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©Future Press Bloodborne Collectors Edition Guide

Bloodborne & The Old Hunters Collector’s Edition Guides

Future Press gone behind the scenes with Bloodborne's creators to unearth every secret hidden within the mysterious city of Yharnam. Your hunt through the streets of Yharnam will be your most exciting and rewarding journey yet, and the road will be hard. But fear not! These guides are your key to mastering the merciless challenges and navigating the darkest depths of the city. [More]
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Lore & Connections

Lore & Connections


Bloodborne Wiki » World » Story » Lore & Connections

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page revision: 44, last edited: 01 July 2017

  • The Story of Yharnam
  • Byrgenwerth Lore
  • Byrgenwerth References
  • Healing Church Lore
  • Healing Church Lore References
  • Hunters Lore
  • Hunters Lore References
  • Yharnamites Lore
  • Yharnamites Lore References


The Story of Yharnam [DLC Official Guide]

  • In this very special section we will be presenting the overarching story of Bloodborne and The Old Hunters. We do not want to speculate or to spoil the many discussions about the game's cryptic storyline - the depth of the lore and its many possible interpretations are at the heart of the game and are what bring its fans together. So we will piece together the story by arranging all of the relevant text and dialog found within the game, citing each and every line's source as we go - a mammoth
  • task, and an invaluable resource that we hope will fuel further discussion. When you read the texts that we've managed to assemble you can look for further connections and draw your own conclusions. What you'll find here are all of the things the game makes certain - but who knows what you'll find in the countless, barely-suggested hints that fill the references used to create this text.
Overall Story Connections

Byrgenwerth Lore [DLC Official Guide]

  • Byrgenwerth is an old place of learning (1) that now lies abandoned. In its day, Byrgenwerth was home to scholars, and the school was headed by Provost Willem. The students learned of history and archeology (2). One day, the scholars of Byrgenwerth had an encounter with the eldritch Truth (3) in the tombs below Yharnam (4).
  • This encounter led to an inquiry into the cosmos from within the old labyrinth (5). Master Willem and his students began to study about the Great Ones, beings who may be called "gods (6)." Expeditions were sent into the labyrinth, but some of the investigators went mad upon encountering the eldritch Truth (7). Medicine made from blood was developed at Byrgenwerth to stave off madness, but its use led to a dependence on blood ministration (8).
  • Provost Willem had an epiphany - humans need more eyes to become like the Great Ones (6). He even sought a Third Umbilical Cord to line his brain with eyes (9). Disillusioned by the limits of human intellect (10), Willem valued knowledge (11) and wished to elevate his thoughts to that of a Great One (9).
  • The scholars of Byrgenwerth also played a role in the Kos incident.The skulls of locals in the fishing village were forcibly searched for internal eyes (12). Even now, the accursed villagers mill about in the Nightmare while muttering their hatred of Byrgenwerth (13).The corpse of Kos was also found to be filled with small, inhuman parasites (14).
  • Laurence and Willem had a disagreement, and Laurence left Byrgenwerth (15). Laurence went on to become the first vicar of the Healing Church (16), and the scholars of the Church continue the work began at Byrgenwerth (17). Willem had admonished Laurence to "fear the old blood" as Laurence took his leave. (15); this cautionary adage is still handed down among the vicars who head the Healing Church (18).
  • Runesmith Caryll is another famous student of Byrgenwerth; Caryll focused on transcribing the words of the Great Ones as runes (19). Unlike the path taken by the Healing Church, this method of transcending humanity does not rely on blood (19).
  • Though the school is now long-abandoned and access is restricted by the Healing Church (20), Master Willem can still be found there overlooking the lake that hides Vacuous Rom (21).
  • References: 1. Alfred Dialogue; 2. Lecture Theatre Key; 3. Kin Coldblood; 4. Alfred Dialogue; 5. Augur of Ebrietas; 6. Great One's Wisdom; 7. Graveguard Set; 8. Sedative; 9. Third Umbilical Cord; 10. Eye Rune; 11. Student Uniform; 12. Accursed Brew; 13. Fishing Hamlet Priest Dialogue; 14. Kos Parasite; 15. Laurence and Willem Dialogue; 16. Laurence's Skull; 17. Choir Set; 18. Gold Pendant; 19. Rune Workshop Tool; 20. Alfred Dialogue; 21. Lunarium Key
Byrgenwerth Connections

Byrgenwerth References

  • 1. Alfred Dialogue: Byrgenwerth is an old place of learning.
  • 2. Lecture Theatre Key: Key to the Lecture Theatre in the Lecture Building. Today, the two-story Lecture Building is adrift in the nightmare, but once it was a place of reflection, where scholars learned of history and archeology. Perhaps it still is, as the students in the lecture theatre appear to await the return of their professor.
  • 3. Kin Coldblood: Coldblood of inhuman kin of the cosmos, brethren of the Great Ones. Use to gain unspeakable Blood Echoes. Dare not to delve into the world beyond humanity, the eldritch Truth touched upon long ago at Byrgenwerth.
  • 4. Alfred Dialogue: Well, once a group of young Byrgenwerth scholars discovered a holy medium deep within the tomb.
  • 5. Augur of Ebrietas: Remnant of the eldritch Truth encountered at Byrgenwerth. Use phantasms, the invertebrates known to be augurs of the Great Ones, to partially summon abandoned Ebrietas. The initial encounter marked the start of an inquiry into the cosmos from within the old labyrinth, and led to the establishment of the Choir.
  • 6. Great One's Wisdom: Fragments of the lost wisdom of the Great Ones, beings that might be described as gods. Use to gain Insight. At Byrgenwerth, Master Willem had an epiphany: "We are thinking on the basest of planes. What we need, are more eyes."
  • 7. Graveguard Set: Robe of Dores, graveguard of the Forbidden Woods. Countless bloodied ritual tools hang from its back. Willem kept two loyal servants back at Byrgenwerth. When they were sent into the labyrinth they encountered the eldritch Truth, and went mad. One became the password gatekeeper, while Dores became a graveguard of the forest. Both remained loyal, even in madness.
  • 8. Sedative: Liquid medicine concocted at Byrgenwerth. Calms the nerves. Those who delve into the arcane fall all-too-easily to madness, and thick human blood serves to calm the frayed nerves of these inquisitive minds. Naturally, this often leads to a reliance on blood ministration.
  • 9. Third Umbilical Cord: A great relic, also known as the Cord of the Eye. Every infant Great One has this precursor to the umbilical cord. Provost Willem sought the Cord in order to elevate his being and thoughts to those of a Great One, by lining his brain with eyes. The only choice, he knew, if man were to ever match Their greatness.

Healing Church Lore [DLC Official Guide]

  • The Healing Church has its roots in Byrgenwerth (1). Researchers there encountered a remnant of the eldritch Truth and began exploring the labyrinths below Yharnam (2). Investigations led to further encounters with the eldritch Truth (3), Great Ones that might be described as gods (4). Humans, however, were incapable of understanding the wisdom of the Great Ones, and some of the investigators went mad (3).
  • Master Willem concluded that the only choice for humans to match the greatness of the Great Ones was to seek more eyes (4/5); he went so far as to seek the Third Umbilical Cord of an infant Great One in order to line his brain with eyes (5). He did not believe in the usage of direct blood ministration, and admonished Laurence to "Fear the Old Blood (6)." Laurence did not accept Willem's opinion (6), and his departure led to the foundation of a Healing Church (7); indeed, Laurence became the first vicar of the church (7).
  • The Healing Church is known as the source of blood healing (8). They performed experimental treatments on patients in their research hall to cultivate worthy blood (9). The Church chooses nuns for their merits as vessels of blood and grooms them to become Blood Saints (10). The efficacy of this blood as a treatment for disease is a source of power for the Church, as it lends legitimacy to their teachings (10). Deep within the Grand Cathedral of the Healing Church is a holy medium (11) — the source of eldritch blood. In reality, this is the left-behind Great One, Ebrietas. Blood ministration is the pursuit of communion (12); in other words, the Church is seeking to refine blood to be like that of the Great Ones. To that end, the Church often sends tomb prospectors to explore the labyrinth, but most go mad (13).
  • Within the higher ranks of the Healing Church, there are two main groups: the School of Mensis and the Choir (14). The formation of the Choir began with investigations in the labyrinth (2). Its roots lie in the Orphanage near the Grand Cathedral (15). The Orphanage was a place of scholarship and experimentation, and the Choir arose from these activities (15). The Choir members are both the highest ranking clerics of the Church and scholars who continue the research began at Byrgenwerth (16). Members of the Choir cover their eyes to indicate their debt to the teachings of Master Willem (17).
  • The Choir claims that the land of Isz lies in contact with the cosmos, and that allows the Great Ones to function on transcendental planes (18). The Great Isz Chalice was the first holy chalice brought back to the surface since the days of Byrgenwerth, and it allowed the Choir to have audience with Ebrietas (19). They believe that the cosmos are just above their heads (20), and so, they search for astral signs with the left behind Great One, Ebrietas (16). They once used phantasms to attempt to make contact with the outer reaches of the cosmos, but failed to do so (21 ). The Choir eventually split from the Healing Church (14).
  • The other major division within the Healing Church is the School of Mensis (14). The School of Mensis founded Yahar'gul, the Unseen Village (22). The "hunters" of Yahar'gul are in reality mere kidnappers (22). The Church also has special "hunters" pretending to be beggars on the street (23). No one is safe; even the nuns of the Healing Church find themselves to be targets of Mensis' hunt (24/10).
  • The Healing Church has a storied history with many legendary figures. Among the most impactful was the first Church Hunter, Ludwig (36). Ludwig's Healing Church workshop began to deviate from Gehrman's techniques to prepare for battles with more terrifying beasts (37). Laurence, the first vicar of the Church, became the first Cleric Beast (7); perhaps Ludwig sought the means to defeat future Cleric Beasts? In his endeavors, Ludwig was guided by a shining light (38), the Holy Moonlight Sword (39). Unfortunately, he was eventually claimed by the Hunter's Nightmare and became a horrifying beast (40). Despite his sad fate, the Holy Blades, possessors of the Radiant Sword Hunter Badge, have inherited his will, and they exist as the remnant of his ancient line of heroes (41).
  • Another of the first Healing Church hunters was a man named Simon (42). Unlike most hunters, he disliked guns, and the Church workshop created a bow specifically for him (42). Many of his comrades scoffed at Simon's preference (42). Indeed, throughout the ages, there have been many unique weapons -some favored, and some not.
  • Tonitrus is one such weapon. It was created by Archibald, who is known as an infamous eccentric from the Healing Church workshop (43). The hunters of his day did not really take to the use of Tonitrus (43). On the other hand, he also invented Bolt Paper, which is widely used by many hunters (44). Archibald was fascinated by the sparks of the undead darkbeasts and dedicated his life to their reproduction (45); curiously, his methodology was very similar to that of Byrgenwerth (45).
  • Not all of the notable figures associated with the Church were quite so scientific. The Martyr Logarius and his band of Executioners believed in their righteous destiny and operated a secretive, fanatical workshop steeped in mysticism (46). Logarius' Executioners adored hand-to-hand combat (47) and used large wheels to slaughter the Vilebloods of Cainhurst (48). The Executioners' clothing, and the Holy Shawl in particular, became the basis for all Church attire (49).
  • Logarius thought that the Vilebloods of Cainhurst were fiendish creatures and that their blood threatens the purity of the Church's communion (50). He led his band of Executioners to Cainhurst, but they were unable to destroy the ruler of the Vilebloods (51). According to Executioner Alfred, "Logarius became a blessed anchor, guarding us from evil (51)." Logarius donned the Crown of Illusions to prevent anyone from discovering the secret of the Vilebloods (52).
  • The Healing Church has many secrets and works quite hard to keep them. The Healing Church assassin Brador killed a former compatriot who became a cleric beast (53). Ever since that day, he has worn his ally's scalp as a hat and secluded himself beneath the Cathedral in the Hunter's Nightmare. The Church gave him a soundless bell. Those who can hear the bell are those who know the Church's secrets. They are marked for death, and Brador will pursue them eternally. Brador believes that he can be purified if he is able to expel the tainted blood from his body (53).
  • The School of Mensis is performing a ritual that requires a special newborn (25). This ritual is hidden by the spider of Byrgenwerth, Vacuous Rom (26). Micolash, the host of the Nightmare of Mensis, knows of Rom. Indeed, he wishes for Kos to grand eyes to Mensis as she did for Rom (27). Kos, however, is dead (28/29).
  • Mensis was granted audience with Mergo thanks to a Third Cord, but the encounter resulted in the stillbirth of their brains (30). Instead of Kos, the Great One that is beckoned by a baby's cry atop the Nightmare Mensis is Mergo's Wet Nurse (31); in place of Mergo's actual mother, the Wet Nurse is the one who gives sustenance.
  • The Great Ones that inhabit the nightmare are sympathetic in nature and often answer when called upon (32). The Great Ones are not, however, all benevolent; some are quite rotten and evil (33). Mensis retrieved an immense brain from within the Nightmare, but it was filled with evil eyes on the inside (33).
  • Great Ones can impact human thoughts and actions without the humans' knowledge, as evidenced by the "inadvertent" worshippers of Oedon (34). In the end, it is difficult to say to what extent the dark rituals of Mensis are performed by their own will and to what extent it is the influence of a Great One. The same can be said of their desire to summon the long-dead Kos. It is only known that one result of their ghastly rituals was The One Reborn (35).
  • Among the secrets guarded by Brador is the Church's research on human subjects. High ministers of the Healing Church have concocted odd medicines that numb the brain for use in their strange experiments (55). In the early days of the Healing Church, cerebral patients would imbibe water; within, the brain fluid would writhe and churn — the initial makings of internal eyes (56).
  • References: 1. Student Uniform; 2. Augur of Ebrietas; 3. Graveguard Robe; 4. Great One's Wisdom; 5. Third Umbilical Cord; 6. Willem and Laurence Dialogue; 7. Laurence's Skull; 8. Alfred Dialogue; 9. Blood of Adeline; 10. Blood of Adella; 11. Alfred Dialogue; 12. Communion; 13. Madman Garb; 14. Upper Cathedral Ward Key; 15. Orphanage Key; 16. Choir Garb; 17. Blindfold Cap; 18. Isz Root Chalice; 19. Great Isz Chalice; 20. Cosmic Eye Watcher Badge; 21. A Call Beyond; 22. Yahar'gul Black Garb; 23. Harrowed Garb; 24. Adella Dialogue; 25. Lore Note; 26. Lore Note; 27. Micolash Dialogue; 28. Fish Villager Dialogue; 29. Kos Parasite; 30. Third Umbilical Cord; 31. Mergo's Wet Nurse; 32. Moon Rune; 33. Living String; 34. Formless Oedon Rune; 35. The One Reborn; 36. Sword Hunter Badge; 37. Ludwig's Holy Blade; 38. Ludwig Dialogue; 39. Holy Moonlight Sword; 40. Ludwig; 41. Radiant Sword Hunter Badge; 42. Simon's Bowblade; 43. Tonitrus; 44. Bolt Paper; 45. Spark Hunter Badge; 46. Wheel Hunter Badge; 47. Executioner Gauntlets; 48. Logarius Wheel; 49. Executioner Garb; 50. Alfred Dialogue; 51. Alfred Dialogue; 52. Crown of Illusions; 53. Brador's Testimony; 54. Bloodletter; 55. Blue Elixir; 56. Brain Fluid
Healing Church Connections

Healing Church Lore References

  • 1. Student Uniform: Uniform of the students of Byrgenwerth, a bygone institute learning. The Healing Church has its roots in Byrgenwerth, and naturally borrows heavily from its uniform design. The focus not on knowledge, or thought, but on pure pretension would surely bring Master Willem to despair, if only he knew.
  • >2. Augur of Ebrietas: Remnant of the eldritch Truth encountered at Byrgenwerth. Use phantasms, the invertebrates known to be augurs of the Great Ones, to partially summon abandoned Ebrietas. The initial encounter marked the start of an inquiry into the cosmos from within the old labyrinth, and led to the establishment of the Choir.
  • 3. Graveguard Robes: Robe of Dores, graveguard of the Forbidden Woods. Countless bloodied ritual tools hang from its back. Willem kept two loyal servants back at Byrgenwerth. When they were sent into the labyrinth, they encountered the eldritch Truth, and went mad. One became the password gatekeeper, while Dores became a graveguard of the forest. Both remained loyal, even in madness.
  • 4. Great One's Wisdom: Fragments of the lost wisdom of the Great Ones, beings that might be described as gods. Use to gain Insight. At Byrgenwerth, Master Willem had an epiphany: "We are thinking on the basest of planes. What we need, are more eyes."
  • 5. Third Umbilical Cord : A qreat relic, also known as the Cora of the Eye. Every infant Great One has this precursor to the umbilical cord. Provost Willem sought the Cord In order to elevate his being and thoughts to those of a Great One, by lining his brain with eyes. The only choice, he knew, if man were to ever match Their greatness.
  • 6. Laurence and Willem Dialogue: LAURENCE: Master Willem, I've come to bid you farewell. WILLEM: Oh, I know, I know. WILLEM: You think now to betray me. LAURENCE: No, but you never listen. LAURENCE: I tell you, I will not forget our adage. WILLEM: ...The blood makes us human, makes us more than human, makes us human no more. WILLEM: ...We are born of the blood, made men by the blood, undone by the blood. WILLEM: Our eyes are yet to open.. WILLEM & LAURENCE: Fear the old blood. WILLEM: By the gods, fear it, Laurence. LAURENCE: I must take my leave.
  • 7. Laurence's Skull: Skull of Laurence, first vicar of the Healing Church. In reality he became the first cleric beast, and his human skull only exists with'n Nightmare. The skull is a symbol of Laurence's past, and what he failed to protect. He is destined to seek his skull, but even if he found it, it could never restore his memories.
  • 8. Alfred Dialogue: As you know, the Healing Church is the fountainhead of blood healing.
  • 9. Blood of Adeline: Blood taken from Adeline, patient of the research hall. Adeline was originally one of the Blood Saints who received treatment by the Church to cultivate worthy blood. Adeline's was one of the few cases that turned out favorably.
  • 10. Blood of Adella: Blood taken from Adella, nun of the Healing Church. The Healing Church nuns are chosen for their merit as vessels for blood, and groomed as Blood Saints. The mere chance of being treated with their blood lends legitimacy to the Healing Church and communion.
  • 11. Alfred Dialogue: But I have heard that the holy medium of blood healing is venerated in the main cathedral.
  • 12. Communion: A secret symbol left by Caryll, runesmith of Byrgenwerth. Several runes relate to "Blood,” including Communion," which raises the maximum number of blood vials one may carry. This rune represents the Healing Church and its ministers. Blood ministration is, of course, the pursuit of communion.
  • 13. Madman Garb: Most tomb prospectors, members of the Healing Church chosen to explore the old labyrinth, are unable to withstand the weight of the old knowledge, and go mad. This attire is worn by those lost souls. Truth often resembles madness, inaccessible to the dull of mind. Those who go mad are merely thoughtful souls who failed to reach any conclusions.
  • 14. Upper Cathedral Ward Key: The key to the Upper Cathedral Ward seal. The upper echelons of the Healing Church are formed by the School of Mensis, based in the Unseen Village, and the Choir occupying the Upper Cathedral Ward. This key brings one a step closer to the Choir.
  • 15. Orphanage Key: Key to the Orphanage, birthplace of the Choir. The Orphanage, shadowed by the Grand Cathedral, was a place of scholarship and experimentation, where young orphans became potent unseen thinkers for the Healing Church. The Choir, that would later split the Healing Church, was a creation of the Orphanage.
  • 16. Choir Garb: Attire of the Choir, high-ranking members of the Healing Church. Members of the Choir are both the highest-ranking clerics of the Healing Church, and scholars who continue the work that began at Byrgenwerth. 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.
  • 17. Blindfold Cap: Attire of the Choir, high-ranking members of the Healing Church. Members of the Choir are both the highest-ranking clerics of the Healing Church, and scholars who continue the work that began at Byrgenwerth. The eye covering indicates their debt to the teachings of Master Willem, even though their paths diverged.
  • 18. Isz Root Chalice:According to the Choir, the land of Isz lies in contact with the cosmos, which allowed the Great Ones to function on transcendental planes of thought.
  • 19. Great Isz Chalice: The Great Isz Chalice became the cornerstone of the Choir, the elite delegation of the Healing Church. It was also the first Great Chalice brought back to the surface since the time of Byrgenwerth, and allowed the Choir to have audience with Ebrietas.
  • 20. Cosmic Eye Watcher Badge: Badge of a member of the Choir, elites of the Healing Church. The eye signifies the very cosmos. The Choir stumbled upon an epiphany, very suddenly and quite by accident. Here we stand, feet planted in the earth, but might the cosmos be very near us, only just above our heads?
  • 21. A Call Beyond: One of the secret rites of the Choir. Long ago, the Healing Church used phantasms to reach a lofty plane of darkness, but failed to make contact with the outer reaches of the cosmos. The rite failed to achieve its intended purpose, but instead created a small exploding star, now a powerful part of the Choir's arsenal. At times, failure is the mother of invention.
  • 22. Yahar'gul Black Garb: Thick black pullover worn by hunters of the Unseen Village. The hunters of Yahar'gul answer to the village's founders, the School of Mensis. Hunters in name only, these kidnappers blend into the night wearing this attire. Designed primarily to defend from physical attacks, the binding of thick rope serves both to protect its wearer, and restrain his foes.
  • 23. Harrowed Garb: Certain Church hunters obfuscate their identities and slip into the nooks and crannies of the city. This is the garb that allows these harrowed individuals to go unnoticed. These hunters are keen to early signs of the scourge, serving as a first line of defence against its outbreak. Or perhaps, when the time is ripe, they find signs of the scourge where there are none. It just goes to show, the corner beggar is not always who he seems.
  • 24. Adella Dialogue: I was seized on the street by a hulking brute in the Cathedral Ward and locked up here. There were many others, but they've been taken away... And I've heard moans, echoing the distance, ever since...
  • 25. Lore Note: Nightmarish rituals crave a newborn. Find one, and silence its harrowing cry.
  • 26. Lore Note: The spider hides all manner of rituals, certain to reveal nothing, for true enlightenment need not be shared.
  • 27. Micolash Dialogue: Ahh, Kos, or some say Kosm... Do you hear our prayers? As you once did for the vacuous Rom, Grant us eyes, grant us eyes.
  • 28. Fish Villager Dialogue : Mother is dead, her baby, taken.
  • <
  • 29. Kos Parasite: When the carcass of Kos washed up on the coast, its insides were teeming with tiny parasites, unlike any found in humans. This atypical weapon can only be clasped tight and swung, but a Kos Parasite is said to stimulate phantasms inhabiting a lumenwood.
  • 30. Third Umbilical Cord: A great relic, also known as the Cord of the Eye. Every infant Great One has this precursor to the umbilical cord. Every Great One loses its child, and then yearns for a surrogate. This Cord granted Mensis audience with Mergo, but resulted in the stillbirth of their brains. Use to gain Insight and, so they say, eyes on the inside, although no one remembers what that truly entails.
  • 32. Moon Rune: A secret symbol left by Caryll, runesmith of Byrgenwerth. A transcription of "Moon,” as spoken by the Great Ones inhabiting the nightmare. The Great Ones that inhabit the nightmare are sympathetic in spirit, and often answer when called upon.
  • 33. Living String: Special material used in a Holy Chalice ritual. The immense brain that Mensis retrieved from the nightmare was indeed lined with eyes on the inside, but they were of an evil sort, and the brain itself was terribly rotten. But even still, it was a legitimate Great One, and left a relic. A living relic, at that, which is a precious thing indeed.
  • 34. Formless Oedon Rune: A secret symbol left by Caryll, runesmith of Byrgenwerth. The Great One Oedon, lacking forms, exists only in voice, and is symbolized by this rune. Human or no, the oozing blood is a medium of the highest grade, and the essence of the formless Great One, Oedon. Both Oedon, and his inadvertent worshippers, surreptitiously seek the precious blood.
  • 36. Sword Hunter Badge: One of the badges crafted by the Healing Church. The silver sword is a symbol of a Church hunter. Ludwig was the first of many Healing Church hunters to come, many of whom were clerics. As it was, clerics transformed into the most hideous beasts.
  • 37. Ludwig's Holy Blade: A trick weapon typically used by Healing Church hunters. It is said that the silver sword was employed by Ludwig, the first hunter of the church. When transformed, it combines with its sheath to form a greatsword. The Healing Church workshop began with Ludwig, and departed from old Gehrman's techniques to provide hunters with the means to hunt more terrifying beasts, and perhaps things still worse.
  • 38. Ludwig Dialogue: Good hunter, have you seen the thread of light? "Just a hair, a fleeting thing, yet I clung to it, steeped as I was in the stench of blood and beasts." "I never wanted to know what it really was. Really, I didn't.
  • 39. Holy Moonlight Sword: An arcane sword discovered long ago by Ludwig. When blue moonlight dances around the sword, and it channels the abyssal cosmos, its great blade will hurl a shadowy lightwave. The Holy Moonlight Sword is synonymous with Ludwig, the Holy Blade, but few have ever set eyes on the great blade, and whatever guidance it has to offer, it seems to be of a very private, elusive sort.
  • 41. Radiant Sword Hunter Badge: One of the badges crafted by the Healing Church. The radiant sword indicates the heirs to the will of Ludwig. These hunters, also known as Holy Blades, are what remains of an ancient line of heroes that date back to a very early age of honor and chivalry.
  • 42. Simon's Bowblade: Choice weapon of Simon, one of the first Healing Church hunters. Simon despised firearms, and so the Church workshop had this specially fashioned to his liking. The large curved blade serves as a bow when transformed. But aside from a few close friends, Simon was scoffed at for his choice of arms, for who would dare face the beasts with a measly bow?
  • 43. Tonitrus: A unique trick weapon contrived by Archibald, the infamous eccentric of the Healing Church workshop. Striking this peculiar iron morning star flail like a match generates the same blue sparks that blanket a darkbeast. Unfortunately, for reasons untold, the hunters of Archibald's time did not fully take to the device.
  • 44. Bolt Paper: Coarse paper that applies bolt to weapons when rubbed. Invented by Archibald, the infamous eccentric of the Healing Church workshop. Artificially recreates the blue sparks that are said to surround darkbeasts. Unlike the other strange weapons created by Archibald, this one was favored by many hunters, in particular those who had even once laid eyes on a darkbeast.
  • 45. Spark Hunter Badge: Badge crafted in secret by Archibald, the infamous eccentric of the Healing Church, for his friends. Archibald was fascinated by the blue sparks that emanate from the hides of the darkbeasts, and dedicated his life to its artificial reproduction, in a style of inquiry that, incidentally, closely followed the methodology of Byrgenwerth.
  • 46. Wheel Hunter Badge: Martyr Logarius led a band of Executioners, and this badge was crafted at their dedicated workshop. The wheel symbolizes righteous destiny. Their workshop was a secretive enclave of mystical beliefs and heady fanaticism which served as the backbone of the Executioners' unique brand of justice.
  • 47. Executioner Gauntlets: Gauntlets worn by the band of Executioners commanded by the martyr Logarius. The brass rivets are unique to the executioners, and reflect their adoration of hand-to-hand combat. As the great Logarius once said, "Acts of goodness are not always wise, and acts of evil are not always foolish, but regardless, we shall always strive to be good."
  • 48. Logarius Wheel: Weapon wielded by martyr Logarius’ band of executioners. Used to slaughter the Vilebloods in Cainhurst. Bathed in pools of their blood, and forever steeped in their ire. Transform to release the power of the wheel and manifest their lingering rage in a show of utter brilliance.
  • 49. Executioner Garb: Attire worn by the band of executioners commanded by the martyr Logarius. Later became the basis for all Church attire, with its heavy draping of Holy Shawl. As the great Logarius once said, "Acts of goodness are not always wise, and acts of evil are not always foolish, but regardless, we shall always strive to be good."
  • 50. Alfred Dialogue: Once, a scholar betrayed his fellows at Byrgenwerth brought forbidden blood back with him to Cainhurst Castle. It was there that the first of the inhuman Vilebloods was born. The Vilebloods are fiendish creatures who threaten the purity of re Church's blood healing.
  • 51. Alfred Dialogue: In his time, Master Logarius led his executioners into Cainhurst Castle to cleanse it of the Vilebloods. But all did not go well, and Master Logarius became a blessed anchor, guarding us from evil. ...Tragic, tragic times...
  • 52. Crown of Illusions: One of the precious secrets of Cainhurst. The old king's crown is said to reveal illusions, and expose a mirage that hides a secret. And so Logarius donned the crown of his own volition, determined to prevent a single soul from stumbling upon the vile secret. What visions did he see, sitting serenely upon his new throne?
  • 53. Brador's Testimony: The scalp of a horrible cleric beast, indicating tat hunter Brador, a Healing Church assassin, had killed a compatriot. Afterward, he wore his ally's own scalp, and hid himself away, deep below in a cell. The Church provided him with a single, soundless bell of death, to ensure their secrets would be kept.
  • 54. Bloodletter: The demented hunter weapon brandished by Brador, the Healing Church assassin. The Bloodletter assumes its true and terrifying form after it draws upon blood from the inner reaches of one's body and soul. This is the only effective means of expelling tainted blood, or so Brador, isolated in his cell, continued to believe.
  • 55. Blue Elixir: Dubious liquid medicine used in strange experiments conducted by high ministers of the Healing Church. A type of anesthetic that numbs the brain. Hunters, able to retain consciousness by force of will, make use of a secondary effect of the medicine, which dilutes their presence while standing still.
  • 56. Brain Fluid: In the early days of the Healing Church, the Great Ones were linked to the ocean, and so the cerebral patients would imbibe water, and listen for the howl of the sea. Brain fluid writhed inside the head, the initial makings of internal eyes.

Hunters Lore [DLC Official Guide]

  • Gehrman was the First Hunter (1) and an acquaintance of Laurence (2) and Willem (3). He fought beasts with speed and agility, and his style became the basis for later hunters (4). His weapon is forged from siderite, a rare mineral which is said to have fallen from the heavens (1).The only other hunter known to use a siderite weapon is Eileen the Crow (5).
  • The first hunters were Gehrman's apprentices (6). These hunters were practitioners of the art of Quickening (7), and among them was the Lady Hunter Maria, who admired Gehrman greatly (6). Gehrman has a peculiar mania, and Maria was specifically unaware of this (6). Interestingly, the Doll's clothing is described as a product of borderline mania, and the Doll has a special dialogue when Maria is defeated by the player (9).
  • A precursor to an umbilical cord from an infant Great One led to the encounter with the pale moon (10). The pale moon called out to the hunters and created the Hunter's Dream as it sought a surrogate child (10). Hunters who dream need not fear death (11/12).Today, old Gehrman's purpose is to remain in the Hunter's Dream (13), where he is waiting for Laurence to accomplish some task (2). He seems unaware of Laurence's fate (14). Gehrman's fitful murmurs betray that he is not necessarily in the Dream by his own will (3).
  • Gehrman generally serves only as an adviser to hunters (13), but on some nights, he joins the hunt himself (15). He sees it as a dirge of farewell, and wishes only that his prey will not awaken to further nightmares (1).
  • In his day, Gehrman made use of a special bell discovered in the underground labyrinth to call hunters from other worlds (16). He also advises hunters to seek out the Holy Chalices and to engage in communion - the consumption of blood (17).
  • Hunters sustained by the dream imbibe the blood of their victims (18). Hunters are healed and strengthened by blood (18), but it is also intoxicating (19).The hunters of hunters, such as Eileen, seek out and eliminate those who have become addled by blood (20). Hunters who go drunk with blood are said to be taken by the Nightmare, destined to hunt forever (21); the hunters of hunters seek to prevent this so that their former compatriots might find rest in a hunter's dream (22).
  • In the old days, hunters were much more common (23). Old Hunters tended to believe in superstitions, such as the idea that certain metals would ward off the blood of beasts (24) or that beast blood would creep up their right legs (25). One day, the hunters vanished from Yharnam (26). All that remained were rumors of the hunters' sin; drunk with blood they all passed on to the Nightmare (26).
  • That's the legend, at least. In truth, some of the Old Hunters, such as Djura, still stalk the streets of Yharnam. Djura was a hunter who had contact with the Powder Kegs (27). It is said that the state of Old Yharnam drove him to renounce his hunter's vows (27); in reality, he understood that the beasts of Yharnam are actually humans taken by the scourge (28).
  • A sickness known as "ashen blood" ravaged Old Yharnam, and that epidemic triggered the spread of the beastly scourge (29). A collapsed, mushy pupil is an indicator of the onset of the scourge (21). Djura and his companions have seen their share of tragedy; the youngest of his three companions was taken by the Nightmare (30), while another still remains faithfully by his side in Old Yharnam to help him protect the beastly residents.
  • Gehrman tells new hunters tales of Ludwig and the Healing Church Workshop (31). The techniques of hunters began at that point to deviate from Gehrman's original style (32). Ludwig was the first Healing Church hunter (32), and recruited Yharnamites to serve as hunters (33).There have been numerous Healing Church hunters through the years, many of them clerics -unfortunately, clerics transform into the most hideous beasts (34). The Healing Church workshop's deviations from Gehrman's methods were made to help hunters hunt such beasts (35).
  • References: 1. Burial Blade; 2. Gehrman Dialogue; 3. Gehrman Dialogue; 4. Gehrman's Hunter Garb; 5. Blade of Mercy; 6. Maria's Hunter Attire; 7. Old Hunter Bone; 8. Doll Set; 9. Doll Dialogue; 10. Third Umbilical Cord; 11. Eileen Dialogue; 12. Eileen Dialogue; 13. Doll Dialogue; 14. Laurence's Skull; 15. Gehrman Dialogue; 16. Beckoning Bell; 17. Gehrman Dialogue; 18. Coldblood Dew; 19. Pungent Blood Cocktail; 20. Crow Hunter Badge; 21. Eye of a Blood-drunk Hunter; 22. Crowfeather Garb; 23. Old Hunter Cap; 24. Old Hunter Gloves; 25. Old Hunter Trousers; 26. Old Hunter Garb; 27. Grey Wolf Cap; 28. Djura Dialogue; 29. Antidote; 30. Gatling Gun; 31. Gehrman Dialogue; 32. Ludwig's Holy Blade; 33. Yharnam Hunter Garb; 34. Sword Hunter Badge; 35. Ludwig's Rifle;
The Hunters Connections

Hunters Lore References

  • 1. Burial Blade: Trick weapon wielded by Gehrman, the first hunter. A masterpiece that defined the entire array of weapons crafted at the workshop. Its blade is forged with siderite, said to have fallen from the heavens. Gehrman surely saw the hunt as a dirge of farewell, wishing only that his prey might rest in peace, never again to awaken to another harrowing nightmare.
  • 2. Gehrman Dialogue: Oh, Laurence... what's taking you so long... I've grown too old for this, of little use now. I'm afraid...
  • 3. Gehrman Dialogue: ...Oh, Laurence... Master Willem... Somebody, help me... Unshackle me, please, anybody...
  • 4. Gehrman's Hunter Garb: Hunter attire of Gehrman, the first hunter. Created before the workshop existed by making adjustments to everyday clothing, and later became the basis for all hunter's garb. The hunter's emphasis on engaging beasts with speed, and therefore of selecting lightweight attire, no doubt traces back to Gehrman's own combat style.
  • 5. Blade of Mercy: A special trick weapon passed down among hunters of hunters. One of the oldest weapons of the workshop. Splits into two when activated. The weapon's warped blades are forged with siderite, a rare mineral of the heavens. Most effective in swift attacks, such as after quick-stepping.
  • 6. Maria's Hunter Attire: Among the first hunters, all students of Gehrman, was the lady hunter Maria. This was her hunter's garb, crafted in Cainhurst. Maria is distantly related to the undead queen, but had great admiration for Gehrman, unaware of his curious mania.
  • 7. Old Hunter Bone: The bone of an old hunter whose name is lost. It is said that he was an apprentice to old Gehrman, and a practitioner of the art of Quickening, a technique particular to the first hunters. It is most appropriate that hunters, carriers of the torch who are sustained by the dream, would tease an old art from his remains.
  • 8. Doll Set: Discarded doll clothing, likely a spare for dress-up. A deep love for the doll can be surmised by the fine craftsmanship of this article, and the care with which it was kept. It borderlines on mania, and exudes a slight warmth.
  • 9. Doll Dialogue: Good hunter. This may sound strange, but... Have I somehow changed? Moments ago, from some place, perhaps deep within, I sensed a liberation from heavy shackles. Not that I would know... How passing strange...
  • 10. Third Umbilical Cord: A great relic, also known as the Cord of the Eye. Every infant Great One has this precursor to the umbilical cord. Every Great One loses its child, and then yearns for a surrogate. The Third Umbilical Cord precipitated the encounter with the pale moon, which beckoned the hunters and conceived the Hunter's Dream. Use to gain Insight and, so they say, eyes on the inside, although no one remembers what that truly entails.
  • 11. Eileen Dialogue: You still dream, I should think?
  • 12. Eileen Dialogue: No more dreams for me. This is my last chance. What a fool I am. I'll have to tread carefully.
  • 13. Doll Dialogue: Did you speak with Gehrman? He was a hunter long, long ago, but now serves only to advise them. He is obscure, unseen in the dreaming world. Still, he stays here, in this dream such is his purpose...
  • 14. Laurence's Skull: Skull of Laurence, first vicar of the Healing Church. In reality he became the first cleric beast, and his human skull only exists within the Nightmare. The skull is a symbol of Laurence's past, and what he failed to protect. He is destined to seek his skull, but even if he found it, it could never restore his memories.
  • 15. Gehrman Dialogue: It always comes down to the hunters' helper to clean up after these sorts of messes. Tonight, Gehrman joins the hunt...
  • 16. Beckoning Bell: Great old bell discovered in the underground labyrinth. Its ring resonates across worlds, and the first hunter used it as a special signal to call hunters from other worlds to cross the gap and cooperate. A human must use Insight to ring this uncanny bell, but the benefits of cross-world cooperation are many.
  • 17. Gehrman Dialogue: If the beasts loom large, and threaten to crush your spirits, seek a Holy Chalice. As every hunter before you has. A Holy Chalice will reveal the tomb of the gods, ...where hunters partake in communion...
  • 18. Coldblood Dew: Droplet of coldblood containing Blood Echoes. Use to gain Blood Echoes. Hunters sustained by the dream gain strength from Blood Echoes. They imbibe the blood with thoughts of reverence, indeed gratitude, for their victims.
  • 19. Pungent Blood Cocktail: Mature blood cocktail that releases a pungent odor when thrown that attracts blood-thirsty beasts. A precious tool in sadly short supply. In Yharnam, they produce more blood than alcohol, as the former is the more intoxicating.
  • 20. Crow Hunter Badge: Badge of a Hunter of Hunters, who hunts those who have become addled with blood. The badge of the Hunter of Hunters is quietly passed down from generation to generation, usually to an outsider from the hinterlands. To be entrusted with this cursed badge, one must be strong, resilient to the seduction of blood, and gracious when taking a comrade's life.
  • 21. Eye of a Blood-drunk Hunter: The eye of a blood-drunk hunter. Its pupil is collapsed and turned to mush, indicating the onset of the scourge of the beasts. A hunter who goes drunk with blood is said to be taken by the Nightmare, destined to wander forever, engaged in an endless hunt. It is a fate that no hunter can escape.
  • 22. Crowfeather Garb: Attire worn by Eileen the Crow, Hunter of Hunters, known in particular for her crowfeather cape. Hunters of Hunters dress as crows to suggest sky burial. The first Hunter of Hunters came from a foreign land, and gave the dead a virtuous native funeral ritual, rather than impose a blasphemous Yharnam burial service upon them, with the hope that former compatriots might be returned to the skies, and find rest in a hunter's dream.
  • 23. Old Hunter Cap: Old hunter cap with a wide brim that hides their sharp gaze. In the old days, when hunters were ten a penny, this was part of their standard garb.
  • 24. Old Hunter Gloves: Old hunter gauntlets made of brass to protect their weapon-bearing hands. At the time, some hunters believed that certain metals would ward off beast blood. On a night of the hunt, it is no wonder that some resort to superstition.
  • 25. Old Hunter Trousers: Old hunter trousers that protected countless hunters from the beasts in an older age. A widespread belief of the period was that "beast blood crept up the right leg," and this led to the double-wrapped belt.
  • 26. Old Hunter Garb: 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.
  • 27. Grey Wolf Cap: Attire of the retired hunter Djura. This worn wolf cap was his trademark. Djura is known through his contact with the Powder Kegs, the heretics of the workshop. He is said to have been both uncommonly kind and dreadfully foolish. Djura felt defeated by the state of Old Yharnam, and renounced his hunter's vows.
  • 28. Djura Dialogue: I no longer dream, but I was once a hunter, too. There's nothing more horrific than a hunt. In case you've failed to realize... The things you hunt, they're not beasts. They're people. One day, you will see...
  • 29. Antidote: Small medicinal tablets that counteract poison. Used to treat ashen blood, the baffling sickness that ravaged Old Yharnam long ago. These tablets only provide short-term relief. The ashen blood ailment eventually triggered the spread of the beastly scourge.
  • 30. Gatling Gun: This is a highly-customized, portable version of the, stationary gatling gun operated by the old hunter Djura in Old Yharnam. It was the weapon of choice of the youngest of Djura's three companions. The Gatling Gun boasts exceptional rapid-firing functionality, but is considered a cumbersome weapon, due to its excessive weight and insatiable consumption of Quicksilver Bullets. NOTE: This weapon is found in the Hunter's Nightmare...
  • 31. Gehrman Dialogue: The Healing Church, and the Blood Ministers who belong to it... Were once guardians of the hunters, in the times of the hunter... Ludwig.
  • 32. Ludwig's Holy Blade: A trick weapon typically used by Healing Church hunters. It is said that the silver sword was employed by Ludwig, the first hunter of the church. When transformed, it combines with its sheath to form a greatsword. The Healing Church workshop began with Ludwig, and departed from old Gehrman's techniques to provide hunters with the means to hunt more terrifying beasts, and perhaps things still worse.
  • 33. Yharnam Hunter Garb: Ludwig, the first hunter of the Healing Church, once recruited Yharnamites to serve as hunters. This hunter's attire was made for new recruits, and has excellent straightforward defense. But not nearly enough to allow an ordinary man to stand any real chance against the beasts.
  • 34. Sword Hunter Badge: One of the badges crafted by the Healing Church. The silver sword is a symbol of a Church hunter. Ludwig was the first of many Healing Church hunters to come, many of whom were clerics. As it was, clerics transformed into the most hideous beasts.
  • 35. Ludwig's Rifle: A rifle typically used by Healing Church hunters. It is said that this rifle was employed by Ludwig, the first hunter of the Church. Its long, heavy barrel makes up in range for what it lacks in reload speed. The Healing Church workshop began with Ludwig, and departed from old Gehrman's techniques to provide hunters with the means to hunt more terrifying beasts, and perhaps thing still worse.

Yharnamites Lore [DLC Official Guide]

  • Modern day Yharnam is a city of madness (1); it is said to be a cursed city (2) of intoxicating blood (3) and wild beasts. The populace tends to be quite intolerant of outsiders (4/5/6/7). The "pebble"-filled streets (8) are home to some very odd characters indeed, not the least of whom is Father Gascoigne.
  • Gascoigne is a hunter who wears a dingy Holy Shawl (9) and a wide-brimmed hat; he was once a member of the Healing Church, but he eventually parted ways with the church (for reasons unknown) (9). In the past, Gascoigne was a partner to Old Hunter Henryk (10). He is also a husband to Viola (11/12) and the father of two young girls (12/13). He acts as an executioner to the beasts of Yharnam (14).
  • Father Gascoigne's story is a tragic tale. His wife's corpse can be found at Oedon Tomb near where Gascoigne is chopping up corpses (6). Gascoigne's garments are tainted by a pungent beastly stench that eats away at him (16). The blood has gotten to him (17). He has been struggling to distinguish beasts from humans (18/19), though a special song that he shared with his wife can help him remember (20). As Eileen observes, though, he is falling apart (21), and he eventually becomes a beast himself. Perhaps awareness of his own inner beast is what led him to see normal humans as beasts.
  • But his story grows darker still. With both he and his wife dead, the hunters of Yharnam are left with a very difficult choice regarding his orphaned daughters. Informing the younger daughter of her mother's death drives her into despair, but withholding that information and instructing her to seek shelter at Oedon Chapel results in her gory demise (22). Hunters who send her to losefka's Clinic leave her at the mercy of the fake doctor's devious experiments (23). If the hunters ignore her plight, she eventually wanders off into the night alone.
  • Later in the night, her older sister professes to be searching for her (13). If a hunter returns the younger sister's ribbon as proof of her demise (24), the older sister at first seems distraught but can already be heard admiring the ribbon as the hunter walks away (25). The blood moon has a powerful effect on humans; it blurs the very line between man and beast (26). Madness abounds in the late hours of the hunt.
  • Gascoigne's former partner, Old Hunter Henryk, is still stalking the streets of Yharnam, as well. Eileen warns hunters to stay away from Henryk, as he is one of the blood-drunk hunters that she is tracking (27). Henryk's partnership with Father Gascoigne helped him to survive and lead a long life (10), but he has outlived both Gascoigne and Viola.
  • In Oedon Chapel, another odd character can be found — the Chapel Samaritan. The Chapel Samaritan has a very odd and suspicious way of speaking but really wants to help people and make friends (28/29). The incense of Oedon Chapel wards off beasts, though it also masks the smell of approaching hunters (30/31). This incense allows for Oedon Chapel to function as sanctuary for Yharnam's refugees.
  • Arianna, lady of the night, is one such refugee. She finds herself running low on incense before the night is over, and asks hurters to find a safe place for her (32). In Oedon Chapel, she offers her blood as thanks (33). Her blood is very similar to blood forbidden by the old Healing Church (34), and her clothing is reminiscent of the nobles of Cainhurst (35). Arianna is distrusted by some other Yharnamites (36). Her blood does seem to be quite special; it is possible for her to give birth to a kin baby under the blood moon (37).
  • Adella, nun of the Healing Church, is another refugee that can be directed to take shelter in Oedon Chapel. Pious lady that she is, she respects members of the Healing Church (38/39). She appears to have quite a jealous streak (40), however, as she will kill Arianna if hunters prefer Arianna's blood to her own (41).
  • Arianna, Adella, and the other refugees of Yharnam can alternatively take refuge in Iosefka's clinic.There are however, two different people claiming to be "Iosefka." In the afternoon, the real Iosefka is in her clinic and will provide hunters with carefully refined blood (42/43). After the hunt has reached Cathedral Ward, though, she is replaced by an imposter. In addition to having different voices, the two can be distinguished by their armaments; the original Iosefka does not carry weapons, but the fake does (44).
  • The fake Iosefka is performing human experiments; she seems to believe that she is successfully preventing humans from falling to the beastly scourge (45/46). She claims that humans must find a way to surpass our own stupidity (47). This is quite similar to the desire of Micolash, who wishes for eyes from Kos to be cleansed of beastly idiocy (48). Indeed, as her experiments progress, it seems that she does begin to develop inner eyes (49/50). When she dies, she leaves a Cord of the Eye, as well.
  • References: 1. Black Church Garb; 2. Gilbert Dialogue; 3. Pungent Blood Cocktail; 4. Gilbert Dialogue; 5. Gilbert Dialogue; 6. Yharnamite Dialogue; 7. Constable Garb; 8. Pebble; 9. Gascoigne's Garb; 10. Henryk's Hunter Garb; 11. Red Jewelled Brooch; 12. Tiny Music Box; 13. Older Sister Dialogue; 14. Hunter Axe; 15. Location of the Red Jewelled Brooch; 16. Gascoigne's Hat; 17. Gascoigne Dialogue; 18 .Gascoigne Dialogue; 19. Gascoigne Dialogue; 20. Little Girl Dialogue; 21. Eileen Dialogue; 22. Red Messenger Ribbon; 23. White Messenger Ribbon; 24. Older Sister Dialogue; 25. Older Sister Dialogue; 26. Lore Note; 27. Eileen Dialogue; 28. Chapel Samaritan Dialogue; 29. Chapel Samaritan Dialogue; 30. Chapel Samaritan Dialogue; 31. Chapel Samaritan Dialogue; 32. Arianna Dialogue; 33. Arianna Dialogue; 34. Blood of Arianna; 35. Noble Dress; 36. Bigoted Man Dialogue; 37. Arianna Baby; 38. Adella Dialogue; 39. Adella Dialogue; 40. Adella Jealous; 41. Arianna Dead; 42. Iosefka Dialogue; 43. Iosefka's Blood Vial; 44. Iosefka Hand Comparison; 45. Iosefka Dialogue; 46. Iosefka Dialogue; 47. Iosefka Dialogue; 48. Micolash Dialogue; 49. Iosefka Dialogue; 50. Brain Fluid;

Yharnamites Lore References

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  • 1. Black Church Garb: Attire of Healing Church hunters. 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.
  • 2. Gilbert Dialogue: This town is cursed. Whatever your reasons might be, you should plan a swift exit. Whatever can be gained from this place, it will do more harm than good...
  • 3. Pungent Blood Cocktail: Mature blood cocktail that releases a pungent odor when thrown that attracts blood-thirsty beasts. A precious tool in sadly short supply. In Yharnam, they produce more blood than alcohol, as the former is the more intoxicating.
  • 4. Gilbert Dialogue: You must have had a fine time of it. Yharnam has a special way of treating guests.
  • 5. Gilbert Dialogue: Yharnamites don't share much with outsiders.
  • 6. Yharnamite Dialogue: Lousy offcomer. Who'd open their door on a night of the hunt! Away with you. Now!
  • 7. Constable Garb: 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. This fable is a favorite among Yharnamites, who are partial to any stories of pompous, intolerant foreigners who suffer for their ignorance. It makes the blood taste that much sweeter.
  • 8. Pebble: Small pebbles found throughout Yharnam. Can be thrown at foes. Quite thrilling.
  • 9. Gascoigne's Garb: Hunter attire worn by Father Gascoigne. The Dingy scarf is a Holy Shawl and symbol of the Healing Church, from which Gascoigne would eventually part ways. "Father" is a title used for clerics in a foreign land, and there is no such rank in the Healing Church.
  • 10. Henryk's Hunter Garb: Hunter's attire worn by Henryk, the old hunter. The taciturn old hunter Henryk was once partners with Father Gascoigne, and though they were a fierce and gallant duo, their partnership led to Henryk's tragically long life.
  • 11. Red Jewelled Brooch: A woman's bright-red brooch, engraved with the name Viola. Perhaps the jewel is a gift from a hunter. Use to change into a droplet blood gem that fortifies any weapon.
  • 12. Tiny Music Box: A small music box received from a young Yharnam girl. Plays a song shared by her mother and father. Inside the lid is a small scrap of paper, perhaps an old message. Two names can be made out, however faintly. Viola and Gascoigne.
  • 13. Older Sister Dialogue: Oh, you haven't by any chance... seen my little sister, have you? I told her to look after the house, but she's run off somewhere. She's still quite small, and wears a big white ribbon. Have you seen her out there anywhere?
  • 14. Hunter Axe: One of the trick weapons of the workshop, commonly used by those who dedicate themselves to the hunt. No matter their pasts, beasts are no more than beasts. Some choose this axe to play the part of executioner.
  • 16. Gascoigne's Hat: Hunter attire worn by Father Gascoigne. Similar to hunter garb created at the workshop, only these are tainted by a pungent beastly stench that eats away at Gascoigne. "Father" is a title used for clerics in a foreign land, and there is no such rank in the Healing Church.
  • 17. Gascoigne Dialogue: The sweet blood, oh, it sings to me. It's enough to make a man sick...
  • 18. Gascoigne Dialogue: ...Beasts all over the shop. You'll be one of them, sooner or later...
  • 19. Gascoigne Dialogue: Too proud to show your true face, eh?
  • 20. Little Girl Dialogue : Oh, I mustn't forget. If you find my mum, give her this music box. ...It plays one of daddy's favorite songs. And when daddy forgets us we play it for him so he remembers. Mum's so silly, running off without it
  • 21. Eileen Dialogue: You must've killed Gascoigne as well, then? He was falling apart, I'm sure it had to be done. But try to keep your hands clean.
  • 22. Red Messenger Ribbon: Red ribbon that messengers are oddly fond of. The thick, pungent red was drawn from the organs of some unfortunate victim. A strange choice indeed, but perhaps for the messengers wearing this accessory constitutes a form of mourning.
  • 23. White Messenger Ribbon: White ribbon that messengers are oddly fond of. A ribbon made of fine lace that shines remarkably, more suited to pretty young girls than silly old messengers.
  • 24. Older Sister Dialogue: Oh, how did this happen... Why would she ever go outside?
  • 25. Older Sister Dialogue: What a perfect ribbon... And now it's mine... I can't wait to try it on...
  • 26. Lore Note: When the red moon hangs low, the line between man and beast is blurred. And when the Great Ones descend, a womb will be blessed with child.
  • 27. Eileen Dialogue: Henryk, an old hunter, has gone mad. And he's my mark.. Don't go near the tomb below Oedon Chapel in the Cathedral Ward. I have business there first...
  • 28. Chapel Samaritan Dialogue: When the night of the hunt passes, s'pose, we could be friends, maybe? Now, I know I hardly deserve it, but... Well, I had to just, ask, you know?
  • 29. Chapel Samaritan Dialogue: I just wanted to help... people...
  • 30. Chapel Samaritan Dialogue: ..Hmm? Oh... you must be... a hunter. Very sorry, the incense must've masked your scent.
  • 31. Chapel Samaritan Dialogue: But if you spot anyone with their wits about 'em... Tell 'em about this here Oedon Chapel. They'll be safe here. The incense wards off the beasts.
  • 32. Arianna Dialogue: Oh, thank goodness. You're a hunter, right? Might you know of a safe place? The night is long, and I've very little of the incense left...
  • 33. Arianna Dialogue: I'd like to tender my thanks, but I haven't much to offer... All I can give is my blood. But... would you even take a whore's blood?
  • 34. Blood of Arianna: Blood taken from Arianna, Cathedral Ward woman of pleasure. The sweet blood of Arianna restores HP and temporarily speeds stamina recovery. A member of the old Healing Church would know that her blood is similar indeed, to precisely what was once forbidden.
  • 35. Noble Dress: A finely tailored bordeaux dress. Worn by the nobles of the old bloodline that traces back to the forsaken Castle Cainhurst.
  • 36. Bigoted Man Dialogue: Beware the lady of the night. I can see it in her eyes. She deeply resents the young saint. She hears people whisper. She knows what people think of her. Yes, she despises the saint for having what she doesn't. Bloody wench, they should moved her on ages ago.
  • 38. Adella Dialogue: Ahh, by your garb... the Healing Church... You've come to save me... Ahh! Thank you, dear saint!
  • 39. Adella Dialogue: The town is in disarray, but there are still people here. Together, we await the help of the Healing Church.
  • 42. Iosefka Dialogue: I'll do what I can, of course. Perhaps this will help you, if only in some small way. This night is long, but morning always comes.
  • 43. Iosefka's Blood Vial: Blood vial acquired from Iosefka's clinic. This refined blood, highly invigorating, restores a larger amount of HP The product of a slow and careful refinement process, this rare blood vial appears to be a clinic original.
  • 44. Iosefka Hand Comparison:
    Iosefka Hand Comparison
  • 45. Iosefka Dialogue: The treatment is going well, stabilized, for the most part. Fascinating, really.
  • 46. Iosefka Dialogue: Things need not change... You'll do the rescuing, and I'll do the saving...
  • 47. Iosefka Dialogue: There aren't many humans left, I know, but find me every last one you can. We must find a way. To surpass our own stupidity. You're one of the bright ones. Don't you see how much this means?
  • 48. Micolash Dialogue: Grant us eyes, grant us eyes. Plant eyes on our brains, to cleanse our beastly idiocy.
  • 49. Iosefka Dialogue: God, I'm nauseous... Have you felt this? It's progressing, I can see things... I knew it, I'm different. I'm no beast... I... Oh... God, it feels awful... but, it proves that I'm chosen... Don't you see? How they writhe, writhe inside my head... It's... rather... rapturous...
  • 50. Brain Fluid: In the early days of the Healing Church, the Great Ones were linked to the ocean, and so the cerebral patients would imbibe water, and listen for the howl of the sea. Brain fluid writhed inside the head, the initial makings of internal eyes.
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