Help
Help

This page contains lore theories by Rakuyo. Please understand these are musings and interpretations by a player, and are not to be taken as official or representative of other's views.

 

Kin Lore

 

         
 


(Theoretical and Developing)

Kin form a subgroup of Bloodborne enemies, they are described by the Kin Coldblood as "the inhuman kin of the cosmos, brethren of the Great Ones.

The meaning of "Kin" is often confused with "extraterrestrial looking enemy". This is, unfortunately, a gross oversimplification.

There are many alien-looking enemies that might be falsely recognized as Kin, but only those enemies affected by Kinhunter Bloodgems are true Kin.

Enemies that may be mistaken for Kin are: CrawlersYetisSilverbeastsWinter Lanterns, Hamlet FishmenChurch Doctors and Snail Women.

Another common mistake is to assume that all "Great Ones" are Kin. The Moon Presence, Amygdala and Mergo's Wet Nurse are not Kin.

The only Great Ones that are true Kin are EbrietasCelestial EmissaryThe Living Failures and Rom the Vacuous Spider.

Among regular enemies, the true Kin are Celestial LarvaCelestial MobFluorescent FlowerBrainsucker, Children of Rom and Garden of Eyes.

Kin are quite diverse in their appearance and they also share many traits with non-Kin. This makes it difficult to tell Kin from non-Kin by looks alone.

Careful examination of Kin does reveal some characterizing traits, which, while not perfect, help understand and describe Kin.

 

Kin appear near places of learning

Byrgenwerth houses 5 types of Kin: Brainsucker, Fluorescent Flower, Garden of EyesRom and the Children of Rom.

In fact - with the exception of the Choir Hunter NPC and Master Willem - Kin are the only living beings at Byrgenwerth.

Celestial Larvae are also present in Byrgenwerth, but they are all dead. Their corpses come in two forms: "rotten " and "ashen ".

Another type of Kin enemy, The Celestial Mob, dwells in in The Forbidden Woods surrounding the Byrgenwerth facility.

 

Kin appear in Cathedral Ward, Upper Cathedral Ward, Iosefka's Clinic, The Research Hall, and The Great Isz Labyrinth.

Iosefka's Clinic harbors a Brainsucker and one or more Celestial Mobs, depending on how many people the player sent to Iosefka's Clinic.

Cathedral Ward has only a single stray Brainsucker, but Upper Cathedral Ward - controlled by The Choir - houses 5 types of Kin. 

Upper Cathedral Ward contains Brainsuckers, Celestial Larvae, Celestial Mob and the bosses Ebrietas and Celestial Emissary.

Upper Cathedral Ward contains The Orphanage, which the The Orphanage Key describes as "a place of scholarship and experimentation".

 

The Research Hall, an epicenter of blood research, and the likely birthplace of The Celestial Mob, leads up to the Kin boss fight againt The Living Failures.

Great Isz is typified by its abundance of Kin and its - Kin-like - pale blue color scheme . The Great Isz Chalice is considered the cornerstone of The Choir.

 

"Remnant of the Eldritch Truth encountered at Byrgenwerth.

The initial encounter marked the start of an inquiry into the cosmos from within the old labyrinth, and led to the establishment of the Choir."  

Augur of Ebrietas

 

"The Great Isz Chalice became the cornerstone of the Choir, the elite delegation of the Healing Church.

 It was also the first Great Chalice brought back to the surface since the time of Byrgenwerth, and allowed the Choir to have audience with Ebrietas."

- Great Isz Chalice

 

 "According to the Choir, the land of Isz lies in contact with the cosmos, which allowed the Great Ones to function on transcendental planes of thought."

- Great Isz Root Chalice

 

Great Isz holds Celestial Mobs, Celestial Larvae, Brainsuckers and Fluorescent Flowers, and is the only labyrinth where one may fight Celestial Emissary and Ebrietas.

 

Kin are connected to the Arcane element

Most Kin have an elevated defense against the Arcane element, and many among them can cast Arcane spells      .

 An exception to this is the Garden of Eyes, who is an outlier when it comes to Kin traits. It has no Arcane spells and only average Arcane defenses.

The spellcasting Kin are Rom, Ebrietas, The Celestial Emissary, The Living Failures and the elite versions of Brainsucker and Celestial Mob.

Celestial Larvae have elevated Arcane defenses but can't cast spells. Rom doesn't have an elevated Arcane defense, but can cast spells.

Martyr Logarius and The One Reborn are two enemies that have extraordinary Arcane defenses and use Arcane spells, but aren't Kin.

More enemies that use Arcane attacks are: SilverbeastsLabyrinth RitekeepersFish WitchesChurch Doctors and Witches of Hemwick.

Also capable of Arcane attacks are: MicolashGehrmanThe Orphan of Kos, Amygdalans and Silverbeasts. Other examples may exist.

Micolash, Orphan of Kos, Ludwig, Yharnam, Undead Giant, Blood-starved Beast, Cleric Beast, Amelia and Laurence also have high Arcane defenses.

The same is true for Bloodlicker, Hateful Maggot, Bound Widow, Church DoctorChapel Giant, Nightmare Apostle and Winter Lantern.

 

The spells of Kin typically have a blue hue. There are two exceptions to this. 

Ebrietas can conjures up a purple aura Fluorescent Flower is capable of summoning a fiery meteor from the cosmic void , which deals Fire damage.

To compare, Logarius The Orphan of Kos  and The One Reborn  always cast red Arcane spells. Witches of Hemwick cast blue and purple spells  .

 

Kin have plantlike traits

In this context I use the word "plant" to refer to true plants, fungi and primitive organisms whose behavior is similar to that of plants.

 The Garden of Eyes which has the word "garden" in its official name, implying that its eyes are cultivated.

The eyes may be cultivated for the purpose of harvesting them, and Byrgenwerth is aligned with countless jars filled with disembodied eyeballs .

On the other hand, the eyes of the Garden are yellow , while the eyes in the jars are all white.

It's possible that the eyes are instead "planted" on the Gardens. Master Willem may have thought this a means of transcending humanity.

 

Ebrietas is covered in sponge like tubes . Sponges are plantlike animals that filter food from water.

They also give her head the appearance of a sea anemone , another plantlike animal.

Her wings lack webbing, and don't constitute a realistic set of wings, but rather reflect a complex set of tendrils or branches  .

Instead of claws, she has tentacles  . These may at first appear to be cephalopod traits, but Ebrietas' tentacles also display additional branches.

Branching is exhibited by plants, and by some primitive animals  and tissues . It does not occur in cephalopods.

 

The Celestial Emissary and his Celestial Mobs guard the Lumenflower Garden    in Upper Cathedral Ward.

These Celestials have oversized heads  which remind of the sporebearing hoods of mushrooms , while taking after the heads of cephalopods as well .

Apart from their oversized heads, they have very wrinkly faces , which resemble the spore containing folds of a mushroom .

Their eyes are very small and stick out a little , like stalks. Their long, slender fingers end in very similar white dots  .

I hypothesize that these white eyes on stalks, and the slender, white dotted fingers, are references to the traits and behavior of fungi.

A fungus will live most of its life in the form of a body of little white threads , called hyphae. The full body of threads is called a mycelium.

A fungus searches for food by growing at the tips of the little white threads, which are "intelligent" enough to distinguish food from the inedible.

If it finds something edible, the hyphae will penetrate and envelop the food source , a scene that is most recognizable in the form of mold .

 

When a Celestial charges at you "fingers first" they may be immitating the predatory behavior of a fungus, with the hyphae being their fingers.

The white dots at the tips of the hyphae are all a fungus has for eyes. Likewise, the Celestial has white dots for eyes and white dots on slender fingers.

The Celestial's charge of also resembles the charge of a walking dead. Walking dead will extend their arms for the purpose of grabbing prey.

Fungus can be traced back to Great Isz   , where giant spores bud from the floor  and strange mold deposits   appear everywhere.

This fungus likely is The Tomb Mold , which grows from blood and rotten flesh and matures to bear giant spores - Tomb Mold Item Description.

Celestial Mobs are the most prevalent Kin within Great Isz, and they just might be connected to the bloodthirsty mold, kind of like Body Snatchers

 

The Living Failures defend a gigantic cluster of Lumenflowers . In which sense they're the mirror image of The Celestial Emissary and his mobs.

Like Celestial Mobs, Living Failures respawn from the soil of The Lumenflower Garden. It's possible that they are early attempts at creating a Celestial Emissary.

The body plan of The Emissary is quite similar to the body plan of The Failures   , notwithstanding Failures being much more amorphous.

They have the same basic hands  , though the left hand of a Celestial has a seventh finger . Celestials also have extra lumps around their pelves .

Like Celestials  , Failures raise their hands to sky  for the sake of summoning meteors , an ability they share with other Kin bosses  .

Still, their exact function is uncertain. It's not certain if they were created with the same idea in mind, or that the Emissary is the finished product.

 

Fluorescent Flower's relation to plant life is rather obviously demonstrated by the luminescent flower sticking out of its eye .

Besides the flower, Fluorescent Flower has ivy like characteristics , next to it arthropod/centipede like characteristics .

But arthropod traits don't explain the long white threads  on its upper body, nor the flatness of the central limbs  .

These flat limbs, and the strangely aligned hairs, rather resemble the aerial roots of ivy  .

 

The Brainsucker is a being that has lost its mouth and eyes , which have been reduced to featureless holes from which tiny tendrils sprout.

Brainsuckers host "insight slugs " / "phantasms   " within their crania. In which sense they mirror the plantlike Milkweed  .

The giant head tentacle , may be the Brainsucker's most eye-catching feature, and it resembles a nematode , one of nature's most primitive animals.

The transparent nematode may pass for what is considered "a phantasm", and it may be nematode/phantasms that are seen on The Blacksky Eye .

Nematodes may prey upon other nematodes, sucking them dry , or swallowing them whole . They may have a "stylet " for just such a purpose.

In the Japanese version, "Milkweed" is "Nursery". It's unclear if the phantasm cooperates with its nursing host, or rather moves it around like a puppet.

 

Celestial Larva has tiny tendrils for wings . These may yet turn into the complex wings of Ebrietas .

Like Ebrietas, Celestial Larva  possess "wings" with no webbing, and which display relatively plantlike branching.

Like Ebrietas, Celestial Larvae have tentacles for arms. These have begun to branch into additional tentacles , like the arms of Ebrietas .

The Celestial Larva has 3 sub-tentacles, These tentacle fingers are quite small, but the branching is present.

Celestial Larvae have different eyes than Ebrietas . These eyes look like mushrooms  , or suction cups.

 

Rom's plant traits came in the form of countless luminescent plants that sprout from her abdomen  .

Her abdominal skin even looks like dried out soil  . It looks like Rom is a fertile bed for these pretty plants.

Patterns on her tails  also remind of the plant art found in Yharnam art  and architecture , though this open to interpretation.

 

Kin are connected to "concealment"

The first and foremost example of this is Rom, The Vacuous Spider, a creature that endeavors to conceal "all manner of rituals" and "enlightenment".

"The Byrgenwerth spider hides all manner of rituals, and keeps our lost master from us. A terrible shame. It makes my head shudder uncontrollably."

- Cathedral Ward Lore Note

"The spider hides all manner of rituals, certain to reveal nothing, for true enlightenment need not be shared." 

- Byrgenwerth Lore Note

Rom wove a web of deception around Yharnam, concealing The Mensis Ritual   . Killing Rom destroys the web, and unveils reality.

Another characteristic of Rom that she is herself hidden, a secret of the lake, which can only be reached by plunging into a strange, white pool .

 

The Kin boss Ebrietas is another such secret, hidden below The Grand Cathedral, which can only be accessed from Upper Cathedral Ward.

Upper Cathedral Ward is the headquarters of the secretive organization "The Choir", and is stated to be a place filled with "potent unseen thinkers".

The Choir sought audience with Ebrietas in the Labyrinth of Isz. The Great Isz Chalice which unlocked this hidden realm, became their cornerstone.

It's possible Ebrietas is herself "The Eldritch Truth encountered at Byrgenwerth" - Augur of Ebrietas. This is a theory explained under Ebrietas Lore.

The Eldritch Truth, a concept derived from Lovecraft, is a thing capable of driving one mad. Which could mean that obscuring the truth is essential.

 

Like EbrietasThe Living Failures constitute a dark secret, and serve as the climax of the obscure Research Hall area, along with Lady Maria.

Besides being a secret, Failures are able to blot out the sky by summoning a starry darkness , which in turn releases a barrage of meteors .

One theory of mine is that the blue color of The Failures is in some way related to the day sky, and that Failures may have control over the sky

The Lumenflower cluster they protect appears very important, it's possible that it's this cluster that revives The Living Failures when they fall.

The function of Lumenflowers is uncertain, but the word "lumen" refers to light, which implies a connection between the plants and "light".

The appearance of such Lumenflowers near creatures that can change the light of day, could indicate Lumenflowers and Failures as two parts of a whole.

Some Lumenflowers exhibit luminescence , meaning they could be a source of ethereal light, which Failures might use to imitate the light of the sky.

Given the bizarre phenomena already observed in Bloodborne's sky    , this idea's not too incredulous, and it fits into various mythologies.

 

Fluorescent Flower is the only enemy that drops Arcane Haze , a blue dust that resembles the effect of The Empty Phantasm Shell  .

Haze is traditionally an atmospheric phenomenon where dust, smoke and other dry particles obscure the clarity of the sky.

Haze is formed by particles emerging from farming activaties, traffic, industry and wild fire. If these particles induce mist, it is called "wet" haze.

The word "haze" may also be used to denote visibility-reducing aerosols. These are caused by complex chemical reactions in the atmosphere.

The Workshop Haze Extractor can be used to convert Ritual Materials to Arcane Haze, suggesting that Haze can be used to form a myriad of shapes.

Real life examples of atmospheric haze: 

 

Celestial Mobs may have some connection to the alien doppelgangers from Invasion of The Body Snatchers    .

They display bioluminescence  . They have luminescent eyes  and some possess luminescent tentacles.

In the animal world, bioluminescence is used to lure prey - mimic other animals - and communicate with members of the same species.

This means Celestials could be capable of special forms of disinformation and communication, like an intelligence service.

They might be use luminous patterns to communicate, like Lovecraft's Mi-Go, or maybe they warp light, creating illusions.

In Dark Souls, Sorcery  - the blue hued precursor of Arcane  - is the form of magic that allows the manipulation of light.

It's Sorcery that allows one to imitate inanimate objects , or become see-through and/or invisible  .

 

Another possible reason Celestials are bioluminescent is so called "counter-illumination camouflage ".

Counter-illumination is a method of camouflage in which an animal produces light to match an illuminated background.

In practice, a squid may light itself up to match the ocean surface. As a result the squid may avoid being detected by predators below.

It is my theory that Celestials may have been using their blue color and bioluminescence to match the sky.

Celestials may dwell in the blue sky, unobserved and inconspicuous. It could be the perfect location from which to monitor humanity.

In Fishing Hamlet, Yharnam can be seen from above through the waters  . This could clarify how Celestials might hide in the sky. 

 

Brainsuckers have the distasteful habit of intruding skulls and preying on Insight. This may be thought of as a form of concealment.

Insight is a form of perception, which has sometimes been regarded as the inner eye of reason, or the third eye of spirituality.

Without Insight there are things in Bloodborne that you will literally be unable to see, hear or experience  .

A full list of these effect can be found on the page "Insight". By robbing you of Insight, the Brainsucker is concealing these things from you.

 

Celestial Larvae constitue another secret, hidden away in Upper Cathedral Ward. They are regarded as "the potent unseen thinkers of The Healing Church".

"Key to the Orphanage, birthplace of the Choir." The Orphanage, shadowed by the Grand Cathedral, was a place of scholarship and experimentation, where young orphans became potent unseen thinkers for the Healing Church. The Choir, that would later split the Healing Church, was a creation of the Orphanage." - Orphanage Key

 

The Garden of Eyes has no known link to concealment, but The Garden of Eyes tends to be an outlier when it comes to Kin traits.

   

The Kin and Insight

Kin appear near places of learning: The Research HallByrgenwerth, Upper Cathedral Ward and Iosefka's Clinic.

In the real world, insight has been sought after by all manner of scholars: scientists, philosophers, theologists and those that adhere to esotericism.

The reasons for seeking insight vary, insight is sought after for its intrinsic value, to know how to live one's life, or to solve practical problems.

While once all part of the same concept, the desired purpose of insight has been causing a split, between insight of a rather material or a rather immaterial value.

Science typifies the material form of insight. It's unparalleled in its ability to work verifiable data into models that help explain the world.

To accomplish this, science holds admissible data to strict norms. Its theories face heavy competition and are under pressure to produce verifiable results.

 

As effective as this setup is, problems emerge precisely from science's attempts to be simple and concise.

A more natural definition of insight is "that which begets a feeling of understanding".

Modern science makes no promise that its theories will bring about "a feeling of understanding". 

In fact, many people aware of scientific merit are left bewildered by its findings, which can be be disenchanting and dull.

As a consequence, many look for insight beyond the scope of science, and sometimes even in conflict with science. 

 

There are those that will claim, that insight in conflict with science is false, that it does not constitute "true insight".

But for all the importance attributed to "insight", telling false insight from true insight is everything but evident.

The aforementioned "feeling of understanding", is a perception, fundamentally so, and as such, vulnerable to error.

Insight has been linked to self-awareness, a higher form of consciousness that is, nonetheless, inherently subjective.

Some of the most profound feelings of understanding manifest in the form of emotional inner spectacles, akin to poetry.

As such, the revelation of insight is often very unwordly, like a dream, with its practical merits next to non-existent.

 

In early times, insight was often indistinguishable from "knowledge".

This knowledge did not have to make accurate predictions or leave people with a feeling of understanding.

Knowledge was meant to be known, it was to be taught as fact and then accepted without question.

Only in recent history have human beings begun to expect - even demand - that insight/knowledge solve our practical and existential needs.

 

The norm of history is indoctrination and copywork. This mindset was almost as common in the schools of science as it was in religious institutions.

Being an insightful man meant being a knowledgeable man, a walking library of human knowledge.

How this knowledge was acquired, and what exactly its benefits to society were, was a subject only thinly explored

Only the ruling elite could touch the subject. They only did so on their terms.

Once knowledge was accepted as canon, its value was established. Afterwards the ruling elite regarded its social value as written in stone.

Because this knowledge was regarded as the truth, merely knowing it imparted profound insight into the nature of things.

 

Bloodborne's Insight may be akin to this kind of knowledge, tiny fragments of knowledge that add up to a singular, profound truth.

On the other hand this may not be the case, Insights may be more like  "phantasms", or "dreams", and the truths they disclose may be false.

Such cosmic Insights may be more like ideas, temporarily plucked from the cosmos, possible, but "false" if they don't portray current affairs.

An insight may be only contingent, and be subjective, but that may not be a mere hinderance, but an essentiality for there to be insight. 

Knowledge in itself does not constitute insight. Seeds "know" when to sprout, bacteria "know" how to recreate themselves, but they don't have insight.

For there to be insight, there must be consciousness. But what is it then? Is it realizing that you know something? Could it be only a feeling?

If it is a feeling, then is one feeling of understanding not equal to another?  If we realize that we know, then is insight not distinct from knowledge itself?

That is why this form of knowing has its own word "self-awareness". We know that we know, unlike bacteria which don't know that they "know".

 

People have struggled for centuries to define the true nature of insight. Many schemes exist, but so far no one can teach insight to a computer.

To this day people can't agree whether or not insight exists in animals. The main reason for this is that people can't agree on what insight really is.

 

Bloodborne capitalizes on this enigmatic nature of insight and provides an answer that is both imaginative and insane.

In Bloodborne, Insight is a Stat, a form of currency at the Insight Bath, and is sometimes used interchangeably with "eyes on the inside".

Insight can be acquired by finding bosses and areas for the first time. It can also acquired by defeating bosses, and crushing human skulls .

 

Great One's Wisdom  - "Fragments of the lost wisdom of the Great Ones, beings that might be described as gods. Use to gain Insight.

At Byrgenwerth, Master Willem had an epiphany: "We are thinking on the basest of planes. What we need, are more eyes."

 

Madman's Knowledge - "Skull of a madman touched by the wisdom of the Great OnesUse to gain Insight.

Making contact with eldritch wisdom is a blessing, for even if it drives one mad, it allows one to serve a grander purpose, for posterity."

 

Master Willem's epiphany about "needing more eyes" reappears on the item description of Iosefka's Umbilical Cord.

"A great relic, also known as the Cord of the Eye.

Every infant Great One has this precursor to the umbilical cord."

Provost Willem sought the Cord in order to elevate his being and thoughts to those of a Great One, by lining his brain with eyes.

The only choice, he knew, if man were to ever match their greatness."

"Use to gain Insight and, so they say, eyes on the inside, although no one remembers what that truly entails."

 

There is evidence to suggest that this search for "eyes on the inside" has to be taken literally .

Accursed Brew  - "Skull of a local from the violated fishing village.

The inside of the skull was forcibly searched for eyes, as evidenced by innumerable scratches and indentations.

No wonder the skull became stewed in curses.

They who offer baneful chants. Weep with them, as one in trance" 

 

Before entering the Research Hall, the player must ritualistically insert an Eye Pendant into the skull of a stone patient .

"Plant eyes on our brains, to cleanse our beastly idiocy." - Micolash, Host of the Nightmare

"Provost Willem sought the Cord in order to elevate his being and thoughts to those of a Great One, by lining his brain with eyes.
The only choice, he knew, if man were to ever match their greatness." - Iosefka's Umbilical Cord

Brains aligned with eyes can indeed be found on supernatural beings like Amygdala  and The Winter Lanterns , though what this entails is unclear.

Aside from Byrgenwerth  and Micolash , the Witches of Hemwick also avidly search for "eyes".

Such Witches are the elite versions of Eye Collecting Witches, known for their eye-scooping attacks .

These enemies look very similar, but Witches have impressive powers like summoning Mad Ones  and casting Arcane spells .

Eye Collectors only ever have access to physical attacks, and though they are physically much the same as The Witches, their clothing is different.

While Witches are distinguished by the countless eyes adorning their garb   - Eye Collectors only ever wear shells on their clothing  .

This suggests that collecting eyes is genuinely beneficial to the Witches, granting them supernatural powers and Insights unknown.

 

There's a possible relation between Witches of Hemwick and The Fishing Hamlet, a place that also carries connections to "eye collecting" .

The Fishing Hamlet is abound with shells   . Shells, for some strange reason appear on Eye Collectors  , and they appear on Hamlet residents .

Strange, eyelike eggs , are harvested by The Hamlet Fishmen, making them eye collectors as well. The searching of skulls could be a native tradition.

The Fishwitch has a similar appearance to a Witch of Hemwick  , and like them summons dark ghosts  , which don't disappear upon the witch's death.

The Witches of Hemwick  also bear resemblance to The Thing That Drifted Ashore , a creation by Junji Ito, which I believe inspired the dead Kos.

There's another association to be found in The Witches of Hemwick being hunchbacks , a condition that characterizes Hamlet Fishmen as well  .

There are reasons to believe Fishing Hamlet was based on the Aztec heaven "Tlalocan", which is described as the heaven that accepts the physically deformed.

This theory presuposes a link between Kos and the Aztec water goddess "Chalchiuhtlicue", mother of "He Who Comes From The Land of The Sea-Slug Shell "

The residents may be collecting eyes because they make suitable hosts for phantasms . Those phantasms would explain the power of a Witch of Hemwick .

 

Apart from "eyes of the inside" Insight has some relation to "phantasms". The item description on the Milkweed rune reads: 

Milkweed

"A Caryll rune envisioned by Adeline, patient of the Research Hall.
A translation of the inhumane, sticky whispers that reveal the nature of a celestial attendant.
Those who swear this oath become a Lumenwood that peers towards the sky, feeding phantasms in its luscious bed.
Phantasms guide us and lead us to further discoveries." - Milkweed

 

Empty Phantasm Shell is a Hunter Tool that adds Arcane damage to your weapon.
 

"Empty invertebrate shell that is said to be a familiar of a Great One.
The Healing Church has discovered a great variety of invertebrates, or phantasms, as they are called. 
Shells with slime still harbour arcane power, and can be rubbed on weapons to imbue them with their strength." - Empty Phantasm Shell

Another phantasm/invertebrate is the Augur of Ebrietas. This blue-green slug can be used to summon its master, Ebrietas.

"Remnant of the eldritch Truth encountered at Byrgenwerth.
Use phantasms, the invertebrates known to be the augurs of the Great Ones, to partially summon abandoned Ebrietas.
The initial encounter marked the start of an inquiry into the cosmos from within the old labyrinth, and led to the establishment of the Choir." - Augur of Ebrietas

A Call Beyond is a phantasm that can be used to create a small exploding star.

"One of the secret rites of the Choir.
Long ago, The Healing Church used phantasms to reach a lofty plane of darkness, but failed to make contact with the outer reaches of the cosmos.
The rite failed to achieve its intended purpose, but instead created a small exploding star, now a powerful part of the Choir's arsenal.
At times, failure is the mother of invention." - A Call Beyond

Finally, the Pearl Slug is a Ritual Material found within the labyrinth. They are familiars of the "left-behind" Great Ones.

"Material used in a Holy Chalice rite.
Of the all the strange lifeforms that reside in the nooks and crannies of the old labyrinth, the slugs are clear signs of the left-behind Great Ones." - Pearl Slug

 

What are phantasms?

"Phantasm" means as much as "hallucination" or "illusion". It can also be used to mean "an apparition", "a specter" or "a ghost".

By illustration, a "phantasmagoria" was a form of horror theatre that existed from the 18th to the 20th century.

Its operants would use "magical lanterns" and rear-projection to create scary images onto screens or smoke. 

The more resourceful practicioners used actors, mirrors, sound effects and everything possible to create a convincing spectacle.

Aside from mirages, "phantasm" is also an old scholarly term used to refer to "mental images", meaning images that exist within a person's mind.

Such phantams refer to visual-auditive-tactile information derived from memory, or created through imagination. They have a distinct sensory connotation.

Phantasms may be considered opposed to "abstract", "non-visual" ideas. As such they're in no way directly related to reason, math or logic.

Neither are phantasms considered to be any kind information that is present in the mind, but can't be directly experienced as such.

It's possible that these phantasm-invertebrates are rather something like "dreams" or "fantasies", more like experiences than ideas.

If true, "The Choir using phantasms to reach a lofty plane of darkness", could mean that they were using "dreams" and "fantasies" to reach a lofty plane of darkness.

This actually fits very well with the importance of dreams in Bloodborne and the work of Lovecraft

The Choir didn't reach The Eldritch Truth through rigorous logic, they reached it through astral projection, nightmares and hallucination.

 

If these phantasms are "hallucinations" and "fantasy", and The Choir used them to gain Insight, one may be led to think that these insights are false.

The "left-behind Great Ones" could be like jinns or demons - evil magicians that can manipulate the senses. There's another possibility as well.

Dreams and fantasy have always been profound sources of inspiration. They can enrich our lives and they can advance our knowledge.

Those who wish to teach, or explain anything, should know that many of our most abstract principles are best encapsulated as an image.

As such, dreams and fantasies can indeed be augurs of an "Eldritch Truth", one that may go beyond imagination.

 

Lovecraft wrote about a dimension called "The Dreamlands", a vast network of realms that can be entered via dreams.

Somewhat like The Matrix, a death in The Dreamlands creates a shock, the result of which can mean physical death.

A dreamer can also learn to control the dream, becoming very powerful in the process. So much so, that one could create cities and people out of nothing.

Unlike The Matrix, time flows differently in the dream than it does outside of it. One hour on Earth represents a week or more in The Dreamlands

 

http://www.yog-sothoth.com/wiki/index.php/Dreamlands

"The Dreamlands have its own pantheon known as the Great Ones, but they resemble powerful immortals rather than true gods.

Ordinary humans can wound, deceive, and seduce them. Their dominion is protected, however, from mortal challengers by the dread Other Gods.

The messenger of the Other Gods is Nyarlathotep. He's known to treat the Other Gods and the Great Ones alike with evident contempt. 

Otherwise, the rest of the deities of the mythos, who figure prominently in Lovecraft's other writings (such as the Great Old Ones and the Outer Gods), have little interest in or influence over the Dreamlands."

 

It's easy to imagine how The Nightmares and The Hunter's Dream may also be something like The Dreamlands.

Lesser known is that the other areas, while not named after dreams, display bizarre natural anomalies more akin to a dream than a physical world.

These anomalies are not only otherworldy, they are also inconsistent across areas. A full list of them will be presented in the future.

If a bizarre natural phenomenon appears in all areas of a universe, it likely still belongs to a single coherent world, albeit a bizarre one. 

But oddities that are inconsistent across space and time, indicate a universe where the natural laws themselves are inconstant.

The idea of a dream helps explain how such a universe might work. Another possibility is that the world is itself unformed.

An unformed universe is one were natural constants are replaced by fundamental chaos. This creates a number of possibilities.

This could be the natural state of an infant universe. It could also point to a universe that is dying, disintegrating as result of chaos' march to victory.

 

What does it mean to acquire Insight?

Phantasms are invertebrates, and phantasms are like dreams, dreams may be used to reach The Eldritch Truth.

Bloodborne "Insight" leads to "eldritch wisdom" and madness. It is accumulated and it lower resistance to Frenzy.

These phantasms, who are like living illusions, may very well be the "Insights" that lead to both madness and "eldritch wisdom".

If true, then what does it mean to accumulate Insight? What does it mean to reach eldritch wisdom through illusion?

The answer to this may lie in how "phantasms" are the opposite of "objective observations". Both are sensory impressions, but one is true and the other false.

An old idea about demons is that they adhere to inversion. To demons, right is wrong, lies are truth, order is chaos and beauty is hideous.

In a demonic world, it may be required to look for truth in the illusionary. It's also possible that, that which is considered "the truth", is based on such illusions.

Such thinking about "evil" and demons, fits well with the gods of Lovecraft. These evil gods, who stemmed from chaos - followed a logic antithetical to life and order

Hideous beyond human understanding, only madmen would ever follow them. Naturally, that meant they drove many insane, their followers included.

Because the very sight of them drove one mad, only the confused ramblings of the insane could tell you anything about them.

 

The Illusionary As The Reality Of Demons

Oh, don't you worry. Whatever happens... You may think it all a mere bad dream... - Blood Minister

Demons are defined by their opposition to faith and God. They despise his creation, which they seek to pervert, and they are fond of lies and deception.

Another idea about demons is that they are ingrained in the material, the transient world of the senses, which precedes the ultimate worlds of heaven and hell.

Black magic, produced through pacts with demons, may allow a magician control over the material world, at the expense of damning his soul in the afterlife.

Demons seek to pervert humans by offering them the material illusions of glamour, hedonism and authority, or magic with which to pervert the natural world.

Berserk, one the dominant sources of inspiration behind the Souls series, portrays exactly this kind of demon, pure evil  offering fantastic possibilities .

The creatures making these offerings appear only within an illusion, a black vortex , at times posing as an eclipse , at times posing as a surreal edifice .

   

"Perhaps you've seen it, maybe in a dream. 

A murky, forgotten land. 

A place where souls may mend your ailing mind."

The Souls universe harbors its own demonic vortex, shown in the DS2 intro Cinematic  . It's a popular theory that the vortex represents "The Abyss".

The Abyss is a body from DS1, a giant, bottomless hole , found beneath "New Londo", the city of men. It is the home of Primordial Serpent Kaathe .

In DS2, the vortex forms under the light of a blood moon , which likely relates to Bloodborne, and especially to the nightmarish Unseen Village, Yahar'gul .

In Berserk, the vortex appears when a behelith is triggered . A Behelith triggers when its owner lusts for inhuman power  , and wants to ascend into a demon.

Demon's Souls offers a similar story, in which a paranormal entity, capable of bending reality, turns humans into Demons. This entity is named "The Old One ".

The Old One was likely inspired by Berserk's "Idea of Evil ", also called "The God of The Abyss ", a gigantic demon incubator, calling itself God .

Rather than a vortex, The Old One emits a colorless deep fog , which accompanies his Demons , and may be what warps reality as to allow "Soul Arts".

This deep fog may be alike or identical to The Nightmare Fog of Yharnam . "Fog" also marks Messengers   and Nightmare dimensions  .

Creatures very similar to Messengers appear in Berserk  , honoring Griffith. The scene's nigh identical to The Hunter's first meeting with The Messengers .

"Ahh, the little ones, inhabitants of the dream... They find hunters like yourself, worship, and serve them. Speak words, they do not, but still, aren't they sweet?" - Plain Doll

The mist may well be what drags humans into The Dream and Nightmare realms, which qualify as false realities filled with demons and other paranormal beings.

There's further reason to believe that Nightmare Fog evolved from Demon's Souls, as early, cosmic versions of the fog , match The Old One's artwork .

The world that absorbs the player in DS2 may be such a demon reality. This dream or nightmare could be like Berserk , meaning it serves to "ascend" the player.

In Berserk, "The Abyss" is a spiritual realm of human consciousness, so these worlds that are Nightmares or Dreams, may also be The Abyss  and the vortex .

The Abyssal boss "High Lord Wolnir " was enveloped by mist in early concept art , and his cup contained mist , which was later changed to darkness .

High Priestess Emma refers of the worlds of The Lords of Cinder as "churning homes", as if these were akin to a liquid, a gas, or some elusive dreamworld.

"Ah hah hah ha! Ooh! Majestic! A hunter is a hunter, even in a dream. But, alas, not too fast! The nightmare swirls and churns unending!" - Micolash, Host of The Nightmare

Micolash refers to The Nightmare as something that is "churning unending", and being the host of a Nightmare, he may just represent what a Lord of Cinder really is.

Lords of Cinder rule incredibly disparate worlds, the skies of which don't match   , and which fail to be connected in a geographically believable way.

Perhaps the act of "linking the fire" turns undead into "heroes", the kings and champions of their own worlds. Perhaps that's what Gwyn had carried out before DS1 began.

In Berserk, such ascension requires a blood sacrifice , hence The Mark Of Sacrifice , which was used in conceiving The Darksign  and The Hunter's Mark .

Lord of Cinder "Aldrich" shoots arrows that resemble The Mark of Sacrifice , and the attack itself , resembles Void branding The Band of The Hawk  .

Griffith, in ways, mirrors Gwyn, they're both conquerors , they're both associated with fire , castles   and faithful, undead knights   .

Both are viewed very positively in their respective worlds  , both are linked to the color white, Gwyn in fact means "white", a prefix bestowed upon all his children.

Gwyn is one of five beings with "Lord Souls". The five deific creatures mirror Berserk's Godhand , a pentad of five Demon Kings, one of which is Griffith.

By Comparison - The Dark Souls Pentad

  

                                       

This pentad system, involving four higher beings  and one king, has been part of the Souls series for a long time, and was part of DeS, DS, DS2 and DS3.

In Demon's Souls they were called "Arch Demons", in DS2, they were referred to as Old Ones and in DS3 they were called "The Lords of Cinder".

One of the main plotlines of Berserk is that Gutts, a cursed and branded swordsman, is trying to kill Griffith and the four other members of Godhand.

The Chosen Undead, the bearer of the accursed Darksign, is the reflection of Gutts , with the hunt for The Great Ones being an ersatz for Gutts' tale of vengeance.

If The Godhand are beings that belong to the ocean of human consciousness, then perhaps their later offshoots, The Lords of Cinder, are no different.

The paranormal activities in Yharnam may all derive from the descent of this spiritual ocean. As such, The Hunter is drafted to become yet another "Lord".

"Phantasms" may be creatures that naturally occur within this ocean, with their possession allowing some measure of control over this paranormal reality.

 

The World of Laguz

 

Laguz is the Norse rune of "water", "sea", "imagination", "dreams", "fantasies", "psychic matters", "hidden things", "the unknown", "the deep" and "the underworld".

It is also the rune that appears on DS1's "Blue Titanite Chunks ". Blue Titanite is used to upgrade weapons that deal Magic damage, and which scale with Intelligence.

Magic is the precursor of Arcane, the typically blue, or purple hued energy that is - among others - linked to The Kin, and which constitutes a form of cosmic magic.

Water bears a connection to certain Kin, like the squid like Ebrietas, Cthulhu like Brainsuckers, anglerfish like Fluorescent Flowers and squid headed Celestial Mobs.

The deep ocean is a wellspring of nightmares, and the residence of Cthulhu and Lovecraft's "Deep Ones", the beings which inspired The Hamlet Fishmen.

Arcane magic has a way of invoking the dark void of space, which From Software may have likened to the cold deep ocean, as hinted at by a variety of clues.

"In the early days of the Healing Church, the Great Ones were linked to the ocean,
and so the cerebral patients would imbibe water, and listen for the howl of the sea." - Brain Fluid

The Choir stumbled upon an epiphany, very suddenly and quite by accident.
Here we stand, feet planted in the earth, but might the cosmos be very near us  , only just above our heads?" - Cosmic Eye Watcher Badge

The connection of Arcane to the deep ocean may be explained as a relationship to ice, cold, and dark. Sorcery also has a leaning towards ice  and cold .

Arcane Blood Gems tend towards the dark  , as do Arcane scaling Cold Gems . Lesser Arcane Blood Gems are grey , which may relate them to fog.

Fog is what spawns monstrosities like The Moon Presence  , whereas a fetid cosmos  births beings like The One Reborn, a being adept at Arcane magic.

"In the early days of the Healing Church, the Great Ones were linked to the ocean, and so the cerebral patients would imbibe water, and listen for the howl of the sea." 

The theme of water may pertain, not just to the cosmos, but to "drowning", a theme frequently invoked by The Enlarged Head Patients of The Research Hall.

"Ahh, someone...help me...I am guilty, I know. But I wont do it again, I promise. The damp darkness...it, it frightens me...And what rises from its very depths..."

"Ahh, Lady Maria, Lady Maria. Please. Take my hand. Please. Help me... don't let me drown..." - "Listen close... and you, too, will hear... The sound...of water..."

 

Within the Research Hall, test subjects were being injected with amoebic Brain Fluid , which expanded their brains to massive sizes, but overwhelmed their minds.

Brain fluid - cerebrospinal fluid - is normally responsible for regulating pressure within the cranium. An abnormal increase in its volume leads to macrocephaly.

"The giant amoeba ", the largest and best known amoeba, stems from the genus "Chaos". "Chaos" is the primordial void of Greek cosmogony, and a realm of evil.

By imbibing "chaos", and listening to its howl, the cerebral patients express their fealty to The Great Ones and the desire to learn their dreadful cosmic secrets.

But imbibing knowledge from the cosmos, may cause the mind to drown in its secrets. The result is a walking dead, animated only by ideas from the cosmos.

Friedrich Nietzsche entertained the notion that ideas are dead, especially those ideas which are endlessly repeated, and taught as being "the one and only truth".

Such ideas he considered to be "mummies", fundamentally forlorn, yet endlessly embalmed, enshrined and bandaged, until they appeared still somewhat true to life.

By imbibing the cosmos, one does not only ingest its horrors, but also its hollowness, its mechanical and soulless laws, the volume of which may overwrite the soul.

 

In the context of dreams and water comes Berserk's Incubus , a squidlike monstrosity which floods a person's mind with nightmares and feeds on their fears.

An incubus is, strictly speaking, a male sex demon, which visits humans at night and assaults them sexually, which explains why Berserk's Incubus exudes "white".

"White" appears in Bloodborne at several key locations, one prominent site being The Research Hall  , and another one being The Fishing Hamlet   .

White goo is associated with phantasms  , and most likely evolved from "Sticky White Stuff ", the DeS Magic buff excreted by a phosphorescent slug .

This wax like substance may assume the form of candles  , and it's likely this Arcane wax which Grand Archive Scholars dip their heads into   .

Master Willem was originally designed to be candle like , and still exhibits candle like growths . He also holds a mistletoe staff, an ancient symbol of fertility.

The wings of The Orphan of Kos may have come from a Beksiński painting of sea foam  . "Sea foam " is connected to the erotic goddess Venus .

Legend has it that Venus was the by-product of Uranus' castration, whose severed genitals brought forth foam, from the foam the goddess arose, drifting on a shell.

Kos, referred to in the song Hail The Nightmare as "the sleeping slug" is likely the equivalent of Venus/Aphrodite, for slugs are known to foam/secrete when threatened.

The Fishing Hamlet is organized like a whaling village (see Kos), and "spermaceti" is a milky wax inside the heads of sperm whales. It can be used to form candles.

"Wax" could link The Orphan to the myth of Icarus, whose hubris pairs up with the Aztec god Tecciztecatl, The Old Moon God, discussed under Orphan of Kos Lore.

In DS3, The Angels of Londor have wax like wings  . It's possible that these wings refer, not merely to sludge, but to formlessness, to Oedon and "Chaos".

 

How might one obtain Eldritch Truth from phantasms?

An introductory class of philosophy will often point out the problem of using "the imperfect senses" to determine truth.

An easy way to illustrate this is the argument between the Greek philosophers Plato and Aristotle, now over 2400 years old.

The Greek philosopher Plato believed that all sensory impressions where imperfect reflections of higher ideas.

Such ideas might also be called archetypes or universals. Plato was incredibly infuential on medieval thinking and the formation of the concept "phantasm".

Phantasm is synonymous with illusion, and therefore falsehood. In applying Platonic thinking to "phantasms", all phantasms would be false reflections of a higher idea.

The phantasms, the invertebrates, might be interpreted as imperfect renderings of a single truth, The Eldritch Truth.

It's very popular to, when discussing Plato's Theory of Ideas, also cite Aristotle's opposing theory.

While Plato believed that observations concealed a universal truth, Aristotle believed that observations are the fundamental truth.

Aristotle believed that abstracts must derive from observations, whereas Plato believed that only rational pondering could gain authentic truth from observation.

The different philosophies would handle the phantasm-invertebrates quite differently. Aristotle would try and acquire as many phantasms as he could

From these phantasms he would try and postulate the nature of The Eldritch Truth. Plato on the other hand would try and procure The Eldritch Truth immediately.

From the invertebrates he would try and derive the bare essence of phantasms. From this essence he would seek contact with The Eldritch Truth.

Bloodborne style, Aristotle would try and fit as many slugs as possible into his skull. Plato would subject the slugs to experiment and try and "distill" their essence.

 

The way the player amasses Insight is fundamentally Aristotelian. Insights are amassed by seeing bosses, defeating bosses and finding areas.

This is the equivalent of amassing experiences, or observations. Holding the Insights has no good effects besides - arguably - lowering your "Beasthood".

Acquiring Insights lowers your resistance to Frenzy and make enemies stronger. Some enemies can't be encountered unless you have Insight, like Hemwick's Mad Ones.

The buffs your enemies get , and the new enemies you encounter, indicate that Insight is changing the world around you.

There's several ways of tackling that problem. One possibility is that Insight is slowly pulling you into a dimension were ghosts and magic are as real as anything.

 Another possibility is that the Insights, the phantasms, are exercising their own power. They're creating tangible illusions, because that's what phantasms do.

In regards to the decrease in Frenzy resistance it, may simply mean that all these illusions and experiences are making it easier and easier to enter a psychosis.

It's also possible, and this is a more popular theory, that they're drawing you further and further to something called "The Eldritch Truth".

If the game stays truthful to Lovecraft, The Eldritch Truth means  something like "Eldritch Abominations" and the very sight of it drives one mad.

A human really has no choice, he/she must go mad. In this sense Eldritch Truth and Frenzy may be one and the same thing.

The Insights lower the resistance, making it easier and easier to gaze upon The Eldritch Truth, which means it's easier to go completely insane.

A more hopeful theory is that The Eldritch Truth can be grasped if one has enough "willpower" or "paleblood" or "blood echoes".

 

Though not Lovecraftian, there is merit to this idea that the Eldritch Truth is something that can be faced and dealt with.

The way the Eldritch Truth is spoken about in item descriptions, does suggest that it's something that can be survived.

Augur of Ebrietas - "Remnant of the Eldritch Truth encountered at Byrgenwerth.
Use phantasms, the invertebrates known to be the augurs of the Great Ones, to partially summon abandoned Ebrietas.
The initial encounter marked the start of an inquiry into the cosmos from within the old labyrinth, and led to the establishment of the Choir." 

The Eldritch Truth was encountered at Byrgenwerth. Those attending may have been: Gehrman, Master Willem, Laurence and Ludwig.

These characters are quite mad when the Hunter meets them, only Gehrman still appears to be somewhat lucid.

Item descriptions however, infer that these characters did remain functional leaders, at least for some time, following the events at Byrgenwerth.

That is to say, they didn't bash their heads into the wall, attack random people or talk nonsense. Or if they did, then the item descriptions don't say.

 

The Augur of Ebrietas is a remnant of the event at Byrgenwerth. This insinuates that Ebrietas was, in some form, also present at Byrgenwerth.

If The Eldritch Truth left behind the Augur of Ebrietas, then The Eldritch Truth may in fact be Ebrietas, and Ebrietas left behind the Augur.

The Isz Chalice reads that The Choir met with Ebrietas in the labyrinth. It also connects The Chalices to Byrgenwerth.

Great Isz Chalice - "A chalice that breaks a labyrinth seal.
Great chalices unlock deeper reaches of the labyrinth. The Great Isz Chalice became the cornerstone of the Choir, the elite delegation of the Healing Church.
It was also the first Great Chalice brought back to the surface since the time of Byrgenwerth, and allowed the Choir to have audience with Ebrietas."

If The Choir met with Ebrietas, and Ebrietas imparts - or is - The Eldritch Truth, then it's strange that Choir members like Iosefka are fully functional.

There are many item descriptions that point to the exact opposite, that Insight begets madness.

"Most tomb prospectors, members of the Healing Church chosen to explore the old labyrinth, are unable to withstand the weight of the old knowledge, and go mad. This attire is worn by those lost souls.
Truth oft resembles madness, inaccessible to the dull of mind. Those who go mad are merely thoughtful souls who failed to reach any conclusions." - Madman Set

Madmans's Knowledge - "Skull of a madman touched by the wisdom of the Great Ones.
Use to gain Insight.
Making contact with eldritch wisdom is a blessing, for even if it drives one mad, it allows one to serve a grander purpose, for posterity."

Sedatives - "Liquid medicine concocted at Byrgenwerth. Calms the nerves.
Those who delve into the arcane fall all-too-easily to madness, and thick human blood serves to calm the frayed nerves of these inquisitive minds.
Naturally, this often leads to a reliance on blood ministration."

Kin Coldblood - "Coldblood of inhuman kin of the cosmos,
brethren of the Great Ones. Use to gain unspeakable Blood Echoes.
Dare not to delve into the world beyond humanity,
the eldritch Truth touched upon long ago at Byrgenwerth."

Brador - "Unending death awaits those who pry into the unknown" 

This discrepancy can be explained in a number of ways.

1. The Eldritch Truth affects people differently. There may be those that retain their sanity because they are, in some way, special.
This could be because of personality, willpower, echoes, blood, perhaps they are in fact "chosen" by The Great Ones.

2. The Eldritch Truth can be split into parts or layers. The whole truth drives one mad, but its fragments do not.
Those that kept their sanity, were only revealed a part of the truth, enough to become crazed but not irrational.

3. Choir members and NPCs like Gehrman were never revealed The Eldritch Truth, not directly anyway.
Everything The Choir knows about The Eldritch Truth is secondhand knowledge, based on the words of the mad.
The Choir may have systematically sacrificed people to The Eldritch Truth. The scientists took notes, then used more people.

 

     

 

 

 




    • Anonymous

      06 Jun 2017 02:25  

      Forgive me if I repeat anything you've already mentioned, but I feel impatient sifting through so many tangential thoughts. What I've ascertained from the Kin is that they seem to represent mystery/secrecy, as you said. From a literary perspective, the color blue also symbolizes these aspects, appearing in the sky, water, snow, stars, fog, the moon, Chalice dungeons, arcane attacks, and phantasms. In contrast, pale gold contrasts these azure hues at every turn. It appears in the blooming lumenflowers of the Research Hall, the decaying moon of the Hunter's Nightmare, in the blonde hair of the Vilebloods, in the flames emitted from the petrified mummies in Yahar'gul, from within the carapace of Amygdala, and even from dropped items. Stranger still, this color is repeated persistently throughout the Fishing Hamlet, especially in the flames emitted from dead phantasms, as well as the flame-spewing jars and bombs of the fishermen. To be blunt, this pale gold color appears to symbolize discovery and illumination, though in order for it to appear, the cosmos--the comforting tales of creation and promise of life everlasting--must be destroyed.

      "Ironically, this is the very nature of insight, like when one licks one's own blood, only to learn that the taste is sweet." I've begun to understand what this implies: insight is the realization that humankind inherently possesses the knowledge of the Eldritch Truth, but it is merely forgotten. The Great Ones, what can only be described as gods, are mere inventions of the human subconscious in an attempt to give reason to their existence. The entire dream is naught more than a maddened hallucination, and the wondrous mysteries of the universe are slowly decaying as mankind discovers its own latent potential. For this reason, it's incredibly fitting that Bloodborne takes place toward the end of the Age of Enlightenment, when the influence of religion was quickly declining in the west, to be replaced by science and reason. Incidentally, the schism of Byrgenwerth and the Healing Church reflects this notion. Whereas Byrgenwerth, headed by Master Willem, promised to remain loyal to the Great Ones, and only to unravel their mysteries with affectionate care, Laurence and the Healing Church insisted upon more aggressive investigation, tapping directly into the blood in hopes of finally lifting humanity to its throne.

      The connection between Kin and water is important to understand in these contexts. Like the color blue, water denotes the arcane, the cosmos, and the unknown. "Large bodies of water serve as a bulwark guarding sleep, and an augur of the Eldritch Truth. Overcome this hindrance, and seek what is yours." Most arcane attacks in the game produce tiny specks of blue light that appear either to be tiny stars or snowflakes, most noticeably the attacks utilized by Kin enemies, including Rom, the celestial mobs, and the Living Failures. Consumables like the Augur of Ebrietas, a Call Beyond, and the Blacksky Eye also produce this phenomenal effect. In fact, one of the first sights you come upon is the drifting snow descending upon Yharnam, and the precipitation only intensifies as you proceed into the Tomb of Oedon and up the steps into the Cathedral Ward. This snow is even present within the Grand Cathedral during the encounter with Vicar Amelia, and frost swirls from within Laurence's skull.

      There are plenty other areas that prominently feature water or snow, one of the most important being the Research Hall of the Healing Church. Though not prevalent visually, water plays a major role in the Research Hall, where "the cerebral patients would imbibe water, and listen for the howl of the sea." The patients are likely designed with the defect known as hydrocephalus in mind, in which a child is born with an extreme buildup of water and cerebral fluid in their brain, preventing the skull from properly forming. The drinking of water also hints at the condition "water intoxication." Also known as hyponatremia, this ailment produces vivid hallucinations and confusion. Taking into the account the translucent black blood they exude, it's likely that the blood of the Kin is little more than water, further verifying it to be the very essence of the cosmos. It is the blood of their dead that nourishes the tower lumenwoods outside the Astral Clocktower, circling back to the theme of discovery. Perhaps Lady Maria took interest in these flowers and placed them on the grave of Kos and the Fishing Hamlet in a form of apology, in an attempt to restore what was lost to the victims of inquiry.

      It's important to note that the lumenwood garden back in "present" Yharnam do not share this yellow color, most probably because these are only buds, and instead they glow an eerie blue aura. This is again symbolic of the unknown--a closed flower has yet to reveal its brilliance. Continuing from here, Ebrietas is discovered with her head bowed under a deep pool of crystal-clear water. Most believe her to be mourning or praying, but I've wondered for some time if she is also in fact drinking. As we know by now, "ebrietas" is Latin for "drunkenness." I believe this loops back to the condition of water intoxication. If water is the blood of the Kin, it appears Ebrietas is taking part in some form of communion, reciprocating the blood worship of the Vicars. As for the composition of Ebrietas herself, she bleeds the same fluid as the celestials and brainsuckers, yet is also capable of producing dark red blood from her head that induces madness upon whomever it touches. I believe that while Ebrietas drinks water, she possesses the ability to transform this nourishment into blood through some unknown pabulum, maybe to nurture her own children, as milk from the cow's udder. Though I suppose she doesn't mind the occasional Hunter for a snack....

      And of course, water resurfaces as a powerful force in the Fishing Hamlet, and the "Bulwark Sea" beyond. "Ah, sweet child of Kos, returned to the ocean... Source of all greatness, a bottomless curse, a bottomless sea, accepting of all that there is and can be." Under the dark surface of these waters, the Great One known as Kos once thrived. She was loved by the villagers of the Hamlet, for she provided for them the phantasms, which they humbly accepted as sustenance. They did not care to know what these phantasms were, nor where they came from, but chose to remain blind to Greatness, similarly to the Pthumerian Watchers of old, guarding Kos in her slumber. It wasn't until Byrgenwerth defiled the mysterious village and discovered Kos, a being easily associated with the Eldritch Truth, that she died, removed from her place below the waves. Her discovery is her death. Ignorance was her home, and when mankind unveiled their eyes, so began the decline of the Great Ones. The moon took on a ghastly gold color, becoming the ultimate symbol of humanity's melancholy enlightenment.

      It's also unusual that many of the elemental rules constructed throughout the majority of the game are seemingly reversed in the Fishing Hamlet. Bolt damage does nothing to the peculiar snail women, but fire and arcane attacks are powerful against them. The Orphan of Kos

      This discovery incited the anger of the Fishing Hamlet, an ethereal race now without their goddess. In a matter of centuries, the obsession with Greatness spurned the Beastly Scourge and the insatiable lust for blood. The Parasites within Kos were cultivated, and Byrgenwerth made off with a number of cosmic invertebrates, both of which are later inherited by the Healing Church. I've even gone so far to venture that the strange tentacle sprouting from the brainsuckers is a Kos Parasite, as it looks too dissimilar to a phantasm, and it appears these tentacles are a result of some form of operation judging from the stitched-shut surgical scar atop the brainsucker's cranium. Perhaps even Ebrietas is one of these Parasites, or the result of some experiment involving the Parasites. The name "Daughter of the Cosmos" is still awfully suspicious. It's also a mystery whether she has any connection with the Vilebloods and Cainhurst, the snow-driven castle on the Lake.

      With all of this in mind, I wonder if the Kin are truly enlightened individuals, or if they are simply filled with knowledge they can't possibly process on their own. "Truth oft resembles madness, inaccessible to the dull of mind." "Making contact with eldritch wisdom is a blessing, for even if it drives one mad, it allows one to serve a grander purpose, for posterity." Could this imply that these beings known as the Kin are incapable of processing their own discoveries? And considering the Eldritch Truth only bestows purpose "for posterity," does that mean that their madness must first be translated, as you suggested at the very end of your post? If so, this would certainly help to round off my analysis of the pale gold and the nature of discovery.

    Load more

    Chat