you are the hunter! you are on the hunt! rush through the streets of central yharnam in your foreign garb cutting down the twisted, monstrous citizens with wild abandon! carve your way past wooden coffins and ornate caskets-hey, what.

the abandoned carriages were one thing, but the deeper you go into central yharnam, the more bizarre your surroundings become. there’s a horse in an advanced state of decomposition stinking up the street (with like, stinky gas clouds you can see lol) that none of the locals have bothered to clean up. empty wheelchairs and baby carriages are doing some heavy environmental storytelling. coffins and caskets are propped up against confusingly placed gravestones and statues, some of which have been chained shut (to keep opportunistic body snatchers out, or to keep whatever’s in there inside). and in an act of unprecedented catholicism, the townsfolk are uh…they’re uhhh. doing crucifixions.

there are a few houses with red lanterns you can knock on. word about you has spread surprisingly quickly. if you were expecting a bravo for putting your life on the line for a city you don’t even live in, you’d be wrong.

 

when you open the shortcut from iosefka’s clinic to the center of town, there’s an alcove you can dip into with a heavy hitter: the aggravatingly poorly named “executioner“. you can easily see why people would be inclined to call them executioners based their visual resemblance to the western stock character. but the japanese is more like “dismantling man”1 or, using the parlance of the setting, butchers. they have some visual overlap with other butcher themed enemies who are chopping up bodies for nefarious yharnam purposes. and they share the same pattered hood from the butcher’s set!

before discovering this detail and learning about the loss in translation, these guys seemed truly inexplicable and confusing. the areas they appeared in felt random and they have no identifying markers to indicate which faction they belong to and what their purpose is besides kicking our ass. well, they’re dismantling/butchering people. they even keep some trophies on their belt, if you can get close enough to see.

in a central square, yharnamites sprouting fur and claws shamble toward a scourge beast they’ve nailed to a cross. more than a dozen stand around blankly staring at the beast until a church bell tolls in the distance, then they begin their slow, aimless shuffling back up the road to continue the hunt before the bell’s toll calls them back. they seem barely aware of their surroundings until they see you, which sends them into a frothing rage. they are armed with saws, cleavers, pitchforks, axes, crude wooden shields, torches, and the slowest shotguns ever created in human history. back in the old days you could just sidestep bullets if you were paying attention. oh, and there’s some dogs or whatever. like, real dogs. not people dogs. irish wolfhounds and dobermann were the dogs of choice, apparently.

new time players, you might find yourself stuck and frustrated with this part. the game wants you to realize that in every encounter, you will have two options: kill them all or beat feet.

bloodborne lesson three: if it sucks, hit da bricks!

it’s pretty hard to ignore the fucking tolkien-esque troll pounding on the gate and roaring, but closer inspection will reveal that the huntsman’s minions are just very big regular (?) boys in the process of becoming wolves who just happen to want to hit you with a brick (or an entire statue, in one case). their behavior is simple and childlike, and upon death some will plead for the warmth of a “sister” (from the church, like a nun). there no basis for this belief i have other than choosing to believe it because it’s funny: without the guidance of the huntsmen, the minions continue their masonry work without direction, resulting in the awkward piles of statues and gravestones all over central yharnam. this is why the placement of these elements are so awkward and strange; they’re just kind of on autopilot doing what they always do. i think it can be reasonably assumed that these were once children under the care of the church who flunked out of their orphanage program. or passed it. it’s not clear.

carrion crows are so bloated that they are too heavy to fly, either because they have gorged themselves on raw human corpse meat or the eyes they plucked out for a snack have hardened and turned into pebbles. quite thrilling.

i think everyone notices that the pebbles resemble eyeballs a little too closely to be a coincidence. and given the description of the blood stone shard, found in the bodies of deceased yharnamites, they probably were.

After death, a substance in the blood hardens, and that which does not crystalize is called a blood stone.

blood gems, blood stones, and pebbles all form under the same mysterious circumstances. the blood in yharnam either never coagulates or hardens into solid stone. a funny note about the crows is that they will sometimes, rarely, drop other round objects they’ve eaten such as antidotes and beast blood pellets. lol. stupid ass crows.

clearing out this area will quiet things down enough that you can hear the faint tinkle of a music box coming from a home behind a locked gate. we’ll keep that in mind and head up the stairs to the great bridge, which leads to the cathedral ward so we can ask about paleblood like our pal gilbert told us to.

this proves to be harder than it looks; there’s a pair of scourge beasts walking back and forth aimlessly just to be in your way. you COULD try to take them on now…or you could cross the road and check out the rickety scaffolding that someone has been building that leads into the…sewer? its gotta be a sewer, right? astoundingly, there’s coffins down here too…and a different type of huntsman. the large huntsman is the tipping point between man and beast…but not quite fully there; the large huntsman will NOT take bonus damage from serrated weapons, a feature unique to enemies classified as “beasts”. however, he WILL take damage from beasthunter blood gems. he is also developing an uncanny resemblance to the ailing loran cleric.

this area is also home to the first appearance of a fromsoft enemy staple: giant rats. fromsoft thinks that rats and dogs move like knight chess pieces and will attack you by changing direction mid-air somehow. these rats are called “labyrinth rats” in the art book, which is probably why they look so fucked up. they too have been snacking on the magic blood that turns you into a monster. the rats on the surface have either just started their transformation or have been above ground long enough that they no longer inflict rapid poison like the rats in the chalice dungeons with the larger boils.

i didn’t bring you down here to get the shit kicked out of you and eaten by rats. at the very end of the route is a sheer cliff and a large huntsman waiting to surprise you and push you off of it. kick his ass and take a look at what he was fiddling with: a hunter’s corpse. well, sucks to suck, bitch! let’s make like new vegas and steal this shithead’s clothes.

what a handsome boy we are now.

the quintessential hunter set was based off the fashion sensibilities of the legendary old hunter djura2 and the need for speed emphasized by the hunters of the old workshop, like maria and gehrman. your foreign set had terrible stats (except for a good resistance against slow poison (ashen blood). the stats of the set have the light implication that you, as an outsider, have an immunity or resistance to ashen blood. hence why the plague metaphor exploded into flames in your really nice dream you had. but the hunter set, with its capes and full body cover and thick leathers, protects you from all means of physical damage and beast inflicted damages. uhh. most beast inflicted damages. i mean THIS guy is fucking dead after all.

many of the conventions established by the old hunters still appear in the outfit beyond the hat; the gloves and boots are fortified with the anti microbial metals and now straps run up and down both legs, rather than just a single strap on the right.

lookin’ good! you should now look like the guy on the box. you won the game, congratulations.

armor is weird in bloodborne because it actually matters, unlike other fromsoft games where it seems to exist exclusively so we can play dress up with our little jerky man. with the hunter set, you now have a fighting chance against those scourge beasts. now you simply go into a stranger’s house so you can kill everyone inside unprompted. on the first floor, all the way in the back, is an intriguing lantern light and an item.

haha just kidding idiot. its an old man in a wheelchair who is about to or likely already has shot you directly in the face with the first handgun invented to kill elephants. slap him so you can read the lore note.

When the hunt began, the Healing Church left us,
blocking the great bridge to Cathedral Ward, as
Old Yharnam burned to the ground that moonlit night

incomprehensible if this is your first play-through. and a little confusing if you are keeping up. the re-translation is clearer:

(On the) night of the beast hunt, the Great Bridge to the Cathedral Ward was blocked off.
The Healing Church intends to abandon us.
Just like the night of that moon, when *Old Yharnam was abandoned in flames.

oh wait. shit. that’s the bridge we need to be on. what do they mean blocked. oh fuck!! they’re gonna old yharnam us!!!

head back to the great bridge and go take a look at this bridge situation for yourself. but then…you hear a deafening, but familiar, inhuman screech! it’s the sound of whatever howled at you earlier!

AND THEN A GUY JUMPS OUT AND GETS YA!!!

OOGA BOOGA BOOGA!!

i’m putting this in an author’s note because its not like. lore related. but they have footage documenting how this song was recorded. every song was performed by a live (?!) 65 piece orchestra and a 32 member choir in the lyndhurst road congregational church (a converted music studio). it took 6 composers two years to compose and they are absolutely not fucking around when it comes to their purpose in the game development cycle. when i post the soundtracks, i really do suggest you listen to them as you read along. they’re good. and you get to imagine all of them being sung by the most normal looking people in the whole world. someone’s grampy was belting out the most evil sounding latin on weekdays.

oh, and keep this in mind: boss tracks will have a distinct change midway through the track. in the game, this is usually triggered by a boss entering a second phase.

as a result of working through the timeline in chronological order, we’ve already seen cleric beasts by way of laurence. so, this is just laurence without fire. or laurence is a cleric beast on fire. whatever. he was a cleric and now he’s a beast. simple as. now that we can see him properly, we can make out some distinct characteristics. and i’m going to suggest something ~thematic~.

the cleric beast has no eyes, only sockets where they used to be. most of the enemies we run into have milky, blind eyes (including the dogs and crows) or have covered their eyes using a mask or bandages. people have often wondered why the covered eyes is a thing and how they chase you so good if their eyes are covered, and i think i have a pretty good answer: remember the beast/cosmos dichotomy? if the result of allying yourself to the cosmos is that you obtain many eyes, and given all the pebbles just…lying around all over the place…could it be that they’re just…falling out (one such case being the eye of a blood drunk hunter)? and as for how they see you, well…remember the fully blind (and probably dead) bloodletting beast WITH the head? puppeted by an enormous maggot? they don’t need eyes to get you.

the cleric beast looks like he’s been through the wringer. he’s missing huge patches of hair, he’s got nails sticking out of his legs, and frankly it looks like his head has been charbroiled. his face looks freaky and unrecognizable because it’s scar tissue and exposed skull. whoever this was likely just escaped from his own burning crucifixion. lmfao hey i just noticed he has the item he drops at the end of this fight, the sword hunter badge, around his neck.

and yeah okay he has a huge vagina cavern in his chest with a clit and everything and a huge arm that makes it look like he beats off a lot. okay. are you happy.

i’m not going to ruminate over the yonic and phallic imagery, but it is there. i can’t just not comment on it. you will see this style of chest deformation in repeatedly in those transforming into beasts and with the beasts come blood, the moon, and open wounds. the phallic cosmos (lmfao i know how i sound) is associated with infestation, the alien, and the space (literally) surrounding the moon. look there’s a c- english paper in here somewhere that dives into how both of these extremes revolve around attempting to explore the unique horror of pregnancy and birth but i’m not going to subject that to anyone. see, now you’re sorry you asked about the vagina cavern.

i will share my bloodborne wisdom with you for fights. just seeing the cleric beast will net you your first two points of insight, so if you die, you will be able to level up. since he is a beast he takes damage from fire and serrated weapons. if you are really, really struggling you can summon an ally by the name of old hunter father gascoigne3 near the fountain. i refuse to believe that you struggle so much that you have to wait a full moon cycle until you can summon old hunter alfred. i didn’t even know you could summon alfred for this fight. you cannot be that bad. it is not possible. and if all else fails, go left.

bloodborne lesson four: go left.

the cleric beast, hysterically, explodes into a rain of blood and leaves you with two more points of insight and the sword hunter badge.

use the lamp that appears to warp back to the hunter’s dream for a quick rest.

1. this is using the name for them in the art book. bloodborne-wiki has a different name for them (literally just “executioner”, which would fuck up my RANT) but it came from datamined files. so i am unsure if they are mistaken or if the datamined name is different.

2. hunter’s cap description: “Recognizable by its withered feathers, this cap is fashioned after one of the old hunters.”

3. gascoigne at one point was supposed to be a friendly NPC you meet on the great bridge to explicitly help you with the cleric beast. he has cut voice lines and a working AI and everything. i have no idea why they cut this, except maybe it made everything too easy. its too bad, it really adds a lot of sauce to gascoigne’s short arc in the game.

 

bloodborne begins just shortly after your hunter-to-be asks an unknown question regarding a mysterious “paleblood“. in the opening cut-scene, a rare moment where the player occupies the POV of the hunter themselves, a man wearing the most evil top hat humanly possible dressed like a scarecrow that just got mugged of his eyeballs (the “blood minister”) rolls toward you in his Evil Horror Wheelchair™️ and starts saying a bunch of shit that makes no sense to you or anyone, for that matter.

“Oh, yes…Paleblood…”

this lying ass bitch has no idea what “paleblood” is. i guess there’s no proof he’s actually bullshitting us, but why would he know what it is. he says it in the same cadence as someone trying to soothe a startled horse and not like he has any definitive understanding of the actual question being asked. i think this guy is just making a hard sell like a car dealer. he is truly a character of no importance in any version or build of the game. i think its funniest if he’s just some asshole who makes a commission per hunter he gets to sign up and is like “oh for sure, dude. whatever. sign here.”

the hunter agrees to “sign a contract” (create a character) which is a relatively unexciting process save for a few notes:

  • the “noble scion” origin (a set of pre-made character builds to start with) has the descriptor, “scion to a respectable line with faith in your pedigree” and specializes in bloodtinge.
  • the “military veteran” origin is the only mentions of a war that occurred recently enough for you to have partaken in it. just a little (truly) useless flavor.
  • everyone’s favorite is the low stat challenge origin “waste of skin”: “You are nothing. Talentless. You shouldn’t have been born.” y-you too.

for this playthrough, our hunter is going to be a man named hunter, in honor of all the 6-11 year old boys who get yelled at in targets across america. we too are going to get yelled at by a bunch of strangers for getting into things we are not supposed to. however, the hunter has no canon gender, age, or appearance. the only information set in stone about the hunter is that they are just some schlub from out of town who remembers very little about their life before showing up in yharnam. that, and they do not have the common sense to refuse a blood and/or unknown substance transfusion from the world’s sickliest senior citizen who looks like he hasn’t washed his hands ever in his life. the hunter is a fucking idiot lol. what a dumb ass. like, after he figures out what he’s been roped into why doesn’t he just go home and take a nap. is he stupid?? let’s kill him

“Whatever happens…You may think it all a bad dream…”

this is the only appearance of the blood minister in the entire game. he is an inconsequential character, but a bizarre one. i seriously don’t think he’s particularly important to the plot and world of bloodborne; i don’t think he’s the missing lore link who will tie all this shit together once and for all. but there are points of his monologue that come off as quite strange when you think about it too much: what the hell does he mean by “you need only unravel its mystery” when it comes to yharnam. what the fuck does he mean by that. in the japanese translation he seems to be a little more direct in his sales pitch: yharnam blood will lead you to paleblood. but he won’t talk to outsiders until they “sign a contract” and get a yharnam infusion. still weird. why would he know how to get paleblood???  well, at least we get SOME information out of him. maybe?

the minister once had a larger role in the game but, in my opinion his excision from the plot was a creative one in the game’s favor. he appeared briefly as an NPC you can speak to after you wake up from your blood transfusion. he would assign you a backstory that ehhhh, you know. it overreaches a little too much in comparison to what a completely blank slate offers us. the minister’s exposition dump fucking sucks1:

“Welcome, weary traveler. To the great city of Yharnam. The troubles you must have seen. Your homeland, plagued by a sickness that spares few. You suffer. Your loved ones suffer. It’s like a curse. But there is hope for you yet. The blood used in ministration, the trade of Yharnam, is a special thing indeed…The only thing that can cure your sickness…”

the result is a bit too on the nose and raises the same questions: why does this asshole know this? maybe we look like we come from a certain place; everyone DOES instantly recognize us as a yharnam outsider, after all. i dunno. it answers some questions but raises more that are confusing and not worth investigating (what is the disease? where did the curse come from? are we visibly sick? how so? etc). i like it better when the hunter is just some dipshit who asked a question that got him roped into an eternal shift as a dog catcher for the city as cosmic punishment for his curiosity.

the hunter does in fact have a bad dream with some heavy-handed imagery: a scourge beast2 made out of blood emerges from a puddle of, take a guess- blood before reaching its claws toward you with slow and palpable dread. on the first viewing, you may think that the beast is creeping forward to attack you while you’re helplessly strapped to a gurney, but on “new game plus” (NG+) knowing what you know about the scourge, it will realize that the beast is extending its hand toward you in invitation. then it erupts into flames for no apparent reason and dies. consider this both a metaphor for your good wholesome blood fighting off the beast scourge in the transfusion and a tutorial: dogs hate fire. the hunter reacts like “huh, well that was weird. well, back to transfusin’.” absolutely no sells this. what a pro.

suddenly, you are swarmed by what appears to be an alarming number of ghostly white, deformed, infant critter things. they slowly, almost gently, crawl all over you doing god knows what until the hunter decides he’s had enough of this shit and blacks out (as you are about to wake from this dream). as your consciousness fades away, a soft, russian-accented voice addresses these little freaks with solemn admiration:

“Ahh, you’ve found yourself a hunter…”

you wake up on the gurney alone in a strange medical ward. there is nothing to interact with or signs or any other life in this transfusion room. except a note in your own handwriting3:

“Seek Paleblood to transcend the hunt.”

now, this is very important: step one of bloodborne is to die. after leaving the transfusion room, the player will almost immediately be accosted by a scourge beast with half a health bar4, suggesting that the man he’s gobbling down put up a decent fight before he became dinner. don’t be afraid.

the first lesson of bloodborne: it’s okay to die.  

after you get your shit rocked, you will regain consciousness in a strange place. the amount of brain damage we must have from passing out so much must be incalculable.

 

before you is a garden of white cosmos (the flower, not outer space. but, get it. lol) with a cobblestone path leading to a dwelling of some kind. perhaps a chapel, judging from the empty baptismal fonts stationed near it. its doors, and the wrought iron doors opening up into a field of lilies, are locked tight. to the left, there is an item you can examine.

further up the stairs, the little baby dudes are back, weeping loudly and weirdly. they have some gifts for you: a trick weapon of your choice and a gun* to pair it with. the weapons, an axe, a saw, and a cane, are modified day to day tools or equipment and are well worn from age and use. a first time player would be wise to pick up the saw cleaver and the pistol. the threaded cane is a trick to make you hate playing video games and i don’t know who the blunderbuss is even for. having a spread shot will not be to your advantage with how we will be using it.

you can wander around a bit more, but there’s not much else here. gravestones litter the tiny landscape, but you cannot “use” most of them yet. there is one you can use right now to teleport from this location to back to yharnam by means of the strange blue-purple lanterns you will now find along your journey. these will act as checkpoints, respawn points, and your means to return to this hub world.

beyond the fence that lines the perimeter of the small, floating rock the garden sits on, there is nothing but a sea of clouds pierced with strange, wooden beams that continue up into infinity and down into whatever lies below. the pale moon hangs high overhead.

this is the hunter’s dream.

note: music does not typically appear in the overworld in fromsoft games. this allows you to listen in on enemies trying to sneak up on you or get spooked by the sound of footsteps. special exception are typically carved out for the “safe” hub areas like the firelink shrine of dark souls or uh, the other firelink shrine from dark souls 3. the hunter’s dream is no different. please enjoy the linked music, especially when we get to the boss battle bangers.

now get the fuck out of there and go kill that dog!!!!

the bottom red line blocking a doorway is the one we’ve just come through at the start; it’s now locked and can no longer be accessed for now. after respawning at the lamp, our hunter is free to fearlessly cut down the scourge beast and make their way outside. it’s twilight in central yharnam. the sun is setting.

BUT: if you return to the locked door, you’ll find that you can chat to an NPC behind it. the woman introduces herself as iosefka, who is a doctor (presumably). she informs you that you can’t be let back in without risking further spread of infection. as thanks for your service, however, she offers you a single use item you can come back and stock up on one at a time: iosefka’s blood vial. it’s uh, weird.

The product of a slow and careful refinement process,
this rare blood vial appears to be a clinic original.

girl what the fuck. what does that mean. it restores more hp than a regular blood vial but that’s not really going to help you in this game. i think this is generally accepted to be serum, which is similar to plasma except the blood is allowed to clot before it’s put in a centrifuge. the result is a thin yellow liquid with no white or red blood cells. i think the “slow and careful refinement process” is supposed to be a little tongue in cheek means of differentiating this spooky not-blood from the spooky-not blood of real life; the centrifugal process is anything but slow and careful.

after chopping the dog into mincemeat, you will gain your first blood echoes. you will carry this “collective will” from the blood until you can use it to level up (after we explore most of the first section, the challenge of this first bit is to learn to hang onto your blood echoes). blood echoes function like souls in the souls games with one exception: enemies can pick up your dropped blood echoes (!) necessitating you to defeat them to gain them back. this will also be your first experience with the rally mechanic; in order to encourage and facilitate lightning fast, high risk/high reward game play, you can recover a large percentage of lost hp by consecutive retaliating attacks within a short time limit. each hit recovers more of the lost hp. the in-universe explanation for this is that the blood from your enemies invigorates you. makes sense. just like real life.

exiting iosefka’s clinic, there’s a sight you don’t want to see near a hospital: a graveyard. it’s fenced off for now so the only way is forward into central yharnam, which is in absolute disarray. strewn about are suitcases and clothing with no owners, there are carriages that have been abandoned and the horses nowhere to be seen, and the locals are total dicks. the huntsmen roaming the streets during this twilight of the hunt keep yelling terrible things at you that hurt your feelings like “YOU ARE NOT WANTED HERE!” and “YOU PLAGUE-RIDDEN RAT!” and it’s all very unkind. also they’re hitting you with axes and shooting you in the face and such. luckily, they’re also pretty lethargic, so you can get the jump on most of these guys just by running up on them from behind. the problem is the sheer NUMBER of huntsmen stumbling around tonight. everybody is out and about.

there’s only three huntsmen in the way here and two of them are taking a little nap on the floor; this is the games way of introducing you to the different “states” enemies can be in: patrolling, alert but static, and “asleep”. after dispatching of these fellows, pull the lever on the right to drop an iron ladder down to where you can reach it.

as you climb the ladder, an absolutely HIDEOUS, but distinctly inhuman screech will echo out. don’t worry about it. keep climbing. at the top is your next checkpoint blue lantern and a very curious red lantern, hanging outside of a window covered in padlocks and chains.

the image above is a little inaccurate, the gate to the left should not be open yet. right now, there’s nowhere to go but right. but first. let’s go up to the window and have a little chat with the occupant. red lanterns indicate the presence of an NPC inside of a building you can speak to. this scottish fellow is gilbert.

bloodborne lesson 2: make friends!

he’s so sick he can’t even stand, so he’ll have to speak to you through the window. he, like you, is an outsider5 and and came to yharnam looking for a cure but got the same welcome from the locals. he warns you that the town is cursed and to get out once you get whatever you came here for. but he’s up to chat and answer some questions:

“Paleblood, you say? Hmm… Never heard of it. But if it’s blood you’re interested in, you should try the Healing Church.”

yeah, that sounds like an organization with good intentions. let’s try it. gilbert advises you to cross the valley via the huge bridge you can see from where you’re standing if you turn around. from there, we’ll progress to the cathedral ward where the grand cathedral is located. normally, gilbert says, yharnamites do not share their secrets with outsiders. but if you take advantage of the chaos of the hunt…well, we might have a chance.

tally-ho!

1. here is a lance mcdonald video about this cut content. all of this shit is from a very old build where the “ebrietas” he mentions in his cut content was the name of the moon presence. its very far removed from the end product.

2. all of the fromsoft cut-scenes are rendered in engine, but i don’t know where this guy is in the files. i would be interested to know what his eye color is. hard to tell.

3. the japanese translation clarifies that what is called simply “handwritten scrawl” in english is YOUR handwritten scrawl.

4. you CAN defeat this wolf with only your fists, but there’s no point. the game doesn’t reward you. if anything its more contemptuous of your behaviors and abilities because now if you want to progress the game you have to go and stand around waiting for someone to kill you like a total moron.

5. very strange that he’s able to determine you’re an outsider entirely by how you dress.

*completely inconsequential but funny detail: one of the messengers is looking down the barrel of the pistol lol

i didnt really intend for this blog to become almost exclusively bloodborne but this is a much more permanent and easier to access place for this kind of information for people who do want to seek it out. anyway using Methods and Resources, i have been ripping apart bloodborne models from the ps4 disc and putting them back together very poorly in blender.

WARNING: my colors spaces and shaders are not lore accurate; i’m just not knowledgeable enough with 3d to achieve that. they are not completely wrong, but they are likely to be noticeably “off” from bloodborne “canon”.

i spent a lot (A LOT) of time struggling with the various (and genuinely very impressive) tools available for futzing with fromsoft files, but none of them would load the textures, even with lots of messing around. as a result, the process is annoying and takes a lot of time “by hand” to do across like 4 different programs. if you try to request a model or ask me how i do this i will drive to your house and spray you with a hose until someone calls the police on me. i don’t have anything better going on so don’t try it, buster!

now check this out:


the first endless and eternal struggle was simple: i just wanted to peek at the unused “moon” skin for the scourge beasts. this was the result of several hours of honest effort. she’s beautiful, but not what i wanted.

several very specific blender tutorials later and i did it.

uhhh. sort of! here’s what i assume is the more lore accurate coloring from bloodborne-wiki:

mine looks a little too “attack the block” instead of the signature moonlight great sword coloring. but i was excited enough i gave him a photoshoot.

bleh!!! bleh!!

some other finds include: a hank hill ass and the space pope.


the big mergo’s attendant was chosen at random, and i was surprised to see she had this weird unused skull item. this color is unaltered, its very bright blue and blonde hair. really weird.

they also have an ass.


 

i was going through the object files while eating a snack last night and found one of the weirdest/stupidest things ive ever seen. all the files are like in the 1KB-5,000 KB range except for this 44,000kb monstrosity that im pretty sure is the carriage the cramped casket jumps out at you from in yahar’gul. i have no idea why its this complex lol.

but it had a bunch of shit inside as well. it looked like a mix of stuff layered on top of each other that was used and stuff that wasn’t or maybe was used in like, a promo at one point. peeling away layers revealed that the interior of the stupid thing has fully rendered lanterns and fire (????????).

after all that was stripped away there was a. pile. of 6 coffins. this shit made me laugh ngl. so i removed all of the coffins blocking my path (common bloodborne problem)

underneath i found what looks like a breakable incense (?) pot and some gravestones and some other shit. there were still a bunch of layers to turn off so i kept going.

i don’t remember this rose being used anywhere.

underneath the huge pot was a little statue and a lamp on a chain

and underneath that………..

was a thing

i have no idea. it looks like a hole. it doesn’t look like anything. i think this is one of the funniest things to hide at the center of such a needlessly complex collection of assets: a thingy


then i remembered the whole reason i wanted to do all this. and yes, the slimy crawler enemies ARE distended torsos and breasts.

eeek!

this period of time in the canon is a big fat question mark as a result of reshuffling ideas one million times behind the scenes. how long it took the first red moon to recede is unknown. its not known if there were other red moons between then and now. it is not known if the first moon ended organically or because of external factors. we don’t know how the church got on or what yharnam was like before we arrive. we don’t know what’s normal at all (this is a frequent position to be in when it comes to fromsoft storytelling. often times you realize in hindsight that the person you were talking to is bloodborne equivalent of homer simpson.

the history of yharnam between now and the arrival of the hunter is unrecorded by the game, either because it was uninteresting, cut from development, or intended to be an in universe secret that is so mysterious that even the people doing it don’t really seem to know what they’re doing or why they’re doing it. yharnam makes a lot more sense if you imagine everyone has been inhaling chemical fumes from the burning of old yharnam for the past 50 or whatever years. or that they’ve been licking mercury off their fingers or whatever.

any remaining old hunters who participated in the fishing hamlet massacre were imprisoned by the healing church in order to maintain the control of the narrative it had over what few yharnamites it had left roaming about what remained of yharnam. the power of the red moon, the origins of the scourge, the defilement of kos, and that awful thing laurence called forth from the sky; all of it had to be hidden away. but the remaining, active members of the church hierarchy (at this point, mostly a bunch of nobodies) were not capable of anticipating how devastating the wrath of kos would turn out to be. her long-simmering curse plucked the hunters succumbing to the moon’s power and their own blood lust off the streets of yharnam on the night old yharnam burned. that night, specifically, was a catastrophe for public safety.

old hunter garb:

One day, the hunters disappeared, and Yharnamites began to whisper of the hunters’ sin.

Drunk with blood, chasing after beasts, they would pass on to the Nightmare, every last one of them

the old hunters, who would once retreat to the dream and then return good as new, disappeared permanently from yharnam. hijacked from their trajectory either to or from the dream, they were funneled into the hunter’s nightmare to engage in a bloody, endless, purposeless hunt.

brador, whose loyalty to the church appeared to be based entirely on the fact that they let him kill people with no repercussions, continued his work as a church assassin in the hunter’s nightmare. it was, after all, the only remaining proof of what happened at the fishing hamlet with the whole “baby mutilation” thing. brador’s job was to prevent overly curious hunters from reaching the nightmare’s darkest secret, and god he loved his job. he’s locked up in the same cells as the other old hunters, but apparently voluntarily. brador does not have to leave the comfort of his embarrassing NEET nest to do his job.

after this, as far as one can tell, the hunts returned to a normal ebb and flow. sort of. various characters will casually mention that they’re experiencing an unusually long night the night the hunter arrives, which a really strange thing to say so casually. that’s normal for yharnam, i suppose. not so much for people who should know that the sun and moon are famously predictable entities. its not like they go wandering off around the galaxy.

as a precaution, the church would lock its gates for its own protection on the night of the hunts; without any hunters of their own, the church was forced to depend on uhhh. slave labor. they started sourcing their own church servants by pumping pthumerians from the labyrinth with blood, dressing them in doctor uniforms, and kicking them into the street. the ones walking around the cathedral ward look much more hydrated and cleaned up compared to their peers in the labyrinth, but they’re still a little…wild. the church opted to just put bells on them so any yharnamite knows to run the other way, like a rat would with a belled cat.

this enemy type drops blue elixir, a strange goo that hunters can use to turn invisible (and, therefore, avoid enemies). but for the common folk (and pthumerians), the elixir “numbs the brain”. as for the origin of the goo, consider this: the celestial minions in isz gravestone (and ONLY the minions in isz, not the over-world!) have a chance of dropping blue elixir. you can buy elixir from the hunter’s dream once you obtain the choir related “cosmic eye watcher” badge.

there are other places to get it too.

meanwhile:

and time passed. god knows how long. long enough that the remaining old hunters have turned grey with age. gehrman has been aging this whole time into a withered old bitch. more people died. coffins began to pile up in the streets. it has to smell so fucking bad in yharnam. between the blood and the dogs pooping wherever they please and all the dead things…AND it’s fake-victorian england so you’ve got the usual english odors mixed in there (open sewers, fish head pies, piss, tesco, etc). dreadful.

anyway, there’s something i’ve been keeping to myself until now that it’s time to talk about. let’s review what we know about the old blood, objectively:

incoagulable blood was found in the mysterious pthumerian labyrinths beneath byrgenwerth. this blood was used in medical treatments on a day to day basis and by hunters in the heat of the hunt. the effects were immediate, intoxicating, and addictive. there is a “substance in the blood that hardens” that results in the formation of coldblood, beast blood pellets, blood shards, blood gems, and pebbles. but why does the blood never dry?

the blood does not coagulate because it is not dead. it is animated by the collective strength of the willpower of its previous owners. this “will” (as its called in japanese, LastProtagonist describes them as “the unfulfilled hopes and desires of one who has passed away.”) of the slaughtered accumulates in one’s blood through the process of blood ministration or the blood spilling in the hunt; when you receive “old blood” you are also receiving the ancient will of the “blood echoes” of all the previous recipients as well.

hunters knew what blood echoes were, how to get them, and sought them viciously for strength. this is the in-universe explanation for why those assholes hit you and pick up your blood echoes. i mean, it’s a gameplay thing too but like. they’re also being assholes.

Hunters sustained by the dream gain strength from Blood Echoes. They imbibe the blood with thoughts of reverence, indeed gratitude, for their victims.

remember when i suggested that the “holy medium” the byrgenwerth students found was ritual blood in part 1? the deeper you go into the labyrinth, the stronger the ritual blood becomes. this is communicated by its visual transformation in the item art: it bubbles with life and slowly forms itself into one and a half pthumerian-esque skulls.

When all is melted in blood, all is reborn.

a hunter’s spilled blood becomes part of an unfathomably old collective collective consciousness united in death and used to “embolden [the hunter’s] sickly spirit”, as a old friend would say. but blood echoes are not simply limited to the wet blood in your veins. don’t forget about the animated bones of the darkbeasts, or the powers inherent in a blood gem, or the art of quick-stepping hidden in the bone of an old hunter? what about…ah. well.

just keep it in mind.

then, one day, a foreigner arrived.

Perhaps its wearer had to stay out of sight, and travel by cover of darkness.

It is said, after all, the traveler came to Yharnam from afar.

Without memory, who will ever know?

and that foreigner…was you!

one way the fromsoft team has historically tried to tie plot threads together is by using color to indicate connections that are otherwise not outright stated for the audience. sometimes, these connections are so obtuse that its not until the game is datamined that it becomes clear what the fuck the color was even trying to communicate. trying to track colors and their usage in bloodborne is a huge pain in the ass. i’ve done my best to pick out some that stick out in my mind significant either for their ubiquitous nature or how annoying/weird they are.

let’s look at these beautiful colors together…be a rainbow shrimp with me…


red

crazy to imagine, but the game called “blood”borne has a lot of reds in it. let’s check ’em out.

arcane curse red

i have yet to discuss the properties of blood in yharnam that lead to the creation of arcane curse. it does arcane damage just like the blue version, but it’s red. found only in castle cainhurst and associated items.

 

arcane magic red

counterpart to arcane magic blue, but not associated with castle cainhurst. the hues here are more inconsistent and i’m wobbly about including the witch of hemwick’s AOE attack.

 

frenzy red

a handful of church doctors outside of amelia’s boss room have a stick shaped like the hunter’s mark. if they poke you with it, you get your first taste of the frenzy status effect. you won’t like it. while ebrietas is not the source of the healing church’s blood supply, she DOES spit frenzy inducing blood. she might supply them with their frenzy stick….aura.

 

rapid poison red

it’s the “bleed” status from dark souls and also the frenzy status from this game, but weaker. when your rapid poison bar fills up, you lose a percentage of your health. rapid poison is associated with pthumerian corpses or vileblood.

 

confederate summon red

spots where you summon allies for boss rights typically have an orangish hue to help them stand out from lanterns. however, if you are wearing your “impurity” rune, you can summon your confederates from the league to help you out! their color is red.

 

sinister bell red

when a “sinister” type bell is rung by the bell ringing woman, it summons either an enemy hunter (in online play) or a weird red construct that resembles a mob type enemy. ahhh its so sinister. the image on the right is giving bloodborne veterans heart palpitations from rage/terror.

 

blood red

it’s blood and it’s red. some blood isn’t red. vile/old/beast blood is. the blood of great ones is red. most of the blood is red.

 

red eye buff

there are two kinds of red eye buffs. one is to signal that the enemy will drop a vermin after death. the other is to let the player know that this enemy is stronger than the others. it might have super armor or the power to buff other enemies’ attacks.

 

rally potential red

you’re going to have to trust me and this youtube guy when we say this is what this does because i can’t find proof of this shit anywhere outside of hacked chalice dungeons (?). this extremely rare aura on this enemy means they can rally their health back the way the hunter can. i had seen this called “vampirism” before when it was misunderstood to be them stealing your health and not using the rally mechanic.


orange

one thing to keep in mind when looking at all of these reds and oranges is that these colors were likely chosen so that they would stick out against the dark blues and purples of the environments. what we’re looking for is mostly visual consistency in HOW these colors are used to tie threads together.

fire

you know what fire is.

 

the orange light of fucking get you

for whatever reason, the brain of mensis emits a bright orange light when you’re in its line of sight. this might just be a case of a nice color to contrast the purples of the nightmare.

 

ashen blood orange

the bloodletting beast has a unique blood color that’s really only noticeable in good light. very rusty! all the other beast blood is dark. nothing like this at all. diarrhea blood lol

 

summon me orange

the average, non-unique summon spot color. seems to be orange so you can differentiate it from the purple glow of lanterns from afar.

 

summon you orange

the strange teleportation bath in yahar’gul has a color very similar to the orange of the summon spots. this is another instance of a color that appears once. but the connection is similar enough i should mention it. and yet…different enough…who knows.

 

healing church orange

the beasts associated with the healing church can do an unusual move to restore their HP or to mend the limbs you “break” (allowing you to break them again for another big hit). amelia’s animation makes it the most clear that it’s an act of prayer. the bloodletting beast seems to be huffing something up off the ground. blood? its always blood, lets just say its blood.

 


blue

probably the second most consequential color in the game. where red indicates the presence of beasts and blood, blue will signal the arcane and cosmic.

arcane magic blue

the counterpart to red arcane magic. still does arcane damage. the difference is aesthetic/plot/origin.

 

cosmic blue

this overlaps a lot with arcane magic blue. the only real distinction is that the blue color comes from specific cosmic entities, like exploding stars or meteors. as you can see the best strategy is running and screaming.

 

madman wallar blue

in order to communicate to the player that you can summon wallar in addition to another companion of your choosing, his summon sign is a bizarre take on the arcane blue. it’s unique to him. they should name the pantone after him.

 

bolt blue

the famous blue sparks from loran that captivated archibald. likely a result from the dry, desert air. kin hate this shit. zzzzzap!

 

fuck your entire life blue

the colors are similar enough to lump them together and they’re both equally bullshit in different ways. there’s a few enemies with this specific, weird, ring of binding magic. it’s tremendously annoying and comes from a variety of sources, such as a spell being cast or a baby crying. seems to be pthumerian in origin. brainsuckers love to use this from 500 ft away, and then takes his sweet ass time running up on you before subjecting you to a 30 second animation you will feel every single second of.

the other is the very rare, very stupid chalice dungeon warp trap.

 

been here blue

messengers in the chalice dungeons (and in the nightmare frontier, oddly enough) will light their little lantern after you enter a room to let you know you’ve been this way. thanks fellas.

my theory is that the ones you find in the nightmare frontier were removed from the loran labyrinth during the school of mensis’ exploration of both areas. it’s very easy to get lost in the nightmare, it makes sense why they’d want to use this free tech they were familiar with.

 

elixir blue

while the celestial emissary bosses do not drop blue elixir, their mob counterparts do in the chalice dungeons. the blue-eyed werewolves from the orphanage (where the celestial emissary boss is located) also have a small chance of dropping the mysterious “blue elixir”.


purple

what if it was purple!!!!

slow poison purple

try to avoid breathing this in if you can. fart gas.

 

lantern purple

a mysterious color. and not the only lantern to shine with it; the church servants carry one around that looks like it came from the labyrinth. not sure what to make of it, to be honest.

 

blood echo purple

enemy eyes will glow purple to indicate if they’ve picked up your blood echoes, requiring you to defeat them to get them back. this is nearly the same purple from the lanterns. weird!

 

cosmic purple

ludwig’s pals from back in the day were given an unusual fate in the hunter’s nightmare. since they were all tomb prospectors, i think its fair to assume they picked some weird shit up down there. however, they glow and use magic with a unique purple color that rings like a bell. i assume all this shit was done specifically to annoy me personally because of how little it matches anything else.

 


greyscale

black, white, and everything in between. so, uh, gray.

nightmare mist black

 

lmfao sorry for how itty-bitty the pic in the middle is. that’s the messenger’s gift in action, which is the item that defines what this stuff is. you’ll see it when attacking mergo’s wet nurse in lieu of blood (indicating she is a construct of the nightmare, evidently) and when you travel via a headstone.

white laser of explode now

DIE

corpse fire white

appears only in yahar’gul after the blood moon rises. inexplicably rings like a bell when you get close. your guess is as good as mine.

 

“it’s not cum” white

its spit. arcane spit.

 

kin blood grey

its hard to see this shit spewing out while the hunter is in the middle of trying to squish this bug, but its that murky shit in the center of the frame. possibly mercury? possibly not.

 


oddities&unknowns

for the stuff that doesn’t fit anywhere else.

moonbeam green

this is the only green of significance i know of in the entire game. a long running reference to the unique seafoam hue this sword has in every fromsoft game.

 

fucked up fire blue

i could not even BEGIN to try to tell you what the fuck this is. it only appears when you have 15 or more insight, like the eyeballs on the lanterns these guys use. there’s only two of these guys in the game and this fire appears nowhere else. the fuck!

 

bell-ringing buff red/bell-ringing attack purple

the red robed bell-ringing pthumerian women from the one reborn fight will buff him over and over unless you take them out first. they’re the only ones with this ability and i have no idea what they’re doing. conversely, the chalice dungeon versions have a weird purple AOE that iirc drains your health. these are unique. i dont know why they do that.

 

what the fuck red

when the snatcher/kidnapper enemies are at 75% health, they will suddenly stop, scream like a velociraptor, glow red, and then start kicking the shit out of you 3x as hard and fast. i don’t know. its scary.

the pale moon changed.

yharnam changed.

something was happening in old yharnam. something predictable, yet shocking.

[…] 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.

alternative translation from LastProtagonist:

A mysterious ailment once *plagued the old town (Old Yharnam)

with an interesting translation note:

*Plagued is taken from 蝕んだ – Which literally means worm-eaten in one sense. (Other definitions of the term include spoiled, rotten, eat into, destroy.)

perhaps ashen blood is not a disease spread by bacteria, but the result of a parasite infesting a host. don’t forget: the augurs of the great ones are invertebrates. until now we have only been considering the mainstream snails, slugs, and kos parasites. but there are other invertebrates as well…maggots, vermin, amoebas…

As it was, clerics transformed into the most hideous beasts.

the church had made one notable discovery during their various stupid scientific inquiries: the ghastliness of one’s beast-hood had some correlation to how much the afflicted embraced their fate. their attempts to just roll with becoming beasts failed and in the process they discovered a rune they then immediately deemed forbidden: 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 this knowledge became a foundation of the Healing Church.

alternative translation from LastProtagonist:

Knowledge of it has certainly become (a/the) cornerstone of the Healing Church.

the church was well aware of the seductive power of the blood. and they were terrified of it. there’s an old healing church prayer you can hear a handful of church members recite that acknowledges the temptation of beasthood.

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.

yet, in the end, laurence, the first vicar became a beast. the hunter can gain the beast’s embrace rune by defeating his eternally burning beastly form trapped in the hunter’s nightmare.

ugggh alright. let’s talk about laurence. i’ve been dreading this because i hate this part of the lore being so overtly WRONG.

here’s the thing: fromsoft changed its mind after the fact for some reason. this is the least i’ve understood a creative decision in my life. i’m mad online about it. for a lot of reasons.

here are the facts of the case, your honor:

  1. objectively: laurence is a cleric beast:
    1. there is a fight with “laurence, the first vicar” in the dlc
      1. the first optional boss encounter in the base game is the “cleric beast”.
      2. the cleric beast drops the “sword hunter badge”, which explains that healing church clerics were often also hunters under ludwig’s tutelage and transformed into the worst beasts.
      3. laurence is a high ranking member of the church
      4. the laurence we fight has the literal exact same model as the cleric beast but on fire.
      5. the skull you use to initiate the fight is “laurence’s skull” with the item description: “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.”
larry the worst vicar cleric beast

pretty fucking definitive right?

idiot!

remember the incredibly long and drawn out exploration of the chalice dungeons i’ve been dragging us through this whole time? prior to the burning of old yharnam, i think it’s reasonable to assume that the church tomb prospectors wrapped their exploration, but we are going to put the details aside until we experience them as the hunter; the church doesn’t stop fucking around down there for a long while. the fact that the hunter can encounter boss monsters that have been mutilated by the healing church in the past strongly suggests that hunter is not experiencing some kind of time displaced version of the chalice dungeons. they are simply empty because they are dying and there are no hunters or prospectors left to explore them. as above, so below.

the dead children collected from loran unsealed a cursed and defiled wing of the labyrinth (we’ll get back to the contents of this area later) which in turn revealed the truly final chalice dungeon: great pthumeru ihyll, the pthumerian capital. the bosses of this area (again, more later) include two pthumerians. but, by the time the hunter arrives, there’s a new addition to the boss roster: a bloodletting beast with no head. remember the headed one? it’s blind and cut nearly in half? the headless one reveals that it’s being puppeteered by massive, rapid poison spewing vermin resembling maggots.

so no head? [smashes cell phone on the ground]

the thing is: we know where the head is. the skull is sitting in the grand cathedral of the healing church being worshiped as a holy relic. before the hunter touches it to progress the plot, it glows arcane-ly through the massive gash in it’s head.

now…compare the locations of the gashes on the beast and the skull! my unfounded theory is that the church really did think they killed the bloodletting beasts. they didn’t get back up and start moving around until later either because of the undead blood or the worms.

now, my point is: this skull is laurence.

  1. objectively, laurence is the headless bloodletting beast:
    1. the skull is of the bloodletting beast or, as its known in japan “the host of the beast blood” [looks at u meaningfully]
    2. the skull is located in the grand cathedral, which is not accessible to the public after the events in old yharnam. it is the centerpiece of a reliquary dedicated to it.
    3. a note we can read on the way to slap his bald head invites all members of the church to “Place your hand on the altar’s sacred covering, and inscribe Master Laurence’s adage upon your flesh”.
    4. touching the skull plays a cutscene of laurence leaving byrgenwerth (your character is experiencing something similar to what happens when they crush a skull with a madman’s knowledge or great one’s wisdom).
    5. this teaches you the adage that laurence learned from willem: fear the old blood.
    6. in the dlc, the one of the nightmare versions of the grand cathedral has the same reliquary, but instead the skull on the altar is laurence’s HUMAN skull

SO??? WHICH IS IT FROMSOFT??? again, i don’t subscribe to the idea of projected consciousnesses in bloodborne (outside of micolash, a special case), there is no reason why laurence would be the only character in the entire game whose soul was separated from his body and made in to a terrible boss fight. and that’s really the kicker of all this shit: the laurence fight is godawful. the cleric beast is not a particularly fun or memorable fight and i don’t think anyone was clamoring for an encore. you have to fight the stupid cleric beast a quadrillion times every time you start a new game plus (its optional sure, but you need the EXP) and lighting the fucker on fire makes it so, so much worse. at the halfway point, laurence splits in two and starts crawling around shitting and farting all over the place and puking on your shoes. you can’t regain your health via the rally mechanic reliably because fire does multiple tics of damage, which sets the meter to 0 gains before you have a chance to get close enough to attack him.

it didn’t have to be this way. laurence a flambe is not in the fucking artbook. there’s no trace of the fucker at all. he was a last minute addition for reasons i will never be able to understand. someone at fromsoft felt really strongly about the fact that they might release a game that doesn’t have a tedious lava section and course corrected before the game could ship.

why laurence is NOT the burning cleric beast:

  1. his absence in the art book and existence prior to the DLC in the form of the skull on the altar makes his dlc appearance superfluous
  2. giving him the generic cleric beast design fails to differentiate a major contributor to the current crisis in yharnam to the player
  3. boss music not that good
  4. the fight is like trying to shoo a bat out of your house with a blanket
  5. optional fight underplays character’s narrative purpose
  6. yells too much

why laurence is NOT the headless bloodletting beast:

  1. the perspective in the cut-scene with willem is not laurence’s; you see his form briefly from afar1 so whatever is viewing him is doing so from a bunch of different angles
  2. how’d they get his ass down there.
  3. the shape of the skull on the altar doesnt match the face shape of the bloodletting beast with the head.
  4. there’s already a boss named “laurence, the first vicar” and its not this one

i hate fire laurence. i am on the bloodletting beast team here but both are, annoyingly, correct. they just openly contradict each other. pick one or both or neither and let’s move on. if we assume the laurence in the DLC is the real one, then the flames would imply that he died during the burning of old yharnam.

but how was laurence killed?

an experimental workshop of good repute, the powder kegs, (and their forefathers the oto workshop) built an armory of weapons that boomed, burned, slammed, crushed, and operated under a very simple mantra: “if a weapon ain’t got kick, it just ain’t worth it“. old yharnam, under siege by it’s rapidly transforming population, was now the under the purview of the powder kegs.

or, it would have been, were it not for the ideological freaks amongst them. djura was a famous old hunter whose reputation was such that the iconic stock standard hunter’s tri-corner hat was based on his own. he was described in his own hat description as “uncommonly kind and dreadfully foolish”. djura, bless his heart, could not separate the beasts from the people they had once been. what was happening to old yharnam was too much for him to take.

the healing church commanded that old yharnam be burned to the ground in a last ditch effort to contain the spread of ashen blood, but at that point they were asking too much. djura and his allies refused to continue to participate in any more of the slaughter. to drive the point home, they went as far as to renounce their hunter’s vows. which meant no more dreaming, no more reawakening, no more growing stronger. he broke his contract with the moon. no more endless life for you, boy!

the powder kegs appeared to have participated to some extent in the burning of old yharnam, but it’s not clear when they turned against the church. it’s unknown if they retaliated against the church in the heat (lol) of the moment. what we do know, is that the powder kegs began to espouse an extremely heretical point of view: what if being a beast wasn’t the worst thing that could happen? the unique beast man who drops the firing hammer badge from the oto workshop is using the beast’s embrace rune and irreverent izzy’s forbidden masterpiece, the beast claw. a strange contradiction: the more one fights their inner beast, the more warped and twisted they become. by contrast, the bestial hunter’s face is remarkably human and resembles a midpoint between the average hunter and the disarmingly human abhorrent beast.

alternative, more clear translation from LastProtagonist:

The red moon is close, the town is nothing but beasts. There’s no end. It’s all too late now. Must it all burn?

djura keeps watch over the old yharnam from the top of its bell tower now. the church left djura and the other traitors to their fate, locking the door behind them, and covered the entrance to old yharnam with a concrete slab statue in a church of no importance off the beaten path. old yharnam is abandoned, yet years later, still burns eerily. djura and his allies wear hunter’s gear that repels flame, either by ash (perhaps replicating an old ash ceremony2 from the labyrinth) or by capes made permanently damp by the undying beast blood.

this shit baffled me for a long time. like how can old yharnam still be on fire when we get there if this happened a million years ago?? but remember the slugs the fishing village was using as oil from part 2? personally, i could buy that magic slug oil takes much longer to burn. i mean, all fire in bloodborne is magical and eternal. the labyrinths should be dark as shit but only some rooms are. the most still have candles and torches that work. the fire is magical. sure. ok. its not like this is the first or last time fromsoft would make up a plot beat about a fire that never burns out.

if the yharnam hunters refused to kill their compatriots (laurence included), then someone else with the stomach for it would have to do it. someone untethered by emotional connection. a real weird fucked up guy.

a hunter of hunters.

brador, strongly implied to be the first hunter of hunters and assassin of the healing church, came from a far away foreign land. but not just ANY foreign land; brador is from the same homeland as both the hunter AND father gascoigne (a famous old hunter who makes it out the other end of tonight’s mess). his vest is a recolored version of the clothes your hunter arrives in. you can tell which one is brador’s because it looks like he just got done talking to you about huey louis and the news.

his arm bands are just a recolored version of gascoigne’s! according to gascoigne’s garb description, “‘Father’ is a title used for clerics in a foreign land, and there is no such rank in the Healing Church”.

brador, on the other hand, was no holy man, even if he is technically a member of the healing church3. in fact, he showed up wielding something that i feel like more people should have been confused and alarmed about: the bloodletter, a transforming mace in the shape of the hunter’s rune. literally what the fuck is that. did the church give it to him? did he bring it from home? where the fuck did it come from?? for the player, the bloodletter is to the bloodtinge build what the holy moonlight sword is to arcane builds. its intended to fill a missing weapon niche. but in lore….fuck man. when you use it transform it, you stab yourself in the chest with it which “expel[s] tainted blood”, turning it into a mace made of a huge chunk of blood with frenzy spikes4 coming out of it. it’s like a truly ugly and twisted version of the vileblood chikage weapon.

the antlers are not perfectly exact but they are approximate enough to say with certainty that brador killed a cleric beast, presumably laurence.

Brador donned a compatriot’s beastly scalp and hide while still moist with blood. Most of the blood stains on this hide were from that day.

NO, I DON’T KNOW HOW BRADOR COULD HAVE SCALPED LAURENCE IF LAURENCE STILL HAS HIS HEAD IN THE DLC. IT MAKES NO SENSE. but why else would i care if brador killed some random cleric guy unless it was an important cleric guy. why else would the church wind up trusting him with a monumental task later? but brador buddy, do you know how many freaky monsters i’ve fought by the time i’ve found you. i’m not impressed by your little cleric beast cosplay. grow up bitch!

ludwig was also doing not so good.

a popular theory (that i love) suggests that ludwig fought beasts on horseback during the original hunts. and because of that, ludwig has a…REALLY unique appearance when compared to the other cleric beasts. these images have been edited for clarity. i’ve done my best to label his unorthodox features. under the same principles that lead to the fused body monstrosities in the late base game, ludwig melted into his horse.

When all is melted in blood, all is reborn.

ludwig too became prisoner of the hunter’s nightmare. goodbye ludwig. see you when the hunter catches up to you.

story time!

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.

moral: there was a hungry man. he was so hungry everyone died. the end.

1. they just used micolash as a stand in for laurence in that cutscene, which is pretty funny. for a character that has existed in every draft of the game, laurence has never been given a physical appearance that wasn’t beast mode, as far as i know.

2. dont think too hard about the bone ash set. its just a dark souls reference lol. like how the yamamura set turned out to be a wink to sekiro’s development

3. i literally don’t know why they bothered to equip him with it because he won’t use it under any conditions, but brador carries ludwig’s rifle, a church weapon.

4. “frenzy spikes” are physical spears of blood that occur as the hunter is taking frenzy damage. the shoot out of the hunter’s skin and retreat if the frenzy meter subsides. they are literal, physical things. you’ll stumble upon corpses in the late game who have them protruding out of them every which way. typically, unlike the bloodletter versions, they are sort of crystalline in structure, like a snowflake

alright, this section contains the most “outside” information i am willing to drag into a plot analysis of a video game about werewolves that has its own internal scientific/magical logic. i am always hesitant to draw conclusions based on real world fiction and facts for this fantasy horror video game for a few reasons, but primarily its because the human brain has an incredible imaginative ability to see patterns where there are none. chasing this instinct with wanton abandon will quickly cause you to lose sight of whatever point you were making in the first place until you’re just writing paragraphs about how this thing is kinda like this other thing. so what? why would that outside information matter in this context?

that’s the line i’m trying to walk here: the real world qualities of chemical elements might have some subtle impact on the world of yharnam that is not explicitly spelled out for the player in item descriptions. this is because your character would not know this either.

i’m sure you can intuit by now that things were starting to get pretty fucked up as several calamities started hurtling toward each other. the healing church had no interest in the hunts as acts of bloodshed, sport, or as a catalyst for transformation like those other freaks. the gloves used by the healing church doctors explains that the church only “engages in the hunt in a medical capacity”‘; when the church got involved in the hunt it was for hygienic purposes, not for funsies. beasthood was a truly dreadful fate, and the clerics who were under ludwig’s’ command were, unbeknownst to them, at risk of the most gruesome transformations of all.

but until then, swag life

with the hunts becoming more and more regular in occurrence, superstitions and rumors were running rampant about the beast scourge.

Old Hunter gauntlets made of brass to protect their weapon-bearing hands.

At the time, some hunters believed that certain metals would guard off beast blood.

On a night of the hunt, it is no wonder that some resort to superstition.

old hunter trousers:

A widespread belief of the period was that “beast blood crept up the right leg”, and this led to the double-wrapped belt.

(that’s the leg you inject your blood vials into)

old hunter arm bands:

Old hunter arm bands wound tightly to prevent infection with the scourge.

Of course, the idea that the scourge was infectious was pure hearsay.

oops. i guess they don’t know what germs are yet. but they’re on the right track in a weird way; some metals ARE antimicrobial, including copper and it’s alloy cousin brass. copper and its alloys are typically conflated with with yharnamites and hunters (see above). other antimicrobials, such as silver and gold, (like the ardeo, the thread in the surgical long gloves, or the cainhurst armor) were employed by the healing church and cainhurst to “repel” beast blood. silver was also used in the church’s righteous damage weapons1 like ludwig’s holy blade (a mundane mass market replica of the holy moonlight sword for church hunters) and the kirkhammer.

another antimicrobial is mercury, or as its known colloquially, quicksilver. if you’re of a certain age, you were instructed by one or more adults at some point not to break open a thermometer and play with the badass silver liquid inside because it makes you die horribly. unlike the aforementioned elements, iron (found in armors associated with the school of mensis) doesn’t melt when in contact with mercury(external link). look, its all very simple. like pokemon. mercury defeats silver and silver defeats dog and dog defeats guy wearing a big stupid iron hat and mr. hell-in-a-cell defeats mercury.

don’t take this too seriously. the information that actually matters is that they accidentally stumbled upon ways to protect themselves from a contagious disease and formed weapons and armors that worked for reasons they didn’t understand. in time, they would come to use another very reliable means of sterilization as a proactive means of disease control: fire.

a popular theory in bloodborne lore discussions argues that grey kin blood is composed of mercury. i was quick to dismiss this at first, but it seems like it has a lot of legs. there are select enemies that drop quicksilver bullets, which are made from only two ingredients: your blood and mercury. its not surprising that enemies with firearms such as the huntsmen would drop them, but things start to get weird when the drops start to come from the ghastly pale church servants (seen below in the doctor uniforms). maybe some of them just have a few in their pockets for safekeeping? some of them use guns after all. in fact, many of the enemies on the list have quicksilver bullets due to how the game code handles projectiles.

but the drop rates on kin enemies is noticeably higher, and no kin wield guns. the slime scholars, the garden of eyes, brainsuckers, and celestial emissaries drop quicksilver bullets. isz gravestone is absolutely drowning in the damn things. the kos worshiping snail people, the nightmare apostles (those are the giant spiders; the ones with human heads drop twice as many bullets), winter lanterns, and the merciless watchers of the pthumerian labyrinths, while not kin, clearly share more visual overlap with kin than their other pthumerian brethren. like, the merciless watchers are inexplicably robin’s egg blue instead of white. i would agree with the general consensus that there seems to be a direct connection between one’s degree of kinship and the amount of quicksilver in their blood.

there are a few other oddball enemies. first, the labyrinth madmen (the super scary guys who scream at you) drop a shit ton of bullets, they are also…beasts. they take beast type damage unlike other pthumerians. this might seems strange until you look closely; the labyrinth madman have clawed toes, fangs, and clawed hands but few other easily visible markers of beasthood. there are VERY few beasts in the pthumeru labyrinth and of the few that remain, they feel almost cultivated for a purpose.

so here’s the theory: given the healing church’s history of using live subjects for experiments and celebrating the gruesome demise with sainthood, these “saints” from the sage’s hair and wrist item descriptions read like failed attempts to prevent the outbreak by using quicksilver injections. evidently, the beast plague was unable to take full hold in pthumeru due to the presence of mercury in the blood of the pthumerians. but those who WERE infected were only barely transformed. the church sought to work off of this information but were apparently willing to ignore a critical symptom of mercury poisoning: you get twitchy and weird. like a (labyrinth) “madman”. “mad as a hatter” as they say. man, there should be more evil hat guys in this game. huge missed opportunity.

the other weirdos are the two variants of the clockwork patients: the ones with the infected arms (due to being injected over and over with something…hm!) and the crawling ones, who have the dubious honor of having successfully grown eyes on the inside, as demonstrated in the art book. other patients don’t! just a smidgen of kin in these guys.

in conclusion: i don’t know. i forgot if this had a point. but you read it anyway, sucker!

oh wait, hold on. i remember now lol. the hunter has a mechanic where they’ll draw their own blood in order to generate 5 “blood bullets” if you’re in a bullet emergency. the only difference between a quicksilver bullet and a blood bullet is the name and where you get it. what the fuck did that old man put in us at the beginning?? is mercury the “tinge” of “bloodtinge”?

the appearance of ashen blood wasn’t really helping things either. old yharnam (which is right next to where the school of mensis conducts its research in yahar’gul, where they would have been experimenting in and around loran, home of exotic diseases) was getting it the worst. in response, healing church doctors were split into two categories and sent into the communities with specific instructions. black healing church doctors were used as…preventative measures, and were the most prolific. ignore the pthumerian look of these guys for now, we’ll get there.

Attire of Healing Church hunters. The Holy Shawl2, symbol of the Healing Church, flutters proudly on their backs.

Most Healing Church hunters are elementary doctors who understand the importance of early prevention of the scourge. Achieved by disposing of victims, and even potential victims, before signs of sickness manifest themselves.

Their black attire is synonymous with fear, and that peculiar Yharnam madness.

we gotta read between the lines on these and do some lateral thinking. in the same little back alley where we find the black church clothing set, we find a bunch of poison knives which are “often used for self-defense by special doctors in the Healing Church”. this class of doctor know that the best cure for a sickness is to prevent it from happening in the first place. one way to achieve that is by killing people both suffering from the scourge and those uh, made too much noise about the outbreak.

given how you find quite a few black church doctor garbed corpses all over yharnam (and i do mean, “all over”), i think its safe to assume that these guys were not popular among the masses and were met with resistance from the well armed and riled up townsfolk.

the next tier were the white church doctors, described as “specialists in experimentally-backed blood ministration and the scourge of the beast”. remember: these are the same people who came from byrgenwerth, a school that was putting slugs in its head to obtain “more eyes” to become smarter (??). in fact, the white church set can be found between the grand cathedral and byrgenwerth in the now forbidden woods. the woods became host to a small, incredibly shitty village where the eccentric locals would conduct “forbidden research” (in the forbidden woods…double forbidden), a phrase that would get you placed on a watch list in the real world. the vibes of this place are fucked, we’ll talk about it more when we get to it during the course of the hunter’s journey. just keep in mind that these doctors were doing beast-based experiments with an unusual mindset:

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.

that sounds kind of bad actually. i don’t think you’re supposed to do that.

there was also a secret agent class of the church stalking the streets of yharnam, disguised as beggars. the first stages of the disease would cause the pupil to collapse, revealing one’s state of “blood-drunkenness” to the world. not only did they make them targets to the church, but blood-drunk hunters had a tendency to…disappear mysteriously. to obfuscate this from nosy church doctors and as part of their continued superstitious practices, yharnamite hunters began to wear bandages covering their eyes to the point where it became a societal norm. check out the statues around central yharnam and the cathedral ward: most of the statues are depictions of people with their eyes covered by hoods or bandages. and so, in turn, these secret church hunters would don these coverings and go do evil assassin shit.

These hunters are keen to early signs of the scourge, serving as a first line of defense against its outbreak. Or perhaps, when the time is ripe, they find signs of the scourge where there are none

as long as you have even just a few eyes on the inside you can still see just fine with your eyes covered, or at least your hunter doesn’t struggle with it. cloth bandages are nothing; master willem and the choir students have no problem seeing with their eyes covered with solid gold.

so here’s the rundown:

HUNTER DREAM: exists

HEALING CHURCH: in trouble

YHARNAM: weird

OLD YHARNAM: sickly

WOODS: forbidden

BYRGENWERTH: unknown, presumed fucked

CAINHURST: ransacked

HEMWICK LANE: not important right now

LORAN: ailing

ISZ: dead

PTHUMERU: nearly explored

THE CHOIR: sluggish

MENSIS: mental

EBRIETAS: lonely

things became so shitty so fast. and it’s not like they weren’t trying to fix things. they were just incredibly unethically sound while doing so. whats a little human experimentation between friends. the good news is that when you hit rock bottom there’s nowhere for you to go but up.

1. see: the section on logarius

2. the shawl’s importance is that it will appear in all attire related to the church. weirdly, there’s one outfit we can’t get that i don’t even think was programmed or made at all: ludwig’s hunter outfit. its a cross between the executioner garb and tomb prospector garb. he and the giant squid hunters in the hunter’s nightmare wear them. it’s grey.

the rinky-dink town of yharnam expanded upward until it was the brick and cobblestone CITY of yharnam, home of blood ministration. the hamlet where the comparatively humble church of the good chalice had been established became “old yharnam”. you couldn’t go two feet without bumping into a hunter, and when you did there was an even chance that they were some out-of-towner looking to have a little fun with the light, occasional hunts. the royalty was allegedly dead, the healing church stepped in to fill the void and simply tortured or experimented on dissidents. people were too drunk on blood to give too much of a fuck. a strange time for yharnam to be sure. i don’t think things were going well at this point, but the wheels hadn’t totally come off.

the former members of the school who formed the healing church split into two factions: the choir and the school of mensis. this initial split appeared to have been for practicality rather than an ideological split: if the school of mensis was the research department at byrgenwerth, then the choir was development. school of mensis students you encounter carry choir weapons, so its likely that mensis was an offshoot of the choir (which itself was a direct descendant of the research hall, which was based on byrgenwerth discoveries). the choir could be found high above the grand cathedral and was home to a collective of scientists focused on the study of flora, phantasms, and the pursuit of eyes on the inside. it’s unclear when mensis began its own off-the-books research, but it was after the choir had made a few fascinating discoveries.

in order to keep these next parts straight i have prepared a handy chart for you to consult when you are confused:

Members of the Choir are both the highest-ranking clerics of the Healing Church, and scholars who continue the work that began at Byrgenwerth.

slugs and snails (phantasms) had turned out to be a fruitful avenue of research for the crew still researching eyes before the choir’s official establishment. one slug in particular (remember? from part 2?) retrieved from the early byrgenwerth explorations fueled a hunt for more specimens (or their remains) with similar capabilities to channel this new mysterious arcane power. church hunters were adding kos parasites to their eyes1 to draw forth meteors from what looked like a vast, dark sky. the slug tentacles and the meteors had to be coming from somewhere…but where? we;;, they all originated from the labyrinth, so that is where they continued to look.

the scholars that would go on to found “the choir” discovered, through means unknown2, the great isz chalice. to be clear, it’s the chalice that’s great3, not isz. isz is a dump. it’s full name is “isz gravestone” and every room looks like slimer sneezed on it. the alien, organic, decomposing appearance of the isz chalice4 is like no other chalice in the game and i personally would be hesitant to drink out of the rotting green cup of unknown origin. but the choir was probably thrilled to be exploring anything other than the hintertomb or pthumeru. i mean, it’s still basically pthumeru with a new coat of paint, but what a paint it is!

It was also the first Great Chalice brought back to the surface since the time of Byrgenwerth

the unsealing of isz was cause for celebration; what a discovery! we don’t know who or what isz is, but we do know according to the eggheads at the healing church that this dungeon is “in contact” with forces beyond their ken. so as a result there’s some weird shit in here. but, as the name implies, it seems most of it is dead and decaying. the place is riddled with tomb mold and every once in a while a little puff of uh…space dust goes by. many of the lifeforms had been touched by the eldritch wisdom of what was being dubbed “the cosmos” and had, as a result of this “contact” become “kin”.

isz wasn’t completely beast free, but the handful of beasts was nothing compared to the plethora of rubbery freaks awaiting them. because the bestiary of isz is so novel, i will give you a truncated rundown of these nasty things. some information now, more later.

there are still pthumerians watching over the old tombs, but in this location it’s hard not to notice that they take bonus arcane damage. the choir was responsible for inventing rosmarinus5, a pest control solution that sings. its costly, but it works. can’t complain.

brainsuckers (name self-explanatory) are kos parasites6 living inside the stitched up skulls of…people? pthumerians? i would argue pthumerians due to the fact that these enemies replace the generic pthumerian enemies here in isz. they’re piloting their host around semi-aimlessly looking for brains to suck. some design details to note: they have an oversized left arm7, they are wearing what i’m pretty sure are just generic pthumerian torn-up shitty robes. they bleed grey kin blood. they can do two obnoxious (blue, cosmos) arcane spells that can stunlock you into a never-ending hell of being paralyzed from across the room and having your insight eaten in the longest and most frustrating animation of your life. no one likes these guys.

Image

 

this stupid thing is the first boss of isz. being as its a regular, early, base game enemy by the time YOU find it, it should be no problem. to the tomb prospectors it was probably a horrifying experience to realize that their precious knowledge and favor from the gods could be taken away from them permanently.

scourge beasts, a common beast variant in yharnam rarely seen in isz. they are the only beasts present in this section of the labyrinth and are only remarkable because they have an unused skin for this area called “moon”8 in the game files. it glows an otherworldly, familiar sea green.

i’m trying not to think too hard about the celestial emissaries right now because they also have a major appearance in the base game, so i’m really just going to give you the barest highlights. they also bleed grey. their anatomy is bizarre. six fingers on the right hand, seven on the left. bulbous, glowing heads that wobble and slosh with…something. some have wriggling tentacles coming out of their heads; those with head tentacles can fire blue arcane projectiles similar to those observed in the more successful iterations of the healing church research hall experiments (some clocktower patients and the living failures have these moves in their arsenal). they tend to move in packs of three or more. very rarely, there is a big one, approximately the same size as the “living failures”.

i’m fairly certain the choir was not yet established when the research hall was in full swing, so finding working versions of their uh, prototypes probably made people flip their lid. THESE were what adeline was speaking of when she envisioned the milkweed rune. celestial attendants were intended to act as seedbeds and gardeners of the phantasms, which could be used as powerful weapons and to channel the cosmos or whatever. isz was shaking up the foundational knowledge regarding great ones; did they not come from the sea?

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?

this might seem like a too obvious observation to us worldly non-yharnamites, especially for the time period this take place in; people have known what space is since we could look up at the sky. however, have you noticed? where are the stars in yharnam’s night sky?

last, but certainly not least: the celestial child!

now, i know what you’re thinking: “what the fuck am i looking at?” well, i’m here to tell you this: don’t worry about it. even without context you can tell they’re weird little baby creatures. they inch toward you until you’re within range of their little nibble attack that makes your frenzy meter skyrocket. the four sucker bits are their eyes, apparently (its what glows when they pick up your blood echoes). and they have a mouth that opens like a tent flap filled with tiny, sharp teeth. i think they are kind of cute. like weird puppies.

hey, whose baby is this. who is responsible for these infants. i-oh.

probably. there’s more evidence we can cover later. this is the second named boss in the game that’s also in the dungeons for no reason. again, let’s take her re-appearance as a means to explain her origins to the player: she (or knowledge of how to make her) came from the chalice dungeons.

this is ebrietas, daughter of the cosmos, a name likely bestowed upon her by the choir. she is the source of the flailing tentacles that the augur of ebrietas summons. she has nothing aesthetically in common with the real world butterfly that shares her name, but it instead is a beautiful combination of several established concepts within the world of bloodborne: metamorphosis, imbibing (blood), latin existing for some reason, milkweed, and the theory of rom-as-a-cocoon. she bears a strange combination of traits we’ve seen and some that are still to come. her body, hands and fragile wings evoke the celestial child’s sluggish design. ebrietas is pale white and her profile (more prominently in the art book9) is arguably skull shaped, hinting at her more humble origins. her body bleeds grey. her head spits  red blood that induces frenzy status. she too can summon a version of the arcane blasts common to kin, but hers is…something else!

ebrietas is described by the choir as “the left behind great one” or “abandoned” due to her solitary existence in the dungeons, but from my point of view this is inaccurate. she wasn’t abandoned, everyone died. hence “isz gravestone”. plus, she’s not a great one. she takes kin damage and, as we find out later on, authentic great ones bleed don’t bleed grey. she is an impressive impersonation of a great one but if “every great one loses its child”, then how could ebrietas exist as a “daughter”?

i have two theories for you to choose from:

one: ebrietas’ fellow great ones perished, but due to her (potential) pthumerian origins and old blood usage prior to her metamorphosis, she gained immortality like her fellow labyrinth watchers. her eagerness to work with humanity (and her later observed behavior) hints at a loneliness that otherwise might be difficult for a noodle monster to express.

two: the other great ones literally went back to their home planet like poochy but ebrietas, being a pseudo-great one, couldn’t join them. she was literally left behind to the same fate as above because she still fell short of ability to reach the “outer reaches of the cosmos”.

either way, the choir joyfully took ebrietas back to the healing church and kept her in a secret basement in an elevator only accessible via the orphanage in the upper cathedral ward (which would come to be the hub of the choir). the parasites harvested from ebrietas would turn out to be a spectacularly powerful signature weapon of the choir. a call beyond, which is a nudibranch-esque creature you punch over your head to activate, causes an explosion of blue arcane star power that will fucking atomize you if you’re in its path. this did not take them to the cosmos or help them communicate with it, as they were hoping. but it did kill everything in a 10 mile radius if personal experience is anything to go by.

struggling with “a call beyond” in ng+? there’s a subtle hint in ~*the lore*~ that could help you…or it could have, if they had translated “ceremony” to “rite” instead for the internal consistency. -_-

a call beyond description:

One of the secret rites of the Choir. […] The rite failed to achieve its intended purpose

the loch shield description:

Originally used to safeguard the leader presiding over a sacred Healing Church ceremony, and later supplied to tomb prospectors, in particular those exploring the Labyrinth of Isz.

there’s something in great isz that gets overlooked that i think would go on to be quite significant to future events. there’s a single, strange trap in the base game chalice dungeon that appears nowhere else in the entire game. nowhere. it’s a circle of lit candles that spawns messengers to grab you and teleport you if you step in it.

 

cool trick. but it seems like no one used it for anything. seems. keep it in your hat for now.

until now, the tomb prospecting experience had been based entirely around the eradication of a specific type of monster: basically werewolves. now, the healing church and byrgenwerth faced a new foe: basically 1950s rubber suit aliens. this presented new challenges…and new opportunities…and new disappointments.

Together with the left behind Great One, they look to the skies, in search of astral signs, that may lead them to the rediscovery of true greatness.

ebrietas doesn’t know what the fuck is going on either. not a good sign.

before we move on, i have some final notes about isz that didn’t really fit anywhere else that are worth mentioning.

  • compared to other chalice dungeons, there are hardly any blood vials here.
  • instead, it seems that there is a surplus of quicksilver bullets.
  • you can find two of the rare-ish item great one’s wisdom here. it depicts a skull erupting with ghostly slugs.
  • blue elixir can be found here
  • an unnamed tomb prospector wielding rosmarinus is wandering around. a choir boy!

1. when a hunter uses it in combat, their eye pops out comedically like they just saw a hot babe

2. the art book and location of ebrietas strongly suggests that isz is beneath the grand cathedral of the healing church.

3. there’s another great chalice in the game that takes you to the final layer of pthumeru, the capital city. don’t worry about it right now.

4. after much scraping and scrounging and desperately trying to find ANY context at all for the completely unique appearance of the isz chalice, an enterprising redditor watching a show about holy grail conspiracy theories found the inspiration: the so-called “magdalene chalice”. its a hoax chalice ofc. anyway i’m satisfied with the answer of “it resembles a real life catholic adjacent thing”

5. people get a little too into interpreting the name on this one when im pretty sure the connection is that rosmarinus, or rosemary, is a plant. the choir is plant themed.

6.reddit post pointing out this connection

7. “one big arm” is a common fromsoft enemy design, but its not clear if the implementation of it in bloodborne has any consistency or not. sometimes its the left, sometimes its the right. it doesn’t seem to matter beast or kin. some armors have extra metal protection on one arm or the other. some have lore reasons to have big arm, some don’t. the brainsucker’s big arm is a mystery to me. the only difference is a tattoo that only appears in the artbook on the right arm (that looks like ebrietas) that didn’t make it into the final design.

8. this page has a link to the datamined beast

9. picture here

unlike the lofty choir boys, the school of mensis took its base of operations below the grand cathedral; first in byrgenwerth, then in a peculiar, out-of-the way village called “yahar’gul”. if the school of mensis was an “upper echelon of the healing church“, then the relationship between the church and byrgenwerth must not have disintegrated immediately after laurence’s departure. after all, the mensis students you summon and their professor wear the byrgenwerth student set.

you may also be wondering about their stupid hats. the mensis cage is a dumb device for idiots.

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.

what’s annoying is that it probably works. more on that later.

i don’t know how, but the school of mensis found another entrance to a labyrinth that lead them to the decrepit and ancient city of loranthe hunter accesses loran via a chalice; its possible mensis used the same method after finding the chalice…somewhere. idk you get it from a boss drop. they could have just dug a big hole for all i know. though overlapping in aesthetics with pthumeru (i have no reason to believe that anything other than pthumerians made civilizations down there), the differences between the two locations was startling. pthumeru is relatively intact and well-maintained, albeit a bit spiderwebby. loran is being smothered in desert sands and harsh winds. the air is so dry that static electricity crackles nonstop.

 

they found magnificent phantasms and life-giving blood in pthumeru and isz. in loran they found…more beasts. no sign of any great ones; only “trace remains of medical procedures” but, much to everyone’s collective unease, it wasn’t clear if what they were looking at were “attempts to control the scourge of the beast, or the cause of the outbreak”. it didn’t take a genius to put it all together: what’s happening to yharnam has already transpired and desiccated this lost city. the beast plague was not a novel problem and others had already tried, and failed, to eradicate it. the aforementioned “trace remains” refers to the unbelievable amount of blood vials just laying around loran for the taking. h-hey guys why is there so much of our healing blood in the underground wolf city we just dug up. is that good.

i think it makes sense to view loran and isz as the divergent paths that yharnam could devolve into. isz was addled by the cosmos, but the truth of the great ones is that they too are mere mortals like us. loran, conversely, embraced beasthood and everlasting life via the old blood. but in a pthumerian society, choosing beasthood meant rejecting their roles as servants and surrogates for the gods…but life in loran seemed hostile for great ones and their kin*. the blue sparks in the air are identical to those summoned when using bolt damage items, and the appeal of bolt damage is that it does bonus damage to kin enemies. so if the air is hostile to the great ones and their little seedbeds, they’re bound to be super pissed off.

Curses are caused by inciting the anger of the Great Ones,
and used to hex others. Special materials are required to
complete the ritual.

To try one’s hand at curses, first seek the Bastard of Loran.

bastards of loran (yucky dead kid usable item warning) are mummified remains of infant loran silverbeastsformed in the womb of women infected with the beast scourge. silverbeasts are pthumerians transformed into beasts, probably. this is based on the color and their admittedly unimpressive fire magic, but it is fire magic nonetheless. a curious note is that bastards of loran can only be farmed from silverbeasts in the chalice dungeons. other locations won’t drop them. another thing to note is that bastards usually have fathers. so who was it?

this is the “great one beast” restored by the incredible foxy hooligan.2 “restored” is putting it lightly. there was a low res model found with some animations and now somehow it works in game as a thing you can fight with a hacked ps4. insane shit. amazing. very sad they cut this. he looks like a total bastard to fight. i would have loved it. there’s a mechanic where you can burn off his fur and make him nakey lol.

anyway, its name in the files is “silverbeast”. loran (loran only) silverbeasts are named “disciple_of_silverbeast”. there WAS a connection here! a great one that is also a beast feels like a difficult plot contradiction to reconcile but i assume its a “great one” exactly like how ebrietas is a “great one”; in name only. alas…we can only speculate.

the little bastards were used by later church tomb prospectors to open a cursed and defiled wing of pthumeru looted from the lower pthumeru dungeon. that’s for another time. another horrible, horrible time.

ailing loran (so it is known) is an odd little place for both hunter and scholar. inventive hunters were drawn to the taboo novelty of the dungeon, eager to get their hands and eyes on the unique and long-lived beasts within. despite the inherent horror of staring at your terrible fate right in its face, these fellas saw the silver lining in this dreadful affair: cool loot!!!! mensis attracted a wide range of absolute maniacs who were eager to experiment with whatever they could get their hands on, including two men who are only mentioned in item descriptions: irreverent izzy and archibald. archie doesn’t get a bad-ass nickname. sucks to be him.

both were captivated by different aspects of the undead darkbeasts they stumbled upon and invented some pretty cool shit. izzy created weapons from their bones3 to take advantage of their (and man’s…) unending hunger for blood. archibald, on the other hand, invented a plethora of weapons and items inspired by the ethereal blue sparks emitted by the creatures. the tontritus in particular is one of the most useful weapons in the game; it kills the absolute shit out of kin type enemies. killing the things that the church was trying to create/emulate/befriend is probably why hunters of archibald’s time didn’t really appreciate his contributions and he had to make his spark hunter badge in secret.

right outside the walls of yahar’gul, archibald kept a specimen, or a pet. darkbeast paarl was one of many darkbeasts in loran, but the only one to be given a name and his own yard to run around in. in return for this kindness, he ate archibald and burps up his pendant after you beat him to death. some people weirdly think that paarl is archibald transformed into a beast despite the fact that their names are spelled/pronounced differently and the dark beast is freakishly old. he ate him! fact facts, kid!

izzy, on the other hand, disappeared after his inventions and love of beasts were declared heretical, leaving behind a hefty handful of admirers and fellow church heretics comprised of both those who embraced their beasthood and those who realized the innate humanity of the beasts. his thumbprint on the upcoming implosion of the church can not be overstated: izzy’s willingness to cross what was seen as a firm boundary between Them and Us was one of the first major blows against the dogma (lol) of the church.

tomb prospectors cut their way through the labyrinth until they reached its bottom. following in the footsteps of the logic that the pthumeru tomb prospectors took the same path that the hunter does, they would have encountered another beast possessed soul, a poison spewing beast that ripped it own skin off in a desperate frenzy to feed on its own blood, two beasts with broken hitboxes that have some suspiciously human looking faces4, some powerful cleric beasts i’m sure won’t be a precursor of things to come, and the ancient, ungrateful darkbeasts. the fauna here is considerably less interesting than isz, which makes it much easier to write about lol. whew!

what the school of mensis didn’t know, (and to be fair how could they?) was that the beast plague of loran had been accelerated by the introduction of a poisonous malady called “ashen blood”. by opening the chalice seal on loran, they had introduced ashen blood to yharnam.

okay, it could have been the hintertomb too, since it’s overflowing with slow poison, but it’s more dramatic this way….trust me.

at some point, willem lost faith in laurence and presumed he had forgotten the adage of byrgenwerth: “fear the old blood”. while the healing church asserts that they were the ones who made the so-called forbidden woods forbidden, the door to the forest from the cathedral was guarded by one of willem’s two loyal, but insane, servants and only the students knew the password. alfred has the weirdest take on this situation, stating that byrgenwerth was “abandoned and decrepit” and that hes not sure how many students are still alive there. he does not elaborate on why they would not be alive, except that i presume no one has seen them since the gate closed. or maybe he’s stupid. either or.

these schools represent a central thesis in bloodborne’s many themes: should man aspire to raise himself up to be worthy to be a recipient of god’s grace? or should he succumb to his own basest instincts and be his own master? better to reign in hell or serve in heaven?

also flora versus fauna, for some reason. there’s a lot of weird dichotomies in this game. vampire versus werewolf. hunter versus the hunted. ocean vs sky. freaks versus geeks. moon versus mud. classic stuff.


* oops i forgot this one lol. there is, quite literally, ONLY kin coldblood to be found. they are all dead.

1. note the open rib cage, twisted neck, and deformed nose on the little bastard. if that isn’t enough for you, he has some wispy silver hairs.

2. the location is obviously not loran, but it is a cut chalice dungeon location being showcased in the same trailer.

3. left on layer 2

4. although…i don’t think they were here yet. i think the abhorrent beasts are tomb prospectors that embraced beasthood and took residence in loran. its the faces…and…a later character…