnam, Queen of Pthumeru, the Hunter receives the Yharnam Stone. It
appears to be meaty, organic remains, and even has the faint outline of a fetus
within it. The Yharnam Stone reads: "The
Queen lies dead, but her horrific consciousness is only asleep, and it stirs in
unsettling motions."
What follows is purely my own interpretation and
belief based on the evidence I have gathered. Do not consider any of this as
solid fact. Instead, use it as my interpretation, so that you can gather your own
beliefs.
In
the depths of ancient Pthumeru, the Byrgenwerth Scholars studied and researched
the Old Blood of the Great Ones. However, the Scholars found much more than the
Great Ones, they found those who had once worshipped them: the Pthumerians. It's
not exactly clear if they directly located Yharnam, or if they simply gathered
blood samples from the Pthumerians themselves. However it's most likely that
some of Yharnam's blood was recovered and researched. The Old Blood, while to
be feared, was not forbidden. It seems strange that the Scholars, seekers of
truth, would label anything as forbidden. Yharnam's blood must have been so
tainted, so vile and impure, that it was not to be toyed
with. Perhaps this blood was teeming
with Vermin, the source of the Pthumerian’s seemingly magical abilities.
Yharnam's mastery over blood is unlike anything seen in Bloodborne. During the
battle against her she seems to teleport, spray blood from her fingertips, and
summons blades in the air of pure blood. Yharnam also appears to be able to
project herself from her prison in Pthumeru, appearing in both the Nightmare of
Mensis and the Moonside Lake. Neither human nor Great One, Yharnam is some
twisted, impure mix of the two, possibly as a result of her impregnation by
Oedon, the Formless Great One of Blood.
One
scholar, however, betrayed their fellows. This may have been Maria. We already
know that Maria was of Cainhurt descent. Perhaps after the Hamlet Massacre,
Maria was disillusioned enough to bring the impure Yharnam’s blood back to her
people. However it doesn't really seem to fit, as Maria is associated with the
early Healing Church. The Healing Church
most assuredly fears the blood of Yharnam, and even labels her blood as
forbidden as well. The Blood of Arianna's description reads: "A member of the old Healing Church
would know that her blood is similar indeed, to precisely what was once
forbidden." Arianna even wears a Cainhurst dress, furthering the
connection between the two figures. Perhaps the scholar who brought the
forbidden blood to Cainhurst was just an unnamed scholar, or perhaps it was
Maria, or even the Bloody Crow. Either way, Yharnam's tainted blood made its
way to Cainhurst Castle.
Queen
Annalise imbibed in the tainted, Vermin-riddled forbidden blood of Yharnam,
becoming first of the Vilebloods. But Annalise was not satisfied with the
simple transformation that followed. She sought an Heir, a Child of Blood.
Annalise believed that through the mass consumption of powerful blood she would
be able to impregnate herself and give birth to the Child of Blood, and so she
created the Vilebloods. The Cainhurst Attire says: "This paper-thin silver armor is said to deflect blood of
ill-intent, and is what allows the royal guards to capture prey for their
beloved Queen, so that one day, she may bear a Child of Blood." The
Vilebloods set out into the night, seeking powerful beings to capture and drag
back in chains to their Queen. Hunters
would become the favored prey for the Vilebloods. The Blood Dreg, an item the
PC Hunter can recover if they have the Corruption Rune equipped, tells
us: "The Vilebloods of
Cainhurst, blood-lusting hunters, see these frightful things in coldblood. They
often appear in the blood of echo fiends, that is to say, the blood of hunters.
Queen Annalise partakes in these blood dreg offerings, so that she may one day
bear the Child of Blood, the next Vileblood heir." Look at the
image of the Blood Dreg item. Look at the small... things that seem to squirm
inside of it. They rather look like sperm, don't they?
Annalise
believed that the consumption of the blood of powerful figures would allow her
to eventually conceive a Child of Blood. Whatever a Child of Blood is, it would never come to pass. The Church
discovered of this new threat and formed a response in the form of the
Executioners, led by Logarius. The Wheel Hunter Badge tells us: "Martyr Logarius led a band of
Executioners, and this badge was crafted at their dedicated workshop. Their
workshop was a secretive enclave of mystical beliefs and heady fanaticism which
served as the backbone of the Executioners' unique brand of justice." Again
we can see the reference to secrecy, describing the Church's early style of
operating in darkness.
The
Executioners stormed Castle Cainhurst and slaughtered the Vilebloods. The
Nobles of Cainhurst were shown no mercy as Cainhurst fell to the invaders. But
when Logarius marched into the Queen's throne room, he found that no matter
what he did, she would not die. Perhaps simply imbibing Yharnam's blood had
granted Annalise power beyond death, or perhaps it was the accumulation of
Blood Dregs that had given her immortality. Either way, Logarius ruled that
Queen Annalise would never be allowed freedom. If she could not be killed, she
must be made prisoner for all eternity to prevent the birth of her Child of
Blood. A mask was forced onto her, covering her entire face. There are no
references or information available to be found on what exactly this mask is,
other than looking at it as she wears it. However, whatever power the mask
holds has bound her in her throne room and left her unable to resist her
captivity. This still would not prevent outside sources from meeting with her
and bringing her further Blood Dregs, as the PC Hunter is capable of doing, and
so Logarius took the Crown of Cainhurst, the Crown of Illusions, and placed it
atop his head.
"One of the precious secrets of Cainhurst. The
old king's crown is said to reveal illusions, and expose a mirage that hides a
secret. And so Logarius donned the crown of his own volition, determined to
prevent a single soul from stumbling upon the vile secret. What visions did he
see, sitting serenely upon his new throne?"
Only
by wearing the Crown of Illusions would one be allowed access to Annalise's
throne room. To prevent any further interaction with Annalise, Logarius donned
the crown and sat upon the throne of Cainhurst, acting as a living lock for the
prisoner Queen. Recall how Logarius’
Wheel states that it had become: “Bathed
in pools of their blood, and forever steeped in their ire.” Transforming
the wheel reveals how tainted it has become, as it contains the strength of the
Vilebloods’ within it. Logarius too had
been so drenched in the impure blood that he had been forever steeped in the
fury of the fallen Cainhurst Nobles. He
became undying, a part of the bloody spirits of the fallen Vilebloods. He would remain as such until the PC Hunter
would end his watch, taking the Crown of Illusions and discovering Annalise.
But what path will the Player take? Will they kneel to the Queen and join her,
bringing her Blood? Will they help Alfred in smashing her to pieces? Which path
is the correct one to choose?
"Acts of goodness are not always wise, and
acts of evil are not always foolish. but regardless. we shall always strive to
be good." -Martyr Logarius
Chapter Seven: The Pthumerians, Arianna,
Oedon, and Mergo
“In the age of the Great Ones,
wedlock was a blood contract, only permitted to those slated to bear a special
child."
-Ring of Betrothal
The
Pthumerians existed long, long ago, long before the events of Bloodborne take
place. And yet the echoes of what happened in old Pthumeru resonate very deeply
in the current city of Yharnam, moreso than Yharnamites can possibly know.
For starters, I will use only information and
evidence that can be found inside of the game. I will save my personal
interpretations and beliefs for the end, so that you can make up your own mind
about the evidence presented.
The Pthumerian Society existed long, long ago, centuries
or even millennia ago. They were a people who were masters of ancient arcane
arts, specifically relating to arts of Fire and arts of Blood. The Pthumerian
People seemed to be Matriarchal, or at the very least the most important
positions were often held by women. The hallways of the ancient Labyrinth echo
with the Sinister Bells rung by the Bell Ringers. When we look at the
description of a Sinister Root Chalice we are told: "When used in a ritual, this sinister chalice summons the Sinister
Resonant Bell. The bell-ringing woman appears to be a mad Pthumerian." Aside
from the Bell Ringers we have the Keepers, a group of eternal warriors who
wander the Labyrinth caring for its denizens. The Bone Ash Armor states:"The keepers, who mind the slumbering Great
Ones, gained eternal life, preserved in ashen form in a ceremony of flame that
cremated body and soul." These women clearly held positions of
importance, and we do know they are women despite their masks, as the voice
clips they play during their combat and death animations are that of a female
voice actress.
Finally, we have the Pthumerian Queen. Originally,
the Pthumerian people had no ruler, they worked as simple caretakers of the
ancient Labyrinth. The Great Pthumeru Ihyll Chalice: "While early Pthumerians were mere humble guardians of the
slumbering Great Ones, their descendants felt entitled to name themselves a
leader." As Pthumerian society advanced, they grew into a more
stable society with a Queen as their figurehead. The capital of Pthumeru,
Ihyll, was named after one such Queen, possibly the first. However it is the
last Queen of Pthumeru, Yharnam, who will be the focus of our analysis.
As for the men of Pthumerian Society, they seemed
to provide more of a workforce and military for Pthumeru. The Hintertomb
Chalice tells us: Hintertombs are
the peripheral catacombs of the old underground labyrinth. To this day, the
Watchers continue to expand the hintertombs, unceremonious catacombs filled
with graves and death. Indeed, very often will the clanging sound of a
pickaxe fill the Player's ear as the undead Pthumerians toil away to expand the
Labyrinth further and further. They are overseen by the Watchers, fat and
girthy men wielding cudgels, cleavers, burning irons and even shotguns.
There are also the Shadows of Yharnam; first
encountered in the Forbidden Woods, the Shadows are presented to the player far
before we know of the Queen's true name. The only two places the Shadows are
found are in the Forbidden Woods and in the Nightmare of Mensis, both times in
places very close to Queen Yharnam herself. Interestingly enough, if the PC
Hunter wishes they can lure the Maneater Boars into the Shadows found in the
Nightmare of Mensis. The Shadows will fight and kill the pigs, while some of
them will die in the process. The Shadows do not appear to be aligned with the
School of Mensis at all. According to the Oxford English Dictionary, the
word shadow has many
definitions, the most lesser used being An inseparable attendant or companion. It's a very clever use
of ironic wordplay by From Software, to introduce the players first to the
Shadows of Yharnam, leaving them to naturally associate the Shadows as being
associated with the City Yharnam,
as opposed to the Queen.
The Pthumerians were, as the Chalices imply,
superhuman beings. They were close to the eldritch Truth, and achieved
evolution and metamorphosis through the use of blood ministration, as evidenced
by the fallen Pthumerian City Loran. According to the Ailing Loran Chalice: "The tragedy that struck this ailing
land of Loran is said to have its root in the scourge of the beast." When
the PC Hunter travels to the ruins of Loran, they find a city that in many ways
resembles Old Yharnam. It is a place ravaged by the Scourge of the Beast, as
the vast majority of its inhabitants are either mindless beasts or mad Bell Ringers.
There is even a Darkbeast, the mightiest of the beasts, that lurks on the
lowest level of the fallen city, just as there is one that dwells in Old
Yharnam. In Old Yharnam, the Scourge of the Beast was a result of the rampant
blood ministration by the then newly-founded Healing Church in an attempt to
cure the horrible disease ashen blood. The Lower Loran Chalice states: "There are trace remains of medical
procedures in parts of ailing Loran. Whether these were attempts to control the
scourge of the beast, or the cause of the outbreak, is unknown."
We
can now put the pieces together and see that what the Player is currently
experiencing in Yharnam once occurred a long, long, long time ago in ancient
Pthumeru. Through the use of the Old Blood of the Great Ones, the Pthumerians
were able to ascend and evolve, and yet with the tainted blood came the Scourge
of the Beast, and possibly even what we would refer to in the modern era of
Bloodborne as a Hunt, along with a Blood Moon. This brings us back to the
Queen.
When the red moon hangs low,
the line between man and beast is blurred. And when the Great Ones descend, a
womb will be blessed with child. -Note found
in the Byrgenwerth Mansion
The
PC Hunter first encounters Queen Yharnam after the death of Rom, the Vacuous
Spider. The most immediately horrifyingly apparent feature of the Queen is the
blood staining her stomach. It's a sickening moment for the player, at least it
was for me. She is found at the bottom of the Moonside Lake, having seemingly
appeared out of nowhere, staring up at the sky and weeping. There, the PC
Hunter sees the Blood Moon for the first time, and hears the cry of a newborn
baby. In ancient Pthumeru, the Scourge of Beasts ravaged the land. It must have
been then that the Blood Moon arose, perhaps for the very first time, and a
womb was blessed with child. It's unknown if Yharnam was impregnated by the
Great Ones specifically because she was Queen, or if she was simply a woman
chosen at random, but she is most assuredly assumed to have been, in that Hunt,
the potential mother of a Great One. As we can see from the bloodstained rags
around her stomach, the birth did not go well.
Let
us now jump forwards hundreds of years back into present day Yharnam, and
discuss Arianna. The PC Hunter encounters Arianna living in the Cathedral Ward
of Yharnam; the Lady of the Night mistakes the Hunter for a potential customer
and sends them away, telling them that she takes Hunts off. Once the PC Hunter
has defeated Vicar Amelia they can convince Arianna to seek shelter in either Oedon
Chapel or Iosefka's clinic. Sending her to the clinic will end all further
interaction with her, while sending her to the Chapel will allow the PC to
encounter and speak with her further.
Once Arianna and the PC Hunter become acquainted,
she does what any good Yharnamite would do and offers her new friend a vial of
her blood. If the Hunter accepts, they receive the item Blood of Arianna. It is
with this item that we see the first inklings that Arianna may be much more
than she first seems. "Blood
taken from Arianna, Cathedral Ward woman of pleasure. A member of the old
Healing Church would know that her blood is similar indeed, to precisely what
was once forbidden." Why would Arianna have blood similar to
something that was forbidden? After all, blood flows like water in Yharnam;
anyone and everyone shares and imbibes in blood with one another. What makes
Arianna's blood special? Let us, for a moment, take a look at what the PC
Hunter encounters should they go to the very depths of the Pthumerian
Labyrinth, to the very bottom of Pthumeru Ihyll. It is here that the Hunter
fights against the weeping Yharnam, Queen of Pthumeru. But take a closer look
at her as you fight her and notice that she seems bound, chained. There is
cloth bound around her eyes, blinding her, and her wrists have been tightly
chained together to keep her movement restricted. She is restrained for
apparently good reason; during the fight with Yharnam she will free herself
from her bondage and display a mastery over blood that can only possibly be
defined as magic. She melts into blood, using it to travel distances; she uses
blood to create false copies of herself, she sprays blood from her fingertips;
she stabs herself through the wrists and chest in order to summon blades of
blood that swing through the air and impale the Hunter.
Returning
back to Arianna, one only needs to take a brief look at her features to see the
similarities between her and Queen Yharnam.
Where do these similarities come from?
From Cainhurst. Arianna’s dress
is the dress of a Cainhurst Noblewoman, one like Queen Annalise. Their flowing
hair, long sweeping dress, and obvious beauty are all shared. The Noble Dress is found in a Cainhurst
portrait room. There are many portraits
of Nobles, and one of a tall, crowned woman in a grey dress, holding a blonde
child... Perhaps Arianna is a descendant of the Queen Annalise, who had imbibed
in Yharnam’s forbidden blood, or if not royalty perhaps she simply has Cainhurst
Blood in her genes. Either way, her blood is forbidden. If the PC Hunter has
also rescued Adella the Nun in addition to Arianna, they may notice that, when
talking to Arianna in the Oedon Chapel, if they angle their camera to the side
they can notice that every time they speak to Arianna, Adella will rise from
her seat to stare and watch the conversation. When the Hunter finishes speaking
to Arianna, Adella will immediately look away and pretend as if she wasn't
watching. It's a brilliantly subtle way to show that Adella has her eye on
Arianna, and is possibly aware of the blasphemous nature of her blood.
But
the similarities between Arianna and Queen Yharnam do not end with their
clothing and facial structure. The fate that befell Queen Yharnam would,
centuries later, befall Arianna.
Every Great One loses its
child, and then yearns for a surrogate.
Queen Yharnam's childbirth did not go well. Judging
from the massive amount of blood staining her stomach and the way she is found
weeping in front of Mergo's Loft, we can only assume that the child did not
survive the birthing process. When the Blood Moon rises over Yharnam, Arianna
first starts to feel pain in her stomach. "Oh... there's something wrong with me." She will
refuse to give the PC Hunter any more of her blood, and will have nothing to
say until after the Hunter has slain Micolash in the Nightmare of Mensis. If
the PC Hunter returns to the Cathedral Ward they will find Arianna's chair
empty, and a trail of Serum, clear blood, leading towards the Tomb of Oedon.
Following the blood trail we find what is, in my opinion, the most disturbing
scene in the entire game: A sobbing Arianna next to a squirming, wriggling
Celestial Larva, covered in blood. The implications are... unpleasant. Arianna
has gone completely mad, muttering, sobbing, and laughing. "It can't be... this is a
nightmare..." The Larva will do nothing but squirm pathetically
at her feet until the Hunter kills it. A single attack from any weapon will do
the trick. Recovered from the dead creature is an Umbilical Cord: "Every Great One loses its child, and
then yearns for a surrogate, and Oedon, the Formless Great One, is no
different. To think, it was corrupted blood that began this eldritch liaison."
What follows is purely my own
interpretation and belief based on the evidence I have gathered. Do not
consider any of this as solid fact. Instead, use it as my interpretation, so
that you can gather your own beliefs.
Centuries
ago, the Pthumerian people discovered the Old Blood and the Great Ones, using
the blood to elevate themselves beyond humanity. Their height grew, their
strength was magnified, and they gained arcane control over fire and blood.
However with the Old Blood comes the Scourge of the Beast. The Pthumerian city
of Loran was the first to succumb to the Scourge, as an outbreak spread
throughout the populous and the Pthumerians were infected by the scourge. And
when the line between man and beast is blurred, the red moon will hang low; the
Great Ones will descend, and a womb will be blessed with child. Queen Yharnam
was impregnated, but every Great One loses its child.
But
the Hunt will always begin again, and so it did. The red moon hung low and the
line between beasts and men was blurred. And so the Great Ones descended, and a
womb was blessed with child. The daughter of Queen Annalise, Arianna bore corrupted blood which began an eldritch liaison.
But with whom?
This brings us to Oedon, the Formless One. The
Formless Oedon rune states: "The
Great One Oedon, lacking form, exists only in voice, and is symbolized by this
rune. Human or no, the oozing blood is a medium of the highest grade, and the
essence of the formless Great One, Oedon. Both Oedon, and his inadvertent
worshippers, surreptitiously seek the precious blood." Of all the
Great Ones, Oedon is the one most similar to an Outer God of the Lovecraftian
Mythos upon which Bloodborne is designed. Oedon is a being of such absurdly
complex design that it would be impossible for From Software to even put him in
their game, for describing his shape is something human beings simply can't do.
Oedon is also the Great One most closely associated with the Blood, as both
runes associated with him, Formless Oedon and Oedon Writhe, secrete a constant
medium of blood, and provide the PC Hunter with ways of replenishing or storing
the Quicksilver Bullets that are fused with their own Blood. While the Healing
Church worships several Gods, it is likely that Oedon is very high in their
pantheon, if not their Chief God. There is an entire chapel devoted to Oedon's
worship, the Great One of Blood, around whom all of the Healing Church
revolves.
Oedon, the Formless Great One, exists quite
literally all around us. He is literally
everywhere, without shape and only carrying a voice. In this sense, Oedon could
also possibly be referred to as the Cosmos
itself. Micolash makes this discovery in the Nightmare, when he is found
communing with a Great One. He begins by
confusing Oedon with Kos, believing he is speaking to the dead Great One of the
ocean: “Ahh, Kos, or some say Kosm... Do
you hear our prayers?” Halfways
through the boss fight, Micolash has an epiphany. “The cosmos, of course!” It’s
not Kosm. It’s Cosmos. The Choir would discover this truth as well, indeed their
entire religion would be founded upon it as referenced by the Cosmic Eye
Watcher Badge: “Badge of a member of the
Choir, elites of the Healing Church. The eye signifies the very cosmos. The
Choir stumbled upon an epiphany, very suddenly and quite by accident. Here we
stand, feet planted in the earth. but might the cosmos be very near us, only
just above our heads?" Oedon is so omnipresent that while he might not
be God in the judeo-christian religious sense it is mostly certainly God-like. This would lead the Choir’s mantra, their
epiphany: “The Sky and the Cosmos are
one.” The early Healing Church had
believed that the Great Ones were associated with the water, as this had been
where Kos was found. The Choir however
concluded that it was not the sea that linked them to the Great Ones, but the
very Cosmos itself, Oedon. It was Oedon
who impregnated Queen Yharnam, and it was Oedon who impregnated Arianna.
The
vast majority of players will first encounter the crying of a baby when they are
first presented with the Blood Moon after the death of Rom, the Vacuous Spider.
It is at this point that the line between the Waking World and the Nightmare
begins to blur. The Blood Moon hangs low, the Amygdala become visible, and the
constant crying of a baby will begin to follow and haunt the PC Hunter as they
struggle to understand what is happening.
Many
players know that it is possible to see the Amygdala before the Blood Moon
rises if they have at least 40 insight, but did you know it's also possible to
hear the crying baby before the death of Rom as well? I discovered this on my
NG++ playthrough, in which I decided to start with 99 insight and see if
anything happened differently. What I discovered is that if the PC Hunter has
an insight above 60 they can hear the crying baby, even before the Blood Moon
has risen. This would seem to imply that
the baby exists far before the Mensis Ritual takes place
Every Great One loses its child and Mergo, Queen
Yharnam's child with a Great One, was lost as well. When we encounter Queen Yharnam in the
Dreamlands, it looks almost as if her stomach has been ripped open, a child
torn from her womb. But when we encounter
her in the bottom of the Pthumerian Labyrinth, she is noticeably still swollen
with child. Upon her death, she drops
the Yharnam Stone. In it we see the
outline of a fetus.
Roughly one percent of pregnancies are ectopic, a
complication in pregnancy meaning that the fetus begins to develops outside of
the uterus. Of ectopic pregnancies, one
percent of them are abdominal, in which case the fetus develops in the abdomen
of the mother as opposed to the womb.
When one of these pregnancies fails and the fetus dies, it begins to
slowly calcify and harden. The fetus can
remain in the mother for years. In many
cases, the fetus remained calcified and hardened inside of the mother for
decades after its death. These fetuses
are called Lithopedions, or “Stone Babies”.
This is what the Yharnam Stone is, the calcified corpse of an unborn
Great One: Mergo.
Stillborn, the only thing that would be salvaged
from Mergo would be his Umbilical Cord. Found from the defeated boss fight
Mergo's Wet Nurse, the cord reads: "A
great relic, also known as the Cord of the Eye. Every infant Great One has this
precursor to the umbilical cord. Every Great One loses its child, and then
yearns for a surrogate. This Cord granted Mensis audience with Mergo, but
resulted in the stillbirth of their brains." Micolash
had seen both the success of Master Willem and the failure of
Laurence. He had seen that in order to
ascend, one must use a Cord of the Eye, the umbilical cord of a Great One. When the School of Mensis attempted to use Mergo's
Umbilical Cord to commune with Mergo himself, the ritual was an enormous and
terrible failure. It's unclear exactly what it means for a Great One to
be lost, or even to be dead. They exist on a plane of existence
so far above our own. Recall that even though something may die in the Waking
World, its consciousness may live on in the Nightmare.
Mergo lived on in the Nightmare, possibly attached
in part to the Wet Nurse, or possibly manifested as the Wet Nurse itself. It is likely that the School of Mensis made a
connection with Mergo by using his Umbilical Cord. But what they found was an
eldritch concept of death so inconceivable that it resulted in the obliteration
of their minds.
“Beware, secrets are secrets
for a reason. And some do not wish to
see them uncovered. Especially when the
secrets are particularly unseemly…” -Simon the
Harrowed
Chapter Eight: Micolash, the Blood Moon,
the Dreamlands, and the Great Ones
"A hunter is a hunter,
even in a dream. But, alas, not too fast!
The nightmare swirls and
churns unending!"
-Micolash, Host of the Nightmare
If
there's anyone in Bloodborne that we can safely ascribe the quality of 'bad
guy' to, it's probably Micolash. The Great Ones are too complex and too alien
in their existence to ascribe moral values of 'good' or 'bad' to them; Willem
very likely tried his hardest to prevent the events of Bloodborne from
occurring in the first place; the Beasts are no longer thinking creatures;
Yharnam is portrayed as being a tragic figure the victim of circumstances
beyond her control; Annalise defied the Church and tried to steer her people
into a new age of prosperity; Laurence and Gehrman's tried to control the
Scourge; Ludwig tried to establish an organization that would protect the
innocent; Eileen only kills Hunters who have succumbed to bloodlust; the
Abhorrent Beast can't help the fact that he's been so horribly afflicted with
the Scourge and his dialogue is almost heart-wrenching as you see how terrible
his condition is; Maria genuinely cared for the patients of the Research Hall
and was wracked with guilt at her actions in the Hamlet; Patches is mischievous
but amicable; the False Iosefka is desperately trying to finish research which
she believes will uplift and save humanity; Alfred simply wants to let Logarius
rest in peace; Djura just wants to protect Old Yharnam; Gascoigne is slaying
what he believes are monsters. Micolash on the other hand is batshit crazy, and
he seems to be perfectly happy with that fact.
Micolash's
existence seems to be, in itself, a laugh at the player by the developers.
We've journeyed so far, faced so much, and struggled so painfully in our search
for answers. When we finally encounter someone who could explain to us what the
hell is going on, he's stark-raving mad. It's almost as if the developers are
taunting us: "You're sure you want the answers? He knows the truth; look
what good it did him." But before we get to Micolash's status as being Host
of the Nightmare and the implications that holds, let's go back the beginning
and take a look at Micolash and his School of Mensis.
For starters, I will use only information and
evidence that can be found inside of the game. I will save my personal
interpretations and beliefs for the end, so that you can make up your own mind
about the evidence presented.
Everything started at Byrgenwerth. A group of
Scholars discovered existence of the Great Ones and the incredible power of the
Old Blood. This would lead to an inevitable separation as differences in
ideology led to a group of the Byrgenwerth Scholars leaving the Academy to
found the Healing Church. Micolash was one such scholar. In our fight against
him we see Micolash wearing the tattered uniform of a Byrgenwerth Scholar. The
description of the Student's Uniform reads: "Uniform of the students of Byrgenwerth, a bygone institute of
learning. The Healing Church has its roots in Byrgenwerth, and naturally
borrows heavily from its uniform design. The focus not on knowledge, or
thought, but on pure pretension would surely bring Master Willem to despair, if
only he knew."
In the early days of the Healing Church the group
operated mostly in secret. Gehrman's Workshop would serve as a secret police
force for the Church, while Micolash would found the School of Mensis, a new
institution of learning for the Church to continue the research at Byrgenwerth.
According to the Upper Cathedral Key: "The
upper echelons of the Healing Church are formed by the School of Mensis, based
in the Unseen Village, and the Choir occupying the Upper Cathedral Ward." This
key is found in Yahar'gul on the corpse of an imprisoned Choir member. From
their new, secret location in Yahar'gul, Micolash's new School of Mensis would
be protected and hidden by the Healing Church. The Yahar'gul attire tells
us: "The hunters of Yahar'gul
answer to the village's founders, the School of Mensis. Hunters in name only,
these kidnappers blend into the night wearing this attire." From
their hidden conclave, servants of the School of Mensis would skulk out into
the night and kidnap innocents to drag them back to Yahar'gul for their
experiments. The PC Hunter can be one such kidnapped victim if they die to a
Kidnapper, an enemy that first make their appearance after the death of the
Bloodstarved Beast. The Hunter also encounters and fights two Yahar'gul hunters
lurking outside of a home in the Cathedral Ward, possibly searching for more
victims. It would seem, however, that the School of Mensis slowly drifted apart
from the Healing Church. While Yharnamites venerate the Old Blood and pay
homage to the Great Ones as being god-like figures, the citizens of Yahar'gul
worship the Great Ones directly. Statues of the twisted figures line the
streets and enormous Chapels are devoted to the worship of spider-like Great
Ones.
Furthermore,
the rituals of the School of Mensis seem to be either directly or indirectly
responsible for the coming of the Blood Moon. But what is the Blood Moon?
Madmen toil surreptitiously in
rituals to beckon the moon. Uncover their secrets. -Note left by a dead Hunter.
The Mensis ritual must be
stopped, lest we all become beasts. -Note left
by a dead Hunter.
When the red moon hangs low,
the line between man and beast is blurred. -Note
found in Byrgenwerth Mansion.
The red moon hangs low, and
beasts rule the streets. -Note left by Djura.
Behold! A Paleblood sky! -Unknown author.
The Player first encounters the Blood Moon after
the death of Rom, the Vacuous Spider. The PC Hunter discovers Queen Yharnam at
the bottom of the Moonside Lake, seemingly having appeared from nowhere. She
weeps as she stares at the sky, and as the Hunter follows her gaze they see the
overwhelming Blood Moon looming above them. After that, everything changes.
This is the moment when Bloodborne goes from being a tale of Beasts and Blood
to a tale of horrible, eldritch things that work behind the scenes. Or perhaps
a better way to explain it would be that it was always a story of eldritch things, only we couldn't see them. Many players
walk out of Oedon Chapel for the first time to the sound of a loud, hissing
vacuum-like noise coming from behind them. They turn and stare at the peculiar
wisp of air that seems to flow through the air. Some of them, as I did, walk
closer to learn more. It is then that the Hunter is hoisted into the air by
unseen forces, crushed to death and succumbing to Frenzy. If you're like me,
you moved on with the hunt. You chalked it up to just another bullshit Miyazaki
deathtrap. What killed you was an Amygdala, or at least what I will refer to as
an Amygdala. It's not clear if the Amygdala that serves as the boss of the
Nightmare Frontier is the Great One's name or
is its species. However
the Amygdalan Arm labels it as an “arm of
a small Amygdala Great One”, and the term Great One is too broad, and so I refer to these creatures as
the Amygdalae. Once the Hunter slays Rom and the Blood Moon rises, the
Amygdalae are no longer hidden; in fact it becomes painfully clear that
they've been there all along.
And this brings us
to The Dreamlands.
Many players, indeed I would say the majority of
players, are naturally confused by the words Nightmare and Dream that
repeat in Bloodborne. Most people haven't read the works of Lovecraft, from
which the Bloodborne series takes its influence; even those who have read
Lovecraft typically only read his later (and admittedly much better written)
works such as Shadow over Innsmouth and the Call of Cthulhu. However towards
the middle of Lovecraft's career we have what Lovecraft Scholars refer to
as The Dream Cycle.
For Lovecraft, the act of dreaming was a method in
which human beings could briefly transport their consciousness to an alternate
dimension. The Dreamlands are not an
illusion, they are a real place. The Dreamlands are a location just like
Yharnam, Byrgenwerth, Cainhurst, or Yahar'gul. The mere fact that the player
can take items from The Dreamlands and bring them back to the Waking World is
proof that it's a place equally real. The Lead Elixir's description
states: "Its recipe for this
mysterious concoction is unknown, but some postulate that it materializes only
within the most desperate nightmare."
There
are four distinctly different locations in the Dreamlands that the PC Hunter
travels to: The Nightmare Frontier, the Lecture Hall, the Hunter’s Nightmare,
and the Hunter's Dream. The Hunter's Dream is the first place in the Dreamlands
the Hunter travels to, and from here it is where they will travel to different
parts of the game's world. The Lecture Hall is the next location the Hunter
travels to. The Lecture Hall of Byrgenwerth has been somehow warped and
transported into the Dreamlands. The Lecture Hall is connected to the
Nightmare, which consists of both the Nightmare of Mensis and the Nightmare
Frontier, and judging from the fact that a Church Giant is found in the upper
levels it’s possible that the School of Mensis moved into the Nightmare Lecture
Hall at some point in time. Notice that
when the Hunter opens certain doors in The Lecture Hall and transports to The
Nightmare, the same warping effects and particles occur as when the Hunter uses
a lamp. The Dreamlands are a location that exists parallel to our own world.
They have a landscape just like we do, only they play by slightly different
rules. Teleportation is just another method of transportation in the
Dreamlands. The Dreamlands exist directly parallel to our own Waking World.
While the Waking World is the domain of humanity, the Dreamlands are the lands
of the Great Ones. These two worlds exist like a reflection of one another.
The
Nightmare Frontier appears to be a reflection of the ravaged Pthumerian land of
Loran, as evidenced by the fact that Silverbeasts wander the Frontier and that
Amygdala drops the Ailing Loran Chalice.
The Hunter’s Nightmare appears to be a reflection of the city of Yharnam
itself. The Hunter's Dream is obviously Gehrman's abandoned Workshop. They are
places so very similar to their locations in the Waking World, only slightly
different.
Consider
staring into the mirror, watching your reflection. You stare at it for an hour
and, for the very briefest of moments, you see a figure standing behind you in
your reflection. Whipping your head behind you, startled, you see that nothing
is there. Looking back at your reflection, the figure is gone. What you've just
seen is a tiny little rip in the veil that separates the two worlds, the Waking
World and the Dreamlands. The figure is, of course, still standing behind you.
It exists on a plane of reality parallel to your own, above yours. Maybe the
figure was curious about you, wanted to learn more, and in showing interest
made itself visible for just the slightest of moments.
"Behold! A Paleblood
sky!" This message can be found prior to Rom's
death, rather confusingly. If we look up at the sky, nothing is out of the
ordinary. The message is still there, however, after Rom's death. Looking at
the sky reveals the Blood Moon in all its splendor. Of course the message was
there before, because the Blood Moon was always there, we just couldn't see it.
This
is what insight allows us to do. With forty insight the Hunter will be able to
see the Amygdalae in the Cathedral Ward even before the death of Rom. With
fifty insight, the theme music of the Hunter's Dream will change to the theme
that plays in the Hunter's Dream after Rom's death even before Rom's death.
With sixty insight the Hunter will be able to hear the crying baby when
standing next to Arianna, even before the death of Rom. There is a theme here.
Insight allows us to glimpse into the realm parallel to our own and see what
lies beyond humanity's perception. After the death of Rom, the veil that
separates the worlds collapses completely. Insight is no longer necessary; the
Blood Moon rises; the Amygdalae are visible; the crying baby is heard
constantly. The citizens of Yharnam are driven insane once they are forcibly
made to understand the depths of their reality. Simply looking upon the Great
Ones is enough to drive someone insane, let alone the twisted knowledge that
they lurked above you all your life, always watching you. But where does it fit
together? How does Micolash beckon the Blood Moon? Why is he in the Nightmare?
Why is he the Host?
What follows is purely my own interpretation and
belief based on the evidence I have gathered. Do not consider any of this as
solid fact. Instead, use it as my interpretation, so that you can gather your
own beliefs.
The
School of Mensis was founded to continue the study of the Great Ones began at
Byrgenwerth. Micolash reported to Laurence and the Healing Church and in return
they kept the existence of the School a secret. After the purge of Old Yharnam,
secrecy was no longer necessary and the Choir was formed to study the Old Blood
of the Great Ones and Ebrietas. Early on, Micolash and the Choir co-operated,
as evidenced by the Augur of Ebrietas that Micolash wields. However Micolash's
experiments and the rituals of the School of Mensis slowly grew more twisted.
Micolash began to kidnap Hunters, likely to Ludwig’s displeasure. Even the
corpse of a Choir member is found chained and imprisoned inside of Yahar'gul,
suggesting that Micolash and the Mensis students were growing emboldened by
their closing nearer to the Eldritch Truth. In response to this the Choir would
send a man named Edgar to infiltrate the School of Mensis and discover what was
going on, implying that the school had begun hiding their research from the Choir. We know very little about Edgar; he is found
in the Nightmare of Mensis and wears a Student Uniform, wielding a Holy Blade
and Rosmarinus. The Official Guide
simply names him as Edgar, Choir
Intelligence. Edgar traveled into
the School of Mensis to find that the students now worshiped the Great Ones as
literal gods, the Amygdalae in particular.
The motivations of the Amygdalae are unknown. It's
clear that the godlike beings could likely send Yharnam toppling to the ground
if they wished. The weapons of mortals pale in comparison to the Great Ones.
It's odd really, how they seem so idle and passive as they watch the humans
walk by, sometimes reaching down in curiosity to grasp at one. Amygdalae only
appear in places of worship. One is found wrapped around the Oedon Chapel,
another in the abandoned Church that served as a gateway to Yahar'gul. The
Amygdala the player fights is located in what appears to be a large cathedral,
where the ancient Pthumerians likely worshiped the Great Ones. Consider the Moon
rune's description: "A
transcription of "moon," as spoken by the Great Ones inhabiting the
nightmare. The Great Ones that inhabit the nightmare are sympathetic in spirit,
and often answer when called upon." Perhaps that explains why the
Amygdalae which live in the Nightmare congregate around places of worship.
Maybe they listen to the hopes and prayers of human beings. In Yahar'gul
however, the Amygdalae are everywhere.
As Micolash and the School of Mensis grew closer to
the eldritch Truth, they attracted more and more of the Great Ones, like a
flame attracting moths. Their final ritual, however, would be their undoing.
Somehow Micolash came into possession of one of the Umbilical Cords of the
Great Ones. Mergo's Umbilical Cord, to be specific. Here was all the evidence
they needed, the Cord of a true Great One: Mergo, child of Yharnam and Oedon.
With the results of their research and the Cord of the Eye at their disposal,
Micolash and the Mensis students would attempt to ascend to the status of
godhood just as Rom and Willem had done with the Orphan’s cord. Micolash would
line his brain with eyes. The Cord's description: "Every Great One loses its child, and then yearns for a surrogate.
This Cord granted Mensis audience with Mergo, but resulted in the stillbirth of
their brains." Mergo was dead. Indeed, Mergo had died in
stillbirth millennia ago in ancient Pthumeru. It's not exactly clear what it
would mean for a Great One to be dead,
if they can even die in the first place. When the School of Mensis communed
with the dead Great One, it was the end of Yahar'gul. The veil between worlds
was ripped apart; Bell Ringers brought the dead to life; the citizens fleeing
the carnage were frozen in stone, permanently affixed to the walls they so
desperately tried to climb to freedom. The many caskets that lined the streets
burst open, body parts coagulating together into masses of meat and bone that
clung together and attacked the Kidnappers, murdering them.
Mensis was dragged into the Nightmare, ripped open.
Micolash and all of his students were dead, but their consciousnesses were
pulled down into the Nightmare. Very few would survive this transition, the
only two we know of being Micolash and Edgar. Micolash was brought to the
Dreamlands, specifically the Nightmare.
Edgar likely survived due to the fact that he was not wearing a Mensis
Cage and likely did not participate in the ritual, while Micolash is a bit of a
special case. Micolash's corpse, still located in Yahar'gul, provided a
gateway. Just as the many lamps around Yharnam provide gates to the Hunter's
Dream, Micolash's corpse, the Host of the Nightmare, would provide a gateway to
the Nightmare. The Nightmare, as we have discussed, appears to be a reflection
of the Pthumerian City Loran. If that is the case, perhaps Loran was the place
of Mergo's attempted birth. At the top of Mergo's Loft, the castle upon which
the Hunter ascends, we find Queen Yharnam weeping. By following her gaze, we
ascend to the top of the castle and there we fight Mergo's Wet Nurse. Historically,
a Wet Nurse was typically a woman who would breastfeed an infant child if the
mother, for whatever reason, was unable to. While fighting her, the Lullaby of
Mergo, a haunting melody, plays throughout the area. Perhaps the Wet Nurse was a Great One
summoned by Yharnam to care for her future child, or perhaps the Wet Nurse was
created as some kind of manifestation of Mergo’s consciousness. Either way, the Wet Nurse is a fully formed
Great One. She bleeds red just as the
Amygdalae, the Orphan, and the Moon Presence do, instead of the clear fluid
that the Kin bleed. She is the dominant force ruling over the Nightmare from
atop Mergo's Loft, and something peculiar occurs upon slaying her. In the
English version of Bloodborne, the blue text PREY SLAUGHTERED accompanies a victorious boss fight. In the
Japanese version, it's the blue text YOU
HUNTED. But in both versions, killing Mergo's Wet Nurse causes the red
text NIGHTMARE SLAIN to
appear on the screen. I was rather confused when I had first seen this.
Consider Bloodborne's tagline: Hunt your Nightmares. Let's pause for a moment
and look at the four fully-fledged Great Ones that the Hunter encounters: The
Wet Nurse, Amygdala, the Orphan, and the Moon Presence. Of the four, Amygdala
is the only one who does not grant the NIGHTMARE
SLAIN message. The Wet Nurse, the Orphan, and the Moon Presence are
the only three enemies in the game who make that message appear on screen.
This puzzled me for a very, very long time until I
came to a rather simple conclusion: Amygdala isn't dead. Even after killing the
one in the Nightmare Frontier, the other Amygdalae still remain. The Hunter
even kills another Amygdala in the Pthumerian Labyrinth. Perhaps the Amygdalae
aren't individual members of a single species after all, but a single Great One. After all,
Patches speaks to the Amygdala that grabs you in the Cathedral Ward as if it is
Amygdala itself. I only had this revelation after refighting Mergo's Wet
Nurse in NG+ and realizing that she appears to create a perfect clone of herself,
using it to fight me. The Great Ones exist on a level far beyond our
comprehension, who is to say they can't be in multiple places at once? In the
depths of Great Isz the Hunter even fights Ebrietas for a second time, who
appears to have been there all along. Whatever the mystery behind the Nightmare
Slain message, slaying the Wet Nurse ends Mergo’s consciousness and puts the
Mensis Rituals to an end.
However the ritual had not been an entire failure. The ascension had
worked, more or less. A new Great One was born from the stillbirthed minds of
the Mensis Students: the Brain of Mensis. The Living String tells us: "The immense brain that Mensis
retrieved from the nightmare was indeed lined with eyes on the inside, but they
were of an evil sort, and the brain itself was terrible rotten. But even still,
it was a legitimate Great One, and left a relic. A living relic, at that, which
is a precious thing indeed." The Brain of Mensis is a helpless
Great One whose only real strength is the madness it causes by looking upon it.
The Brain of Mensis is suspended in Mergo's Loft, acting as a living weapon
that attacks oncomers. If the Hunter finds their way down to a lever accessible
by fighting past the Winter Lanterns, they can release the chains on the Brain
of Mensis and send it hurtling into the abyss. Working back down to the base of
Mergo's Loft they will find a new elevator which brings them down to the
fallen, helpless Great One.
It was kind of sad, really. When I first
encountered the Brain of Mensis, twitching there, a mass of brain and eyes that
watched me walking back and forth, I wasn't really sure what to do with it.
Should I kill it? It certainly wasn't aggressive, it was simply lying there and
clearly had no way of fighting back. I decided to do what had become a bit of a
habit for me whenever I encountered something having to do with the Great Ones:
I put on the Mensis Cage and performed the Make Contact gesture. The Mensis
Cage is described as: "This
hexagonal iron cage suggests their strange ways. The cage is a device that
restrains the will of the self, allowing one to see the profane world for what
it is.It also serves as an antenna that facilitates contact with the Great Ones
of the dream.But to an observer, the iron cage appears to be precisely what
delivered them to their harrowing nightmare."
I had learned early that the Doll would respond to
gestures, leading me to believe there were others that would as well. Just like
everyone else, I was hoping to find some kind of secret somewhere. So far, I
had been thoroughly unsuccessful. No matter where I wore the Mensis Cage or to
whom I performed Make Contact, nothing had happened. So I sat there, like an
idiot I told myself, as my Hunter stood in front of the Brain of Mensis with
his arms outstretched. I knew from experience that eventually the Hunter would
change positions, and I had taken to waiting for that moment before moving on
with whatever I was doing. To my complete and utter surprise, an item appeared
in my inventory. It was a Moon Rune, the most powerful one I had
encountered. "The Great Ones
that inhabit the nightmare are sympathetic in spirit, and often answer when
called upon." It was a moment that legitimately made me feel bad
about this thing in front
of me. I decided to kill it. Maybe the fact that it gave me a Moon Rune, a Rune
that grants more Blood Echoes upon killing enemies, was some kind of cry for an
end to its misery. I was rewarded with the Living String, an item I had been
looking for idly for quite some time as it was needed to access Pthumeru Ihyll.
Later I would read online that the Mensis Cage was
unnecessary, and one simply had to perform Make Contact. To my surprise I would
read that nobody had discovered any use for the Mensis Cage whatsoever.
Nothing? Really? Not a single secret unlocked with such an item that seems
so obviously placed to
unlock a secret? Maybe the Cage doesn't do anything at all. Maybe, in their
madness, the delusions of the Mensis Students convinced them it worked even
though it wasn't necessary. Their madness, after all, would deliver them to
their harrowing nightmare.
"Grant us eyes, grant us
eyes. Plant eyes on our brains, to cleanse our beastly idiocy." -Micolash, Host of the Nightmare
Chapter Nine: Laurence, Gehrman, and
The Hunter’s Mark
"Seek the old blood. Let
us pray... let us wish... to partake in communion. Let us partake in
communion... and feast upon the old blood. Our thirst for blood satiates us,
soothes our fears. Seek the old blood... but beware the frailty of men. Their
wills are weak, minds young. The foul beasts will dangle nectar and lure the
meek into the depths. Remain wary of the frailty of men. Their wills are weak,
minds young. Were it not for fear, death
would go unlamented."
-Vicar Amelia
Laurence and Gehrman. Together, they would change the world. Who were they originally, and how did they
fall from grace? What happened to
Laurence, and how was Gehrman bound to the Hunter’s Dream? When we see now, what their organization has
become, we can only wonder what these two individuals dreamed of. Did they want a better world? Did they want personal power? Perhaps they were simply madmen, chasing
after scientific curiosity and slaughtering the innocent in their path. In this penultimate chapter we will examine
the fates of these two individuals, and the consequences of their actions.
For starters, I will use only information and
evidence that can be found inside of the game. I will save my personal
interpretations and beliefs for the end, so that you can make up your own mind
about the evidence presented.
The
PC Hunter awakens into a world of horror, just as the player does. They have no
answers, they have no real questions to even ask. The world is confusing,
frightening, and punishing. Indeed if the Hunter had been alone, they likely
never would have gotten much of anywhere. But the Hunter isn't alone.
"Ah-hah, you must be the
new hunter. Welcome to the Hunter's Dream. This will be your home, for now. I
am... Gehrman, friend to you hunters. You're sure to be in a fine haze about
now, but don't think too hard about all of this. Just go out and kill a few
beasts. It's for your own good. You know, it's just what hunters do! You'll get
used to it..." -Gehrman, the First
Hunter
Gehrman provides the Hunter with a home and a
workshop. From within the Hunter's Dream, Gehrman will provide the Hunter with
a bit of comfort and a small amount of guidance. But who is Gehrman? Where does
he come from and why is he here? According to the Plain Doll: "He was a hunter long, long ago, but
now serves only to advise them. He is obscure, unseen in the dreaming world.
Still, he stays here, in this dream."
Gehrman was the First Hunter, and from him all
modern hunting techniques were developed.
A central theme of Gehrman is mercy, what he grants to those he kills in
the Hunter’s Dream, as implied by his Burial Blade:
"Trick weapon wielded by
Gehrman, the First Hunter. A masterpiece
that defined the entire array of weapons crafted at the workshop. Its blade is
forged with siderite, said to have fallen from the heavens. Gehrman surely saw
the hunt as a dirge of farewell, wishing only that his prey might rest in
peace, never again to awaken to another harrowing nightmare."
He also created the Plain Doll, basing its
appearance upon his dead student Maria.
From within the Hunter’s Dream, Gehrman and the Doll guide the Paleblood
Hunters in their work. Gehrman was also,
as we know, an acquaintance of Laurence.
"Oh, Laurence... what's
taking you so long... I've grown too old for this, of little use now, I'm
afraid..."
Our first encounter with Laurence comes from
discovering his skull in the Grand Cathedral, after defeating Vicar
Amelia. here we witness a memory in
which Laurence announced to Master Willem that he was leaving the college. We learn from Laurence’s Skull, found in the
Nightmare, that it is the: "Skull of
Laurence, first vicar of the Healing Church. In reality he became the first
cleric beast, and his human skull only exists within the Nightmare. The skull is a symbol of Laurence's past, and
what he failed to protect. He is destined to seek his skull, but even if he
found it, it could never restore his memories." The human skull appears to be a purely
symbolic object, created in the Nightmare, as Laurence’s skull in the Waking
World is found in the Grand Cathedral.
In Miyazaki’s interview with FuturePress he remarks that “[Laurence’s] skull served as the start of
the Healing Church itself, but it’s taken the form of a twisted beast.”
Laurence was therefore the founder of the Healing
Church, having left Byrgenwerth after a disagreement in philosophy with Master
Willem. Laurence and Gehrman represent
two halves of a mystery. What happened
to them? How did things become the way
they are when we enter the game?
What follows is purely my own
interpretation and belief based on the evidence I have gathered. Do not
consider any of this as solid fact. Instead, use it as my interpretation, so
that you can gather your own beliefs.
Laurence was the First Vicar; Gehrman was the First
Hunter. Their story, like much in Bloodborne, begins at Byrgenwerth. We have already established that Gehrman was
an associate of both Laurence and Master Willem. Gehrman may have been a
student at Byrgenwerth, or judging by his combat proficiency and craftsmanship
may have been the academy's handyman, groundskeeper, or a bodyguard. But upon
the discovery of the Old Blood, Laurence would lead a section of the
Byrgenwerth Scholars in forming the Healing Church, separating from
Byrgenwerth. Gehrman, Laurence's closest friend, would join him. Laurence and
Gehrman believed that humanity could achieve its next evolution through the use
of the Old Blood, as written in the Metamorphosis Rune: "The discovery of blood made their
dream of evolution a reality. Metamorphosis, and the excesses and deviation
that followed, was only the beginning." It was, however, at this
time that Laurence and Gehrman came to a horrible discovery. While the Old
Blood could indeed cure any disease, those who had been ministered were
susceptible to falling under a new, terrible illness known only as the Scourge
of the Beast. Those who had succumbed to the tainted blood suffered from a form
of Lycanthropy. Their hair elongated, their teeth sharpened, their size and
strength increased, and they became violent and irrational. The men and women
who had succumbed to the Scourge became Beasts. But Laurence could not stop his
research. Sacrifices would need to be made. All who followed Willem’s footsteps
knew that evolution required courage. A note found in the Nightmare Lecture
Hall reads: "Master Willem was
right. Evolution without courage will be the ruin of our race." And
so Laurence's work would continue.
While Laurence formed the Church, Gehrman formed
the Workshop. A secret institution, the Workshop would train a group of
individuals to hunt and slaughter Beasts. The Hunter attire tells us it
is: "A fine piece of hunter
attire that provides stable defense to anyone facing Yharnam's beastly threat.
Allows one to stalk beasts unannounced, by cover of night." The
Workshop acted as a secret cleanup crew for Laurence's budding church. They
would hunt down those who had turned and execute them before panic could spread
throughout Yharnam.
It's possible that Laurence and Gehrman,
knowledgeable of the Great Ones that they were, also discovered the terrible
nature of the Blood Moon, and the source of the Scourge as being the
Paleblooded Moon Presence. They tried to find a way to defeat the Moon
Presence, an antibody that would be too strong for it, some way to control the
Scourge of the Beast. They were unsuccessful. Laurence and Gehrman grew older,
the Workshop was sealed away and Gehrman became prisoner of the Moon Presence.
In his attempt to free his closest friend, Laurence pushed his research to the
limits. The Scourge had to be contained,
no matter the cost.
Ashen Blood was introduced to Old Yharnam, and the research
intensified. The beasts were studied by
Laurence and his Church, even while corpses piled in the streets and the city
was covered in blood. Laurence’s
countless experiments resulted in a breakthrough, the culmination of all of his
research to put an end to the Scourge of the Beast, and control it for good:
The Beast’s Embrace.
"After the repeated
experiments in controlling the scourge of beasts, the gentle
"Embrace" rune was discovered. When its implementation failed, the
"Embrace" became a forbidden rune, but its knowledge became a
foundation of the Healing Church.”
In the Grand Cathedral of the Healing Church, the
First Vicar committed the Embrace to memory, the Oath Rune burned into his
mind. With this he would take control
over the Scourge, put an end to the Hunts, master the Old Blood, guide humanity
to the next stage of human evolution, and free his best friend from the control
of the Great Ones. This is what
everything had been for. All the dead
victims, all the unspeakable crimes, leaving Byrgenwerth, exploring the
Labyrinth, founding the Healing Church; everything in his life had been for
this. Everything lead to this one
moment; for this, it would be all worth it.
But it was not to be.
“The skull is
a symbol of Laurence's past, and what he failed to protect.”
On that day, the Healing Church changed
forever. Laurence became the first
Cleric Beast, a creature the likes of which the Healing Church had never
encountered. This was not simply a
person who had grown fangs and hair, this was a true monster. It’s possible that it was the Church Assassin
Brador who found Laurence first.
Brador’s Testimony, the scalp of a Cleric Beast, tells us: "The scalp of a horrid Cleric Beast,
indicating that hunter Brador, a Healing Church assassin, had killed a
compatriot. Afterward, he wore his ally's
own scalp, and hid himself away, deep below in a cell. The Church provided him
with a single, soundless bell of death to ensure their secrets would be kept.” Brador slew Laurence, and in doing so was
driven mad. He skinned the corpse,
splattered his clothes with the blood of the fallen Vicar, severed the head
from the body, and scalped it. When he
was found, he was drenched with blood and gore, and his Bloodletter was steeped
in Frenzy.
“Nothing changes, such is the
nature of man…” -Brador
Brador and his Testimony to the failure of the
Healing Church were locked away. Any and
all research into controlling the Scourge of the Beast was immediately stopped,
and deemed forbidden. The Clawmark and
Beast Runes, along with the Beast Blood Pellets, were all black marked by the
Healing Church. With Laurence’s death,
the Church had formed one of the pillars of its philosophy: Beware the frailty
of men. The Scourge cannot be controlled;
it must be destroyed.
As for Laurence, his consciousness was pulled into
the Nightmare. Perhaps he was cursed to
burn for all eternity, as punishment for the flames that covered Old Yharnam, a
brilliant mind lost to madness.
And so now we have the first half of our
picture. But what of Gehrman?
While Gehrman hadn’t been affected as deeply by the
events of the Hamlet Massacre as Maria had been, it had still disturbed
him. He too was subject to the curse of
the Kos Parasites, and had terrible dreams because of it. Upon defeating the Orphan, the Doll notes
that Gehrman is sleeping strangely soundly, for he normally has difficulty
sleeping. Even so, Gehrman aided
Laurence in the founding of the Healing Church and established the Workshop,
training the First Hunters in the art of slaying beasts. But while Gehrman hadn’t been as distraught
by the Hamlet Massacre, the death of Maria destroyed him.
According to Maria’s hunter garb, Gehrman had a
“curious mania” in regards to her that she was unaware of. Maria greatly admired Gehrman, but it’s
unclear if the Master and Student shared a romantic relationship or whether
Gehrman’s affection for her was purely one-sided. Whatever the case, her death ruined him. After defeating Maria in the Astral Clocktower,
we find her coffin placed directly behind her chair. Resting atop the coffin lid are coldblood
flowers, the same as the ones found in Gehrman’s garden in the Hunter’s
Dream. Spiraling into depression after
the death of his greatest pupil, Gehrman sealed his Workshop away and withdrew
from the world into his isolation.
In his growing madness, Gehrman made a doll. The master craftsman that he was, the doll
was made with exquisite perfection. The Small Hair Ornament tells us: "Although it has been lost for quite
some time, one can still see signs of the care with which this tasteful
ornament was once kept." This indicates that Gehrman held onto
his only memento of Maria, treasuring it designing his doll off of her. Terribly lonely and terribly miserable, he
wanted nothing more than to have Maria back.
It was then that something took notice of poor Gehrman’s mania, for as
the Moon Rune reminds us: the Great Ones are sympathetic in spirit.
To have his beloved Maria back, he would give
anything. So it was that Gehrman was
bound to the dream, and the Hunter’s Mark branded in his mind.
"Dangling, upside-down
rune etched in one's mind. Symbol of a
hunter.” -Hunter’s Mark
What is the Hunter’s Mark? In terms of gameplay significance it
functions as the Nexial Binding from Demon’s Souls or the Darksign from Dark
Souls. But… what is it really? Its description calls it a rune, but we do
not commit it to memory like we do the Carryl Runes. Runes are, as we know, utterings of the Great
Ones etched into symbols. Runesmith
Carryl could commune with the Great Ones and listen to their mutterings, but
she could find no words to describe them; instead Carryl could only find
symbols that represented these utterings, comprehensible to human minds. If we think of these symbols are representing
words of a language, we can therefore conclude that the Hunter’s Mark is, quite
literally, the Great One word for Hunter, as the same symbol is found on
Carryl’s own Hunter Rune. The uttering
of a Great One, etched into one’s mind.
The symbol of a Hunter.
Hunter
This word, branded into one’s mind, is what makes
someone a Hunter. And not just any
hunter, but a special hunter: a Paleblood Hunter, one bound to the
Dreamlands. This Rune is what makes someone
immortal, cursed to hunt and hunt and hunt until they are freed. We as players have this Mark branded into our
minds. No matter how many times we die,
we wake up again. Even if we fall off a
cliff; we’re cut in half; we’re burned to death; we’re killed by Frenzy; we’re
crushed by a monster; we die and die and die and die and die and die and die
and die and even still we wake up once more.
Even if we kill ourselves with the Chikage, or the Wheel, or the Whistle,
or the Bloodletter, we wake up once more.
There’s only one way out for someone branded with the Hunter’s Mark: to
die by the hand of another branded Hunter.
As Gehrman settled into his new place in the
Hunter’s Dream, he found himself shackled and chained. There was no escape for Gehrman, the First
Hunter. Trapped in a living hell, unable
to die, unable to be granted mercy, Gehrman guided other Paleblood
Hunters. When their hunts were over,
Gehrman would end their life, freeing them from the wretched, tortuous
existence of eternal life. He granted
them mercy. But where is the Hunter’s
Mark coming from?
As the player receives their first blood
transfusion, they are attacked by a beast.
But the beast turns to flames, and the Messengers arrive, crawling over
the player. At that point, something took notice of the
player. Something peered over them, and
spoke a single word:
Hunter
With that uttering, they were reborn. Their life before the transfusion was
irrelevant. They were now a weapon. They awaken into a new world, a new nightmare. They awaken into a Hunt.
Chapter Ten: The Paleblood Hunt
“Now, let's begin the
transfusion. Oh, don't you worry. Whatever happens... you may think it all a
mere bad dream..."
-Blood Minister
Normally, this is the part where I would tell you
I'm going to use nothing but facts and evidence, and save all of my speculation
until the very end. But we can't really do that in this part, can we? Instead,
consider all of my previous writing to be the evidence we've gathered. I'll try
to be as factual as possible and I will certainly try to leave as much of my
speculation out as I can. But for the purposes of this essay, consider this
last chapter to be purely my interpretation of the impossibly complex ending to
Bloodborne. Use it for whatever you will. Accept it as fact, dismiss it as
nonsense, or use it as the foundation for your own theories. I do however ask
that you read to the end before choosing to comment, as this final chapter is
the most confusing and the most speculative of my essay. Whatever you choose to
do, use your mind to think. Master Willem would remind you that relying purely
on pretension leads only to despair.
The Moon Presence, the secret Final Boss of
Bloodborne. Of all significant beings and events in Bloodborne, this is the
most mysterious. The Moon Presence has caused many players to leave Bloodborne
with a feeling of discomfort, as if they came so close to the Truth and yet
were still so far away. The Hunter encounters the Moon Presence if they refuse
Gehrman's offer of mercy, and defeat him. The Moon Presence descends from the
Blood Moon itself, even its name implies a deep connection to the Blood Moon.
As we know, the Blood Moon rises whenever the line between man and beast is blurred.
When humans succumb to the Scourge of the Beast, the Blood Moon rises... or
perhaps it's the other way around. Perhaps it's that the Blood Moon rises,
causing those infected with the Scourge to transform into Beasts. At the
beginning of the game, we find a note in the back of the Hunter's Dream,
presumably left for the Hunter: "To
escape this dreadful Hunter's Dream, halt the source of the spreading scourge
of beasts, lest the night carry on forever." Now recall Gehrman's
words to the Hunter after the defeat of Father Gascoigne: "The moon is close. It will be a long
hunt tonight." The Blood Moon, or rather the Moon Presence, is
the source of the Scourge.
The Beast exists within Humanity, it always has.
The Byrgenwerth Scholar Carryl was the first to discover this during her
commune with the Great Ones. According to the Clawmark Rune: "The "Clawmark" is an impulse
to seek the warmth of blood like a beast. It strengthens visceral attacks, one
of the darker hunter techniques. Although the difference is subtle, Runesmith
Caryll describes the "Beast" as a horrific and unwelcome instinct
deep within the hearts of men, while "Clawmark" is an alluring
invitation to accept this very nature." But it wouldn't be until
the work of a mysterious figure known as the Irreverent Izzy that Carryl's
theories would be put into practice. His weapon of choice, the Beast Claw,
states: "As flesh is flayed and
blood is sprayed, the beast within awakens, and in time, the wielder of this
weapon surges with both strength and feverish reverie." But while
Izzy's claw is telling, it is the tool he designed known as the Beast Roar
which is the most haunting: "Borrow
the strength of the terrible undead darkbeasts, if only for a moment, to blast
surrounding foes back with the force of a roaring beast. The indescribable
sound is broadcast with the caster's own vocal cords, which begs the question,
what terrible things lurk deep within the frames of men?"
The
potential for evolution exists within humanity. But whether they will ascend to
Gods or descend to Beasts is unclear. If the Moon Presence, the Blood Moon made
Flesh, is indeed the source of the Scourge, than it can mean one of two things.
The first possibility is likely the most outlandish and controversial, that
being that the Moon Presence is the source of humanity, which in itself
contains the Scourge of the Beast. The second, and I believe more likely
scenario, is that while the Beast lies within all of humanity, it is not unless
they are tainted by the Old Blood that they become susceptible to corruption
and the Beast takes over. It is when the Blood Moon draws closer that those who
have been infected with the Scourge will succumb to their inner, terrible
nature and become monsters. But why? What does the Moon Presence want? Let's
take a brief moment to look at the very bare bones of Bloodborne, the bare
minimum that the player can accomplish in order to beat the game. Let's strip
out absolutely everything optional and give only the basic, necessary
conditions in order to complete the hunt.
First, the Hunter awakens at Iosefka's clinic and
travels to the Healing Church. Along the way they defeat Father Gascoigne, a
Hunter who has succumb to the Scourge. Once at the Grand Cathedral of the
Healing Church, the Hunter defeats Vicar Amelia, the former head of the
Cathedral. Once Amelia is defeated the Hunter learns the password which will
grant access to Byrgenwerth, the source of the Old Blood's discovery. With the
password in hand, the Hunter travels to Byrgenwerth, along the way defeating
the Shadows of Yharnam. Once at Byrgenwerth the Hunter discovers Rom, the
Vacuous Spider, and slays her. With Rom's death, the gate to Yahar'gul is pried
open and the Hunter travels into the Unseen Village. The Hunter defeats the One
Reborn and locates the corpse of Micolash, using his body as a gateway to
access the Nightmare.
In the Nightmare, the Hunter ascends Mergo's Loft,
defeating Micolash's consciousness along the way, before coming to the Final
Boss of the game: Mergo's Wet Nurse. A fully formed Great One, the Wet Nurse is
a vicious enemy who rules over the Loft, and has claimed this section of the
Dreamlands as her own. Upon the defeat of the Wet Nurse and the silence of the
nightmare newborn’s harrowing cry, the haunting words NIGHTMARE SLAIN blanket the screen. With the Wet Nurse's defeat,
the Hunter returns to the Hunter's Dream to find the workshop burned to the
ground. The Doll instructs the Hunter to meet with Gehrman, who meets them
underneath an ancient tree. There, Gehrman congratulates the Hunter on a job
well done: "Good hunter, you've
done well. The night is near its end. Now, I will show you mercy. You will die,
forget the dream, and awake under the morning sun. You will be freed... from
this terrible hunter's dream." The Hunter turns and kneels before
Gehrman, who rises from his chair for the first time and executes the Hunter.
The Hunter awakens from their terrible Dream, weary and weakened, as the sun
rises over Yharnam. The credits roll.
When
described in this way Bloodborne seems to be a very linear, very simple game,
doesn't it? Gehrman tasks the Hunter with killing Mergo. In order to do this,
they must get to the Nightmare. In order to get to the Nightmare, they need to
get to Yahar'gul. In order to get to Yahar'gul, they need to get to
Byrgenwerth. In order to get to Byrgenwerth, they need to get to the Healing
Church. Getting to the Healing Church is the first objective the Hunter makes
for themselves upon their initial meeting with Gilbert. What does the Moon
Presence want? It's quite simple really: it wants to kill Mergo, and uses
Gehrman to guide the Hunter into doing it. The Moon Presence, the Orphan, and
the Wet Nurse are the only three fully formed Great Ones that the Hunter
encounters. While the Hunter encounters the Amygdalae, as we've discussed
previously it's not entirely clear if the Hunter ever truly fights or
experiences the Amygdalae as they, or rather it, truly is. The Great Ones,
beings of the Dreamlands, have their own motivations and their own goals. They
are not allied with one another, just as all humans are not allied with one
another.
"When the red moon hangs low, the line between
man and beast is blurred. And when the Great Ones descend, a womb will be
blessed with child.” -Note found in the Byrgenwerth
Mansion
Found
in Byrgenwerth, this note is our first real indication that there is something
far, far greater than just a hunt at stake in Yharnam. The phrasing of the note, is interesting
however, as it describes a correlation.
The red moon hangs low, and the line between man and beast is
blurred. The Great Ones descend, and a
womb is blessed with child. The order of
the sentences make it seem as if first the Blood Moon rises, and then the Great Ones descend. But the note doesn’t explicitly state that
causality. Instead, what if it’s the
other way around? What if the Great Ones
descend, and a womb is blessed with child, and
in response the Blood Moon rises and the line between man and beast is
blurred. For what purpose does the Blood
Moon rise? Why is a Hunter chosen to be
bound to the dream?
“Seek the nightmare newborn.” -Unknown
This
message appears rather strikingly, directly after Rom has died and the Blood
Moon has risen. There is no source for
the message; it is not spoken aloud nor is it given in the form of a note. It simply appears in the mind of the Hunter. A message and an instruction. Every Great One loses its child. But… why
does every Great One lose its child? Perhaps this is what the Moon Presence
desires, the death of infant Great Ones, using the Paleblood Hunters to
accomplish this feat.
While the Great Ones’ motivations and reasons for
acting are far too inhuman for us to understand, they do have a very
understandable goal. The most apparent goal they, just as every living creature
before them, have, is to reproduce. "Every
Great One loses its child, and then yearns for a surrogate." The order
of the sentence structure here is important. It is not as one would think,
which is that the Great Ones yearn for a surrogate, that is to say a human
mother to give birth to their child, and then lose their child as a result.
This is most certainly what happens, but it is not their goal. Instead, every
Great One loses its child, and then yearns
for a surrogate. It is evidently very,
very difficult for new Great Ones to be born. Mergo died in stillbirth, the
Orphan never even had the chance to be born, and the Brain of Mensis was born
deformed, rotten and helpless. Something
always goes wrong with the birth of a Great One, and so the Great Ones find
replacements for their lost children. We already know that this is not the
first hunt, and that the Hunter is not the first in the Hunter's dream. There
have been those before the Hunter who have come; the Blood Moon has risen in
the past, and the Moon Presence has guided Hunters into completing its
objectives through the use of Gehrman, its surrogate child. The two Hunters who
we know went through this cycle were Djura the Retired Hunter and Eileen the
Crow. Djura seems to remember little of the dream, only recalling it
faintly: "I no longer dream,
but I was once a hunter, too." Eileen however remembers much of
it. If the Hunter attacks and dies to Eileen the Crow, she will chillingly ask
the player: "You still have
dreams? Tell the little Doll I said hello..." Think of how we
experience dreams. Upon freshly waking up, we remember it vividly, especially
if it was a nightmare. As the day progresses, details become fuzzier and
eventually we can't remember the contents of the dream at all, only that we had
a dream. Indeed, those who Gehrman executes in the Hunter's dream awaken and
slowly forget the details of their terrible, terrible nightmare. But they don't
have to accept it.
If the Hunter refuses Gehrman's offer of mercy,
they do battle against Gehrman. It is
the Master and the Student, the Parent and Child, battling so that the former
can be freed and the latter can overcome. With Gehrman, the Moon Presence's
surrogate child defeated, the Moon Presence descends. Look at the way it curls
around the Hunter, almost protectively. It lovingly embraces the Hunter, as a
parent would a child. The screen fades to black, and we find the Doll pushing
Gehrman's wheelchair. It is not Gehrman sitting on the chair however, but the
Hunter, and as the credits roll we hear the doll utter "And so the hunt begins again." The
Hunter has taken Gehrman's place as the surrogate child, but this is not the
only option. The cycle does not need to continue. The hunt can be transcended.
"Seek Paleblood to transcend the hunt."
It's a handwritten note found in the very first
room in the game, the room in which the Hunter awakens in Iosefka's clinic. As
evidenced by the Foreign Garb the Hunter is wearing upon their awakening, the
Hunter remembers nothing prior to their transfusion: "Not typical clothing for Yharnam, perhaps it is of foreign
origin. It is said, after all, the traveler came to Yharnam from afar. Without
memory, who will ever know?" Without memory, the Hunter discovers
this note and naturally the player forms a goal in their mind: Seek Paleblood
to transcend the hunt. But what is Paleblood? The Hunter apparently asks
Gilbert this very question, to which he responds: "Paleblood, you say? Hmm... Never heard of it. But if it's blood you're
interested in, you should try the Healing Church." Gilbert himself
admits he isn't very knowledgeable on Blood Ministration, and directs you to
try the Church. The Healing Church, however, has absolutely no record anywhere
of Paleblood. Other than the conversation with Gilbert there are only four
references to Paleblood anywhere in the entire game. The first reference is the
note found in the beginning of the game.
The second reference is a note by an unknown
author, found in Yahar'gul: "Behold!
A Paleblood Sky!" The note is pointed towards the moon, and if
encountered prior to the death of Rom is fairly confusing. After Rom's death,
when the Blood Moon rises and the sky twists into a Nightmare, the note makes
much, much more sense. “The color of the
sky after you defeat the Vacuous Spider and the Mensis secret ritual is
revealed. The sky there is a very pale
blue, like a body drained of blood.” This
quote from Miyazaki discusses the sky that has been revealed once the veil
between the Waking World and the Dreamlands has been torn apart.
The third reference to Paleblood is found in the
Nightmare Lecture Hall, as part of a series of notes: "The nameless moon presence beckoned by Laurence and his
associates. Paleblood."
In Miyazaki’s interview he murmurs that “Right, that’s another interpretation. ‘Paleblood’ is another name for the monster
that comes from the moon.” The Moon
Presence, the Paleblood Great One. But
as Miyazaki notes, there is more than one interpretation for Paleblood. Paleblood is not a single concept, but an
overarching theme of Bloodborne.
There's another reference to Paleblood in the game,
one that some players probably forget about as it occurs so early in the game.
"Oh,
yes... Paleblood... Well, you've come to the right place. Yharnam is the home
of blood ministration. You need only unravel its mystery." -Blood
Minister
It's
the very first sentence uttered in the entire game, by the doctor who ministers
the Hunter's first blood transfusion. This doctor is credited simply as the
Blood Minister. Let's take a moment to pause in our analysis of Bloodborne and
instead go over something very, very simple: What is blood?
I am not a doctor, nor will I pretend to be. As
such I am likely vastly oversimplifying things, so take my explanation with a
grain of salt. Blood consists of three distinct ingredients. First are
Erythrocytes, typically referred to as Red Blood Cells. Red blood cells travel
through the body of a human being and distribute oxygen to the body's tissues.
Red blood cells are the primary means of life support and nutrition for the
body's tissues. Second is Plasma. Approximately half of blood is plasma, a
liquid that serves as means of transportation for the blood cells which carry
out their task in supporting the human body. When blood is centrifuged to
separate the ingredients, we find something very interesting about plasma.
Plasma that has been separated from clotting proteins and blood cells is
actually an amber, light yellow color. This liquid is referred to as Serum, or
sometimes pure blood as it
is the liquid blood in itself without any other ingredients. The third
ingredient of blood are the Leukocytes, or White Blood Cells. White blood cells
exist as part of the human body's immune system; they attack infectious
invaders, foreign substances, and clean after old and dead cell structures.
Blood is such a central theme in Bloodborne,
everything revolves around Blood, even the title. Especially the title. Bloodborne. A bloodborne pathogen, a
disease of the blood, this is what the Scourge of the Beast is. It's an
infection, a disease that spreads from person to person through the transfusion
of blood. Master Willem sternly reminds Laurence that: "We are born of the blood. Made men by the
blood. Undone by the blood." The scourge infects the victim by
attacking and tainting their blood, corrupting them. Now look at the Kin,
ascended mortals who have become Kin of the Cosmos. They have escaped the taint
of the Scourge, moving past it. Indeed they bleed a clear, amber liquid; serum,
to be exact. The Kin of the Cosmos have cleansed their blood of the tainted
scourge, separating it from the other ingredients and becoming pure beings. And
finally we have white blood cells, pale
blood cells. The white blood cells are the body's immune system. They seek out
the infection and destroy it. But it's the way they destroy infections that
fascinates me so. White blood cells grow and consume the infection, bringing it
within themselves and isolating it in such a matter. The parallels to to the PC
Hunter are striking. "Seek
Paleblood to transcend the hunt." Maybe this isn't a note for the player at
all. Maybe it's a note for the Blood Minister.
Djura likely suffered from a terrible, incurable
disease. It's possible that Djura suffered from a type of terminal anemia,
meaning that he had a significant deficiency of iron in his bloodstream and
that he had much less haemoglobin in his red blood cells. Anemia was a rather
serious problem in the Victorian Era, typically affecting young women. It would
become known as the Virgin's Disease, and would be associated with a terrible
paleness of the skin. The lack of hemoglobin meant the red blood cells carried
much less nutrients throughout the bloodstream; the blood was a pale, sickly
color, and the skin followed suit. Those who suffered from anemia would be
sickly, tired, and weak. And so Djura’s doctor discovered someone whose red
blood was pale, who carried the antibodies and the potential to battle the
Scourge of the Beast. He discovered a Paleblood. When the Paleblood was treated
with the Old Blood, they were reborn as a Hunter, and not just any hunter but a
special one. The Hunter’s Mark was branded in the mind of the Paleblood Hunter,
connecting them to the Hunter’s Dream and forcing them into servitude. But
Djura would not become strong enough to overcome the Moon Presence. He was
executed by Gehrman, his connection to the Hunter's Dream severed. Later,
Gehrman would find a new apprentice in a sick woman from the hinterlands,
Eileen the Crow, but again the Paleblood would fail. Gehrman can be found
muttering in his sleep, almost whimpering: "Oh
Laurence... what's taking you so long... I've grown too old for this, or little
use now, I'm afraid." An even more chilling message can be heard,
though the trigger for the dialogue is currently unknown: "Oh Laurence... Master Willem...
Somebody help me... Unshackle me please, anybody... I've had enough of this
dream... The night blocks all sight... Oh, somebody, please." Gehrman
is desperate for Laurence and the art of Blood Ministration to find someone who
can put an end to the nightmare, who can find a Paleblood strong enough to
become immune to the taint of the Great Ones. The PC arrives at Yharnam.
"Oh,
yes... Paleblood... Well, you've come to the right place. Yharnam is the home
of blood ministration. You need only unravel its mystery." -Blood
Minister
Here,
they meet the Blood Minister. After the transfusion, the Paleblood has become a
Hunter. Recall the very beginning of the game in which a Scourge Beast rises
from the blood and closes towards the player. Upon touching the player, the Scourge
Beast immediately bursts into flames. It can't touch you, because the very
first transfusion is coursing through your veins and creating the antibodies
required to battle the Scourge. And then, the Messengers come. This brings us
to the last mystery, or rather, the last mystery we'll be talking about.
Gehrman isn't the only denizen of the Hunter's Dream. There are others. The
Messengers are strange, little creatures that venerate and worship the Hunters.
The other denizen is the Doll.
It's funny really, when the player first starts
playing Bloodborne they have no idea what rules the world works by. They don't
know what is possible or impossible. Upon speaking with the Doll it simply
becomes something accepted. "Oh, so there's a talking Doll, of course
there is." They don't question it, nor do they consider how it came to be,
it's just accepted as an occurrence of the world. But sit down to think about
the Doll for a moment, and it becomes painfully clear she is so much more than
a Doll. Magic doesn't exist in Bloodborne. There are no wizards, no sorcerers.
There are humans, and there are Great Ones, godlike beings capable of acts
which we can only consider to be magic as they are too complex for us to
understand the workings; some humans have learned to use the power of the Great
Ones in small and limited forms but they are not Wizards, they are Scholars and
Madmen. To avoid beating around the bush, Gehrman cannot animate a Doll.
So how did it come to life? We know that Gehrman had a deep
love and care for the Doll, based upon the obsession for his student Maria. The
Doll Clothes tell us: "A deep
love for the doll can be surmised by the fine craftsmanship of this article,
and the care with which it was kept." Let us again refer back to
the Tear Blood Gem: "Created
from a shining silver doll tear, this blood gem is a quiet but unfaltering
friend that continually restores HP, the life essence of a hunter. Perhaps the
doll's creator had wished for just such a friend, albeit in vain."
If the Hunter locates the Abandoned Old Workshop in
the Waking World, they find a couple of things. They find the Old Hunter's
Bone, the doll set... but most importantly, they find a Cord of the Eye. ""Every Great One loses its child,
and then yearns for a surrogate. The Third Umbilical Cord precipitated the
encounter with the pale moon, which beckoned the hunters and conceived the
hunter's dream." The word conceived is very important here. The Oxford English
Dictionary gives the word conceive two
different meanings. The first is as follows: Form a mental representation of; imagine. This is the first
definition the player infers from the context of the sentence. However the
other definition is as follows: Become
pregnant with. Considering how much of Bloodborne is centered around
birth, rebirth, pregnancy, and motherhood, I find it very hard to believe that
the use of the word 'conceive' in the Cord of the Eye is purely accidental.
Gehrman was terribly alone and terribly miserable in his isolation. All of the
Cords of the Eye are found from women; one from the Wet Nurse, one from
Arianna, and one from Iosefka. The exception to this rule is the one found in
the Workshop, until you consider that it's found directly next to a woman. Not
a human woman perhaps, but a doll
of one. Perhaps in Gehrman's madness and his love of the doll that was
his only companion, the Great Ones took notice. After all, the Great Ones that
inhabit the nightmare are sympathetic in spirit.
In his desperation and longing for his beloved Maria,
Gehrman was willing to give up anything in exchange to get her back. When a Great One promised to bring her to
life, Gehrman signed away his life into servitude. But the Doll was not Maria. What is the Doll? What is it really? What manner of being is it, a thinking and
feeling creature inhabiting an artificial body?
And why, sitting in the altar at the Old Abandoned Workshop, the place
where Gehrman signed away his life to servitude of the Great Ones, is there the
umbilical cord of a Great One, a Cord of the Eye?
Let’s pause for a moment to take a look at what we
now know as the Winter Lanterns. The
Winter Lanterns are, as any player who has braved the Nightmare full well
knows, one of, if not the, most
absolute dangerous enemies to be found in Bloodborne. The Winter Lanterns are tall, lanky women
singing out of tune, covered in bloody rags; they have no head, instead they
have a large brain covered with eyes that blink and dart in a full circle
around them. Extending from their brains
are tentacles which they use to grab the Hunter and hold them still. On their own, the Winter Lanterns are not
particularly hard to deal with. What
makes them so dangerous is that making even the briefest eye contact with the
Winter Lanterns causes an uncontrollable rise of Frenzy which quickly does
massive damage to the Hunter. But what
is Frenzy? Frenzy is a status effect that occurs
whenever the Hunter comes into contact with the intense concept of the Great
Ones. The Amygdalae cause Frenzy by
grasping the Hunter and forcing them to look into their eyes. The Celestial Larvae, Ebrietas, and the
Maneater Boars cause Frenzy by vomiting on the Hunter. The Gardens of Eyes cause Frenzy by leaping
up and grasping the Hunter by their head, clinging to them and filling their
ears with a mind-piercing, high pitched ringing noise. The Cathedral Watchers can inflict Frenzy by
wielding a wooden cross twisted into a symbol of the Great Ones, which glows a
dark crimson. The Winter Lanterns cause
Frenzy simply by looking at the Hunter.
From this information we can gather that Frenzy is
a condition which occurs when an individual is forcibly made to wrap their
minds around the eldritch nature of the Cosmos and the Great Ones. To put it another way: Insight is what happens
when an individual slowly learns, discovers, and processes the information of
the Great Ones. Frenzy is what happens
when an individual is forced to
process the information.
The
Winter Lanterns’ Frenzy attack is so powerful that many players do not even
bother engaging them. They run past,
desperately hiding from the Lanterns as they sing their song. Whatever you do, don’t look at them. The game
even provides mechanics for this, providing ways around them or cliffs that the
Hunter can slide along or sneak underneath to prevent having to look at the
Winter Lanterns. Because of this, the
majority of players never take a good look at the Winter Lanterns; they are an
enemy that revolves around avoiding looking at them. The Winter Lanterns’ existence went
relatively unexplained until a player with the username chim_cheree managed to
snatch a hi-resolution screenshot of one of the Winter Lanterns close up. She came to a horrifying realization as she
took a good, long look at the Winter Lanterns: They’re wearing the Doll’s
clothes… The comparison between the
Winter Lantern’s bloody rags and the Doll’s clothing is disturbing, to say the least. While the Lantern’s clothing is covered with
blood and they are not wearing the shawl that the Doll has over her shoulders,
every other piece of clothing matches.
The sleeves, the ruffles, the skirt, the seams, they all match perfectly. This discovery was just the tip of the
iceberg as players instantly began working to gather more screenshots of the
Winter Lanterns and really take a good, close look at them. While it’s difficult to tell, many players
point to the grooves in their clawed hands as being indicative of the Doll’s
familiar jointed fingers. This discovery
had me incredibly, incredibly excited.
Just like everyone else, I was racing to get a picture of the Winter
Lanterns for my own look. But when I
took a picture of the brain lined with eyes that the Lanterns have instead of a
head, I discovered something… well, something incredible. It may be shaped like
a brain, but it’s not composed of the familiar grey matter which we associate
with brains. It’s not composed of anything
human at all. I, like a few other
people, discovered that it’s not a brain at all. It’s
the Messengers. "Ahh, the little ones, inhabitants of the dream... They find
hunters like yourself, worship, and serve them. Speak words, they do not, but
still, aren't they sweet?" The brains of the Winter Lanterns are
comprised of Messenger corpses bound and meshed together into a single form.
There’s
something just madly genius about it.
The one enemy in the game who can give us the most horrible, terrifying
Truth just by looking at it is the one enemy we want nothing more than to look
away from. Of course the Winter Lanterns cause Frenzy. How could we not go insane by looking upon
the twisted form of the one being in the entire world who can offer us comfort
and warmth? How could our minds possibly
comprehend the terrible realization that the Doll is linked so closely to these
horrible creatures?
Have you ever attacked the Doll? I mean really,
really attacked the Doll. I mean taking a Cleaver and hacking the Doll to pieces. Many players must be sick at the
thought, how could you possibly attack the one being who provides you with
comfort throughout the horror of Bloodborne? Well if you attack the Doll, you
might notice that she bleeds. Her blood is not red, like the humans or the
Great Ones. Her blood also isn't serum, like the Kin of the Cosmos. Her blood
is white. Almost like bleach, the Doll bleeds a pale blood. Bizarrely enough, taking a close look at the Messengers
will reveal something very similar. When the Messengers leave a note behind,
did you know they actually rise up from blood? Of course you did. When it's a
Specter, it's the familiar red bloodstain. But when it's a note... it's pure
white, blood of the Messengers and blood of the Doll. If the Hunter kills the
Doll, the next time the Hunter returns to the Dream they will find her standing
there. "Hello, good hunter. I am a doll, here in this dream to look after
you.” She doesn’t remember us...
"Over time, countless
hunters have visited this dream. The graves here stand in their memory. It all
seems so long ago now…"
Countless Hunters? That doesn't make sense at all.
So long ago? It wasn't really all that long ago... Gehrman has only been
imprisoned for at most possibly 100 years or so. As for the known Palebloods, I
can count them on one hand: Djura, Eileen, and the Player. We do know however,
that the Blood Moon has risen in the past. In ancient Pthumeru, the people
succumbed to the Scourge of Beasts. What if there haven't been only four Blood
Moons? What if there have been hundreds? What if over the past thousands, tens
of thousands, hundreds of
thousands of years, the Blood Moon has risen and Hunters have entered the
Dream, the Hunter’s Mark branded in their minds, before falling and succumbing
to the Moon Presence? It's part of a cycle, and the Doll has been there.
Many players have encountered the Doll sleeping in
the Dream. When they wake her she will
gasp, apologize for having drifted off, and will return to offering her normal
dialogue. But there’s another situation
the Hunter can find the Doll in.
Sometimes, very rarely, the Doll will be found kneeling before a grave.
“O Flora, of the moon, of the
dream. O little ones, O fleeting will of the ancients... Let the hunter be
safe, let him find comfort. And let this dream, his captor... foretell a
pleasant awakening... be, one day, a fond, distant memory..."
If the Hunter interrupts her she will awaken,
startled, and apologize for having drifted off into sleep. She will not remember the words she spoke.
Maybe she wasn't always a Doll; maybe she's had a
hundred different shapes and forms, but she was there as the Palebloods
struggled against the Moon Presence. Maybe, a long long time ago, she was even
a Maiden in Black. Recall how we discussed the manner in which white blood
cells destroy infections: they consume them. Upon first meeting the Hunter, she
tells us: "You will hunt
beasts… and I will be here for you, to embolden your sickly spirit." Sickly. Her white blood only further
supports this metaphor, as she strengthens our immunity to the Scourge and
grants us power.
The
Paleblood Hunter defeats the Moon Presence by consuming the Cords of the Eye
and the Ancient Blood Echoes, becoming too powerful and immune to its
influence. The Great One that has haunted humanity since its conception falls.
NIGHTMARE SLAIN
We
are left with the Doll, reaching down to grasp us in our new form. Remember that the Great Ones are not all of
the same faction, of the same species, or even of the same ideology. The Great Ones are unique in their desires
and their eldritch wishes, incomprehensible to us mere human beasts. Having consumed the Scourge and the Great
Ones, we have ascended and been born anew, ready to bring Humanity into its
next evolutionary stage. And it’s all
thanks to the Doll. The Doll, who
nurtured us, emboldened us, strengthened, and cared for us. The Doll cradles us in a motherly fashion,
giggling.
"Are you cold? Oh, Good Hunter."
Perhaps not every Great One
loses its child after all.
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