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Main Character Index | Main Characters | Secondary Characters | Enemies and Bosses | The Old Hunters | Comic

This page details the Outsider Hunter and the residents of the Hunter's Dream. Head back through here for the other character pages. Warning: unmarked spoilers ahead.

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    The Hunter 
https://static.tvtropes.org/pmwiki/pub/images/12445cfc4ff36ac3a1f944c161ed5450.jpg

You, an outsider who has journeyed to Yharnam in search of Paleblood. Upon arriving, you are conscripted into the Hunt, and end up searching for a way to escape it.


  • Action Girl: For female Hunters.
  • Action Survivor: In the face of therianthropic monstrosities, you start off unarmed and oblivious to the goings on in Yharnam.
  • Ambiguous Gender: In marketing, the Hunter was portrayed as being heavily covered up in a longcoat and a tricorn hat/bandana combo that obscured their facial features, making them deliberately androgynous. This outfit — the Hunter outfit — and many others like it are accessible in-game, potentially entirely obscuring your character's features and gender.
    • The Hunter that appears in the Death of Sleep comic is depicted as androgynous, with dark skin, light blue eyes, and short cut white/grey hair. Iosefka even comments on not being able to tell their gender, to which the Hunter replies "I am a Hunter."
  • Amnesiac Hero: Ambiguously implied by your starting clothing set; just as you, the player, are thrown into the game with almost zero context, the outsider wearing those clothes who traveled to Yharnam doesn't seem to have any memory of how they found themselves in the "nightmare of blood and beasts". The original draft of the game's story makes it a bit more justified: you spent a month in a coma after your initial transfusion, waking up right as the events of the game start.
  • And Show It to You: Visceral Attacks involve shoving your hand in side a monster and squeezing their, well, viscera.
  • And Then John Was a Zombie: Using the special Caryll runes from the DLC, you can assume the (partial) form of the beast and the kin — both of which are creatures you're meant to hunt.
    • In one of the endings, you become a baby Old One.
  • Anti-Hero: You arrive a little too late to stop Yharnam from falling to ruin, you only went there to cure your vaguely terminal disease, and your three potential final opponents in the game are a helpless infant Great One, a tortured old man, and the one alien entity that was truly on the side of the Hunters. You can try to help the people you come across; just don't expect it to be easy or for any of it to matter in the end.
  • An Arm and a Leg: A discovery reveals that the reason why you end up in Gehrman's wheelchair in the Honoring Wishes ending is that the Moon Presence appears to take your left leg from the knee down.
  • Bifurcated Weapon: Some Trick Weapons act this way, switching between two forms at the touch of a button.
    • The Kirkhammer and Ludwig's Holy Blade are silver longswords that can join with a detachable larger weapon, a massive stone hammer and a large, hollow sword blade respectively.
    • The Blade of Mercy is basically two twisted shortswords made from a magnetic metal known as siderite. It can be split to allow for Dual Wielding.
    • The Burial Blade is a Sinister Scimitar, which can attach to a special staff that allows it to become a Sinister Scythe.
    • The Whirligig Saw introduced in the Old Hunters DLC is basically a long mace that can attach to what is essentially a buzzsaw.
    • Also from the The Old Hunters DLC is the Rakuyo, a katana-sabre hybrid like the Chikage, whic also has detachable dagger at the bottom. Like the Blade of Mercy, the Rakuyo also allows for Dual Wielding.
  • Blood Magic:
    • If injured, you can counterattack to regain health, give yourself blood transfusions to restore health, and power up using "Blood Echoes".
    • The procedure of using Quicksilver Bullet for firearm or casting spell is to infuse your own blood into the bullet.
    • The Chikage uses a rite to infuse the blade with the blood of Yharnam, Pthumerian Queen, which inflicts Rapid Poison.
    • The Bloodletter transforms into a blood gem morning star using your own blood. Thanks to being an Eldritch Abomination, your own blood inflicts severe damage and can inflict Frenzy, but only on yourself.
    • The Executioner Gloves conjure angry ghosts when smeared with blood.
  • Blood-Splattered Warrior: You can get just covered head to toe in the blood of your enemies.
  • Body Horror: With the DLC and the requisite items, you can finally get in on that mutation and tentacles craze that sprouted in Yharnam before you arrived. Your head becomes a blue, fleshy tree and your attacks come from tentacles, vomit, and breaking your own spine to release a burst of stars. The dodge animations also change to make you look like a puppet with its strings cut. Alternatively, you can instead choose to mutate into a proto-Cleric Beast.
  • Chick Magnet: Surprisingly so, the list being Arianna, Adella, Iosefka, and The Doll. Also Annalise, despite rejecting your proposal, states you a dear to her and does so because she wishes no harm to come to you.
  • Dark Is Not Evil: Despite wielding horrifying weapons and having a selection of different wardrobe options that are gothic or creepy, the Hunter is fighting against a corrupt church and other monstrosities to protect humanity.
  • Did You Just Punch Out Cthulhu?: You can end up killing no less than ten Great Ones through the course of the game,note  and are required to at least kill three.
  • Dream Walker: You are a traveler of dreams.
  • Eldritch Abomination: This is what you'll become if you have consumed three Umbilical Cords over the course of the game within the "Childhood's Beginning" ending.
  • Empowered Badass Normal: After receiving the blood transfusion in the intro, you're granted infinite revives via access to the Hunter's Dream, a Healing Factor dependent on blood vials, and superhuman strength, speed, and toughness. It gives you a fighting chance against the beasts, but you'll still need to rely on your skill to prevail in the game.
  • Equippable Ally:
    • The Call Beyond and Augur of Ebrietas spells take the form of etherial sea-slugs held in the off-hand.
    • In the DLC, the Kos Parasite is the eldritch abomination version of a tapeworm. When in Kin form, it allows itself to be used as a whip. Outside of the transformation, it only serves to enhance punching power.
  • Find the Cure!: For certain use of "cure". Your mission is to stop the source of the Beastly Scourge, lest the night carry on forever. A note at the beginning of the game (implied in the Japanese version to be written by you before your memory faded) tells you to find something called Paleblood, for whatever reason. Miyazaki confirmed in an interview that "paleblood" (more accurately translated as "bluish blood") referred to the color of the sky after Rom is slain ("a very pale blue, like a body drained of blood"), revealing the effects of the Mensis Ritual. Thus, paleblood "refers to uncovering that ritual and putting a stop to it", which then stops the outbreak.
    • On a personal level, it's implied that you came to Yharnam in the first place because you needed blood ministration to cure some disease (cut dialogue outright confirms this). Everything that happens after the opening would just be fulfilling the contract for the first act in the game.
  • From Nobody to Nightmare: You go from an unarmed stranger stuck in Yharnam during the hunt to becoming a feared and terrifying hunter that slays monsters, eldritch abominations, and even other hunters.
  • Grievous Harm with a Body: The Amygdalan Arm is the severed, undead arm of a small Amygdala that is wielded as a club. Its transformed state is a bit like wielding a very large Whip Sword, where certain attacks give it the impression that there's still some life in it despite being a severed arm.
  • He Knows Too Much: You somehow know about "Paleblood" ("Sage's Blood" in earlier story builds). Which is unknown to the general populace of Yharnam, save those associated with the Church's higher echelons like the Choir and the School of Mensis. Although it can be implied that you read the "Seek Paleblood" note while waiting for the blood minister to show up before your transfusion.
  • Heroic Mime: Except for grunting and screaming in pain when you take particularly nasty hits, your character is silent the whole way through. You can talk to several NPC's where you actually have some brief dialogue written out in response to their questions, but you don't actually hear your character talk.
  • Horrifying Hero: You get many opportunities to do this, including partially transforming yourself into a beast or Kin with certain items, using weapons like the Beast Claw and Amygdalan Arm, or wearing armor like the Graveguard, Madman, or Yahar'Gul sets. And that's not getting into what you can make yourself look like in character creation.
  • Hunter of Monsters: You are an outsider to Yharnam who unwillingly gets drawn into the Hunt.
  • Improbable Weapon User: Most Trick Weapons err between sensible and just plain strange. One particular example that goes far into the realm of strange is Logarius' Wheel. While the other Trick Weapons have the decency to at least be either based on actual weapons or give the wielder some kind of supernatural power, Logarius' Wheel is basically an executioner's carriage wheel with handles that's infused with ghosts. Its Trick Mode basically consists of some kind of blood magic that changes its damage type to arcane and allows it to spin and grind up any victim unfortunate enough to be within its range. This mode also posses a buff that allows it to do more damage, at the cost of a gradually depleting health, but unlike the Rakuyo this health can be recovered with the Rallying mechanic.
  • Katanas Are Just Better:
    • The Chikage is essentially one with an atypical guard that possesses a blood rite, that when activated drains your health to perform especially powerful quick-draw slashes.
    • The Rakuyo's actual sword certainly has some katana-based designs, considering its Cainhurst origins, it is however, definitely not wielded like one.
  • Klingon Promotion: By killing Gehrman, you become the new overseer of the Hunter's Dream, and by killing the Moon Presence, you become a new Great One.
  • Lightning Bruiser: In the end of all the stats, this is what you will inevitably become. The large health and stamina pools, powerful weapons, and quick maneuvering is what your combat style boils down to.
  • Multi-Melee Master: Including the DLC, there are no less than 26 trick weapons, each with its own unique moveset and two different configurations. Some of them are wildly different from one another. Yet the Hunter wields every one of them like they were born with it in their hand.
  • Multiple-Choice Past: You can choose what your origin/upbringing was before journeying to Yharnam, replacing the class system from the Souls games.
    • Milquetoast: Ordinary, happy upbringing. All attributes average. The Jack-of-All-Stats origin, very balanced stats and easy to build into whatever you desire.
    • Lone Survivor: The sole survivor of a lost hamlet. The Stone Wall, having the highest starting Vitality and Health.
    • Troubled Childhood: Suffered misfortune in their youth, but is more resilient as a result. A Fragile Speedster who can dish out more attacks due to their higher Endurance.
    • Violent Past: Had a terribly violent past, but is all the stronger for it. A Mighty Glacier who starts with the highest Strength.
    • Professional: A born specialist, fit for academia or sleuthing. Starts with the highest Skill.
    • Military Veteran: An experienced soldier with strength and skill. A Lightning Bruiser with equally high Strength and Skill but sacrifices Bloodtinge and Arcane Capabilities.
    • Noble Scion: The scion to a noble line with faith in their pedigree. The Long-Range Fighter, starts with the highest Bloodtinge, allowing them to deal more damage with guns, and the most Blood Echoes.
    • Cruel Fate: Someone who has faced terrible hardships, but all the more confident in their purpose. A Magic Knight, in a sense, with the highest starting Arcane stat, which allows them to deal more damage with arcane, fire, and lightning weapons.
    • Waste of Skin: You should have never been born. The Joke Character or Master of None, starting at Level 4 instead of Level 10 and starts with 10 Blood Echoes.
  • Multi-Ranged Master: You can wield a wide variety of firearms in tandem with your trick weapons, including blunderbusses, pistols, rifles, and an arm-mounted cannon. Then there's the thrown weapons like daggers and rocks. All used with perfect accuracy.
  • The Nose Knows: You smell like the Moon to many of the NPCs of Yharnam. Somehow they are able to sense the lingering Hunter's Dream upon you.
  • Not So Stoic: Perhaps the only time you ever show emotion, specifically shock and fear is upon encountering Lady Maria. See Oh, Crap! below.
  • Oh, Crap!: The only time you are ever shaken up before a boss fight is against Lady Maria.
  • Our Vampires Are Different: The hunter is never explicitly referred to as one, but considering a method of healing involves taking in blood either from attacking or inserting a vial, in addition to a stat involving blood, they do have some vampiric traits.
  • Our Werewolves Are Different: Due to the infusion of "Yharnam blood", you've been inflicted with the Beast Plague. Despite the English description of the Beasthood stat, there's no werewolf transformation aside from the visceral attacks and Beast Claw's special ability. The Beast's Embrace Rune in the DLC fixes this, transforming you into a Wolfman-like monster and altering the Beast Claw's moveset.
  • Partial Transformation: Performing a visceral attack causes your right hand to briefly grow and transform into a clawed appendage for the duration of the attack, though it's hard to notice due to a combination of the lighting and how quick the attack is. Using the Beast Claw's special ability transforms your right hand into a massive, grotesque talon.
  • Purely Aesthetic Gender: And not even all that aesthetic as your costumes will most likely completely obscure your features, though some dialogue does change to reflect your character's gender.
  • Ripple Effect-Proof Memory: Bloodborne's Dream Cycles are the only thing preventing this from being Flash Sideways, but apparently it's not perfectly foolproof against death. In the Death of Sleep comics, the Hunter only has the vaguest recollections and feelings of their past attempts through Yharnam's streets before dying, akin to Déjà Vu. Things like knowing they've been somewhere before, confusion on meeting a creature that the Hunter is unsure if they've seen it before, significant sentences said in past meetings even though they don't remember who exactly said it and when. This even goes so far as forgetting their actual past before becoming a Hunter, and not to mention their lack of answers as to how or why the Hunter remembers any of this. To them, their past lives are a Dream and their memories are the Hunter trying to remember the specific details of those Dreams and getting the bare minimum, just enough that the Hunter instinctively takes a different course rather than what got them killed last time, even though they don't know how they died. The Hunter's memory seems more attuned to remembering feelings and senses of the memories rather than the memories themselves. Their thought process is rather like being constantly in a daze despite their mostly-coherent thoughts, constantly asking self-questions that should have obvious answers but that the Hunter is legitimately lost on.
    The Hunter: - I remember a child the way one remembers a tale told around a campfire burning - Inside their heads - What am I - Was I ever a child -
  • Sanity Slippage: The more eldritch knowledge — aka Insight — you acquire, the more warped the world becomes.
  • Serrated Blade of Pain: Serrated weapons (Saw Cleaver, Saw Spear, and whip mode Threaded Cane) do 20% bonus damage to Beast Man enemies.
  • Shapeshifter Weapon:
    • Visceral Attacks don't actually involve weapons, but actually transforming their hand into werewolf claws and scratching their insidesy bits.
    • Beast Claws are sharpened humeri/femurs of a darkbeast; tied together with bandages. While their base form is more or less a punching dagger, their Trick form allows you to use the same claws used in visceral attacks in basic combat.
  • Super Mode: The Beasthood state — which was initially thought to involve a bestial transformation — does this instead, powering up your attacks while decreasing your defense.
  • Super Strength: As a result of the blood transfusion at the beginning of the game, the Hunter can (among other things) send Giant Mooks flying several meters through the air with heavy attacks, shrug off hundred-foot falls onto hard rock, survive getting beaten down by beings that can shred through plate armor and shields like paper, and swing around a ~300 pound chunk of stone on a stick as if it was a normal sledgehammer. With enough Blood Echoes put into Strength, your character will be so strong by the mid-game that single heavy punches can instantly kill Huntsmen or Beast Patients in the first areas, despite all beasts being effectively bulletproof against normal small arms per the lore.
  • Super Reflexes: The Hunter can easily dodge or deflect rifle bullets (but not Gatling gun fire). While said bullets are obviously slowed down for gameplay purposes, the fact that unique animations exist for doing just that does imply that it's an ability they and other Hunters actually possess in the lore.
  • Surpassed the Teacher: You do this if you choose to kill Gehrman near the end of the game.
  • Sword and Gun: You will usually wield a trick weapon in your right hand and a firearm in the other.
  • There Is Another: Should you choose to accept Annalise's offer, you will become the only other Vileblood alive aside from her.
  • Through the Eyes of Madness: Possibly. It's stated that the more Insight you have, the more insane and eldritch the world will become. Though it actually goes deeper than this — the whole game is a massive city-wide delusion that you have been brought into, and not everything you do is really happening. However, the delusion is also later revealed to be an entire plane of existence, much like Nyarlathotep's realm from the Dream Cycles stories. It's less like you are insane, and more like you are infected with a disease that drives you to delusions — except the delusions are real.
  • Thunderbolt Iron: Siderite, used in many trick weapons, is said to be this. It's also naturally magnetic, similar to lodestone (somehow this quality isn't lost when the metal is forged).
  • Took a Level in Badass: You go from some poor schmuck who is in way over your head with the Yharnam hunt to being the city's deadliest hunter.
  • Unwitting Pawn: It turns out that you and seemingly every other Hunter who's ever lived were this for the Moon Presence all along. It's implied that the Moon Presence created the Hunters in the first place so that they could kill the Great Ones and their children as part of what is apparently a cosmic war.
  • Weapon of Choice: There's a weapon for any kind of Hunter with the diverse array of trick weapons.
    • The Standard Workshop Weapons are weapons that were designed by the original workshop led by Gehrman, they have simple, straightforward designs, and tend to utilize serration to increase damage to beasts by bloodletting.
      • The Hunter Axe, a Saw Hunter Weapon, can transform between a one-handed axe and a two-handed axe resembling a halberd.
      • The Threaded Cane, a Saw Hunter Weapon, transforms between a cane and a metal serrated whip.
      • The Blade of Mercy, one of the first workshop weapons and heavily utilized by the Hunter of Hunters, is a lightweight short-sword that is made with a magnetic metal known as siderite that can also be split into two daggers.
      • The Saw Cleaver and the Saw Spear, both Saw Hunter Weapons, are saws with handles that fold out to make them behave like a cleaver and a spear respectively.
      • The Burial Blade, Gehrman's Weapon of Choice and the original Trick Weapon. It's a scythe with a detachable blade that can act as a scimitar. Like the Blade of Mercy, the blade is made of the magnetic mineral siderite.
    • The Healing Church Weapons are weapons forged in the Church Workshop rivaling Gehrman's workshop. Their weapons are usually large, heavily adorned weapons that are also unbearably heavy, resembling ceremonial weapons more than actual tools of war or hunt, partly to demonstrate the glory of the church to Yharnam's masses, but secretly because they are designed for hunting the larger beasts that, ironically, most of the Healing Church's ranks eventually become.
      • Ludwig's Holy Blade, the weapon for Ludwig's successors. It's a one-handed silver longsword that can be used in tandem with the sheath to become a greatsword.
      • The Kirkhammer, the standard Healing Church Weapon. It uses a slightly shorter silver sword than Ludwig's version. It can become the handle for the large stone hammer.
      • Logarius' Wheel is an Executioner's choice of weapon. It resembles a heavy stagecoach wheel. Transformed, however, it opens up to unleash a continuous vapor of blood, which makes it stronger with arcane damage the more revs it goes, but weakens the wielder in the process, quicker with each form.
      • The Church workshop is also a host to several heretic workshop factions within, usually researchers more interested in a singular concept as a weapon.
      • The Tonitrus, an infamous weapon created by Archibald, an electricity obsessed heretic of the church. It's a mace that can generate electricity.
      • The Beast Claw, made by the Irreverent Izzy is a gauntlet with a two-pronged claw made of the still living bones of a Darkbeast. When transformed, it fuses your right hand to the weapon and transforms your left hand into massive, grotesque claws.
    • The Powder Keg Weapons were weapons created by the heretic workshop splinter group bearing the name; their designs are radically different from Gehrman's workshop, featuring complicated designs with an emphasis on coolness and explosions. In other words, they live by the Rule of Cool, and don't mind if their weapons become Awesome, but Impractical. To quote their own motto, "If a weapon ain't got kick, it just ain't worth it."
      • The Rifle Spear, an imitation of the Reiterspallasch, is exactly how it sounds; a spear that can transform into a rifle, or technically, shotgun.
      • The Stake Driver, Djura's favorite weapon, is a thick, short stake blade, attached to an arm-mount mechanism that can drive it into targets with extreme force.
      • The Cannon. No, not a Hand Cannon, an actual cannon. Basically a mounted cannon with no mount and a handle, complete with its ridiculous weight, staggering kick, and lavish use of ammo. These people really are something.
      • The Whirligig Saw, personal favorite of Valtr, The Beast Eater. A simple long-handled mace the transforms into a Buzzsaw Hammer. Included in the Old Hunters DLC.
      • The Boom Hammer, a similar Trick Weapon to the Tonitrus, the hammer has a furnace built inside that when struck, would make the next swing release a burst of flame. Included in the Old Hunters DLC.
      • The Gatling Gun, introduced in the DLC, is exactly what you would imagine.
    • The Vileblood Weapons are weapons traditionally used by the Cainhurst bloodline; they are few in number in comparison with the other three workshops, and require a more bloodtinge-invested wielder to effectively use. The Vilebloods themselves were almost entirely offed by the Executioners, with only their queen remaining by the time the story begins.
      • The Chikage is a strange weapon for the Queen's Royal Guards. Its transformation consists of wielding the sword with both hands, and is a powerful blood rite that slowly saps the wielder's health away but becomes stronger with a higher bloodtinge. On a side note, it has a static rapid poison effect for both transformations.
      • The Reiterpallasch, the standard Vileblood weapon, is a rapier that has a pistol attachment. This mechanism was mimicked by the Powder Kegs in the form of the Rifle Spear.
    • The Old Hunters also introduces several different weapons in the game.
  • Would Hit a Girl: You wouldn't question about gender when it comes to hunting beasts and hostile hunters. Aside from those who turned beasts, given how Ax-Crazy Choir Hunters are, and the need of Umbilical Cords for conquering the Great Ones, there is no guilt about killing pregnant women.
  • Would Hurt a Child: Lore notes state the School of Mensis and the Great Ones seek to procure an infant to beckon the moon. You have to make sure that doesn't happen by killing the offspring of the three women — Impostor Iosefka, Arianna, and Yharnam — who were impregnated by the Great Ones.note 
    • As an enemy type later in the game is implied to be all children, you're going to have to hurt a lot of them unless you like your head exploding.

Hunter's Dream

    Gehrman, the First Hunter 
https://static.tvtropes.org/pmwiki/pub/images/1a601f195717acec4b8e1dee0fd3c39d.jpg
"Just go out and kill a few beasts. It's for your own good."

Voiced by: Allan Corduner

A wheelchair-bound old man, who used to be one of Yharnam's greatest hunters. Now serves as the "Watcher of Hunters" and offers guidance and advice throughout the game.


  • An Arm and a Leg: He lost his right leg from the knee down at some point. A discovery implies that the Moon Presence took it for some reason, rather than Gehrman losing it during a hunt gone wrong.
  • And I Must Scream: Gehrman has been trapped in the Dream for a long time, presiding over each Hunt and watching all the carnage that unfolds as a result. He desperately wants to be free, but doesn't wish his burden on anyone else, viewing watching over the Hunt as his duty and his alone.
  • Anti-Villain: The only reason he attacks you at the end is because you refuse to leave the Dream and it's his duty to make you do so. He bears you no ill will at all and simply wants to prevent you from suffering the same way he has to, as overseer of the Dream.
  • Bad Dreams: Is evidently haunted by nightmares of the Hunt, as when you listen to him sleep, you can hear him begging someone to free him from his burden.
  • Big Good: Watches over hunters and even frees them from the dream out of mercy, and God forbid should you refuse his offer...
  • Cool Old Guy: Is a laid-back Retired Badass who guides you through the Hunt.
  • Creepy Good: A lot of his dialogue comes across as creepy and knowing, but he's very helpful with telling you where to go. There's also his weird intonation about "using the doll" at the beginning of the game, which can either be taken as sexual or regarding with disdain.
  • Dark Is Not Evil: Has a sinister scythe and wears all black, but watches over the hunters and his workshop is a safe haven.
  • Deal with the Devil: With the Moon Presence, leading to the creation of the Hunter's Dream and the Doll. In exchange, Gehrman must watch over the Hunt.
  • Death Seeker: Gehrman can be caught begging Laurence and Master Willem for help in his sleep, pleading to be unshackled from the Dream. You can potentially set him free if you refuse his offer to Mercy Kill you.
  • Dirty Old Man: Has shades of this. Upon first meeting you, he tells you that you're welcome to use anything you find in the Hunter's Dream, including the Doll. His whisper and tone when saying this gives off a very perverted vibe.
    • One of the books in the workshop is titled "How to Pick Up Fair Maidens," which can be seen by knocking over the bookshelf and inspecting it with the monocular. Although it could just be a joke by the dev team.
  • The Dragon: Willingly or not, he serves as this to the Moon Presence.
  • Eccentric Mentor: Serves as one to you, giving helpful hints and clues in his own odd, creepy way.
  • Famous Last Words: "The night, and the dream, were long..."
  • Gilded Cage: The Hunter's Dream seems to have been created as something of a paradise for him, but he can't leave for as long as he remains subservient to the Moon Presence. By the time you arrive, he's been trapped so long that the only thing he wants is to die and be freed.
  • I Cannot Self-Terminate: Gehrman desperately wants to die and be free from the Dream, but he realizes that if he were to leave, another Hunter would have to take his place and suffer in his stead. He doesn't want to kill himself, but evidently doesn't mind being slain in battle by you, judging by his Famous Last Words.
  • It Has Been an Honor: Tells you this right before beheading you in the Yharnam Sunrise ending.
  • Large and in Charge: It's harder to tell when he's slumping in his wheelchair, but Gehrman is ridiculously huge. Ripping the models reveals he towers over even Gascoigne, himself nearly two heads taller than the player character and generic NPCs.
  • The Last Dance: If you refuse to leave the Dream and the Hunt, Gehrman will fight you to the death.
  • Leaning on the Fourth Wall: His speech to you in the intro gently mocks the Play the Game, Skip the Story mindset of many players.
    "You're sure to be in a fine haze about now, but don't think too hard about all of this. Just go out and kill a few beasts. It's for your own good."
  • "Leave Your Quest" Test: When a hunt ends, Gehrman kills Hunters to kick them out of the Dream. If they refuse to leave, he uses force. This appears to be a part of his Self-Sacrifice Scheme, as even though he wishes to be freed, he chooses to let you go instead.
  • Lunacy: A long, long time ago, Gehrman made a deal with the Moon Presence that led to the creation of the Hunter's Dream, and it seems that he acts as its primary human agent. During the final battle, he's able to call on the power of the Moon to buff himself up and gain new abilities, including the ability to Flash Step.
  • Mercy Kill: What he offers you at the end. If you refuse, you end up doing this to him.
  • Not So Stoic: If you listen to him dream late in the game, you can hear him begging somebody to free him from the hunt before breaking down into tears. Considering how laid-back he is the rest of the time, it's pretty jarring.
  • Obfuscating Disability: Gehrman is a one-legged old man who mostly comes off as senile. Then comes the end when he offers you a chance to leave the dream. If you refuse, you'll soon learn that the loss of his leg is no impediment.
  • Obfuscating Stupidity: Gehrman behaves like a senile old man when you first meet him, often mumbling incoherently and even forgetting his own name when he introduces himself to you. By the time you meet him at the foot of the old tree towards the end of the game, he shows his more serious side...
  • Old Master: The oldest living hunter, though he's long since retired so he's mostly dispenses the advice of his years to younger hunters. That's hardly dulled his skills, though, and one piece of advice is leave the dream.
  • Rambling Old Man Monologue: Is prone to this, even in his sleep!
  • Retired Badass: He was once a mighty hunter in his own right, but now serves mainly as your adviser. He comes out of retirement at the end.
  • Senior Sleep Cycle: Is found fast asleep in the garden after the first third of the game. You can still listen to his sleep-talk, though.
  • Signature Move: A wide step out followed by an insanely fast dash in and swipe with his Burial Blade. Lady Maria also uses this move when you fight her, which makes sense given that she used to be Gehrman's pupil.
  • Who Wants to Live Forever?: As the guardian of the Hunter's Dream and implied agent of the Moon Presence, he is trapped there. Later in the game, he tearfully pleads for someone to finally release him.
  • Weapon of Choice: Back in the day, he favored the Burial Blade, a siderite scimitar that can be attached to a long handle to turn into a huge scythe. Fitting for the first Hunter, it was the first Trick Weapon ever made. If you don't choose the Yharnam Sunrise ending, you get to see him in action with it and can buy it in the New Game+.

    The Plain Doll 
https://static.tvtropes.org/pmwiki/pub/images/44af81f9ae5efd6d6808d86374c50963.jpg
"Welcome home, good hunter. What is it you desire?"

Voiced: Evetta Muradasilova (English), Saori Hayami (Japanese)

A mysterious life-sized doll residing in the Hunter's Dream. After you gain enough Insight, she will come to life and can use your blood echoes to raise your blood level.


  • Alien Blood: If you attack her, you can see her blood is white. This is almost certainly connected to the "Paleblood" your character seeks at the beginning of the game.
  • Animate Inanimate Object: When you first see her, she's inanimate. It's only when you acquire at least one Insight point that she's able to walk and talk.
  • Artificial Human: An animate doll made in the shape of someone dear to her creator.
  • Beautiful Dreamer: She often drifts off, breathing peacefully until you wake her up.
  • Call-Back: Her outfit and general appearance are based off early concept art of Anastacia of Astora, the Firekeeper of Firelink Shrine, modified slightly to be more appropriate for the Victorian setting.
  • Curtains Match the Window: Has pale, blue-grey eyes to match her grey hair.
  • Cuteness Proximity: Has this towards the Messengers, describing them as "sweet".
  • Due to the Dead: She can be found praying in front of a gravestone of a fallen Hunter sometimes. She also does this for you in the Yharnam Sunrise ending.
  • Expy: Of the Maiden in Black and Emerald Herald, the previous female companions.
  • Extreme Doormat: Remains loyal to you even if you kill her every single time you enter the dream.
  • A Glitch in the Matrix: Before gaining the Insight necessary to see her as anything other than a doll, you may notice that her finger is patiently tapping in her lap, as if she's waiting for something... And if you find her "real-world" counterpart in Yharnam's Old Abandoned Workshop, you may also notice that this Doll is also patiently tapping her finger. What.
  • Happiness in Slavery: Of course she loves you. Humans made her that way. The Doll actually muses on this situation, directly comparing her relationship with you to your (and Humanity's) relationship with the Gods. She was made by humanity, and thus implicitly loves them. Humans were made by the gods, and thus implicitly love them. Your relationship with the Gods sheds some rather disturbing light on the Doll.
  • The Ingenue: The Doll is unconditionally kind and caring towards you and is utterly devoted to you. She also possesses an almost child-like innocence, as her reactions to gestures show.
  • Innocent Blue Eyes: Has pale blue eyes and is the kindest and most innocent character in the game.
  • Mysterious Waif: A pretty kind one, though.
  • Mystical Waif: Possesses the power to channel Blood Echoes into strength and explains the nature of the Hunt and the Hunter's Dream to you. She's also the one who sends the Messengers to aid you when you first encounter a beast in Iosefka's clinic shortly after the blood transfusion.
  • Mystical White Hair: Supernatural and grey-haired.
  • Nice Girl: Kindhearted and always looks out for your well being.
  • Parental Substitute: Becomes your caretaker after you transform into an infant Great One in the Childhood's Beginning ending.
  • The Power of Love: She cannot remain alive and sentient without another's affection, and comes to life after you first interact with her inanimate body. Giving her the Small Hair Ornament also causes her to cry tears of joy which transform into a gemstone that passively heals you in battle.
  • Quizzical Tilt: She does this during Gestures that make no sense to her (contrary to, say, Hunter's Salutation, where she bows back), which really drive the point home how innocent and child-like she is.
  • Rei Ayanami Expy: More obviously kind than most, but she is a Heroic Albino Artificial Human who devotes herself utterly to the needs of her master charge, and can't be (permanently) killed. Then there's her white blood... It's also possible that Gehrman's lack of empathy for, and implied abuse towards the Doll is a parallel to Gendou and Rei's relationship. It's also implied that the Doll is modeled after a deceased wife/lover, just like Rei. The Old Hunters retcons it so that she's a Replacement Goldfish of Lady Maria, the Cainhurst Hunter towards whom Gehrman displayed a "curious mania".
  • Replacement Goldfish: Gehrman seems to have created her as one for Lady Maria, as part of his pact with the Moon Presence, but by the time of the game it seems he's grown rather contemptuous of her.
  • The Reveal: Who is the Doll based on? Based on data mining, she seems to have been originally based on a very early version of the Vileblood Queen, even sharing the same voice actress. The Old Hunters retcons this into her being made in the image of Lady Maria, a Huntress from Cainhurst that Gehrman may or may not have had feelings for.
  • Statuesque Stunner: She's significantly taller than you.
  • Tears from a Stone: She weeps a single Blood Gem if you give her the Small Hair Ornament. The game acknowledges that this should be impossible.
  • Unexplained Accent: Unlike everyone else in Yharnam, who speak with English accents, she has a distinctly Slavic accent. She's based on Lady Maria, who has the same voice, but Maria is from Cainhurst Castle, whose only living residents also sound English, so this remains a mystery.
  • What Is This Feeling?: When she is given the Small Hair Ornament, she expresses feeling an emotion she doesn't remember feeling before: joy.
  • What Is This Thing You Call "Love"?: Ponders if humans love their creations the same way the gods supposedly love humans. Initially, she seems to believe she was "programmed" to love you or whoever else visits the dream by default.
    Doll: "I am a doll, created by you humans. Would you ever think to love me? Of course... I do love you. Isn't that how you've made me?"

    The Messengers 
https://static.tvtropes.org/pmwiki/pub/images/57460378859964ca69f4fb2c9a7eb94d.jpg
"Ah, the little ones, inhabitants of the Dream... They find hunters such as yourself, worship and serve them. Speak words they do not, but still, aren't they sweet?"
The Doll

Voiced by: Joe Simms and Ryan Morris

Mysterious creatures that serve the hunters. Child-like in size and profile, they appear whenever they are needed to the hunters they worship.


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