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Blood LoreThis page contains theory by Rakuyo

Transfusion



Types of Blood


Standard Red

Beast Patient (large and small - cloaked  and uncloaked 

Maneater Boar 

Carrion Crow 

Dog-headed Crow 

Giant Rat 

Huntsman 

Wheelchair Mob 

Large Huntsman 

Brick Troll 

Wolf Beast Grotesque Scourge Beast Blood

Cleric Beast Cleric Beast BloodCleric Beast Blood Head

Father Gascoigne Gascoigne Blood Gascoigne Beast Blood

Church Doctor 

Church Giant 

Vicar Amelia Amelia Blood Cinematic Blood Amelia Blood Explosion

Enlarged Head Patients 

Hostile Hunters

Pthumerian Undead  

Labyrinth Sage 

Labyrinth Gravedigger 

Merciless Watcher 

Labyrinth Ritekeeper 

Tomb Guardian 

Undead Giant (Boss and Non-Boss) Undead Giant BloodUndead Giant BreakUndead Giant Blood ExplosionUndead Giant Mob Blood

Pthumerian Descendant / Elder 

Pilgrim Pilgrim Blood

Loran Cleric 

Viper Pit (Large  & Small 

Snake Parasite / Vermin Host  

Shadow of Yharnam 

Hemwick Grave Hag 

Executioner 

Witches of Hemwick (Boss and Non-Boss) 

Eye Collecting Witch Eye Collector Blood

Beast-possessed Soul 

Rabid Dog 

Pale Rabid Dog 

Hunting Dog 

Crow Dog 

Blood Dobermann 

Keeper's Hunting Dog 

Keeper of the Old Lords 

Abhorrent Beast 

Bloodletting Beast 

Nightmare Executioner/Vicar of the Cosmos 

Ludwig, The Accursed /The Holy Blade (including the alien head) 

Lady Maria of the Astral Clocktower 

Orphan of Kos 

Yeti/Giant Lost Child 

Winter Lantern 

Brain of Mensis Brain of Mensis Blood Brain of Mensis Death

Mergo's Attendant 

Tormented Nanny/Mergo's Chief Attendant 

Nightmare Apostle  (large & small, human head or no human head, normal or summoned) 

Skeletal Puppet 

Micolash, Host of The Nightmare Micolash Blood

Snatcher 

Cramped Casket/Undead Amalgam 

The One Reborn Red A Red B Dark Red A Dark Red B Blood Explosion

Chime Maiden 

Cainhurst Servant 

Bloodsucking Beast 

Gargoyle/Lost Child of Antiquity 

Martyr Logarius Logarius Blood

Yharnam, Pthumerian Queen 

Hateful Maggot 

Garden of Eyes/Mi Go Zombie 

(Fake) Iosefka 

Annalise, Queen of the Vilebloods 

Oedon Chapel Dweller 

Old Lady 

Narrow Minded Man 

Eileen The Crow 

Bloody Crow of Cainhurst 

Vermin 

 

Paler Red

Gehrman 

The Moon Presence  

 

Brown to Grey, With Black Deposits

Gravekeeper Scorpion  (but the babies have red blood )

Celestial Larvae  (Labyrinth and Upper Cathedral Ward)

Brainsucker  (Labyrinth and Cathedral District)

Crawler  (large & small)

Celestial Mob  (Great Isz , Upper Cathedral Ward  and Forbidden Woods )

Celestial Emissary (Upper Cathedral Ward)  , (Great Isz)  

Fluorescent Flower (Labyrinth) Fluorescent Flower Blood Labyrinth AFluorescent Flower Blood Labyrinth B

 

Blue to Gray With Black Deposits

Celestial Mob  (Iosefka's Clinic)

Brainsucker  (Byrgenwerth)

Fluorescent Flower  (Byrgenwerth)

 

Slime Scholar

Slime Scholar Blood Slime Scholar A Blood Slime Scholar B

 

Living Failure Black

 Living Failures Blood Living Failures 

  

Complex

Blood-starved Beast (see Complex Blood: Blood-starved Beast)

Loran Silverbeast / Silverbeast  

Watchdog of The Old Lords (see Watchdog of The Old Lords Blood Type)

Gravekeeper Scorpion

Crawler

Celestial Mob

Brainsucker

Slime Scholar

Amygdala (see Complex Blood: Amygdala)

Ebrietas, Daughter of the Cosmos (see Complex Blood: Ebrietas)

Moon Presence

Orphan of Kos

Rom the Vacuous Spider Rom Blood Head ARom Blood Head BRom Death BloodRom_Labyrinth_HeadRom Labyrinth Blood of the BodyFaint Shimmer 1Faint Shimmer 2Faint Shimmer 3

Children of Rom Rom Children All BloodRom Children SpitRom Child LabyrinthRom Child Labyrinth Bloodless Head

Fluorescent Flower

Black Jelly 

Cainhurst Servant

Gargoyle

Garden of Eyes

Yahar'gul Reviving Enemies

 

Filthy, With Green Deposits

Rotted Corpse  Green Deposits Rotted Corpse

Black Jelly  Black Jelly Deposits (also has Black blood)

 

Ghost

Bound Widow / Silver Lady 

Mad One 

Labyrinth Spectre 

Mergo's Wet Nurse 

Waking Nightmare 

Cainhurst Ghost Horses 

  

Solids

Loran Darkbeast 

 

Watchdog of the Old Lords (Solids & Lava - Black Deposits on Surfaces)

Watchdog of the Old Lords 

 

Laurence, the First Vicar (Cinders & Lava)

Laurence, the First Vicar Laurence's Lava Blood

 

Faint Shimmer

Rom, the Vacuous Spider Rom Blood Head A Rom Blood Head BFaint Shimmer 1Faint Shimmer 2Faint Shimmer 3

Children of Rom Rom Children All Blood

Master Willem 

 

Pure White

The Plain Doll 

 

Green & Red

Fishdog 

Hamlet Fishman 

Fishwitch 

Hamlet Priest 

Snail Woman 

Shark Giant 

 

Environmental (see: Rakuyo's Youtube Channel)

Labyrinth Water Labyrinth Water

Labyrinth Purple-Red Pools Lit Blood Pool Unlit Blood Pool Blood Pool Splash Whiteness Bubbles

Labyrinth Blood Pool, Isz variant, Isz Blood Pool A Isz Blood Pool B

Isz Black Sticky Blood Black Sticky Blood A Black Sticky Blood Lit Black Sticky Blood Splash A Black Sticky Blood Splash B Black Sticky Blood Splash C

Brown Oil Brown OilBrown Oil Splash

Green Oil Green Oil Green Oil Splash

Forbidden Woods  (Oily Water) Forbidden Woods Oil

Blood, Old Yharnam Cathedral Cathedral Blood (Red)

Research Hall Yharnam Water (Orphan Slain) 

Nightmare Frontier Swamp Liquid NMF Swamp Liquid

Ascending Blood (Nightmare of Mensis) Ascending Blood

Hunter's Dream Ocean End of the World Hunter's Dream Horizon Before Rom's Slain Horizon Rom's Slain Sky Rom's Slain

 

Isz Labyrinth cosmic mist

Loran Labyrinth weather effects

Cainhurst Castle Snow (and snow effects)

River of Blood (Hunter's Nightmare)

Labyrinth Mole Terrain and Labyrinth Cave-ins

Veiny Rocks (Hunter's Nightmare)

Black Lava (Hunter's Nightmare)

Split Tombstones

Altar of Despair (light and water)

Old Yharnam Sludge

Upper Cathedral Ward Ash

Particle Effects (various)

Dancing Grass

Dancing Trees

Clouds Moving Behind The Moon

 

Other Liquids, Gasses and Effects

Messenger Fog  

Phantom Death Phantom Death

Phantom Death Fog Red Fog

Black Warp Dark Warp ADark Warp BDark Warp C

Lore Note (Hunter's Dream) Lore Note ALore Note BLore Note C

Note (Hunter's Nightmare Light) Note, different lighting 

Madman's Knowledge Madman's Knowledge AMadman's Knowledge BMadman's Knowledge C

Empty Phantasm Shell Empty Phantasm Shell

A Call Beyond A Call Beyond AA Call Beyond BA Call Beyond C

Augur of Ebrietas Augur of Ebrietas

Executioner's Gauntlets Executioner's Gauntlets

Cursed Brew Cursed Brew

Blacksky Eye Blacks Eye ABlacksky Eye B

Tiny Tonitrus Tiny Tonitrus Bolt ATiny Tonitrus Bolt B

Old Hunter Bone Old Hunter Bone CastOld Hunter Bone Dash

Messenger's Gift Messenger's Gift, InMessenger's Gift, Out

Beastclaw Beastclaw Tranformation ABeastclaw Tranformation BBeastclaw Tranformation C

Beasthood Beasthood ABeasthood B

 Full Beasthood Full Beasthood BFull Beasthood A

Chikage Chikage Sticky-Hard AChikage Sticky-Hard BChikage ReleaseChikage Sheath Pale Red BloodChikage Slash 

Bloodletter Bloodletter StabBloodletter Stab ExtraBloodletter RipBloodletter Frenzied ExplosionBloodletter Spear ExplosionBloodletter Thorned & Sticky 

Holy Moonlight Sword Holy Moonlight Sword TransformHoly Moonlight Sword Thrust AHoly Moonlight Sword Thrust B

Logarius Wheel Logarius Wheel SmashLogarius Wheel SwitchLogarius Wheel Charged ALogarius Wheel Charged B

Hitting Wooden Objects Hitting Wooden Objects AHitting Wooden Objects B

Bone Marrow Ash Blunderbuss WhiteEvelyn White

Numbing Mist Numbing Mist ANumbing Mist BNumbing Mist CNumbing Mist D

Sedatives Sedatives ASedatives BSedatives C

Pungent Blood Cocktail Pungent Blood Cocktail APungent Blood Cocktail BPungent Blood Cocktail C

Oil Urn Oil Urn ABAE Oil Urn B

Molov Cocktail Molotov Cocktail

Blue Elixir Blue Elixir

Blood of Adella Blood of Adella A Blood of Adella B

Rosmarinus Rosmarinus Spray ARosmarinus Spray B

Poison Buff Poison Undead A Undead Poison B Poison Rats Poison Viper Pit

Summoned Enemy Red Patterns Red Summoned Patterns Undead

 

Paleblood Theory

Paleblood is a mysterious blood type referenced by certain Lore Notes. The Hunter inquires The Blood Minister about Paleblood at the start of the game.

"Oh, yes... Paleblood... Well, you've come to the right place. Yharnam is the home of blood ministration. You need only unravel its mystery." - The Blood Minister

Paleblood may be a reference to the medical condition known as "hypochromic anemia ", which translates to "undercolored blood sickness".

Hypochromic red blood cells are deprived of hemoglobin, which is the essential, iron holding protein, that permits the transport of oxygen throughout the body.

It's this iron holding protein that gives blood its red color. As a consequence of diminished hemoglobin, the patient may suffer from pale skin and a lack of energy.

One popular thesis is that the myth of the vampire was brought forth in order to make sense of the symptoms presented by anemic victims.

Vampires would sneak into houses at night and drain the anemic victims of blood, leaving them pale and faint.

With Bram Stoker's Dracula, anemic symptoms became the traits of the vampires themselves, victim and vampire were integrated into the same anemic curse.

The vampire became a reclusive, dark and morose being, while anemic skin turned into a symbol of the vampire's never-ending need for blood.

As such, anemia and "Paleblood" may be interpreted as a vampiric trait, a medical condition, or both. The pale blooded may be vampiric and/or part Great One.

 

A first playthrough begins with the mysterious Blood Minister mentioning Paleblood and then administering a blood transfusion.

This line has led people to think that the protagonist suffers from hypochromic anemia. He/she may have come to Yharnam to receive Blood Healing.

But if the protagonist came to Yharnam to treat his condition, then why is he/she asked to seek more of it?  "Seek paleblood to transcend the hunt!"

Before granting a transfusion, the Blood Minister speaks of a "contract". After mentioning the contract, the character creation screen is initiated.

"Good. All signed and sealed. Now let's begin the transfusion. Oh, don't you worry. Whatever happens... You may think it all a mere bad dream..."

It's possible that after absorbing the Healing Blood, the protagonist is forced to hunt "by contract", and that Paleblood is required to absolve the contract.

From a frail, anemic man, the protagonist then transforms into a powerful Hunter. He's then on a clock, to transcend, or become consumed by The Hunt.

 

White Blood Cell Paleblood

Redgrave, well known author of The Paleblood Hunt, connected Paleblood to white blood cells

As Beasthood is a plague, white blood cells may be what protects one against it, by imbibing the cells, the scourge may be tamed.

"White" is also a color associated with goodness, purity and the paladin who fights against corruption.

The function of a white blood cells is to fight to the death against pathogens and infected organisms, which is analogous to the function of a Hunter.

According to Redgrave, Paleblood is Plain Doll blood , the white blood of The Doll means that she plays a critical role in staving off the Scourge of Beasts. 

But Redgrave's White Bloodcell Theory doesn't merge with the idea of hypochromic anemia, or the notion that Paleblood is in some way connected to vampirism.

Transparancy

Fictionally, hypochromic anemia could advance to the point that blood loses its redness completely.

Such a condition is incompatible with life but could work fine in the Bloodborne universe. It would simply entail a change in the Hunter's essence.

But non-red blood is not white. Blood void of red blood cells is called "serum" and it is yellow 

The hypochromic blood may become more transparant, but it will never become white. So hypochromic blood is not what The Plain Doll has .

White Blood = White Blood Cells?

Turning blood white by dramatically increasing the count of white blood cells, is possible in Bloodborne, in theory.

But this has nothing to do with hypochromic anemia or the vampire themes that fit so well with "pale blood".

Further more, blood with an increasing amount of white blood cells would technically become more and more like "pus".

Pus typically turns yellow, especially when white blood cells are fighting off an infection, and while infections are commonplace in Yharnam, yellow blood is not.

Combined with the fact that pus-blooded Hunter/Paladins comprise a very silly concept, with no basis in fact whatsoever, it probably isn't real.

What is Paleblood?

White blood is found only in The Doll. So why would the protagonist be asked to look for "Paleblood" if he finds it at the very beginning?

“Paleblood is another name for the monster that comes from the moon under certain conditions." - Hidetaka Miyazaki, Drained of Blood Interview

"I think there are two different ways you could interpret “paleblood” here.

One is the color of the sky after you defeat the Vacuous Spider and the Mensis secret ritual is revealed . The sky there is a very pale blue."

According to Miyazaki himself, "Paleblood" refers to the color of the sky after Rom is defeated, and the similarly colored Moon Presence .

It's an odd choice of words, with Paleblood being both the color of the sky and an NPC, but I believe it is rooted in notions of aristocratic "blue blood".

This idea of blue blood, I believe, seeks to merge an aristocratic disposition with vampiric traits, and is rooted in the story and characters of Dark Souls.

I return to this aristocratic "Paleblood" under my discussion of Black Blood, where I relate the blood to Beasthunting, and Bloodtinge Gemstones.

 

What then to make of White Blood and Hypochromic Anemia?

Transparent blood is on first inspection as rare, or undetectable, as white blood, though The Moon Presence, and Gehrman, do bleed a paler red blood  .

However, paler red blood could also be the result of added Plain Doll White Blood . Neither the theory of hypochromic blood or white blood, fully solves the mystery.

But, I've found in Bloodborne a liquid, that harbors within itself both properties, white and transparancy. Which I've called "Paleblood Water".

 

The Paleblood Water

The Doll has white blood, The Moon Presence has pale red blood. Hypochromic anemia points to transparent blood. 

The Lore Note "Behold! A Paleblood sky!" points to Paleblood being the sky, or a color in the sky.

Paleblood is a very confusing term. It may be considered a disease, The Hunter's salvation, the sky, a peculiar color, ...

From a large number observations I may have isolated a candidate fit to carry all traits attributed to Paleblood.

It unifies within it the properties of whiteness and transparancy. It is both an enigmatic liquid and something that can be found in the sky.

It appears in Byrgenwerth, The Research Hall and below Iosefka's Clinic.

This Paleblood tends to appear in very inconspicuous forms, which is why I believe it flew under the radar of so many Bloodborne players.

This is Paleblood Water Paleblood. Many players would have passed over this sight and seen nothing more than a poisonous puddle. 

There's more than meets the eye Paleblood, this substance is white . It's not necessarily poisonous either Non Poisonous Paleblood.

These white deposits can even be found on the highest beams and plateaus of the Research Hall Paleblood Deposits, CrossingPaleblood Deposits BPaleblood Deposits C.

An Enlarged Head Patient in the lowest puddle provides a hint to this truth.


"Has someone, anyone, seen my eyes? 
I’m afraid I’ve dropped them in a puddle.
Everything is pale, now…" - Enlarged Head Patient


The significance of this find increases if you consider what is being developed at the Research Hall

Enlarged Head Patients, in their many forms, display the traits of Winter Lanterns, which I discuss under "Enlarged Head Patients".

Winter Lanterns are also found in the "nearby" Fishing Hamlet. They appear out of place and are aggressive towards the indigenous Snail Women.

Many players have commented on the similarities between The Doll and the Winter Lanterns, which have similar clothing and identical skeletal hands  .

Enlarged Head Patients may be protoypical Winter Lanterns   , and White Blood could be related to scientific attempts at creating a Doll.

Winter Lanterns are infested by Messengers , coupling The Lanterns to The Hunter's Dream. They may in fact be failed versions of the Plain Doll.

 

More Paleblood Water can be found in the cave linking the Forbidden Woods to Iosefka's Clinic.

The water in this cave may appear relatively normal at first, aside from the poison, the Church Giants and the abundance of Hateful Maggots.

But this "water" also deposits "whiteness" on its sandbanks Paleblood Cave A Paleblood Cave B Paleblood Cave C, just like the liquid found in the Research Hall

This cave also harbors some uniquely white flora Paleblood Cave Flora. Aside from the rare, giant pollen, the white flowers appear only here and in The Altar of Despair.

Giant pollen are more widespread, and appear aplenty in The Hunter's Nightmare   and The Labyrinth of Isz .

There are other strange things particular to this cave  Paleblood Cave Ceiling. For one, the shallow water creates impossibly deep reflections of the surface above Paleblood Cave Reflections A Paleblood Cave Reflections B Paleblood Cave Reflections C.

 

This strange water reappears in Rom's white realm. It once again manifests as a strange mix of transparancy and whiteness.

The "sky" of Rom's realm is an alien white Rom's White Realm, which is in part reflected by the watery surface below. 

A top down view of the water reveals a color scheme Rom's Floor more like that of the Paleblood Cave. 

Like the cave water, Rom's water displays rippling shadows. In the Paleblood Cave, these shadows contain the impossible reflections.

Rom's water does not display impossible reflections, but this could be because the water is simply reflecting the white sky above.

Outside, the lake of Byrgenwerth appears to be plain water. The entrance to Rom's area Rom's Paleblood Entrance seems to be the only thing that sticks out as odd.

It's easy to mistake this entrance for a reflection of the Moon Byrgenwerth's Moon. That reflection actually lies further into the center of the lake Byrgenwerth's Moon Reflected.

 

Paleblood water can be found in the Hunter's Dream Paleblood_End_of_The_World, but in two forms. For after you kill Rom, the sky changes and the "water" gains a blue color.

Post-Rom the sky is abundant with color Blood Layered Sky Horizon Misty Sea. Before that, it is a calm gray and white Calm Skies A Calm Skies B. The water is grey and foggy

Behind the mansion, there's a particularly bright patch of sky Brightest Patch of Sky Brightest Patch of Sky B. Gehrman can be found napping there, the view may be why he chose the spot.

A similar bright patch of sky can be found in The Hunter's Nightmare after defeating The Orphan Bright Patch of Nightmare A Bright Patch of Nightmare B. It replaces the hellish Sun Nightmare Sun Fishing Hamlet in Fishing Hamlet.

The sky of the Research Hall loses its nightmare nature and becomes a milky white Milky Sky A Milky Sky B Milky Sky C. A bright light shines down in an almost blissful manner Blissful Light A Blissful Light B Blissful Light C.

In Nightmare Yharnam, the sky turns a more neutral grey Grey Sky of Nightmare Yharnam A Grey Sky of Nightmare Yharnam B and the Nightmare Sun Yharnam's Nightmare Sun is again replaced by a patch of white sky Yharnam's Patch of White.

 

Other sightings of "white"

The Bloodborne world contains many more remarkable sightings of "white".

The white spatter found all over the Research Hall can also be found on he bloody cloth wrapped around the heads of Enlarged Head Patients White Blood Spatter A White Blood Spatter B.

Beneath the Research Hall, Ludwig himself displays strange white ligaments. They can be seen clearly on his severed head .

Strange white smears and creeper plants can be found around the well of Fishing HamletWhite around the Well White Creeper White Creeper, Shell. Several walls also hold bizarre white deposits White Formations A White Formations B White Formations C.

The white smears can also be found where the Snail Women congregate Snail Women White A Snail Women White B Snail Women White C. White creeper plants also cover a tower White Creeper Tower near the Lighthouse Hut.

Amygdala has white lines on her brain Amygdala Brain, this is the same for the labyrinth versionAmygdala Labyrinth Brain. Her arms also display bizarre "whiteness" Amygdala Whitened Arms Amygdala Whitened Arms B Amygdala Whitened Arms C

The Lesser Amygdalas of Cathedral Ward and Yahar'gul don't have these markings , not on their brains, not on their arms.

"Whiteness" is found on The Brain of Mensis Brain of Mensis A Brain of Mensis B, which is permeated by Messengers. Winter Lanterns also have Messengers melded into their brains .

Pthumerian Undead are invariably white skinned, as are Labyrinth WatchersSages, Merciless Watchers, Descendants, Elders and Labyrinth Warriors.

The Enlarged Head Patients display the same white skin and black fingernails . The Labyrinth Warrior displays white flesh similar to that of Ludwig Tomb Guardian, Ludwig's Flesh Tomb Guardian, Ludwig's Flesh .

The Vengeful Spectre is a labyrinth entity defined by its pure white veil . Yet she's no ordinary ghost, underneath it she has flesh , yet she bleeds "ghost" blood .

Her veil is actually a white slime, by using a torch, parts of her are reveiled as red and bloody Spectre "Dress" Spectre Full View Spectre Face. This is actually typical for Pthumerian Undead.

These white skinned beings are very often covered in red. Most Pthumerians are tarnished by inflamed skin and bloody wounds  .

Descendants and Elders are draped in royal red  , a symbol of blood no doubt, but perhaps it belies a deeper meaning still.

The Bloodlicker  is another enemy that display this mix of white & red. It appears in The Labyrinth as well as the - Pthumerian connected - Castle Cainhurst

Aside from Pthumerian enemies, the walls and floors of the Loran Labyrinths are covered in deposits of "white" as well as red slime Loran Whiteness and Slime Loran Whiteness and Slime Bridge Loran Whiteness and Slime Bridge 2 Loran Whiteness and Slime Loran Whiteness and Slime Outer Wall.

My preliminerary theory is that these alternating patterns of white and red are related to the Blood Moon Blood Moon of The Hunter's Dream Moon Presence Cinematic Close-up Moon Presence, First Encounter and consequently to The Moon Presence.

One labyrinth enemy is white and only white, called The Pilgrim Pilgrim. This praying entity isn't hostile and will only act in self defense.

"Labyrinth sky" is always a bright, featureless white Labyrinth Sky A Labyrinth Sky B Labyrinth Sky C. It does not change, no matter which Chalice is used.

 

There are other sighting of white in Souls universe, "Gwyn " means white, his son Gwyndolin is white haired , as is his presumed son The Nameless King .

Gwynevere is a brunette , but that's entirely based upon an illusion held intact by Gwyndolin. The Daughter of Chaos - "Quelaan" - is white haired

Seath the Scaleless is white , as is is Gwyn's illegitimate offspring Crossbreed Priscilla . Sinh The Slumbering Dragon is also white .

Yorgh's Spear, the one that pierced Sinh's breast, is marked by a white substance  . Nadalia, Bride of Ash appears as either red or white   .

Aldia, Scholar of the First Sin has a white smear across his face . Similar blemishes can be found on Rosaria  and Elana the Squalid Queen   .

The white blemishes on these otherwise dark characters, rather resemble the Fire Keeper Soul . Which is said to be "gnawed by darkness".

If these marks are related to the Fire Keeper Soul, then the lowest common denominator amongst these characters is that they're connected to Fire.

 

Gwyn is a Lord of Fire, as is Seath the Scaleless, Gwyndolin is the heir to Gwyn's Age of Fire, Priscilla is Gwyn's daughter and half dragon.

Dragons, though technically opposed to The Age of Fire, are typically fire breathers. Sinh breathes fire, as does The Ancient Dragon. Drakes and Wyverns breath fire.

Aldia, Scholar of the First Sin is an infernal pyromancer, Quelaan Daughter of Chaos and Nadalia Bride of Ash are both fire manipulating witches.

Rosaria is theorized to be a perversion of either Gwynevere, Princess of Sunlight or "Gertrude", the Heavenly Daughter. Both characters are linked to Fire.

In The Grand Archives of DS3, mysterious scholars dip their heads in giant wax tubs . This gives their heads the structure of giant candles .

In the DS3 expansion "Ashes of Ariandel", a white haired woman paints a painting  White, Ariandel Paint, said to be a new world. White paint seems to have an important function.

 

Black Blood Theory

As such, there's not much blood that's perfectly black.

The blood of the The Living Failures is close to black . Slime Scholars bleed something akin to gray or dark blue .

Black Jellies excrete black blood during attacks , but when damaged they bleed Filthy Blood .

Brainsuckers, Fluorescent Flowers and Celestial Mobs bleed dark blood Brainsucker, Dark Blood   but only if they appear in Byrgenwerth or Iosefka's Clinic.

Outside of these places these Kin bleed brown blood:  . Brown blood looks different from black blood, but leaves the same black deposits  .

Surfaces and clothes hit by brown blood become steeped in black. The same holds true for blue-gray blood.

 

There are many more enemies with brown blood than there are with dark blood.

Crawlers have brown blood , as do Celestial Larvae . The Beast enemy Gravekeeper Scorpion bleeds brown blood as well .

Brown blood is also found in the Celestial Emissary, Rom, Children of Rom, Amygdala and Ebrietas.

Amygdalas found in The Labyrinth also have brown blood, but the Amygdala found in the Nightmare Frontier bleeds only red blood.

The labyrinth version of Rom loses its brown and "Faint Shimmer" blood. The labyrinth Rom bleeds only red blood.

Blood-starved Beast is another enemy that has darkened, brown blood . The blood of the Watchdog leaves black deposits on the floor  .

Hunters are also connected to black blood Black Warp LampBlack Warp Hunter's Mark. It wells up at their feet when they use lamps or use a Bold Hunter's Mark.

The Hunter's in the Hunter's Nightmare - the ones you meet before Ludwig - have a dark aura tracing their steps and weapons Dark Aura ADark Aura BDark Aura C.

 

Black blood as a remodelling of "The Dark"

Blood that's black carries with it certain ideas and themes. Dark is a color of night, melancholy, death and evil.

Over time, From Software has been developing its own interpretation of "dark". Their most distinguishing feature is their linking of "dark" to "humanity".

The Dark Souls  series started with the working title "Project Dark". It has since become a famous series, starring three critically acclaimed titles.

The dark forms a complex theme involving a Dark Soul, a Dark Lord, Hollows, Darkwraiths, Humans, The Abyss, Hexes, Firekeepers and Darksigns.

In any Dark Souls game, men and gods have descended into darkness, and it is up to the player to undo this corruption, or complete its process.

For all its importance, the games never explain just what "Dark" is. Humans are said to be Dark, the humanity sprites that turn undead into humans - are dark.

"This black sprite is called humanity, but little is known about its true nature." - Humanity, Item Description

"Soul of Manus, Father of the Abyss.
This extraordinary soul is a viscous,
lukewarm lump of gentle humanity.
Ancient Manus was clearly once human.
But he became the Father of the Abyss
after his humanity went wild, eternally
seeking his precious broken pendant."
- Soul of Manus Item Description

"In the past, humans were one with the dark. The former King of Light... He feared humans. Feared that they would usher in an age of dark." - Grave Warden Agdayne

"The truth I shall share without sentiment.
After the advent of fire, the ancient lords found the three souls.
But your progenitor found a fourth, unique soul.
The Dark Soul.
Your ancestor claimed the Dark Soul and waited for Fire to subside.
And soon, the flames did fade, and only Dark remained.
Thus began the age of men, the Age of Dark.
However…
Lord Gwyn trembled at the Dark.
Clinging to his Age of Fire, and in dire fear of humans,
and the Dark Lord who would one day be born amongst them,
Lord Gwyn resisted the course of nature.
By sacrificing himself to link the fire, and commanding his children to shepherd the humans,
Gwyn has blurred your past, to prevent the birth of the Dark Lord.
I am the primordial serpent.
I seek to right the wrongs of the past to discover our true Lord.
Undead warrior, we stand at the crossroad.
Only I know the truth about your fate.
You must destroy the fading Lord Gwyn, who has coddled Fire and resisted nature,
and become the Fourth Lord, so that you may usher in the Age of Dark!" - Darkstalker Kaathe

Kaathe equates "the age of men" with "The Age of Dark". If Humanity is Dark, then perhaps dark blood is a remodelling of "human darkness".

If true, it's not as simple as "all humans have black blood". Humans still bleed red blood and black blood appears in some very inhuman enemies.

Hunters appear more entwined with the dark than normal humans  , something also seen in the dark hue of Lamp  and Bold Hunter's Mark teleportation .

Are Hunter's then related to beings with dark blood? If so, does that mean that they are not related to the same creatures with non-dark brown blood?

Brown blood produces the same black spatter that darker blood produces, this could mean the two types are fundamentally related.

Black spatter could point to this "blackness" existing, in solution, within both blood types. 

A solid, dark matter when dissolved in a liquid appears exactly as that liquid would appear. In this sense "black" may be hidden in blood of any color.

Assuming the liquid evaporates immediately upon hitting a surface, it leaves behind the dissolved substance, in this case something black.

Questions remain, why would Humanity, or Darkness, exist within the blood of these alien beings? And how are they connected?

 

After Dark Souls 1, From Software has been moving away from associating darkness with humanity directly.

In DS2, "Humanities " were replaced with Human Effigies . The Dark became a new element, tied to to "Hexes".

Hexes are portrayed very negatively. Their descriptions mention jealousy, cruelty and madness. They are an affront to all life and they are forbidden.

"This hex is regarded as a poison due to the outward symptoms, 
but in fact the mist eats away at the target's inner essence. 
Just the traits that led to the prohibition of hexing." - Dark Fog

"This hex, born of jealousy and humiliation, is a focus of dark thoughts." - Profound Still
"Hexes are an expression of human depravity, of which this dance is a perfect example." - Dark Dance

DS2 also introduced four "children of Dark": Nashandra, Elana, Nadalia & Alsanna, which while they may appear human, are actually monsters NashandraNadalia.

Much of the DS2 plot is centered around the children of Dark. They brought greatness to their kingdoms, but they also ushered in their destruction.

In DS3, Human Effigies were replaced with "Embers An Ember". The Humanity sprites of DS1 returned, but as "Human Dregs " that serve as covenant items.

Unlike Humanities, these Human Dregs are described as wicked, and heavy:

"Dregs are the heaviest things within the human body, and will sink to the lowest depths imaginable." - Human Dreg

This emphasis on "weight" appeared before, in DS1.

DS1 had no "dark" element. But it did have dark sorceries that dealt physical damage. These dark sorceries were described as "weighty".

Dark Orb - "Abyss sorcery discovered by an Oolacile sorcerer on the brink of madness. Fires Giant Dark Orb.
In contrast to standard soul sorceries, Abyss sorcery is weighty and inflict physical damage. Perhaps a human soul is closer to matter in its humanity."

Dark Bead - "Abyss sorcery discovered by an Oolacile sorcerer on the brink of madness. Fires successive Dark Orbs.
In contrast to standard soul sorceries, Abyss sorcery is weighty and inflict physical damage. Perhaps a human soul is closer to matter in its humanity."

This theme of "weightiness" echoes with the meaning of "dregs". Dregs are things synonymous with sediment, deposits and precipitation.

In a chemical reaction, "dreg" refers to the waste product that is "cast down", something left on the bottom of an alembic or a test tube.

Dregs have a negative connotation. Dregs are undesirable, they're dirt, they're waste, they're redundant, etc.

The "dregs of society" are the scum of society, the criminals, the unwanted, they're anything considered synonymous with the dirty and the low.

Such thinking has a very old root. In medieval thinking, "high" was considered divine and "low" was considered depraved.

The world was devided in layers, Satan resided in the lowest reaches of the earth, God resided in the highest stratum, humans lived in-between.

The mind was considered the highest part of a human being, the lower body was the lowest, most depraved part.

Humans were "higher" than animals. The lowest parts of human beings were the animal aspects: the senses, the feelings, the drives.

Kings and nobles were higher than their servants. So much so that people believed in "blue blood" and the innate superiority of the ruling class.

There existed a moral distinction between the high world of the soul - of ideas - and the filthy, depraved, material world.

The idea emerged that Satan resided in all that was material. Only the immaterial soul, bestowed upon humans by God, was fundamentally untouched.

The word dreg - sediment - points to distinctions between different kinds of "souls". There are "souls" that are "light" and there are "souls" that are "heavy".

It's suggested that Human Dregs do in fact have an evil nature, but in-between "souls", Embers and Effigies, which of these define "Humanity"?

 

What are Dregs? The many kinds of souls

Throughout the Souls universe, From Software used many different terms to refer to a kind of spirit or soul.

When the Souls series began with Demon's Souls, a player incarnated as an - at first - living, breathing hero.

Should this hero die before reaching the final boss, and this was likely, he/she would be be sent to the "Nexus of Souls".

From here the player could re-enter accursed Boletaria in "Soul Form", the equivalent of a phantom or wraith.

By using a "Stone of Ephemeral Eyes" the undead hero could regain corporeal form, doubling his/her health and allowing cooperative summons.

In order to survive the ordeal ahead, the hero needs "Souls". These can be found on the battlefield and are dropped by demons and humans alike.

 

The most common Souls are white and are left behind by humans. The greatness of the Soul depends on the heroism of the human that left it behind.

Important Demons have great Souls, which carry their name. Unlike human souls, these Demon's Souls can be shaped into special weapons and spells.

 

Human and Demon Souls can be converted into "numerically expressed souls ", which I will call "Quantified Souls" from this point on.

Quantified Souls are needed by The Maiden in Black to increase the hero's strength, they are also used as currency by the various merchants.

It isn't clear if Quantified Souls are purely a gameplay mechanic or if they also have some significance to the lore.

Quantified Souls are obtained by killing enemies or by "crushing" the soul of a hero or a demon.

Conventional insight attributes a singular soul to a singular person, one person cannot have 400.000 souls, and should one have them, they'd represent 400.000 people.

Another common insight is that, while souls may be differentiated on a scale of good to bad, souls are not larger or smaller than other souls.

But in the Soul universe, heroes have great souls and common soldiers have lesser souls, Demons have massive souls as well.

Greater souls contain more Quantified Souls than lesser souls. What exactly this says about heroes, and what it says about people with "lesser souls", isn't clear.

 

First off, the idea that each Quantified Soul represents one person, is in my opinion unworkable. 

Even the lowliest enemies drop several Quantified Souls, and the souls of ordinary soldiers contain thousands of Quantified Souls.

I posit that Quantified Souls are the basic building blocks from which all souls are composed, they're basically the atoms, or quantums, of a soul. 

This would imply that in Souls, a person's soul is divisable, it can be destroyed and its form may never be seen again.

 Though it is awkward to think of souls in this way, it does answer other questions.

If the hero was to add an "undivided soul" to his own, it is hard to imagine how schizophrenia could be avoided.

But with the help of The Maiden, such "sovereignless souls - Firekeeper DS3" can add substance to the hero's personal soul. 

 

Adding to one's soul imparts great power, but aside from being a source of power, "souls" in Demon's Souls, are connected to reason and sanity.

The Old One is the primordial demon who takes away sanity, and it does so by eating human souls.

Demon's Souls intro cinematic:

"On the first day, man was granted a soul. And with it...clarity

on the second day, upon Earth was planted an irrevocable poison. A soul-devouring demon" - Demon's Souls intro cinematic

 

Demon's Souls second intro cinematic:

"King Allant the twelfth, by channelling the power of souls, brought unprecedented prosperity to his northern kingdom of Boletaria.

That is, until the colourless Deep Fog swept across the land.

Boletaria was cut off from the outside world, and those who dared penetrate the Deep Fog never returned.

But Vallarfax of the royal Twin Fangs broke free from the fog and told the world of Boletaria's plight.

That the Old King Allant had aroused the Old One, the great beast below the Nexus, from its eternal slumber.

And that a colourless Deep Fog has swept in, unleashing terrible Demons.

The Demons hunt down men and claim their Souls.

Those who lose their souls also lose their minds.

The mad attack the sane, and chaos reigns.

Vallarfax spoke of the enticing power of the Demon souls.

Each time a Demon claims a human soul, the Demon's own soul is invigorated by the life force.

And the power of a mature Demon Soul is beyond human imagination.

The legend spread quickly.

Mighty warriors were drawn to the accursed land, but none have returned.

The colourless Deep Fog slowly creeps beyond Boletaria's border.

Humankind faces a slow and steady extinction.

The Deep Fog will eventually swallow all lands near and far.

But Boletaria has one final hope.

A lone warrior who has braved the baneful fog...

Has the land found its saviour, or have the Demons found a new slave?"

 

Those who lose their souls also lose their minds. The other side of souls is that they represent "lifeforce", this may be why souls can increase one's power.

Even those that don't seek power, must avidly hoard souls or face insanity. This is the reason souls are needed by the many merchants of Demon's Souls.

"Well, that's quite alright. 
I wish to stay here, but I need souls to stay sane. 
Surely you must understand this…" - Once Royal Mistress

Due to the Demons, the realm has been overrun by mad humans. The most basic grunts among them, are called "Dreglings ".

Dreglings aren't necessary hostile. One of them is a recurring merchant. He's dirty, and a bit batty, but he's helpful and offers sound advice.

 

Dreglings are humans. They went insane and became the bottom-dwellers of a world ruled by Demons. 

This resonates with scenes from one of Demon's Souls' principal sources of inspiration: Berserk.   (Warning Berserk Spoilers:)

 St. Albion is a tormented human settlement of the Berserk universe. Its people are between a rock and a hard place.

On one hand a group of canabalistic cultists are involved in human sacrifice and devil worship.

On the other hand they face the Holy See Religious Order, which is avidly burning people alive for "being heretics".

The Holy See Religious Order are led by the psychopathic general Farneze and father Mozgus. They adhere to self-punishment and unquestionable faith in "God".

These affairs are gradually steeping St. Albion in human evil, and in the end, St Albion is destroyed by a deluge of its own tormented souls.

   

These spirits are pitch black and humanoid  . They are stated to be the spirits of the humans who died horrible at St. Albion .

They have lost their sense of self and they are turning into a massive amalgam of frenzied wraiths , devouring all in their path   .

"Frenzy" and "madness" are important concepts when Dark Souls describes The Dark. 

"The Darksign signifies an accursed Undead. Those branded with it are reborn after death, but will one day lose their mind and go Hollow" - Darksign Item Description

"Yes, you will become one of them. Hollows prey upon men, feast upon their souls. This is the fate of the cursed. Heh heh heh…" - Firekeeper Hag

"Let me guess. Fate of the Undead, right? You'd have done better to rot in the Undead Asylum. But who knows, going Hollow could solve quite a bit!" - Crestfallen Warrior

"My thoughts are…scattered... my memories are fading, oldest first...The curse is doing its work upon me. I'm frightened… Terribly so…" - Lucatiel of Mirrah

Mankind has a dark ancestor called Manus. He's the destroyer and corruptor of Oolacile, but he isn't described as "evil", but rather as "wild" or "mad".

"I still think on that creature from the Abyss that preyed upon me.
My faculties were far from lucid, but I quite clearly sensed certain emotions.
A wrenching nostalgia, a lost joy, an object of obsession, and a sincere hope to reclaim it…
Could these thoughts belong to the beast from the Abyss?
But if that were true, then perhaps it is no beast after all?" - Dusk of Oolacile

His soul is actually described as a "lukewarm lump of gentle humanity". Dusk, princess of Oolacile can sense that Manus is more than a demon.

But the Humanity of Manus "went wild", turning him into "The Father of The Abyss", a twisted monster, forever searching for what it had once lost.

The Abyss he created is full of Humanity Phantoms Artorias & Humanity Phantoms Abyss Humanities. They resemble the smaller Humanities  and the human faced darkness of Berserk .

 

These spirits from Berserk aren't "neutral". They are decisively savage, and when they possess people  they make them do monstrous things   .

There is an old myth that "angry dead" stalk the living, envious of their life, they seek to control them and act out their unresolved urges and affairs.

In Berserk, possessed men bite, jump and walk like beasts    . The spirits driving them are able to possess animals as well  .

These possessed fiends bear resemblance to another kind of dark spirits "The Unwanted ", wicked humans that have been turned into powerful demons.

The Unwanted are the outcasts, the rejected, the undesirables of the world. These souls were claimed by the angels of darkness, and they became "Apostles".

They were granted strength. Their souls were blackened. They are extremely hard to kill and they can all transform into hideous monsters   

These spirits are most likely what Dark Souls' Humanities were based on. Humans who have become demons and wraiths.

One side of them is made up of criminals and sociopaths, the other side consists of "frenzied" spirits who have lost their minds to powerful emotions.

     

 

Becoming infested by such "evil dead" may be what makes up The Undead Curse. "Hollowing" could be the erosion of the mind at the hands of these evil spirits.

Berserk's Protagonist Gutts is always fending of such dark spirits , ever since he acquired The Mark of Sacrifice , the precedent of "The Darksign ".

Such wraiths are able to animate a number of things. Among which are skeletons     and trees    , which can soak up many.

Evil dead are able to fuse into large soul masses    , like the ones seen in New Londo , and they may shape into new beings   .

Great masses of evil dead could explain the phenomenon of "merger    ", where the surroundings seem to absorb dead bodies and other elements.

In Berserk, spiritual happenings are accompanied by a "distortion of reality", which means that the world of the dead begins to overlap with the world of the living.

Distortions of reality may explain the many instances of "merger    " in Bloodborne, and it may also explain merger seen in Dark Souls  .

In The Hunter's Nightmare, great masses of dark lava are found everywhere   , and one may observe tombstones sprouting from this lava   .

In other places, one can see undead remains fusing into plumes  . These plumes in turn, fuse into the black masses seen throughout the nightmare  .

As it turns out, the Byrgenwerth "death wall " has lava like sections  . The lava like plumes of The Nightmare of Mensis  are carpeted with bones .

All of this may pertain to what DS3 calls "Human Dregs ", corrupted souls which are described as "heavy", and at one point as "the glorous bedrock of this world".

"Archdeacon McDonnell, a sorcerer himself, delighted in the cathedral's stagnating souls. For him, they represented the glorious bedrock of this world." - Great Deep Soul

Furthermore, Yharnamites appear to have been digging up this mass  , which is likely related to the Forbidden Grave , and to the screaming plumes .

 

There are additional reasons to believe that dark masses are actually dead human wraiths, and that the Undead Curse is fundamentally tied to spirits and possession.

When undead heroes appeared in Demon's Souls, they did so as phantoms , not zombies, and many DS characters were first designed like ghosts   .

Furthermore, there are NPCs that appear to have merged with the dead    , suggesting that many of their properties are due to disembodied spirits.

This condition is at times linked to a dark substance, like the black smoke exuded by The Pursuer , or the black gel form of Aldrich in the Cinematic Trailer 

I believe this substance is identical to what consumed Fallen Artorias  , the dark dragon Kalameet , and what infests The Cathedral Of The Deep .

I also believe that its very close to what constitues the essence of Hexes   , and Dark damage, and that it may connect to a darkness beyond Humanity.

 

A popular assumption is that Bloodborne's Beast Scourge is an out of control case of lycanthropy, befitting the importance of the Moon, wolves and (quick)silver.

But I posit that the actual crisis involves a much more primal case of paranormal activity, fundamentally about evil spirits rather than wolves and werewolves.

In this primal case, the distinctions between "vampires", "werewolves" and "ghosts" are less defined, thus producing the polymorphous monsters of Bloodborne.

In short, evil spirits possess victims, turning them into werewolves  , boar monsters  or other   , depending on the spirits and the host.

The rise of these spirits could be due to the influence of The Moon, due to accumulated "spiritual corruption", or due to the sickness referred to as "Ashen Blood".

The Moon is known to influence lycanthropy and paranormal activity. It also governs tides/water, which means it could exert influence over "blood" in Bloodborne.

In Berserk, the Moon has an important role: causing "the eclipse ", a paranormal vortex which assumes the form of an eye , and calls forth demons .

"Ashen Blood" may refer to "Ash" as the term is used in DS3, which is associated with The Undead Curse, and with magic, in the form of the Ashen Estus Flask.

"Ash" can also refer to Yggdrasil , the Norse world tree which functions as the nexus of the nine worlds, and which is connected to Berserk's hero Gutts .

 

If Yharnam's crisis is rather a case of great spiritual activity, beyond the confines of lycanthropy, this opens the door for a much deeper explanation of its creatures.

Besides werewolves, Yharnam could be troubled by beings like strigoi, wendigos, undeadfallen angels and fay folk  as well as any other kind of spiritual being.

Heigthened spiritual activity conforms to the story of The Wild Hunt , in which Odin, The Devil, or a double of either of those, leads a horde of dead or fay folk.

Odin, who is present in Bloodborne as Oedon, was considered a god of possession, as he was an inspiring, in poetry speaking god, who was also always drunk.

When Rom's illusion is shredded, the Scourge Beasts of Yahar'gul are revealed to be more than lycanthropes. They're amalgams of rotting human parts  .

When Djura, The Ashen Hunter, talks about the lycanthropes of Old Yharnam, he declares that "They're not beasts... They're people... One day, you will see...".

While the statement "they're people" could refer to what remains of their humanity, it could also mean that the townsfolk are possessed by the spirits of dead people.

An undead crisis may explain a number of otherwise puzzling details, like the ritual burning of Beasts , and the locking of the dead in chained up coffins .

Such practices are typically put into effect to prevent the dead from rising from the grave. Which could entail that all Beasts are as undead as those of Yahar'gul.

The Beast Roar, and Beast Claw, indicate that there exist "undead darkbeasts". The image of one of their hands , is no different from those of any other Beast.

The ruptured Yahar'gul Scourge Beasts  also mirror a number of ruptured Dark Souls monsters, which are each connected to The Dark and The Undead Curse.

The ruptured, bestial Manus  is key. There's also the Sulyvahn Beast and Carthus Sandworm, undead beasts which were first envisioned to be "ashen  ".

Furthermore, several Bloodborne enemies have greatly enlarged left arms   , a Manus trait, possibly connected to the social stigma of left handedness.

If Beast Scourge symptoms stem from Manus, then perhaps some form of The Abyss is in Bloodborne as well, and its darkness is what's fueling the endless horror.

In fact, beneath Mergo's Loft extends a featureless void that is nigh identical to DS1's Abyss  . It harbors The Brain of Mensis after the player lets it fall.

 

What might "Darkness" have to do with "Blood"? 

Bloodborne is part of a franchise centered around "Souls", and the soul is typically viewed to be the essence of a person. But in Bloodborne, "essence" is "Blood".

Human or no, the oozing blood is a medium of the highest grade, and the essence of the formless Great One.
Both Oedon, and his inadvertent worshippers, surreptitiously seek the precious blood." - Oedon Writhe / Formless Oedon

Blood may become corrupted, altering the nature of the host. It may also contain spiritual material like Echoes and Blood Dregs.

"Mercury", the oozing blood of Oedon has a profound link to Renaissance alchemy, in which it was thought to be the essence of all life.

Also called "Azoth", mercury is the essential agent of transformation in alchemy. It is the animating spirit, hidden in all matter, which makes transmutation possible.

The following is from wikipedia:

The word Azoth is also related to the Ain Soph (ultimate substance) of the Kabbalah.
In his masterwork The Secret Teachings of All Ages. Manly P. Hall explained this connection: "The universe is surrounded by the sphere of light or stars. Beyond that sphere is Schamayim (שמים), the Hebrew word for 'heaven', who is the Divine Fiery Water, the first outflow of the Word of God, the flaming river pouring from the presence of the eternal mind. Schamayim, who is this fiery Androgyne, divides. His Fire becomes Solar fire and his Water becomes Lunar water in our universe. Schamayim is the Universal Mercury or Azoth -- the measureless spirit of life. That original spiritual fiery water comes through Edem ("vapor" in Hebrew) and pours itself into the four main rivers of the four Elements. This comprises the River of Living Water—the Azoth—or fiery mercurial essence, that flows out from the throne of God and Lamb. In this Edem (vaporous essence or mist) is the first or spiritual Earth, the incomprehensible and intangible dust out of which God formed Adam Kadmon, the spiritual body of man, which must become fully revealed through time.

In his book Transcendental Magic, Eliphas Levi wrote: "The Azoth or Universal Medicine is, for the soul, is supreme reason and absolute justice; for the mind, it is mathematical and practical truth; for the body it is the quintessence, which is a combination of gold and light. In the superior or spiritual world, it is the First Matter of the Great Work, the source of the enthusiasm and activity of the alchemist. In the intermediate or mental world, it is intelligence and industry. In the inferior or material world, it is physical labor. Sulfur, Mercury, and Salt, which, volatized and fixed alternately, compose the Azoth of the sages. Sulfur corresponds to the elementary form of Fire, Mercury to Air and Water, Salt to Earth.

Azoth was known as the "Elixir of Life", "The Universal Solvent" and "The Universal Cure". The symbol of Azoth is a caduceus , the symbol of the god Mercury.

In reality, mercury is a deadly poison which inflicts psychosis. It's reasonable to assume - that in Bloodborne, "Oedon", the god connected to Quicksilver, is no different.

 

"...We are born of the blood, made men by the blood, undone by the blood. Fear the old blood. 

By the gods, fear it, Laurence." - Master Willem

In Bloodborne, Souls have been replaced with Blood Echoes. More specifically, Echoes have replaced Souls as a source of power and as a currency.

Souls are also linked to sanity, and have been since Demon's Souls. In DS2, The Firekeeper Hags affirm that they're needed to counteract Hollowing.

"A colourless Deep Fog has swept in, unleashing terrible Demons. The Demons hunt down men and claim their Souls.
Those who lose their souls also lose their minds.The mad attack the sane, and chaos reigns." - Demon's Souls Intro Cinematic

"But remember, hold on to your souls. They're all that keep you from going Hollow. 
Oh, I'll fool you no longer…You'll lose your souls…" - Firekeeper Hag Strowen

As such, it isn't stated anywhere that Echoes are needed to maintain one's sanity. In fact, the opposite seems true, Echoes are connected to greater insanity.

Thick Coldblood - "Doubtless, the product of obsession, a potent source of human strength."

Frenzied Coldblood - "This manifestation of madness comes from a mindteetering on the very brink."

Great One Coldblood - "This uncanny relic defies understanding. Use to gain cosmically nightmarish Blood Echoes."

The more severe the description of madness, the more Echoes a Coldblood contains. By this logic, Great Ones are likely to be full-blown lunatics.

Echoes aren't handled by human NPCs. Only The Messengers and The Plain Doll see worth in them. Humans don't seem to acknowledge their existence.

 

Blood containing darkness may point to a dark essence, like the essence of a Human Dreg, a Hex, or the hate-filled Human Darkness of Berserk.

If true, a creature's "darkness" may be measured by the blackness of its blood. On examination, there aren't many beings whose blood is fully black.

If a being that is completely Dark requires the blackest blood, then that must mean there aren't many beings in Bloodborne that are completely Dark.

The problem with this idea that dark blood must point to an evil essence, but there is no apparent moral or behavioral distinction based on blood type.

Not all Great Ones leave behind black deposits, it's even so that their blood can vary dramatically depending on where they are encountered.

Amygdala, when found in The Nightmare Frontier, bleeds red , and does not produce black deposits. The same applies to Rom spiders inside the labyrinth Labyrinth Rom Blood.

But in Byrgenwerth, Rom has red blood & brown blood , the brown blood produces black deposits.

In the labyrinth, Amygdala bosses gain brown blood on top of their red blood , thus it produces black deposits.

Ebrietas  always leaves black deposits behind, The Moon Presence never leaves black deposits behind, in fact its blood is somewhat pinkish .

My theory is that these "dark sediments" or "dark dregs" may not point to an intrinsic, inborn darkness, but rather an acquired one.

The darkness attaches itself to certain people and beings for certain reasons. I distinguish two situations, the Nightmare Hunters and the "dark blooded".

Those Hunters found in The Hunter's Nightmare have a dark aura tracing their steps. It also accompanies the swings of their Trick Weapons  .

I believe that Human Darkness attached itself to the Hunters and their weapons as they were slaying Beasts. The reason for this is that "Beasts" are people. 

Djura is the one sharing this knowledge. In Berserk, those possessed by dark human spirits behave just like the Scourge Beasts of Yharnam   .

In the first picture for instance, a possesed man contorts his limbs in a manner that is identical to how a Scourge Beast contorts its limbs  .

As a consequence, Scourge Beasts don't move like wolves at all, they move like strong quadruped humans.

Like the possessed humans of Berserk, they have a signature predilection for grabbing people and biting their faces off .

Scourge Beast isn't the Souls debut of Berserk's possessed humans, an early precursor was present in DS1 and could be found in the Tomb of the Giants.

Called "Skeleton Beast ", this creature had decisively hominid features, but walked on all fours. It's a fast and ferocious killer.

Human Darkness may possess animals , this could be why in the Souls universe, Attack Dogs sometimes display manlike features   .

 

Beasts may actually just be people possessed by Human Darkness. Like in St. Albion, they may have emerged from the terrible evils committed upon them.

As the Yharnamites continued to sin and abuse humans, angry spirits piled up. They are in this sense a "waste product" of Yharnam's endeavors.

Hunter's kill them, clean the streets, but when the Moon hangs low, the dead come back. Over time, Hunters become drenched in curses and human evil.

By analogy - in Berserk - the protagonist is haunted by evil human wraiths, and has been ever since he acquired "The Mark of Sacrifice Mark of Sacrifice".

This mark is strikingly similar to the Caryll Rune "Hunter ". In Tarot Cards and Bloodborne, I illustrate how "Hunter" depicts "The Hanged Man".

The Hanged Man is the Tarot symbol of ultimate surrender, of being suspended in time and of martyrdom and sacrifice to the greater good - biddytarot.com

Those who are branded with the Mark of Sacrifice - are cursed to fight a never-ending battle against the forces of darkness. Hunter is The Mark of Sacrifice.

 Humans aren't the only ones that can be cursed, by swinging his sword through ethereal beings, Gutts gains a sword that's cursed   .

 

The Dark Blooded

I present three options:

A: Dark blooded aliens have a fundamental darkness in their essence, one akin to Human Darkness, just not "human".

B: Dark blooded aliens are infected by primordial darkness, pouring in through a wound in their essence, this is an idea expressed in Berserk. 

    

C: The blackness in the blood of these aliens is Human Darkness, and it gets there through infection, or because aliens deliberately consume Human Darkness.

Moving this line of thinking forward: Beasts are those possessed by Human Darkness, and the dark aura around Nightmare Hunters is a haunting.

Hunters use simple weapons made of matter, and without Hunter Tools they can't use magic. This can be a problem when facing paranormal enemies.

In popular culture, the walking dead are as common as rain, and everybody knows you can kill a zombie by shooting it in the head.

But in more authentic folklore, one of the scariest things about the undead is that they, being already dead, don't simply die.

Special rituals are needed, holy water, silver, a stake through the heart,.... The undead are moved by unholy forces, not of this world, and they're at times unstoppable.

These ideas are not foreign to the Souls universe, The Chosen Undead does not simply die, it hollows, it loses its soul, but in reincarnates in The Bonfire.

If this applies to undead Beasts, they can be repelled, but the spirits come back, they find new vessels, and the cycle starts all over again.

 

Here's where the dark blooded come in. Their function is to digest and dissolve the dark spirits. In this dissolved state, the darkness is stored in their blood.

Why do they do this? How does it affect them? What are the differences among the dark blooded? While I can't provide definite answers, I can outline some possibilities.

Possiblity 1: dark blooded start as morally grey, but benevolent "Devas", spirits and gods who govern the universe and seek to restore the natural order.

In doing so, dark spirits may be reabsorbed into "nature". If the natural order of Bloodborne is worth bringing back, is another matter altogether.

It's possible that absorbing the darkness eventually corrupts these beings. This is a common fate for Souls NPCs that tried to fight the darkness.

Either way, killing these beings may not actually solve much, as Human Darkness will be released from their blood.

In this sense, dark blood may be a rendition of the natural defense of poison. The blood is like a taint, a curse indicating that the hunter killed a higher being.

Simply to release this black poison into the environment, could be something the Moon Presence actually wants.

"Hunt the Great Ones, Hunt the Great Ones" - is a message found inside the Lecture Building, where the blood of Slime Scholars is very dark.

None of this is proven, it's merely food for thought. The need to release, or use the darkness inside these beings, is also part of possibility 2.

Possibility 2: The absorption of darkness is a part of an even more sinister plan to create a "dark angel" or "dark lord"   .

To create an angel, countless people need to be sacrificed. In Bloodborne this would entail the birth of a new Great One, forged from human lifes.

 The Dream Armor Forging A Armor Forging B Fated God of The Abyss

There's concept art in which depicts The Moon Presence  in the same fetal position  that Griffith assumes as he's transforming into an angel of darkness.

In this art, The Moon Presence exhibits much more prominent wings, I believe this prototypical Moon Presence was to be more like Griffith than the final product.

When Griffith meets the God of the Abyss, he specifically asks for wings , to help him "do as he wants"  

Another element connecting The Moon Presence to Griffith, is how Messengers are seen embracing the conceptual Moon Presence .

This display of affection, and closeness, reminds of the scene where, what appear to be Berserk Messengers, express their adoration for Griffth   .

To be continued

 

Spewers & other liquid discharging enemies (upcoming)

 

Complex Blood: Blood-starved Beast

The Blood-starved Beast is a very complicated case, with different types of blood and different blood depending on where it is found.

First off, the initial Blood-starved Beast in Old Yharnam bleeds a unique blood type Blood-starved Brown A Blood-starved Brown B Blood-starved Brown C which I've called "BsB Brown".

Aside from the color brown, BsB Brown has distinct red tones and is greener in color than the standard brown blood.

All Blood-starved Beasts in the labyrinth bleed red blood Blood-Starved Beast Loran Blood Blood-Starved Beast Hintertombs Blood. There doesn't seem to be any difference in the other liquids discharged.

Upon dying, Blood-starved Beasts produce the same (BsB) Brown "blood explosion" regardless of whether they exist in Old Yharnam Blood Explosion Old Yharnam, or The Labyrinth Blood Explosion Loran Blood Explosion Hintertombs.

In life, Blood-starved Beasts have two kinds of blood explosions. The first signals the beginning of phase 2 Phase 2 Explosion A  , it doesn't do anything else.

The second is initiated at the start of phase 3   Bloodstarved Poison Burst C Bloodstarved Poison Burst D, it creates a poisonous aura around the BsB. It triggers after a charging phase Charging Poison Burst Loran Charging Poison Burst Hintertombs

When the aura wears off, the BsB must perform this "outburst" again to recreate the aura. A phase 3 outburst is much less red than a phase 2 outburst.

The aura itself is made out purple and red particles BsB Aura Particles, these move around the BsB in a starlike manner. Here's a pre-release picture showing the particles Pre-release Blood-starved Beast.

The Blood-starved Beast is always discharging something. There's a brown-purple-red gunk that can be seen in phase 1 BsB Gunk Phase 1, then intensifies BsB Gunk Phase 2 A BsB Gunk Phase 2 B.

Green jets are also produced Green Jets & Gunk Jets, Nightmare Gate A Jets, Nightmare Gate B, I believe this to be the same green liquid found in the Poison Outburst Explosions.

The meaning of all this is largely unknown, "green" could point to Filthy Blood. The purple-red gunk may be linked to certain labyrinth pools Purple-red Pool A Purple-red Pool B Purple-red Pool Splash.

Another Blood-starved Beast, found only in a cave in The Hunter's Nightmare, has a third blood type of a silvery sort Silver Blood A Silver Blood B Silver Blood C Silver Blood D.

This seems to have an effect on the jets as well Silver Jets A Silver Jets B Silver Jets C Silver Jets D Silver Jets E, but the gunk appears to keep its purple color.

 

Complex Blood: Amygdala

Amygdala's another enemy with varying types of blood. She's a spewer and her blood changes depending on where you fight her.

The Nightmare Frontier version has only red blood, whereas the Amygdala appearing in The Labyrinth has red blood, and brown blood.

As such, The Nightmare Frontier version is the simplest. It bleeds red blood from its head:  Blood Amygdala's Head B arms, legs:  Blood Amygdala's Leg, After Break and tail: Blood Amygdala's Tail.

Amygdala has strange, white patterns on her brain White Patterns, Brain and armsWhite Patterns, Arms A White Patterns, Arms B White Patterns, Arms A. This is true for both the normal, and The Labyrinth version  .

These patterns could be related to "white blood", like that of The Plain Doll . This is discussed under White Blood Theory.

The labyrinth Amygdala bleeds brown blood from the arms Blood, Amygdala's Arm, Isz, legs Blood, Amygdala's Leg, Isz and tail Blood, Amygdala's Tail, Loran, but blood coming from the head  and broken limbs Blood, Amygdala's Leg, After Break, Isz is red & brown.

Despite the labyrinth Amygdala having brown blood, all versions produce a pure, red blood explosion upon dying Blood Explosion Nightmare Frontier Blood Explosion Isz Blood Explosion Defiled Chalice.

The blood spouting from their ripped off arms is pure red in both versions  . The break animations are also invariably red Break Animation Red A Break Animation Red B.

Predictably, the spatter of the Nightmare Frontier Amygdala is always red Blood Spatter, Amygdala's Leg, but the spatter of the labyrinth version is black & red  Labyrinth Amygdala Spatter, Clothing B Labyrinth Amygdala Spatter, Clothing C Labyrinth Amygdala Spatter, Clothing D.

The "vomit" has a color scheme similar to that of brown blood, though it's a bit more grey: Labyrinth Vomit, Labyrinth, A Vomit, Labyrinth, B Vomit, Labyrinth, C Vomit, Labyrinth, D NMF Vomit, Nightmare Frontier, A Vomit, Nightmare Frontier, B Vomit, Nightmare Frontier, C Vomit, Nightmare Frontier, D.

It's not certain that these two are related, though that would fit aspects of my black blood theory. The vomit deals fire damage.

 

Complex Blood: Ebrietas

Unlike Rom and Amygdala, Ebrietas' blood in the labyrinth, remains the same as her blood in the main game.

Ebrietas is primarily brown blooded  , but she also sheds red & brown blood from her head  Ebrietas Blood, Head, B . Ebrietas uses red blood for spitting  Ebrietas Spitting Blood.

The fact that Ebrietas "sneezes/spits" red blood, but keeps brown blood inside her body, could mean there's some inferiority to red blood.

Red, human blood, being inferior to "alien blood" fits well with the theory that Ebrietas is a Chtulhu like being, and thinks of humans as vermin.

When going into phase 2, Ebrietas summons an aura and covers herself in black spatter Blackened Ebrietas A . Black spatter is typical of brown blood and not specific to Ebrietas.

The lower parts of Ebrietas' body are in themselves black  . Here are spatter shots from an imperfect run Blood Spatter, Clothing, A Blood Spatter, Clothing, B , it's possible they show too much red blood.

The black spatter from phase 2, indicates that she's using blood to create the aura . She also starts casting her deadly spells at this point.

This dark blood could be related to Great One magic  Failures, Summoning Incomplete, which is supported by Great One Coldbloods  seemingly holding the cosmos within themselves.

There's another, greyer, blood type   . It emerges from her head under certain conditions, the specifics of which I'm not sure about.




    • Anonymous

      06 Jul 2017 05:16  

      Pro-tip: where all white when fighting various enemies, which will make it easier to see what the true color of their blood is when it stains your garb. It's how I learned that the fluid that issues from most Kin enemies (excluding Gardens of Eyes) contains an undeniably silver fluid, which looks black or gray on darker attire. This would explain why celestial mobs and briansuckers frequently drop quicksilver bullets, despite not carrying firearms (can you imagine lol), as well as why they are so weak to electricity. Ebrietas also bleeds this silver fluid, though mixed in some part with what appears to be dark blood deprived of oxygen. In fact, I wonder if the red blood she issues is actually her own, or if it's blood she has previously ingested (why does she attempt to consume the Hunter?).

      Although, I made another slight observation: the red blood of the crows in the Upper Cathedral Ward is remarkably bright and sparkly, and looks an awful lot like Gehrman and the Moon Presence's blood. I'm wondering now if this brightness is really more of a trick of the light, because the Hunter's blood will also glow this bright crimson when attacked in this area.

      As for Paleblood, I don't believe it to be anything we can truly see. "Has anybody seen my eyes? I'm afraid I've dropped them in a puddle.... Everything is pale now...." One might interpret this as the patient suggesting the pool of murky water that they're searching is "Paleblood," but I wonder if perhaps they're referring to what they now see--or doesn't see--as being "pale." At this time, the patient can be considered to be blind, and yet the more hostile patients of the ward can still "see" the player just fine. Much of the latter half of the Old Hunters DLC suggests sound may have a crucial role in the story, and the Befuddled Villager mentions "a call to the bloodless, wherever they be." I wonder if perhaps "Paleblood" refers to... something entirely intangible? Adeline mutters in her last moments, "My guide, I see your voice clearly as it bends and bleeds." Is it possible that blindness allows one to see sound?

      Speaking of noise, "blood echoes" are an interesting medium. The echoes retrieved by the Hunter are not determined by blood itself--it appears in all blood, even in "bloodless" creatures like the Mad Ones and Mergo's Wet Nurse (the latter probably being the creature called upon by the Baneful Chanters). These echoes are channeled by the Doll (and perhaps by Maria in life) into the Hunter, elevating their physical self to be stronger, faster, more vital. These "echoes" are apparently ancient, despite residing in common enemies that couldn't have been alive any longer than an ordinary human, or in small drops of "coldblood," a dew of coagulated blood, perhaps now decaying in moldy growth.

      The echoes are denoted by a purple glow that rises from fallen foes, or in pools of blood. Purple light appears in few places in Bloodborne, which makes it easier to understand its significance. It appears in "cursed" arcane attacks, such as the fishwitches' summons, the Accursed Brew, in the aura generated by both the Nightmare Apostles and Mergo's Wet Nurse, and in the heads of the Executioners within the Hunter's Nightmare. Poison attacks are also typically purple, perhaps relating "curses" to disease and plagues, though affecting the physical body as opposed to the ethereal. Last, but not least, the Paleblood Sky is deeply stained with violet tones.

      Could Paleblood simply be referring to the blood echoes? Only by collecting vast amounts of echoes can the Hunter gain the fortitude to combat the Nightmare (depending on the player). I don't imagine the diluted blood of the Kin could be Paleblood, as that would make it far too easy to obtain, and it doesn't seem to bring the Hunter any closer to escaping the Night, at least not directly. Of course, we can always think back on the scrawl left in the Lecture Hall--"The nameless moon presence beckoned by Laurence and his associates. Paleblood." This is the only instance in which the identity of Paleblood is hinted at directly.

      If the Moon Presence has any connection with Paleblood, it seems that it, like the Hunters, desires this "precious blood." I think we can pretty much all agree by now that the Moon Presence is Oedon, especially considering that the official artbook places a quote about Oedon right next to a concept of the Moon Presence. Oedon, though apparently formless, would appear to have acquired some sort of body through the help of the Hunters, perhaps through the blood echoes channeled through the Doll--perhaps degrading itself in the process. Not to mention, "blood echoes" seems to portray Oedon perfectly: it apparently seeks some form of "precious blood," and yet it only exists in voice.

      Although, some have mentioned that the Moon Presence resembles the blood dregs, a collection of blood "waste" imbibed by the matriarchs of the Vilebloods in an attempt to "impregnate" themselves with the Child of Blood. Oedon is also hinted at being the "spouse" of the Pthumerian Queen and the father of Mergo, an entity that is only hinted at by the wail of a child, likely because Mergo, like Oedon, is formless. I wonder if Annalise's consumption of blood dregs is an imitation of Yharnam's "betrothal" to Oedon?

      "Some knowledge can only be obtained by exposing oneself to sickness." Bloodborne implies continuously that the eldritch Truth can only be observed by madmen, and thus the acolytes of the Healing Church utilize harmful procedures to progressively break down a patient's mental state, whether through hyper-hydration (Research Hall patients), through liquid mercury (patients of Imposter Iosefka), through contact with foreign bodies that affect the central nervous system, such as mold (patients of Imposter Iosefka, possibly patients of Byrgenwerth), or through gossamer methods of torture (test subjects of the Unseen Village). Perhaps contaminated blood is another form of scientific endeavor, though this is likely banned by the Healing Church, seeing as the nobles of Cainhurst, who reveled in the tainted blood, were scorned as impure and corrupt, invoking the fury of the Church Executioners.

      If the Doll is a reflection of Lady Maria, her sanguimancy becomes far less mysterious. Maria, being a relative of the Cainhurst nobility, possesses the same "impurity" as the Vilebloods. Cainhurst, being descendants of the Pthumerians, also bear the blood of Yharnam, the very namesake of this enigmatic city, and she, like Maria, utilizes a powerful blood magic that defies understanding. (The royal guards of Annalise also use blood magic, but this sanguimancy is a product of their weapon, unlike with Maria's Rakuyo.) Yharnam is also referred to the "Blood Queen of the Old Labyrinth," and her blood is likely the "holy medium" found in the Tomb of the Gods. If this is true, why does the Healing Church consider the blood of her very descendants as "corrupt?"

      Morality takes many forms in the history of Yharnam: where once the blood of the Pthumerian line was revered as sacred, it was later considered forbidden--and then revered once again. This pattern coincides with the rise and fall of the Healing Church: Laurence is tantalized by the Old Blood; Laurence is discouraged by the uncontrollable bloodlust he bestowed upon Yharnam, and the Vilebloods are executed; many nights later, the Healing Church embraces the Old Blood once again, as suggested by Vicar Amelia's prayer.

      The Moon Presence, being noticeably malformed, suggests the uncanny nature of blood. Although wretched, none can deny the carnal lull of the Old Blood's siren song, not even the Hunters in all their honor. Evidently, not even the Great Ones are immune to this taint--"Both Oedon, and his inadvertent worshipers, surreptitiously seek the precious blood."

      And yet, where does beasthood fit in all this? What is it that makes us human no more? It's suggested that the beasts are a result of a bloodborne illness, but this is only superstition. "The ashen blood ailment eventually triggered the scourge of the beast." One might think "ashen blood" is the sole cause for beasthood, but upon closer examination, the citizens of Old Yharnam afflicted with the disease were systematically slaughtered based on the sheer presumption that they would contaminate the city. "The things you hunt, they're not beasts. They're people. One day, you will see...." Djura was able to see through his fear and understood that the beasts of Old Yharnam are no more than terrified individuals fighting for their life against the Old Hunters. They are merely perceived as beasts in order to justify their massacre.

      In the end, beasthood is nothing more than a state of mind. Obsession with the Hunt drives one mad for bloodshed, awakening the id, realizing the horrible, animal nature hidden within the frames of men. "Sic, fili scitte, tibi vi sacramentum, erit praemium sanguine sanctum / Know, my child, that by the way of sacrifice, the blood is made sacred." In their madness, the Healing Church believes that only the chaos of the Hunt can reveal the eldritch Truth, and it's even possible that the Healing Church determines when the Hunt is to begin--"Certain Church hunters obfuscate their identities and slip into the nooks and crannies of the city.... When the time is right, they find signs of the scourge when there are none" (Harrowed set description). By striking fear of the scourge into the hearts of Yharnam, the Hunt can be renewed again, and Yharnam's blood can be purified by stamping out the weak--be they man or beast.

      And yet, it seems only the most blood-addled and deranged minds will survive this night of nameless horrors. "Our thirst for the blood satiates us, soothes our fears." Blood itself does not nourish the beasts, it is their hunger for it that makes them pine for savagery. "Thick human blood serves to calm the frayed nerves of these inquisitive minds." The Blood-starved Beast, though it should be dead, is granted vicious power by its fangorious appetite. Similarly, Darkbeast Paarl is likely based on the gashadokuro, the giant skeletons of Japanese mythology born of the souls of one hundred victims of starvation. After all, how can a bloodless skeleton possess a bloodborne pathogen?

      One last insight: the Hunter's first vision after receiving the blood treatment is of a beast rising from a pool of blood, which suddenly ignites in a burst of flames. It's possible that the Blood Minister may be referring to the Pthumerians when he mentions "a bit of Yharnam blood." I've always found the Pthumerian's use of pyromancy unusual, as well as Lady Maria's flaming blood. Perhaps something in the blood of the Pthumerians and the Vilebloods can be used as a "vaccine," and the foreign Hunters-to-be are submitted to a low dose of the Old Blood in order to raise their tolerance--which in the end may only harm them further, but for the time being provides relief from bloodlust. "Successive infusions recall the first, and are all the more invigorating for it. No surprise that most Yharnamites are heavy users of blood."

      Again, I digress. To wrap up this spiel, I'll provide a tl;dr list:

      1. There is no "beastly scourge," it is only a mindset--a mental illness, have you.

      2. Paleblood remains unidentified, perhaps because it is the blood of the "formless."

      3. The blood of (most) Kin enemies is imbued with liquid mercury, which is likely what grants them their "insight."

      4. Whatever Paleblood is, it seems directly related to the Moon Presence, as defeating the Moon Presence is the only way to truly "transcend" the hunt.

      5. Where did the Blood Minister get that kicking hat?

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