"Oh, don't you worry. Whatever happens, you may think it all a mere bad dream."
Bloodborne begins in media res. While this has been true of all the previous Souls games, in the other ones you were, generally speaking, at least given an upfront goal. Slay the archdemons. Ring the bells. Find a cure. Bloodborne starts with your character being given a blood transfusion by a mysterious man in a wheelchair, and being told to seek "paleblood." Unfortunately, you have no idea what paleblood is, and as far as you can tell, neither does anyone else. Those who will talk to you, that is. As you leave the clinic from which you begin, it seems that the vast majority of Yharnam aren't interested in talking.
The beast plague of Yharnam has led to nightly hunts, and the townspeople find themselves strangely drawn on these hunts, as they themselves become increasingly less human. Unfortunately, now that you've had a blood transfusion, you're not quite human either, and while you might not think you fit the bill, the townspeople clearly see you as a "foul beast." Should these townspeople kill you, however, this is not the end. You awaken in a hazy fog, a world called the Hunter's Dream, inhabited by a mysterious old man named Gehrman, and by a lifelike doll, who lies motionless and dead. This place, this workshop, is to be used by hunters, and Gehrman tells you to help yourself to whatever you need there, and not to worry about the specifics of the journey yet. Just hunt beasts. That's what hunters are good for, isn't it?Luckily one of the first people you can encounter on your journey is Gilbert, a friendly voice calling out from a window by the very first lamp you can find. He's never heard of something called Paleblood, but suggests you seek out the Cathedral Ward, from which the healing church is based. They were the ones in charge of blood ministration, so if there's any place where you'd be able to find a special kind of blood, that'd be it.
You make your way through central Yharnam, and then through the city's aqueduct. As you encounter more bizarre, and exotic creatures, you begin to gain an understanding of this world. As you gain this insight into Yharnam, though, strange things begin to happen. The doll in the Hunter's Dream springs to life, and offers her assistance in infusing you with the power of blood.
After slaying a hunter, like you, who gave in to the beast plague himself, and in his madness slaughtered his own wife, you find the key to the Tomb of Oedon, which leads further on to Oedon Chapel. It is here where you find the first scrap of information hinting at greater things going on in the city of Yharnam.A note on a table beneath the chapel reads "the Byrgenwerth spider hides all manner of rituals, and keeps our lost master from us. A terrible shame. It makes my head shudder uncontrollably."
This is odd, but you disregard it, and continue your quest for paleblood. On through Oedon Chapel, where you meet a fellow with no legs, who despite his strange nature, seems well intentioned enough. When you find more survivors as the long night rages on, you send them to the chapel, and safety. You send an old woman there, from central Yharnam, though she blames outsiders like you for the city's state. You send a man there, who claims to be resistant, but goes anyway. You also send a woman named Arianna to the chapel, who seems surprised at your kindness to, as she says, "a whore."
At this time, you can explore a small hamlet on the outskirts of Yharnam, Hemwick Lane. The residents of Hemwick Lane are extremely hostile to outsiders, attempting to slay anyone who enters their town. At the far edge of this town lies the shack of the Witches of Hemwick, two women skilled in the art of illusion, who are, like the rest of Hemwick, extremely hostile to outsiders, wearing cloaks lined with the eyes of hundreds and hundreds of outsiders, those they've slain before.Beyond the witches lies the body of a hunter with a tool that lets you understand runes. These runes are ancients words, written in a language of great power. Merely being able to use these words grants the hunter increased abilities, although your mind is only able to comprehend a few of these words, memorized, at a time.
You make your way to the grand cathedral. Ominous statues, objects of worship, line the walls, depicting creatures unlike any you've encountered. There waits a young woman named Amelia here, and as you approach her, you can hear her prayer.
"Seek the old blood.Let us pray... 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."
After defeating the Vicar, who has grotesquely turned into a beast, you are granted a vision. A young man walks to an older one, who holds a scepter. The young man, Laurence, bids the older one, Master Willem, farewell. Master Willem accuses him of betrayal, but Laurence insists he will never forget their adage. "We are born of the blood, made men by the blood, undone by the blood. Our eyes are yet to open. Fear the old blood." "By the gods, fear it, Laurence." The elder says, as the younger walks away.
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Hunters Dream
FantasyThe Hunter's Dream is your character's home base, where items are purchased, leveling up is conducted, and weapons are fortified and repaired. Your character can be transported back to the Hunter's Dream by speaking with Gatekeeper Messengers in the...