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Learn moreAll this will seem like just a bad dream
The journey into the world of Bloodborne begins with a unique atmosphere and a gripping story. Your character finds himself in Yharnam, an ancient Gothic city that attracts strangers seeking a cure for their ailments. This city, shrouded in secrets and dark legends, becomes an arena for exploratory adventures and clashes with the horrors lurking in its shadows. In Bloodborne, you must unravel the secrets of Yharnam, confront monsters, and uncover the true nature of the disease plaguing this mysterious world.
Several years ago, the Healing Church in Yharnam introduced a unique healing method—the ritual of Blood Service, based on the transfusion of ancient blood with miraculous properties. However, the protagonist has his own motives and is willing to pay a high price to achieve his goals. This path will lead him to uncharted frontiers and reveal secrets no one could have imagined.
The hero enters into a mysterious contract with an unknown person in order to receive a blood transfusion. After the procedure, he regains consciousness and finds Iosefka's clinic empty. In the next room, a sinister beast is devouring human remains, and crazed townspeople roam the streets. In this dark world, he must understand what is happening and find a way to survive.
Within the walls of the clinic, the hero discovers a single note with a cryptic message: "Seek pale blood to surpass the hunt." This phrase raises many questions and leaves a sense of mystery. What exactly is meant by "pale blood"? What significance does it have in the context of the hunt? The note hints at important events or hidden knowledge that the hero must unravel to move forward. This plot element creates intrigue and emphasizes the atmosphere of mystery, forcing the reader to consider the character's future actions and their consequences.
At this moment, you understand the nature of the contract you signed. You cease to be a simple traveler and become a hunter, whose task is to exterminate the monsters of Yharnam. You cannot be destroyed: after each death, the protagonist awakens again at the lantern, which also functions as a portal to the Hunter's Dream—your refuge during the hunt. This place serves not only as a haven, but also as a link between worlds, where you can prepare for new battles and think over strategies to confront your enemies.

The Master of the Dream, a hunter named Gehrman, advises you to take your time in searching for answers. First, you should satisfy your bloodlust by destroying several monsters that fill the streets of Yharnam. In this gloomy city, you will encounter many dangerous creatures ready to challenge you. By following this advice, you will not only gain experience and strength, but also come closer to unraveling the mysteries lurking in the dark corners of Yharnam. Killing monsters will not only strengthen your confidence but will also help you further explore this sinister world.
For many years, the city has been suffering the effects of the Plague of the Beast - a mysterious disease that causes people to lose their minds and turn into werewolf monsters. To combat this threat, hunters appear on the streets, seeking to restore order at night when the monster population reaches a critical point. This activity, known in local culture as "hunting," requires not only courage but also strategic thinking. Every night becomes a test in which the hunters fight for the future of the city and its inhabitants, striving to stop the spread of this terrible plague and bring peace to the lives of people.

For many nights, hunters have protected Yharnam, but on the evening the protagonist leaves Iosefka's asylum, the city is destined to perish. The sun sets over plague-ridden streets. Those who still retain their sanity and humanity lock themselves in their homes, awaiting help that will never come. At this critical moment, it becomes clear that all hope for salvation is fading, and Yharnam faces its inevitable end.
The protagonist becomes the last hope in this grim world. He must journey into a city consumed by death and madness to uncover the secrets surrounding the plague of the beast. If he fails to uncover its origins, the consequences of this night will be more terrible than anyone could imagine. The catastrophe will affect not only Yharnam, but also far beyond its borders.

We are born of blood.
The origins of the Plague of the Beast remain unclear, but some believe that the Healing Church may be responsible for its emergence. Research suggests that the actions and decisions of religious institutions at certain points in history may have contributed to the spread of the disease. This raises important questions about the influence of religion on public health and how faith can intersect with medical practices.
The Plague of the Beast was not the first epidemic in Yharnam's history. Before it struck the city, Old Yharnam, its oldest part, succumbed to another disease. This disease was called Ashen Blood, because at the beginning of the infection, the blood that sufferers coughed up took on an ashen tint. In more advanced stages of the disease, the inhabitants of Yharnam turned into beasts. The Ashen Blood epidemic left a deep mark on the city's history, foreshadowing the horrors brought by the Plague of the Beast.

Traditional medicines only temporarily alleviated symptoms, failing to provide a complete cure. At this critical moment, the Healing Church came to Old Yharnam's aid by organizing blood ministrations. This measure significantly slowed the spread of the epidemic and allowed the Church to gain the complete trust of the townspeople. This event became an important milestone in the town's history.
Further suspicions arise due to the organization's methods. According to the description of one of the church vestments, Church doctors believe that certain knowledge about diseases can only be gained through self-infection. It is plausible to assume that this logic could be applied to the rest of the town's inhabitants. This raises questions about the appropriateness and ethics of the approaches used to study diseases, as well as the impact of these methods on public health.

Old Yharnam is completely lost. Hunters, unable to control the spread of the disease, abandoned the area and burned it to the ground. Now this place is inhabited only by monsters and one old hunter named Jura. Disillusioned with his mission, he abandoned the hunt and became the guardian of the peace of the monsters dwelling within the ruined walls of the city.
The destruction of Old Yharnam did not hinder the Healing Church, which took the position of the most influential organization in the city. The clergy built a massive Cathedral Ward on the eastern mountain, which became the new center of Yharnam. The fame of the Healing Church spread far beyond the city, attracting the attention and respect of not only local residents but also people from other regions.
A meeting of the Choir, a council of high-ranking clerics of the Church, consisting of clerics, doctors, and tomb researchers, was held in the Cathedral Ward. Most of the participants hail from the Byrgenwerth School, the institution that developed the blood service ritual that proved disastrous for the city. It all began with the discovery of Pthumerian catacombs, which set the stage for further events.

We are dying from
The Pthumerians remain a mysterious group about whom little is known. They inhabited the region long before the founding of Yharnam, underscoring their importance in historical context. Research on the Pthumerians continues to generate interest, as their culture and way of life may provide clues to the early history of this land.
The city's residents first learned of the existence of the underground labyrinths when researchers discovered a vast network of caves dug by the ancient people beneath the city. Students from the Byrgenwerth School have taken up the study of these mysterious underground spaces, striving to overcome the physical limitations of the human body using scientific methods. Research into the labyrinths opens new horizons for understanding the history and culture of ancient civilizations, and also provides unique opportunities for scientific research and experimentation.
Byrgenwerth students have discovered a mysterious substance known as ancient blood in the caves of the Pthumerians. This mysterious liquid not only possessed unique healing properties, but also endowed its bearers with supernatural powers. The study of ancient blood has become an important step in understanding the cultural and magical aspects of the Pthumerian civilization.

Opinions regarding the discovery were divided. Master Willem, the rector of Byrgenwerth, expressed his opposition to the use of ancient blood, fearing possible negative consequences. He created a famous mantra for his followers, which became the basis of his philosophy and approach to teaching.
We come into this world from blood, are shaped by it, and leave, leaving a trace behind. It is important to understand the true nature of our existence. Be careful with ancient blood, for it carries power and secrets that can change fate.
He had every reason to be wary. In the Pthumerian catacombs, researchers discovered traces of other settlements belonging to the lands of Laurent, which also perished as a result of the plague of the beast. These findings confirm that the disease had a devastating impact on many civilizations, leaving behind only ruins and mysteries. Exploring the catacombs allows us to better understand the causes and consequences of the epidemics that left their mark on the history of these lands.

Despite Willem's warnings, his apprentice Laurence could not resist the lure of the ancient blood, believing it to be the source of unlocking human potential. He left Byrgenwerth to found the Healing Church. As the Church's first vicar, Laurence revealed the secrets of blood ministry to the people of Yharnam, triggering tragic events that ultimately led to the city's destruction.
During the Church's heyday in Yharnam, blood production far exceeded alcohol production, as blood possessed a more powerful intoxicating effect than any wine. Those who once tasted blood developed an addiction that eventually led to madness, displacing the initial intoxication. This transformation not only served as a symbol of the fall but also exacerbated the atmosphere of fear and despair in Yharnam.
One of the victims was Laurence himself, who, like all clerics after him, turned into a monster, losing all human traits. This process of transformation affects not only the physical shell, but also the inner world, which makes it especially tragic. Lawrence's image symbolizes the loss of humanity and highlights the dangers associated with the dark side of the force.

The townspeople soon realized that the spread of the plague threatened their lives and the future of the city. To rid the streets of this evil, they began hunting the monsters they believed were the cause of the disasters. The first of these hunters was Gehrman, whose determination and courage became the protagonist's support. His nightly visions became a source of inspiration and a workshop from which he derived hope for salvation.
Soon, the Church decided to hire hunters of evil spirits. Their methods of combat proved brutal: the slightest hint of a disease was enough to consign a person to fire and sword. However, ironically, it was the hunters who became the most vulnerable to this very disease. The hunter profession requires frequent blood transfusions and a penchant for violence, which has driven many of them to the brink of madness.

A prime example is Father Gascoigne, the game's first significant boss. Once a master hunter, by the time Yharnam collapsed, he had become a feral creature, like the very creatures he was meant to destroy. Gascoigne has lost not only his mission but also his family; only the melody of a music box reminds him of his dead wife and still-living daughter. This tragic transformation underscores the game's themes of loss and oblivion, and how the hunt can consume a person, stripping them of their humanity.
The protagonist is unable to restore Gascoigne's lost humanity. His only recourse is to kill Gascoigne, along with many other residents of Yharnam, to free them from their suffering. This move underscores the tragedy of the situation and the inevitability of cruel decisions in the world of Yharnam, where humanity is lost and suffering has become a part of existence.

Fear the Ancient Blood
The final phrase from Master Willem's mantra serves as the password that opens the doors to Byrgenwerth. This school is located on the shores of the Lake of Moonlight, at the foot of the city walls. By the time you arrive, the silvery disk of the moon already sparkles on the surface of the lake, creating a mystical atmosphere.
The protagonist meets Master Willem on the school balcony. Sitting in a rocking chair, he watches the pond. This lake, like many other things in Yharnam, hides its true secrets. When the hero jumps into the water, he finds himself in a pocket dimension inhabited by Rom, an idle spider. This place is filled with mysteries and dangers that must be solved. Interacting with Master Willem and Rom opens up new horizons in exploring the world of Yharnam.

Once a student of Byrgenwerth, this creature underwent a terrible transformation and became a monster. Now it guards the barrier between our reality and ancient secrets that lie beyond human understanding. This story of transformation and protection of the unknown highlights the importance of the boundaries between worlds, where each creature plays a unique role. The monster, once possessing human qualities, has now become a symbol of guarding secrets that should not be revealed.
After defeating Rom, the true nature of Yharnam is revealed to you, and it is terrifying. First, you encounter a woman crying in a blood-stained dress. Then, a baby's cry is heard in the background, and a huge red disk of the moon looms over your character, creating an atmosphere of horror and despair. This moment emphasizes the dark atmosphere of the game and makes you think about the fate of the inhabitants of Yharnam.


After the scene is completed, you find yourself in one of the buildings of the Cathedral District, where you discover a mysterious A note reads: "The ritual's secret has been broken. Seek the child of nightmare." As you read these words, a monster, a combination of a giant insect, a lizard, and a deep-sea creature, stares down at you from the cathedral ceiling. This scene creates tension and intrigue, forcing you to ponder the nature of the ritual and the fate of its participants.
Amygdala's existence is linked to the Great Ones—supernatural beings who surpass humanity in sophistication. These creatures inhabit Yharnam, watching over the city's inhabitants from its facades and rooftops. For many years, they remained hidden thanks to the magic of Rom, which shielded them from prying eyes. Amygdala, like the other Great Beings, watches every step of people closely, remaining unnoticed, but always present.

The blood of the gods is not intended for human consumption. Humans who attempted to transfuse themselves with this ancient blood became mad creatures that roamed the streets of Yharnam. Saving such people is impossible, and a threat far more serious than their madness appears on the horizon.

A blood moon rises over the city, foreshadowing disaster not only for the locals but for the entire world. This threat could have far more dire consequences than the plague of the beast. Byrgenwerth is also to blame for this, whose actions led to this ominous situation.
Kos, give us eyes
While Laurence was experimenting with ancient blood, Master Willem was using a different method to elevate human consciousness to a new level: he was striving for insight. Scholars from Byrgenwerth describe this inhuman knowledge as a way to open inner eyes and see beyond the veil that hides true reality from mortals. Masters and researchers seeking deep understanding believe this process can transform perceptions of the world and lead to new revelations.
Willem used the umbilical cord of a newborn Great One, which he laboriously extracted from its body. At one point, his experiments yielded results, but this success turned into a disaster.
Most of Byrgenwerth's students became hideous, fly-like creatures with multiple eyes. Rom, having received permission from another Great One named Kos, imprisoned her teacher within the school's walls to prevent his knowledge from reaching the rest of humanity. This decision became a pivotal moment in the struggle to preserve knowledge and prevent its misuse. Byrgenwerth, once a symbol of learning and wisdom, has now become a dark place where secret knowledge is kept under lock and key.

Willem's insight not only opened people's eyes to the Great Beings themselves, but also opened the way to other dimensions where these entities reside. The Great Beings are not bound to a single level of reality; they exist in multiple dimensions. Even after their physical shell leaves our world, they continue to exist in other worlds. Some Great Beings are bodiless, such as the Formless Oedon. Understanding these multifaceted beings and their location in different dimensions allows for a deeper understanding of the nature of reality and the interactions between worlds.
Great Creators are able to create their own universes, as for example in The Hunter's Dream. The protagonist, Gehrman, seeks the help of a Great Being named the Moon Presence to fulfill his wish to revive a Doll, which is a reflection of his deceased student, for whom he had deep feelings. The Moon Presence answers his request and helps him fulfill his plan. However, Herman faces a terrible reality: his consciousness is forever bound to this dream, and he risks losing his mind, realizing he is doomed to an endless existence within this small fragment of reality. This work raises important questions about love, loss, and the consequences of the pursuit of immortality in a world where creativity and reality intertwine.
Through the Dream, the hunters found a home and the ability to be endlessly reborn through the hunt. The Presence's goals remain a mystery, but it likely sought to use the hunters to eliminate other Great Beings. This creates a unique dynamic in the world of hunting, where life and death intertwine, opening new horizons for exploration and existence.

Dreams and nightmares intertwine, creating eerie rocky wastelands where fragments of human architecture mingle with tombstones and toxic swamps. These dark nightmares have become home to Great Beings and other monsters, both from other dimensions and from Yharnam itself. In this world, fear and horror become part of reality, and every moment can turn into an encounter with the unknown.

The Hunter's Nightmare is a dimension that has become a prison for the cruelest hunters. In the past, hunters and scientists led by Willem destroyed a fishing village that worshiped Kos and dissected the Great One's body to extract her blood. This event not only resulted in the loss of countless innocent lives but also opened the gates to a world of horrors where the spirits of the slain hunters continue to wander in search of vengeance. Filled with fear and darkness, this dimension serves as a reminder of the consequences of greed and misplaced science.
Kos punished them by trapping them in a nightmare where they are condemned to an endless hunt. This eerie place also houses Lawrence, who suffers from eternal flames, bereft of the memories of his past and aspirations. This punishment became not only a test, but also an eternal reminder of lost freedom and forgotten dreams.

The Nightmare of Mensis is an important element, as it was created by people. This aspect emphasizes the uniqueness and significance of this character, which makes him especially interesting to study. The Nightmare of Mensis is not only part of the game world, but also reflects the creative approach of the developers, which allows us to deeper understand its origins and impact on the plot.
The author of this dark creation is Micolash. Like Master Willem, he believed that the best way to understand the wisdom of the Great Ones is through insight. However, unlike his mentor, Micolash was willing to make any sacrifice in order to gain forbidden knowledge. His desire to understand the boundaries of human experience led him to dangerous experiments and interactions with dark forces, which ultimately ended in disaster. Micolash became a symbol not only of the thirst for knowledge, but also of the destructive power that can arise when a person ceases to recognize the consequences of their actions.
Micolash was part of the School of Mensis, the scientific arm of the Healing Church. In the hidden village of Yahar'gul, located in the mountains above Yharnam, the students of Mensis conducted their forbidden experiments, targeting both humans and Pthumerians. These studies questioned the moral boundaries of science, opening doors to unexplored depths of human nature and unknown creatures. Yahar'gul became a hub of dark knowledge and dangerous practices, creating an atmosphere of fear and madness that shrouded Yharnam.
Micolash introduced an innovative method of interacting with the Great Beings using the hexagonal Mensis cage. This unique artifact is designed to block the wearer's thoughts and activate their inner eyes. This approach opens new horizons of perception and allows for a deeper understanding of the wisdom of the Great Ones, providing the opportunity for direct communication at the level of consciousness.

The method was successful. Micolash and the students of the School of Mensis established a connection with the Great Being named Mergo. They made a deal with him, sacrificing their physical bodies in exchange for the opportunity to ascend. As a result, the School of Mensis was completely transported into a nightmare dimension. This event became a key moment, opening new horizons for the study of dark forces and interaction with otherworldly entities.
The transition instantly destroyed all the students, and their souls were reborn as deformed creatures, doomed to wander endlessly through the wastes of nightmare. The only one to retain human form was Micolash. He prays to the great Kos to no avail, filling the local halls and corridors with his insane laughter. Meanwhile, in Yaar'gul, Mensis's research begins to yield unexpected results.

Hunt the Great Ones, hunt the Great Ones
When the blood moon rises over Yaar'gul, the Pthumerians who live in a hidden village begin their sinister ritual. At this time, the night is filled with mysterious sounds, and the darkness becomes witness to ancient rites passed down from generation to generation. The secret practices of the Pthumerians evoke fear and awe, for their intentions are far from harmless. Every element of the ritual is imbued with magic and mysticism, making it an integral part of their culture. On such nights, Yaar'gul is filled with an atmosphere of the unknown, and every step the Pthumerians take becomes part of their predetermined destiny.
The moon's disk opens like a portal, and from it, a terrifying creature emerges into our world—the Reborn, a hideous amalgam of human bodies and other remains. This creation is the result of experiments by Yaar'gul scientists, who sought to create a Great One through artificial means.

Fortunately, you are nearby when this creature appears. However, killing it does not end your hunt, as the source of the blood moon lies beyond our reality. Therefore, you follow Micolash into the nightmare of Mensis to destroy the deranged scientist and get to the root of current events.
At the top of Mergo's abode, you again encounter the woman in the bloodstained dress, familiar to you from the victory over Rom. This is Yharnam, the queen of the Pthumerians, after whom the current city was named. Her physical body remains in the Pthumerian labyrinths, while her consciousness is plunged into a nightmarish dimension, awaiting the return of the Great Ones. This encounter highlights the connection between the past and the present, as well as the importance of Yharnam in Pthumerian history and culture.

Some time ago, the Great Ones returned, and Yharnam became pregnant with one of them. Her child, Mergo, was stillborn, but his spirit survived as a voice. The infant's cries can be heard everywhere, if one accumulates enough Insight. The very fact of his existence draws a blood moon over Yharnam, creating an atmosphere of mystery and tragedy.
The stroller with the infant is guarded by Mergo's Wet Nurse, another Great One and the source of Mensis's fear. As Micolash rightly points out during the boss fight, a hunter is still a hunter even in his dreams, and it is the Wet Nurse who becomes your final target in this hunt. After her defeat, you receive the message: "The Nightmare is defeated," which signals the end of the current hunt.

You return to the Hunter's Dream and encounter a burning workshop, its purpose fulfilled. Gehrman offers to free you from the endless cycle of reincarnation by beheading you. If you accept this offer, you will awaken in a deserted Yharnam, under the light of a new day. This moment symbolizes the completion of your journey and opens a new chapter in your story, where you can begin anew.
In the clearing before the workshop in the Dream, a new tombstone will appear, bearing your name. You will no longer be a hunter, but a mere mortal, leaving behind the nightmares of the past night. This symbolizes the transition from active struggle to calm, where the past fades into oblivion, and life is filled with new meanings.

While many may take this as a consolation, it is in fact merely an illusion, for our world has never possessed any real hope of salvation.
We Must Not Leave This Dream
The hunt is a process that will never end. It may pause temporarily, but it will always resume. Whether Yharnam rises from ruin or is consumed by time, as happened to the lands of Loran, the great creatures will remain in their place, biding their time. This eternal cyclicality of the hunt underscores its unchanging nature and significance in the world.
They will wait until new peoples come here, ready to once again explore the Pthumerian catacombs. They will wait for the emergence of a new Laurence or Willem, who, driven by vanity, decide to ascend to the ranks of the gods. This desire will lead to their destruction and allow the Great Ones to fulfill their sinister plans.
This suggests that one day hunting will resume, and this world will once again need hunters. It is important to understand that hunting not only revives ancient traditions but also forges a unique bond between man and nature. Hunters play a key role in maintaining the ecosystem, regulating wild animal populations and helping to preserve the natural balance. The resumption of hunting opens new opportunities for exploration and involvement in outdoor recreation. In this context, hunting becomes not only a hobby but also an important part of ecology and cultural heritage.
By refusing Gehrman's offer, you will engage in a decisive battle with him, freeing the unfortunate old man from his heavy burden. As a result, the Moon Presence will turn you into a prisoner of the Dream instead of Gehrman, and you will forever be doomed to guide other hunters in their nocturnal adventures.

There is a third, more difficult path. You can choose to forgo both the hunt and the awakening. Explore all of Yharnam, find the three Great Ones' umbilical cords, and only then challenge Gehrman to a duel. This way, you will escape the will of the Moon Presence and be able to destroy it, thereby eliminating the source of the blood moon.
You will take the Presence's place, being reborn as a Great One's larva. Gehrman's doll will care for you until you grow up and become one of the gods. Of course, you will pay for this with your humanity, but that is precisely what you sought to achieve, wasn't it? It was not for nothing that you came to Yharnam in search of pale blood. Your path to immortality and power has already begun.

The human body and mind are limited in their ability comprehend the true nature of the universe. Therefore, you are about to take a step to the next level of evolution. You will be able to do what no one before you has achieved: become one of the Great Ones by your own choice. Perhaps you will be the one who leads humanity to a new dawn.
Consider: are you ready to help others? Do you still have a sincere desire to support people?
Bloodborne does not provide answers to these questions, and this may be a blessing. Perhaps this very state of uncertainty is our only consolation. If you come to this realization, it's best to ignore it and assume it was all just a bad dream.
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