Main Characters | Secondary Characters | Enemies and Bosses | Great Ones | The Old Hunters | Comic
Under heavy construction.
An old, wheelchair-bound man who is the first person you meet upon your journey. He administers the Yharnam blood into you shortly before the nightmare begins.
- Hidden Eyes: Much like Father Gascoigne, he wears bandages over his eyes. Or, well... his right eye. The left one appears to have popped out of the socket and now dangles in his beard.
- Nice Hat: He wears a really big top hat.
- Palette Swap: He uses the same character model as the Wheelchair Huntsman, his only differentiating feature being his big fancy top hat.
- Small Role, Big Impact: His ministration kicks off the Hunter's role in the plot, and he promptly never appears again.
- Whatever Happened to the Mouse?: After the introduction, he just disappears. Given that he resembles one of the Wheelchair Huntsmen, it's possible he went mad sometime after his contact with you. Alternatively, he may be one of the corpses that the wounded Scourge Beast in the Clinic's first-floor sickroom is eating. Alternatively again, he may be the dead, partially-transformed Celestial Emissary found in the back-most room of the Clinic. Alternatively again, he's the only "real" person you meet in the entire story and the Yharnam Sunrise ending cuts before you see him again. Although there's cut dialogue that shows he was supposed to show up again at some point.
A sickly man holed up in the house beside the Central Yharnam lamp post.
- And Then John Was a Zombie: Once the Red Moon appears, if you return to Gilbert's residence, a humanoid beast is located outside his home; the window through which dialogue is initiated with Gilbert is smashed open and the incense lantern dim. It's implied he ultimately succumbs to the plague and is turned into a beast.
- Ill Man: He journeyed to Yharnam in order to cure his own disease. The name given for him in the credits is even "Critically Ill Man".
- Incurable Cough of Death: His dialogue is peppered with coughing fits, which are loud enough that they can be heard from some distance away.
- Nice Guy: He's one of the few pleasant people living in Yharnam and he helps The Hunter several times due to being a fellow outsider.
- The Voice: He remains locked away in the house, too sick to move, and content to die as a human. Unfortunately, he ends up living long enough to transform into a beast instead.
The owner of the Clinic you start in. She reappears in her clinic after you first enter and leave the Hunter's Dream, and offers you vials of blood plasma and kind words of encouragement. After defeating the two bosses of Central Yharnam, she is willing to offer sanctuary to those still caught inside during the Hunt.
- Affably Evil: Her Imposter is either this or Faux Affably Evil, but she does warn you to leave and should you do so, will forget you found a way inside her clinic.
- Combat Tentacles: If made hostile, the Impostor Iosefka can use an Auger of Ebrietas to open a portal in front of her hand, from which the Great One's tentacles extend and lash out.
- Does Not Like Shoes: Although not apparent, the guide shows that Iosefka goes barefoot. So does her impostor. Which is odd, considering the female version of the White Church outfit that the player can wear has white boots/shoes with it. Data mining reveals that the version of the outfit that Iosefka wears is a unique variant without the boots.
- Get Out!: If you manage to enter her clinic, the imposter will warn you to leave. Should you comply, she'll continue doing business. If you don't...
- Hospital Hottie: She's rather fairly attractive, from what little can be seen of her through the locked door.
- Implied Love Interest: Going back to her for her special blood vials enough times causes her to become somewhat enamored with you, no matter which gender, and she mentions wanting to meet you face-to-face once the Hunt is over. Given that the real Iosefka was replaced with an impostor who then turned her into a Celestial Emissary, it isn't happening.
- Kick the Son of a Bitch: You can send the Afflicted Beggar to the imposter and she'll end up okay, the former being experimented on. It's what he deserved for eating people, after all.
- Kill and Replace: The fact that there are two voice actors credited ("Doctor Iosefka" and "Impostor Doctor") for Iosefka and the notable change in vocal tone before and after gaining access to the Cathedral Ward combined with the fact that a Celestial Emissary Kin is found with a vial of her blood on it strongly implies that the real Iosefka was jumped by a near identical look-alike from the Choir and experimented on. There's a hole in the window in the doorway leading to her clinic from the starting area. If you manipulate the camera, you can actually see that they are two different women. The real Iosefka is unarmed, while the impostor is carrying a Threaded Cane.
- Mad Scientist: It's revealed that Impostor Iosefka experiments on the people you send to her for safety using the blood of Great Ones, turning them into Celestial Emissaries. When you eventually reach the back entrance to the second floor of the Clinic, you find the results of her work. Venturing up to her study-bedroom will cause her to attack, gleeful for the opportunity to experiment on a Hunter. At least until the Red Moon appears. If you send her a survivor after triggering her warning speech but not making her hostile, she fesses up to her experiments and implies she's a member of the Healing Church's Choir. If the player comes back during the Blood Moon stage, she'll be found on a stretcher, babbling about visions and things writhing inside her head - possibly effects of the transformation caused by the consumption of an Umbilical Cord, implying she's now experimented on herself.
- Nice Girl: While she refuses to open the door into the clinic for you, she genuinely wishes you well, and even gives a sample of her blood without asking for anything in return. It stands out from the rest of the Yharnamites, who either mock you or tell you to go away. Her impostor, on the hand, is most definitely not this trope.
- Not-So-Well-Intentioned Extremist: The Imposter states in a secret conversation that her end goal is to use the research gained from her experiments so that she may evolve humanity, viewing them as stupid. Then she throws her excuse out the window while she's on her deathbed, where the game makes it clear that she was mostly interested in evolving herself.
- Offscreen Moment of Awesome: You can send the Afflicted Beggar to her, who's actually a Dark Beast who would have eaten her. The Imposter actually managed to turn him into an alien instead.
- OOC Is Serious Business: She's normally adamant that she doesn't want anyone in, because it would risk contagion. However, as the night progresses, either she realizes how bad it is for the survivors outside, or her patients die, causing her to ask the Hunter to send survivors to her where they will be safe. This is a lie, of course. The real reason Iosefka changed her mind is because a zealot from the Choir broke in and is now impersonating her.
- Orphaned Etymology: Swears upon her "Hippocratic oath" that she will protect any survivors sent along to her clinic. Or rather, her imposter does. That said, the term is likely used as it's something that the Western audience is familiar with.
- Sanity Slippage: If you talk to her after the Red Moon appears, she states that something's writhing inside her head and giving her visions, which she describes as simultaneously nauseating and rapturous.
- Sinister Minister: Various pieces of evidence point to her, or rather the impostor who replaces her, not-so-secretly being a member of the Healing Church's Choir.
- Surprise Pregnancy: One possible interpretation of her later game status is that she's one of those chosen to give birth to a new Great One. After the Red Moon appears, she is stuck in her bedroom and having seizure-like spasms due to the Umbilical Cord she's used.
- Sword Cane: The trick weapon she wields is a Threaded Cane.
- Walking Spoiler: It's hard to say anything about Iosefka because she's actually two completely different characters. One is everything she says she is, while the other is a cultist pretending to be the former.
Lonely Old Woman
A cranky old woman whose initial hiding spot is being assaulted by one of the feral hounds. Asks if you know of a safer spot to hide.
- Jerkass: She's rather ungrateful for getting caught up in the Hunt, badmouthing you. If you refuse to tell her about one of the safe spots, she curses you.
- Gonk: Due to having the "Yharnam look". Data-mining reveals that a certain number of NPCs are modified via hidden Facial Deformation sliders.
- Racist Grandma: Most of the crap she gives you revolves around the fact that you're an outsider, the fact that outsiders are the root of all misfortune that's befallen Yharnam as far as she's concerned, and how outsiders have even tainted the Yharnamites' blood... It later turns out that she's actually spot-on for very non-racist reasons. Whether she really is a racist or not essentially comes down to whether she's aware of the origin of the Beastly Scourge and Byrgenwerth/the Healing Church's involvement with the plague or if she's entirely Right for the Wrong Reasons.
- Reality Ensues: If you ask her for sedatives more than 3 times, her supply will run out and she'll go out into town to look for more. The second time she does this, she ends up getting killed out there.
- Sanity Slippage: As the night wears on, she drops her cranky attitude in favor of mad cackling and sobbing over "the good old days." She calms down afterward, probably due to taking enough Sedative to drop a bull elephant.
- Took a Level in Kindness: Sending her to the Chapel has her progressively become kinder towards you, seeing you as a son/daughter and giving you supplies from time to time. It's deconstructed. Said supplies are mostly sedatives, which explains why she starts to calm down and appears to think you are actually her son/daughter. She only becomes kinder to you because she's doped up and losing her mind.
Young Girl & Older Sister
A pair of young girls associated with a certain Hunter's residence. The younger of the two asks you to look for her mother, Viola, while the older of the two appears after the Blood Moon appears searching for her younger sister.
- Cruelty Is the Only Option: To get one of the Formless Oedon runes, you have to send the young girl to the imposter Iosefka's clinic.
- Death of a Child: Sending the younger girl to Iosefka's Clinic is a Fate Worse than Death, while sending her to the Cathedral Ward or giving her Viola's brooch will cause her to get killed by the Maneater Boar in the sewers of Central Yharnam. Should you give the older girl the bloodstained ribbon, she'll end up dead behind the house.
- Disappeared Dad and Missing Mom: The young girl says her father never came back after the previous night of the Hunt and her mother went out to find him. When you find Viola's Brooch, not only is she dead, but you wind up killing her father, Gascoigne, in self-defense after he goes insane with bloodlust.
- Driven to Suicide: Once you give the older girl the bloodstained ribbon, if you come back later, you find her body at the bottom of a drop right next to the house, with the clean ribbon on it. Although it's also possible that the nearby Huntsman's Minion killed her.
- It May Help You on Your Quest: The younger girl gives you a Music Box so her parents can recognize its tune. Turns into a Chekhov's Gun, as its melody briefly restores Gascoigne's memory during the fight against him, and at the end when Mergo is crying for the Wet Nurse shortly after she died, you can play the lullaby to please Mergo for the last time.
- The Voice: You only ever hear their voices. Although after giving the older girl the bloodstained ribbon and reloading the area, you do find her corpse at the bottom of the nearby ladder.
- You Are Already Dead: It's safe to say that when you speak to the Young Girl for the first time, her fate is sealed. It doesn't matter what you do from then on; she will always die. The only way to save her is by never talking to her in the first place.
Eileen the Crow
A huntress. She has taken an oath to serve as the Hunter of Hunters and journeys across Yharnam, killing Hunters who have become addled by the blood.
- Action Girl: She's introduced as a veteran Hunter when you meet her and can back up those claims easily. Though she might need your help dealing with Henryk.
- All There in the Manual: She never tells you her name, and you would never know it's Eileen without examining the Crowfeather Set you get from her questline.
- Animal Motifs: Crows, obviously. The Crow Hunters' outfits are patterned after birds in order to evoke sky burials.
- Ascended Extra: Not really an extra, but the only canon character to appear in a comic is the Doll and Gehrman. Eileen has the entire comic A Song of Crows based around her.
- Ax-Crazy: If you don't help her fight Henryk, she goes insane after you fight Rom and tries to kill you in the Grand Cathedral.
- Bash Brothers: With you, against Henryk should you choose to help her.
- Because You Were Nice to Me: Meeting just one person who was willing to display one act of kindness by helping her kill a blood-crazed hunter is all that's needed for Eileen to maintain her own sanity once the Blood Moon rises.
- Boomerang Bigot: If you don't help her before the Blood Moon, she attacks you and starts raving about how Hunters are evil and must all die. Granted, she's not in her right mind when this happens, but it certainly puts her job and stubbornness in a new light.
- Call-Back: Her fighting style and weapon of choice, a pair of daggers (though her's transform into a sword), are reminiscent of Lord's Blade Ciaran from Dark Souls.
- Cool Old Lady: Though it's difficult to tell from appearances since she's covered from head to toe in her plague doctor outfit, she's apparently significantly older than you and asks why they never listen to their elders should they go after her assassination targets after she tells them not to (her voice actors in both the English and Japanese audio were in their late 40s/early 50s during recording, so it's fair to say she's in that age range).
- Creepy Good: Despite her sinister appearance and demeanor, she's one of the more morally upright characters in the game. Unless she goes insane.
- Dare to Be Badass: Her first conversation with your low-level and probably confused character basically amounts to this. To emphasize the point, she gifts you four Hunter's Marks and some gestures.Eileen: Still lingering about? What's wrong? A Hunter, unnerved by a few beasts? Heh heh... No matter. Without fear in our hearts, we're little different from the beasts themselves... Enough trembling in your boots. A Hunter must Hunt.
- Despair Event Horizon: Implied with her dialogue during her fight, where she proclaims that the beasts can never be stopped and that the Hunters must be killed.
- Die Laughing: If she goes Ax-Crazy, she'll let out a creepy chuckle as she dies.
- Feeling Their Age: The main theme of her questline is how she's well past her prime despite being a skilled and badass Hunter, in the two fights we see her in she's clearly bitten off more than she can chew. Henryk is able to kill her alone and the Bloody Crow was able to severely wound her. Once you complete her questline she comes to accept her limitations and decides to entrust her position to a newer generation.
- Fire-Forged Friends: Even though she tells you not to do so, going to Oedon Cemetery and helping her kill Henryk earns Eileen's respect. It also ensures she keeps her wits and stays friendly to you after the moon turns red.
- Glass Cannon: By the standards of other late-game Hunters, she doesn't have a whole lot of health (still way more than you at the same level, though) but hits pretty hard with her Blades of Mercy and pistol. As a result you'll probably need to protect her during the fight with Henryk. Checking her stats with a save editor reveals that her weapons are +10 fortified and her Skill and Bloodtinge ratings are respectable, but her hit points are relatively low at 1,261, only slightly higher than Djura or the Yahar'gul Hunters and much lower than e.g. Henryk (1,716) or Yurie (2,281).
- He Who Fights Monsters: While she's thankful for whatever help you can provide, she urges them to focus on slaying beasts, not unstable Hunters, or else they may end up as her next quarry for this trope's reason. If you did not complete her quest by the time the moon turns red, then Eileen goes off the deep end and becomes just like the insane and murderous Hunters she was supposed to kill.
- Hunter Of Her Own Kind: The purpose of the Hunter of Hunters covenant is to eliminate Yharnam Hunters who have become too dangerous and unstable to let live. By not completing her quest line, you are Eileen's next target if you enter the Grand Cathedral.
- Hunting the Most Dangerous Game: Played with. She does indeed hunt Hunters, but her targets are not for sport, but rather to invoke a Karmic Death on those who have lost themselves to violence.
- Knife Nut: The Blades of Mercy that she uses are a pair of daggers that can combine into a short sword.
- Laughing Mad: When she kills you if she goes berserk during the Blood Moon, she announces that "The Hunt drives Hunters mad," then lets off a wicked cackle.
- Legacy Character: While it's not obvious at first or an actual bird (or bird demon) this time around, she's a reference to the previous birds from the Souls series, with Snuggly the Crow, Ornifex, and Dyna & Tillo. She's also one within the world of Bloodborne, the latest of the Hunter of Hunters. You become her replacement if she survives.
- Lightning Bruiser: One of the fastest Hunters in the game with her Blades of Mercy, and if you make her hostile she'll show you just how hard she hits with them.
- Never Found the Body: If you keep her from going insane, then her fate after you kill the Crow is uncertain. She gives you her badge and then slumps down as if to sleep, but if you return later, she's gone, leaving only a pool of blood where she was laying. Her dialogue prior to the Bloody Crow fight makes it quite clear that she thinks she's going to survive (as she wants to fight the Bloody Crow again), and logically there's no reason she wouldn't given that she has plenty of blood vials and her wounds aren't in any vital areas, but the lack of explicit confirmation plus her last cryptic line about her eyes being heavy leaves just a bit of doubt. Though, the fact that you can't find her gear anywhere in the game worldnote does make her survival much more likely, in combination with the other factors (a dead Djura, by comparison, definitely leaves loot and a body).
- Offscreen Moment of Awesome: You first encounter her next to several fresh strung-up corpses in Hunter garb. No points for guessing what happened to them.note
- Old Master: Despite her advanced age, her fighting style is fast and aggressive even by the standards of the Hunters. Unfortunately, it's deconstructed; though she has great skill and is very determined, she really is too old to do her job. Her stubbornness will lead her to madness and death if she's left to her own devices. The only way she stays sane and alive is if you help her against her wishes, at which point she retires.
- Oop North: She has a noticeable Northern English accent in the English audio.Eileen: A hoonter moost hoont.
- Passing the Torch: If you finish her questline, she passes her title and weapons down to you, as she's too old to do it any more.
- Plague Doctor: Her outfit deliberately invokes the imagery, with the description of the mask even saying that the beak of it is filled with sweet-smelling herbs. It's probably an attempt to ward off the Scourge of the Beast, and fittingly it has the highest Frenzy resistance and lowest Beasthood of any headwear in the game.
- Professional Killer: Her job description as a Hunter of Hunters. Her fighting style is clearly that of an agile assassin type.
- Ravens and Crows: Her outfit has a crow motif and a cape made of feathers from crows.
- Reluctant Retiree: After finishing her last event in her questline, she is forced to stop the hunting business due to her age and wounds.
- Token Good Teammate: One of the very few NPC Hunters in the game that's on your side and not blood-drunk.
- Weapon of Choice: The Blade of Mercy, a siderite shortsword that can be split to act as a pair of daggers. It was one of the first trick weapons. You can buy it after finishing Eileen's quest line or killing her.
- Worf Had the Flu: Her age catches up by the end of her quest line when she gets defeated by the Bloody Crow of Cainhurst and left lying on the stairs to the Grand Cathedral. If you opt to fight the Bloody Crow, you'll easily see why she had so much trouble.
A blind, decrepit man in a red shawl found within the Old Oedon Chapel. He asks you to send civilians caught up in the Hunt to the Chapel.
- Ambiguous Gender: His voice is androgynous enough that he could easily be mistaken for a woman. Once the paranoid guy across from Arianna moves to the Chapel, one of his lines of dialogue says to "beware the blind beggar, he isn't to be trusted". Although the non-English voice dubs flip-flop between him being voiced by a man and voiced by a woman.
- Ambiguously Human: He's humanoid, but his skin is a dark grey, his frame is inhumanly gaunt and lanky, his hands are massive, and his fingers are eerily long. If anything, the Chapel Samaritan more closely resembles the Labyrinth Ritekeepers found in the Chalice Dungeons, which would have interesting implications as to who and what he could possibly be.
- Barbie Doll Anatomy: All he wears is a red shawl. Angle the camera right, and you can see that he lacks any genitals.
- Creepy Good: While he isn't quite all there in the head and seems creepy as all hell, he ultimately wants to help those who can't defend themselves.
- Face of a Thug: His decrepit and unsightly appearance makes it easy to distrust him, but he truly is a good samaritan who just wants others to be safe from the Hunt.
- Gonk: He's outright gruesome, even compared to the more human Yharnam residents, with his grayed skin and Glasgow Smile. This is mainly because at one point he was actually an enemy that was connected to the Hemwick hunting dogs in some way.
- I Just Want to Have Friends: One of his reasons for saving people is that he's dreadfully lonely, and just wants someone to talk to. After sending everyone to the chapel, he'll even timidly ask you to be his friend.
- In the Hood: He's draped in an All-Encompassing Mantle with a hood.
- It's All My Fault: Should any of the survivors sent to the Chapel be killed, he blames himself completely.
- Red Herring: He seems pretty creepy and shady when you first meet him. He doesn't look entirely human, with grey skin, bony arms, and blank white eyes. He also has a habit of nervously laughing at the ends of his dialogues, making him seem like he's hiding something. It's quite easy for you to end up trusting Iosefka instead of him. This proves to be a fatal mistake for any NPCs that get sent to Iosefka instead of the Chapel.
- Nice Guy: In providing a safe haven from the Hunt, he genuinely just wants to help the people of Yharnam. Once you've saved everybody you can, he thanks you for your help, and timidly suggests that you be friends with him once the hunt ends.
- Sanity Slippage: A combination of a hard life and the nightly Hunts haven't done much for his mental health.
- Video Game Caring Potential: Should you recruit everyone except the beggar, he'll be hopeful that life after the Hunt will be easier.
Vileblood Hunter Alfred
A member of the Executioners, a fanatical partition of the Healing Church dedicated to eradicating the Vilebloods of Cainhurst. By technicality, he's also an Old Hunter, carrying an Old Hunter Bell.
- All for Nothing: If you take the Queenly Flesh to the Altar of Despair and resurrect Annalise, his martyrdom is rendered absolutely pointless.
- As You Know: He says this line word for word when you ask him about the history of the Healing Church, although it's possibly more justified than other examples since the Player Character is a foreigner and the Healing Church is a local entity restricted to Yharnam's borders.
- Bond One-Liner: "A Hunter's grudge is an awful thing. You must find your own way on this Hunt... As I have mine."
- Chunky Salsa Rule: He will invoke this on Annalise if you let him. He's aware of certain traits in play, after all.Alfred: Try stirring up trouble in this sorry state! All mangled and twisted, with every inside on the outside, for all the world to see!
- Department of Redundancy Department: His title if you summon him to fight the Blood Starved Beast, "Old Hunter Vileblood Hunter Alfred", sounds like this, but it's accurate, seeing as he's both an Old Hunter and a Hunter of Vilebloods.
- Determinator: The way he raves about his slaying of Annalise would indicate it took a while to reduce the Vileblood Queen into a meaty splatter.
- Expy: Of Solaire. A friendly, helpful Religious Bruiser with blonde hair and a personal quest. He can also engage in jolly cooperation with you when you fight the Blood-Starved Beast. At one point he says "Praise the Good Blood", a twist on the famous "Praise the Sun" gesture. It also helps that he's voiced by Solaire's voice actor. And just like Solaire, he may end up going mad and dying depending on your actions. After accomplishing his goal, Alfred even very directly echoes Solaire's line from Dark Souls where he has done the same: "I've done it... I have!"
- Famous Last Words: "Please, pray for Master Logarius in my stead."
- Hot Blooded Sideburns: Alfred has a large set of muttonchops, although the hot-blooded aspect only happens if you give him the Cainhurst invitation and he slaughters Annalise.
- Hypocrite: He despises the Vilebloods and the Byrgenwerth scholar who brought them the blood, but doesn't acknowledge that his own organization was founded by someone who similarly betrayed Byrgenwerth.
- Knight Templar: While he claims to be an ordinary Hunter, Alfred is actually an Executioner.
- Laughing Mad: If he kills Annalise, he starts laughing like a maniac should you talk to him before he returns to the altar.
- Martyr Without a Cause: The remaining sane Executioners are few and far between, with Alfred possibly being the only one dedicated to the cause left. Giving him the Unaddressed Invitation found in Annalise's throne room will cause him to go kill her. Soon afterwards, he is found dead near the monument you first find him at, having committed suicide after completing his mission.
- Mr. Exposition: He provides backstory and information for the Healing Church, Byrgenwerth, and Cainhurst should you ask him. He also has a cut option for info on Old Yharnam, which is odd considering the place you first find him is near the hidden entrance to Old Yharnam.
- Nice Guy: He's polite, helpful, knowledgeable, and always has your back. That said, though, he's still hiding a much darker, more violent side.
- Not So Stoic: He's probably the kindest, most stable NPC in the game, offering you advice and encouragement regardless of whether his trust is returned. Should he be guided to Annalise, however, he grinds her to a twitching pulp, spends a great length of time shrieking laughter at the ceiling, and then returns to the altar of Logarius and commits suicide. If you attack him in the Cainhurst Castle, he delivers a lengthy rant while attacking you.Alfred: "Just what is the meaning of this? Why turn your blade on me? You're jealous, aren't you? Unclean wench! Vile monstrosity! Bloody fool! Has the blood gone to your head? Pathetic, as you deserve!"
- Only Sane Man: One of the few unambigiously decent people left in Yharnam, Alfred is polite, shares a lot of information with the player and gives off the air of a Knight in Shining Armor. In reality, as you may come to expect from this game by this point, he's actually one of the most unhinged characters around.
- Seppuku: A western variant. After he grinds Annalise into a smear on the floor, his purpose as an Executioner is fulfilled and he, having outlived Logarius, returns to the church in Old Yharnam to commit ritual suicide.
- Shadow Archetype: He's everything Solaire isn't. Unlike him, Alfred's obsession to become a martyr like his teacher, who incidentally is like Gwyn in more ways than one, already twisted him before you even met. He also cannot be properly saved when you give him the letter to kill Annalise. When you return to the shrine you first find him at, he's already dead.
- Shoot the Shaggy Dog: If you opt to bring the Queenly Flesh to the Altar of Despair. Doing so brings Annalise back to life (or at least restores her body), which renders everything he accomplished and died for completely pointless.
- Undying Loyalty: His devotion to Martyr Logarius persists even after his presumed death, and Alfred is determined to finish what Logarius started once and for all. If you allow him to do this, he evidently decides he has no more reason to live and commits suicide.
- Weapon of Choice: Though he favors the Kirkhammer in battle as an assist NPC, he carries Logarius' Wheel, the signature weapon of the Executioners. He grinds Annalise into a red smear on the ground with it if given the chance.
Arianna, Woman of the Night
A prostitute living in the Cathedral Ward.
- Child by Rape: Unlike impostor Ioefska, she is very clearly not on board with being impregnated by a Great One.
- Despair Event Horizon: If she survives into the Blood Moon Phase and gives birth to a baby old one, she'll be reduced to a sobbing wreck.
- Fallen Princess: The fact that she wears the Noble Dress, which traces its origins to Castle Cainhurst, implies that she is a distant descendant of the old Cainhurst nobility.
- High-Class Call Girl: In a sense. She's described as the Ward's "woman of pleasure", possibly servicing members of the clergy. Although given Yharnam's "disposition" with blood, she may be giving/selling her blood to them instead of actually sleeping with them. Given that her blood is the only thing she can think of to offer you in gratitude for helping her, it would appear that sex is not part of her job at all.
- Hooker with a Heart of Gold: Despite her profession, she's grateful for you leading her to a safe haven, and even gives them a vial of her own blood from time to time, similar to Iosefka. The way the Chapel Samaritan talks about her only shows her kindness, as she apparently doesn't judge him for his odd appearance.Chapel Samaritan: She...she actually talks to me! Well, only now and then, and she don't mince words, but she's a kind one. I can tell. A good woman.
- Locked into Strangeness: Data mining reveals that she has three model variants that switch out as the game progresses. The first is when she first appears in Oedon Church, the second is when she starts to feel unwell, and the third is for after she gives birth. She progressively gets more pale, and by the time she gives birth, her hair has gone platinum blonde and her eyes have clouded over.
- MacGuffin Super Person: It's noted that her blood is similar to that of the nobility of Castle Cainhurst, she wears the dress of a Cainhurst noble, and a painting in Cainhurst shows a woman holding a baby with hair the same color as Arianna's. This all hints to her being descended from the Vilebloods or a Vileblood herself. If so, that would make her immensely important in the battle between the Executioners and the Vilebloods, but Yharnam's in the middle of a werewolf apocalypse right now, so neither side gets to capitalize on it.
- Ms. Fanservice: The closest thing to this trope in Bloodborne due to her status as a prostitute. She is rather attractive and is implied to be bi, but she's otherwise very conservative.
- Murder the Hypotenuse: She's the victim of this, should you take more special blood vials from her rather than Adella.
- Nice Shoes: A pair of yellowed white kitten heels, which she drops if you ever kill her.
- Surprise Pregnancy: She starts to feel unwell after you slay Rom. After slaying Mergo's Wet Nurse, she has moved to the Tomb of Oedon and given birth to a Kin baby, utterly shattering in the process. Slaying the child nets you one of the Umbilical Cord items, but doing so will kill Arianna, too. Data mining reveals that there's two variants of her dress that are exclusive to her: one with an obvious baby bump (although you can't tell by the way she's sitting) and a post-birth version that's bloodstained.
Narrow Minded Man
A paranoid xenophobe living across from Arianna.
- Accidentally Accurate: If you tell him to go to Iosefka's, he'll go to the Oedon Chappel. He's totally right not to trust you, since Iosefka has been replaced by an impostor.
- Asshole Victim: He's the first person the Afflicted Beggar kills if they both go to Cathedral Ward. You're also likely to not have much sympathy for him if he gets experimented on by Imposter Iosefka if he goes to Iosefka's Clinic instead of Cathedral Ward.
- Gonk: Due to having the "Yharnam look". Data mining reveals that a certain number of NPCs are modified via hidden Facial Deformation sliders.
- Guide Dang It!: Trying to get him to move to the right haven makes some players frustrated. Your only real hint for the solution is how often he calls you a liar. He's so paranoid of "filthy outsiders" and their lies, that he'll go to the opposite haven that you suggest to him. How he even knew about the other place is a total mystery, especially since it's entirely possible for you not to know about it at this point. If you haven't spoken to Imposter!Iosefka, you won't get the option to send people to the Clinic, but he'll still go there if you tell him to go to Cathedral Ward.
- Fantastic Racism: He despises outsiders, including the Player Character, to an almost illogical degree. Then again, he seems to despise pretty much everyone to an almost illogical degree.
- Horrible Judge of Character: In addition to distrusting you, he distrusts the Chapel Samaritan, who is arguably the most kindhearted character in the whole game, and his assessment of Arianna and Adella is completely ass-backwards. His distrust can potentially be his undoing; if you suggest he go to Cathedral Ward, he'll instead go to Iosefka's clinic... and straight to his doom.
- Jerkass: Not all that polite.
- Jerkass Has a Point: Trying to send him to Iosefka's Clinic instead of the Chapel would have ended badly for him, and he calls you out for it, even if he wasn't actually aware of it. Though, he'll also go there if you correctly tell him that the Chapel is safer, so he doesn't have much room to talk.
- No Name Given: Like many other civilians, you never learn his name.
- Not Distracted by the Sexy: Seems to be completely unattracted to Arianna, who's certainly a looker to be sure.
- Only Sane Man: Despite his paranoia, he's the only person in the chapel that doesn't descend into madness once the Blood Moon rises. Though you could consider his ravings about how smart he is for not trusting you or anyone else a form of madness. Regardless, he'd probably be the only person in the chapel to actually be capable of returning to a semi-normal life after the night is over.
- Properly Paranoid: Despite how frustratingly paranoid he is, you can't exactly blame him.
- The Smart Guy: While certainly paranoid and a bit of a Troll, he's still on the nose about most of what he says (even if he won't tell you the correct information), and by the end of the night, is the only person who hasn't gone mad.
- Troll: He will give the character advice if bothered by them, and while the advice does have some insight to it, it is almost always the opposite of what is the case.
Retired Hunter Djura
An old Hunter from the time that Old Yharnam was burned in cleansing fire by the Healing Church. Djura keeps watch over the torched husk of a city, protecting the beasts that remain. He belongs to the Powder Kegs, a heretical sect of the Workshop who favored somewhat unwieldy but extremely powerful weapons.
- Animal Motifs: His hat is called the Gray Wolf Cap, and he's a lone wolf in his battle to protect the Old Yharnam beasts, aside from one other Hunter.
- Badass Beard: Sports a goatee similar to Gascoigne's.
- Boss in Mook Clothing: More so than most other NPC Hunters, as (despite not being as strong as them, even relative to the time you face him in-game) he has a unique arena and a two-phase challenge (the battle itself and dodging between cover to avoid his minigun while fighting Beast Patients).
- The Champion: He protects the beasts of Old Yharnam; if someone dared to harm them, Djura would respond with his Gatling Gun.
- Cool Old Guy: Should you make him non-hostile and agree to spare the beasts of Old Yharnam, he'll give you his Powder Keg Badge and a gesture.
- Disney Villain Death: Given that he's fought atop a tall tower, this is by far the easiest method of killing him.
- Easily Forgiven: Mutually. You can forgive him for trying to gun you down with a Gatling gun, while he can forgive you (complete with a gift and teaching you a gesture) even if you've slaughtered hundreds of the Old Yharnam beasts that he considers people. In your case at least it's justified, since killing you just sends you back to the dream, which he acknowledges upon any death, so from your perspectives he's just throwing you out.
- Expy: His spiel about how the obviously not harmless monsters in his area are just misunderstood, kind souls is meant to invoke memories of Crossbreed Priscilla and her friends who totally wouldn't harm a soul.
- Eyepatch of Power: He wears a single bandage that goes across his right eye.
- From a Certain Point of View: He is technically right when he says the beasts of Old Yharnam won't harm people above. The entire area is closed off and optional, and most of the beasts there are unique to that area with no intention of leaving. He may even have a point about the beasts being sapient, but there's too little evidence to tell for sure.
- Hidden Eyes: One eye is covered by a bandage, and the other isn't visible because his hat covers it.
- The Hunter Becomes the Hunted: Should you attack him after befriending him, he hunts you and says this:Djura: When the frail of heart joins the fray, the Hunter becomes the hunted.
- Idiot Hero: The description for his hat states that he was "said to have been both uncommonly kind and dreadfully foolish."
- Last of His Kind: His weapons and badge imply he's the last of the Powder Keg Hunters, who created weapons which are flashy and strong but slow and often impractical.
- Only Sane Man: In a weird sense. In spite of being a Zombie Advocate of sorts, his chest, arm, and leg pieces have the highest Frenzy (Called "Insanity" in Japan) resistance in the game and unlike another character who speaks in defense of the monsters in their area, he takes steps to leave warnings and barricades.
- Old Soldier: Despite having disappeared into Old Yharnam to watch over the surviving "residents", he hasn't lost his edge at all.
- Precursor Heroes: The few glimpses of Djura's past we see strongly suggest that he was the Dream-sustained Hunter during the Old Yharnam outbreak, just like the player character is during the game. After finishing his Hunt (and helping the Powder Kegs burn down Old Yharnam), Djura chose to let Gehrman sever him from the Dream, so he could return to the charred ruins and atone for his actions.
- Violence Is the Only Option: While you can get his badge and gesture by befriending him, you have to kill him in order to buy his attire.
- Weapon of Choice: The Stake Driver, an arm-mounted Pilebunker that's really good at riposting. You can buy it after befriending or killing him. He also has a giant gatling gun mounted on his roof, but you can't use that.
- His Gatling Gun is finally obtainable in The Old Hunters DLC by killing his follower.
- What Measure Is a Non-Human?: The apparent reason for sympathizing with the beasts, as revealed through dialogue should you befriend him and spare the lives of the Old Yharnam beasts. He doesn't see them as monsters, he sees them as people. And, in his defense, they do seem to have set up some kind of religion among themselves.Djura: There's nothing more horrific than a Hunt. In case you've failed to realize... The things you hunt, they're not beasts. They're people. One day, you will see...
- Zombie Advocate: He actively protects the beasts of Old Yharnam, first with barricades, then with warnings, and finally with a massive Gatling gun.
A bandage-wrapped man found within the Forbidden Woods.
- Affably Evil: His murderous and cannibalistic tendencies aside, he's genuinely friendly to you and happy to share a few drinks with you.
- Asshole Victim: He's the one person you can send to Iosefka's Clinic and feel absolutely no guilt about what Imposter Iosefka is going to do to him, due to him being a Beast.
- Bandaged Face: He's got most of his head wrapped in unneeded gauze. The very same bandage was worn by Simon The Harrowed.
- Beware the Nice Ones: In two ways. The first is, despite presenting himself as a friendly, if jittery, individual, he goes on to murder every other NPC in the Chapel if sent there and left unchecked. Two, he's in actuality a sentient Darkbeast.
- Bitch in Sheep's Clothing: He has a pleasant mask to be sure, acting chummy and friendly to the player, especially compared to how they're usually treated. As soon as that falls off, however... well, he becomes much more abrasive and hateful.
- Bonus Boss: Well, more like Bonus Mini-Boss, but fighting the Beggar is entirely optional, can be done in either the Forbidden Woods or the Cathedral Ward, and nets the player a powerful Beast Rune. He's also an incredibly strong opponent... unless you just send him to the impostor Iosefka.
- Dark Is Evil: His beast form is covered in black fur, and he's wreathed in dark lightning.
- Evil Sounds Deep: Averted, his voice sounds pretty normal. Played straight when he transforms into an Darkbeast, in which his voice becomes so deep it's hard to tell he was even human at one point.
- Eviler Than Thou: He actually falls victim to this; if you send him to Iosefka's Clinic, instead of finding helpless victims to munch on, he gets captured and experimented on by the Imposter Iosefka, just like anyone else you send there.
- He can also fall victim to this if you send him to Oedon Chapel, allow him to kill everyone so you get a source of Beast Blood Pellets, and then kill him when everyone's dead and he's of no further use to you.
- Gonk: His human form, due to having the "Yharnam look".
- Hidden Depths: As the Harrowed Set reveals, the Afflicted Beggar was once a Harrowed Hunter, a brand of Healing Church Hunter who disguised themselves as beggars and served as the first line of defense against the Beasts. Unfortunately for him, he has since succumbed to the plague and is now an Abhorrent Beast himself.
- I am a Humanitarian: When you first meet him, he's covered in blood and chowing down on a child's corpse.
- Lightning Bruiser: When in beast form, he's super fast, channels powerful electricity and shockwaves, frightfully strong, and has a ridiculous amount of HP. It's almost suicide fighting him head on.
- Most Definitely Not a Villain: He claims to be perfectly innocent... after you come across him eating bodies. It turns out he's an Abhorrent Beast in disguise.
- Never My Fault: While he does have a point that he didn't technically choose to be a Darkbeast, he doesn't do much else to circumvent his hunger while acting like murdering people is normal.
- Not So Different: When he turns into an Abhorrent Beast, he'll launch into a speech saying that Hunters like you are no better than him, since you're both just killers in the end. On one hand, he would know, considering that he used to be a Harrowed Hunter himself; there may very well be some truth to this from his perspective. On the other hand, he used to be a Hunter of the Healing Church, so his perspective should probably also be regarded with a healthy amount of scepticism...
- Not So Similar: Tries to invoke the one above, and considering all the messed up stuff that the Hunters have been doing ever since the days of Byrgenwerth, he's not exactly wrong... but again, considering that Hunters generally kill for some greater purpose, (if not necessarily for great reasons,) while he's killing defenseless innocents just to feed himself, his attempt falls fairly flat.
- Obviously Evil: It's incredibly obvious when you first meet him that sending him to live with the other rescued NPCs is a pretty bad idea. It's so obvious, in fact, that you may end up second-guessing yourself.
- One-Winged Angel: Attacking him causes him to reveal his true form... an Abhorrent Beast.
- Power Echoes: When he reverts to his true form, his voice is distorted and echoic.
- Recurring Element: He's very similar to Yurt the Silent Chief from Demon's Souls in terms of his role in the game as a murderer of citizens, or in this case survivors.
- Red Eyes, Take Warning: When he transforms into an Abhorrent Beast.
- Shock and Awe: In his true form, he's wreathed in electricity.
- Token Evil Teammate: He's seemingly the only beast who has retained his mental faculties, meaning he's willfully malicious rather than simply animalistic.
- Villainous Breakdown: If you gain the upper hand against him in battle, he starts to lose it.Beggar: Die! Die, DIE! Hunters are killers, nothing less! You call me a beast? A beast?! What would you know?! I didn't ask for this!
- What the Hell, Hero?: If you aggro him, he calls you out on attacking him as he transforms into his true form.Beggar: Have you got a screw loose? Or is it your... animal intuition?
- Gives you an even harsher one if you send him to the Chapel, allow him to kill everyone there, let him share his Beast Blood Pellets with you, and then attack him.Beggar: Oh, you are a sick puppy... You drink the blood of half the town and now this... And you talk of beasts? You Hunters are the real killers!
- Gives you an even harsher one if you send him to the Chapel, allow him to kill everyone there, let him share his Beast Blood Pellets with you, and then attack him.
- Would Hurt a Child: Not just hurt. The body he's feasting on when the player stumbles upon him initially in the Forbidden Woods, is that of a child, one he most likely murdered himself.
Valtr, Master of The League / Beast Eater
The leader of the League, a band of Hunters that seek out and destroy "Vermin": centipede-like creatures that live in filth and are believed to be the source of man's impurity.
- Artificial Stupidity: Valtr doesn't perform so well during the second phase of the battle with Laurence, The First Vicar because his AI will often cause him to ignore the pools of magma and walk straight into it.
- Ax-Crazy: He's more then a little insane and clearly likes killing. Fortunately, his psychotic tendencies are focused primarily at Beasts and Vermin.
- Badass in a Nice Suit: There's a fable that Yharnamites favor, about a group of constables who chased a beast all the way to Yharnam. Only one of them survived, and he ate the beast in vengeance. As for the nice suit, he wears the Constable Set.
- Blood Knight: Just listening to his Motive Rant makes it clear that he enjoys hunting and killing perhaps a bit too much."The night brims with defiled scum, and is permeated by their rotten stench. Just think. Now you're all set to Hunt and kill to your heart's content!"
- Broken Ace: As a summon, Valtr is able to stunlock Ludwig of all bosses quite easily, does a decent amount of damage, and is still useful in multiple tiers of NG+. As a person, however, he's actually slightly insane from his occupation and is just a provocation away from snapping. Some of this is probably an act, but how much is impossible to tell, as learning that he can no longer see vermin requires either killing him or causing him to leave the player his helmet and disappear.
- Cloudcuckoolander: Considering he's a Solaire Expy, it's a given. In his case, it's implied that the Vermin that the League seeks to destroy are naught but an illusion. The League Staff description even says, "No matter that an oath must be taken to uphold the illusion." And, if one crushes enough Vermin that he makes the player the new Master of the League, it's revealed that he lost the ability to see Vermin long ago, but kept up the facade, implying this is an Invoked Trope.
- Cool Helmet: His Master's Iron Helmet. When you have his helmet after his quest, he removes it when summoned and his title is changed from Master of the League to Beast Eater.
- Crazy Sane: Despite his seeming madness he is still able to lead the League. And it's implied that he and the League he leads need his crusade against the Vermin to function. Of course, the fact that he lost the ability to see Vermin long ago puts his own madness into question.
- Creepy Good: He's on your side, but his obsession with butchering vermin and somewhat ominous appearance make him this.
- Early-Bird Cameo: He's the Whirligig build for the TGS demo of The Old Hunters DLC.
- Expy: Of Solaire, moreso than Alfred. Both are leaders of a co-op focused covenant and have a Cool Helmet. It helps they look really similar as well, with or without the helmet.
- Eyepatch of Power: Implied to be the reason why his helmet only has one eye hole. Though his revealed face has two functional eyes, implying the Master of the League is a Legacy Character.
- Famed in Story: He's wearing a Constable set, which is linked to a folk legend about a bunch of foreign cops chasing a beast to Yharnam, getting slaughtered down to one survivor, who then killed the beast and ate it whole. Crushing enough Vermin to have him relinquish his position as Master of the League to you reveals that said survivor was him, when he can now be summoned under his other epithet.
- Good Is Not Soft: He's on your side, polite enough to avert Good Is Not Nice, and is the leader of a Co-Op covenant. That said, he's also very into the indiscriminate application of violence against the "wretched beasts, freakish slugs, and mad doctors" troubling Yharnam.
- Guttural Growler: He has a very deep, guttural voice, unlike Solaire.
- Jade-Colored Glasses: Being the sole survivor of the group and eating a beast that was once human tends to leave you as such.
- Legacy Character: The helmet of the Master of the League has only one eye-hole, seemingly because the original owner had only one eye, but Valtr had two, and gives you his helmet when he makes you the new Master of the League. This implies that he may not have been the first Master either.
- Lightning Bruiser: Like any other Hunter.
- Obfuscating Insanity: He puts on a hammy and dramatic facade, but getting his helmet reveals that he lost the ability to see Vermin long ago. This implies that he is aware that the League's crusade against Vermin is a sham, but keeps up the facade because it helps his confederates to direct their aggression against the enemies of humanity.
- Red Baron: Master of the League. If he leaves the title to you, and is then summoned, it's revealed he has a second epithet: the Beast Eater.
- Red Herring: As the game goes on, the existence of Vermin are an increasingly puzzling and out of place element of the mythology of the Great Ones and the Old Blood. This is because they're an elaborate lie to keep the League's bloodlust focused on slaying evil monsters instead of innocent people. And Valtr knows.
- Sole Survivor: He wears the set of the only survivor of a bunch of foreign lawmen that chased down a beast to Yharnam, only to be slaughtered down to one of their number. Getting his helmet and summoning him reveals that lawman was him.
- Weapon of Choice: He prefers to wield the Whirligig Saw, a large mace that can connect to a series of buzzsaws to become a Buzzsaw Hammer. This makes him very effective for the two bosses you can summon him against because they're both highly vulnerable to it.
Yahar'gul, Unseen Village
A member of the Healing Church, captured by the Kidnappers of the School of Mensis.
- Ax-Crazy: More like Knife Crazy, but if you take Arianna's blood too many times, Adella will murder her. And when the moon turns red, she'll come after you, babbling like a madwoman the entire time.
- Break the Cutie: She seems rather oblivious to most of the Healing Church's crimes and comes across as another traumatized innocent at first. However, the events of the game clearly take a massive toll on her sanity.
- Bullying a Dragon: If she's killed Arianna and is still alive after the Blood Moon, she'll come after you next. Problem is she's a nun with no combat experience, and her only attack is a slow and predictable lunge with her knife. She stands basically no chance against you.
- Dramatic Irony: Adella starts off confident that the Healing Church will pull a Big Damn Heroes and save everyone if they can hold out a bit longer. Given that Laurence, the First Vicar, his eventual successor Vicar Amelia, and the surviving clerics are now beasts, the streets are littered with the corpses of priests, the Church Giants are out of control, and the Choir is MIA, they're in no position to help anyone. And that's ignoring the fact that they're responsible for the crisis in the first place...
- Girl with Psycho Weapon: Somehow manages to get her hands on a huge surgical knife after the Blood Moon, which she uses to try and kill you. Amusingly, it does so little damage you'd have to actively try to die by her hand.
- Green-Eyed Monster: Behind her modest front, Adella hides a jealous and unstable disposition. She can be seen spying on you whenever you're talking to Arianna.
- Laughing Mad: After the moon turns red, assuming she hasn't killed Arianna, she doesn't even talk or give you blood vials anymore, instead just half-sobbing, half-giggling for a long time.
- Locked into Strangeness: She has an alternate model that switches out after the Blood Moon, that shows her skin having gone paler and her eyes clouded over.
- Mercy Kill: How she views killing Arianna and you, believing their blood to be tainted. She might actually have a point, given that Arianna was impregnated by a Great One, but she has no way of knowing this.
- Nuns Are Spooky: She looks fairly demure and harmless at first, but she gets more insane and obsessed with you as the game goes on.
- Pose of Supplication: She can be found huddled in a corner praying fervently to the gods for protection, and will mistake you for a Yahar'Gul Hunter unless you're wearing a Church-related outfit.
- Raven Hair, Ivory Skin: In contrast to Arianna.
- Sinister Minister: She is a nun of the Healing Church, abducted to be a subject in the School of Mensis' rituals.
- Sole Survivor: She says she was one of many young women abducted by the Mensis Kidnappers. Now, she's the only one left.
- Token Evil Teammate: She's a low-ranking member of the Healing Church.
- Yandere: If you receive Arianna's blood five times while Adella is present, her jealous side comes out and she kills Arianna out of spite. Then, under the right conditions, she'll try to kill you.
Patches the Spider
A human-faced spider that worships the Amygdala found around Yharnam.
- Affably Evil: His attempt to kill the player as an offering to the Amygdala aside, he's very friendly and polite in his interactions with them.
- Ain't Too Proud to Beg: Begs for his life when you find his hiding spot in the Lecture Hall. He actually gives you the "Beg for life" gesture, in fact.
- Bald of Evil: As per tradition, this version of Patches is completely bald, and comes across as even more sinister than his previous incarnations.
- Beast with a Human Face: His body has changed from the previous games, but his face is familiar enough.
- Dirty Coward: True to fashion, he starts fumbling a bit once you confront him on the second floor of the Lecture Hall, and asks if you think ill of him for trying to kill you.
- Easily Forgiven: Depending on your choices, he can be this as usual.
- Evil Laugh: Seems being a spider hasn't gotten rid of his trademark laugh.
- Giant Spider: He is a Nightmare Apostle with a human head.
- HeelFace Turn: He becomes a merchant in the Chalice Dungeons if you exhaust his dialogue and forgive him in the Lecture Hall. He sells the same items that the Bath Messengers in the Hunter's Dream do, but for a much higher price than usual. And should you acquire weapons from Old Hunter DLC, he sells the Uncanny and Lost version of the weapons to you.
- Irony: In his previous appearances, Patches always had a disdain for clerics. In Bloodborne, he pretty much is a cleric in all but name to Amygdala.
- Legacy Character: Despite being, well, a spider, he's still more or less the same entity from Demon's Souls and Dark Souls.
- Oh, Crap!: Has this reaction when you confront him after killing the Amygdala in the Nightmare Frontier.
- Shmuck Bait: He lays down a note and some Shining Coins near the edge of a cliff that urge you to go forward. Of course, he kicks you down into the canyon if you actually fall for it.
Forsaken Cainhurst Castle
Annalise, Queen of the Vilebloods
The last remaining noble of Cainhurst, Annalise is hidden away in a secret chamber deep within Cainhurst Castle.
- And I Must Scream: Given that she can't be killed, she's still alive after Alfred grinds her into a pile of bloody flesh. And should you make an attempt to kill her without Alfred's help, she still collapses into a pile of bloody flesh after leaving and reentering the chamber.
- Benevolent Boss: If you kneel before her, she showers you in praise, declares you her beloved (but platonic) knight and, according to Dummied Out game files she was meant to give you the gift of her own vial of blood for every dreg you bring her.
- Big Bad Wannabe: Her goal is to give birth to the Child of Blood. Not only is her entire order gone by the time you even meet her, but she's been passed up as the mother for the Great Ones' progeny, and no amount of Blood Dregs she consumes will change that. That said, she doesn't seem to mind too much, perfectly content with just waiting.
- The Bad Guy Wins: If resurrected after Alfred kills himself, she's officially outlasted the entire order of Executioners. Victory for Cainhurst!
- Complete Immortality: The most likely reason she survived the above-mentioned genocide. She cannot be killed by you, either. This is also why the Executioners placed that binding mask on her, and Logarius kept the crown needed to enter her central keep with him. She's very likely still alive if Alfred gets to her and turns her into a pinkish smear on the ground. Sure enough, she can actually be resurrected by you, making his martyrdom pointless.
- The Faceless: She has some strange mask locked onto her head and there's no way to remove it. That said, there's concept art of her sans the mask in the Design Works artbook and one of the paintings found within Cainhurst Castle proper appears to be her before the Executioners' assault, although the woman in said painting has much darker hair than Annalise does.
- Kneel Before Zod: When first approached, she will command you to either kneel or get out. If you fail to comply and keep approaching, she will tell you to kneel in a very threatening tone.
- Lady and Knight: If you opt to become a Vileblood, then she effectively becomes the (dark) lady to your knight.
- Our Vampires Are Different: As a Vileblood, she regularly consumes blood. As a royal member of the Cainhurst family, she probably has Blood Magic powers similar to Lady Maria. She fits the stereotype of being an immortal noble that lives in a creepy, haunted castle and Vilebloods already seem to be the closest thing the setting has to the vampires.
- Power Limiter: Her dialog implies the above mentioned mask is something like this, although to what degree or if at all is unknown.
- Romance Sidequest: Averted. Though the player can propose marriage, she will turn them down, stating that not only does she not need a consort, "such a path would belike to further ruin", though she does find the player dear to her in some manner.
- Resurrective Immortality: If one takes the Queenly Flesh that drops if he/she or Alfred kills her and brings it to the Altar of Despair after Ebrietas is killed, Annalise can be brought back to life (or at least given a new body) like nothing happened. There's a very good chance that any dialogue or reaction created in response to being killed by Alfred was lost somewhere during production.
- Shout-Out: To L'Homme au Masque de Fer or The Man in the Iron Mask. Maybe. The Japanese script has Annalise specifically mention that the mask/helmet she is wearing is made of iron.
- The Royal We: Speaks like this.
- The Last of His Kind: By the time you reach her, she is the sole remaining Vileblood, as Logarius and his Executioners had managed to kill all but her. Of course, that changes if you choose to become a Vileblood as well.
- The Unfought: There is no way to engage her, so we'll never know what kind of powers she possesses as a Vampiric Cainhurst Royal, if any at all.
- Undeathly Pallor: She has very pale skin.
Alternatively known as Master Willem. The former head of the now-defunct Byrgenwerth College, his teachings would eventually lead to the founding of the Healing Church. Even though the Church has declared the College forbidden ground, some say he still resides there, gazing out at the lake in his rocking chair.
- Adventurer Archaeologist: He and the other scholars of Byrgenwerth College uncovered the ancient tombs beneath the great city of Yharnam. What they found in those tombs should have stayed buried.
- All for Nothing: He sought to, "line his brain with eyes," and yet, although he seems to have achieved this, by the time The Hunter finds him, he's all alone, bound to his old college, and it's made pretty clear that he didn't get what he was after in the end.
- Alien Blood: If attacked, he is revealed to now have white blood.
- Anti-Climax: Despite being one of the most important figures behind the fall of Yharnam, by the time the player reaches him he's little more than an immobile, disfigured old man who can do nothing but weakly moan should the player choose to maul him to death. He doesn't get a grandiose boss battle like several of his former understudies.
- Body Horror: He has what appears to be florescent fungus growing from under his collar and his feet have become gangrenous◊.
- Evil vs. Evil: Ultimately, both he and Laurence warred with one another due to different ideologies. Ideologies which, in the long run, would both result in the near destruction of Yharnam.
- Godhood Seeker: He sought to "line his brain with eyes" in order to transcend humanity and "elevate his being and thoughts to those of a Great One". It's implied that he instigated the massacre of the Fishing Hamlet just to steal the villagers' eyes and eldritch knowledge. It backfired, greatly.
- Greater-Scope Villain: Of course, being the founder of the basics of The Healing Church in addition to his efforts to make contact with the Great Ones, his actions have contributed to everything bad that happens throughout the story.
- The Heretic: He and the rest of Byrgenwerth were declared heretics by the Healing Church, which is ironic since he was the grandfather of said Church.
- A Lighter Shade of Black: Byrgenwerth's adage of "fear the old blood" due to the horrible effects it can have on people seems reasonable enough. Then it's subverted as Willem's own pursuit of Insight was just as, if not more horrific, as reaching the Fishing Hamlet in The Old Hunters DLC reveals.
- My Skull Runneth Over: A non-fatal example. He's presumably one of those whose brains were stillborn as a result of too much eldritch knowledge, as mentioned in the Great One Mergo's lore.
- Our Founder: He was the scholar who first made contact with the Great Ones, and is considered to be the grandfather of the Healing Church.
- Religion of Evil: As a scholar at the Byrgenwerth College, Willem became disgusted with the limits of human knowledge, and eventually made contact with the Great Ones. This led to Laurence's founding of the Healing Church, though Willem himself was opposed to that.
- Sinister Minister: Well sort of. He's not exactly a minister, but He still devoted himself entirely to lining his own brain with "eyes", which turned him into a vegetable and brought catastrophic consequences to everyone else. It's implied that the massacre of the Fishing Hamlet was orchestrated by him, leading to Kos creating the Hunter's Nightmare its "curse" when the Hunters attacked her while she was pregnant. No wonder Lady Maria was so disgusted.
- The Speechless: He speaks in the flashbacks, but that's about it. After finding him in his rocking chair in Byrgenwerth, attempting to speak to him will only result in him moaning and pointing at the lake with his scepter, seemingly in an attempt to tell the Hunter to kill Rom, thereby completing Byrgenwerth's ritual.
- Staff of Authority: Carries an ornate staff with him at all times even while brain-dead and permanently in a rocking chair.
- These Are Things Man Was Not Meant to Know: Willem sold out the college he was a scholar at and at least three municipalities to demonic alien godlike beings in order to gain eldritch knowledge and transcend humanity. Kinda bit him in the ass, since now he's practically a brain-dead vegetable stuck in his rocking chair.
- Transhuman Treachery: In exchange for eldritch knowledge, he sold out Byrgenwerth, Hemwick, and Yharnam to the Great Ones, in the hopes that he would become a Great One himself.
Laurence, the First Vicar
A man introduced in a flashback cutscene, implied to be a former student of Master Willem and the founder of the Healing Church.
- The Apprentice: He was Master Willem's student and acolyte before they had a falling out. And he is repeatedly mentioned by another one of Willem's apprentices, Gehrman, while the later is trapped in the Hunter's Dream.
- Blood Magic: Several item descriptions indicate that the Healing Church which Laurence founded split from the Byrgenwerth College when it began using blood specifically Old Blood in its rituals, which Willem opposed.
- The Faceless: There are no confirmed appearances of his face. The most we see of Laurence are a few small glimpses in a flashback. That is his now bestial skull on the altar, though, and he is encountered in The Old Hunters expansion.
- The Heretic: Willem accused him of betraying the true ways of the College, though Laurence protested that he would always uphold their adage: "Fear the old blood."
- Our Founder: He's the one who founded the Healing Church. Although Alfred implies that he had a hand in "creating" the Vilebloods, this is just a miscommunication in a couple of translated dialogues. In the Japanese dub, Provost Willem explicitly references a prior defector of Byrgenwerth who is the actual person Alfred is describing when he talks about the "rogue scholar that brought the corrupted blood to Cainhurst". Then again, a cut line of dialogue found in the files outright name-drops Gehrman as someone who betrayed him.
- Karmic Transformation: There are hints that he ultimately became a beast, almost certainly as a result of his use of blood. Word of God confirms this, and that the beast skull found in the Cathedral is his. The Old Hunters has made it even more complicated, as it was initially thought that the Bloodletting Beast found in the Chalice Dungeons was him. In an earlier version of the storyline, it definitely was. As of the final game, it pretty much still is, as the skull matches the general shape and wounds of the Bloodletting Beast. The Old Hunters adds the lava-blooded Cleric Beast version found in the Hunter's Nightmare, which made the situation more muddled. The closest explanation for this situation is that the Bloodletting Beast in the Chalice Dungeons is his vermin-controlled/animated body, while his "consciousness" (for lack of a better word) has been trapped in the Hunter's Nightmare.
- My God, What Have I Done?:The lyrics of the song that plays during the optional boss fight against him suggests that he genuinely wished to help people with offerings of the Blood to heal people. Yet it wasn't until it was too late did he realize it was his fault that he essentially helped unleash a horrific scourge on the world. Worst yet, it's highly likely he didn't realize this until he started going through the transformation himself.
- Small Role, Big Impact: He only appears in one scene and is mentioned in a few items. However, Laurence is a key figure in much of the backstory for Bloodborne. He studied under Master Willem at Byrgenwerth, founded the Healing Church, worked extensively with Gehrman and the Hunters, and even has a connection of sorts with the Moon Presence.
A member of the Brygenwerth faculty, Caryll was a runesmith for the College who transcribed the voice of the Great One Oedon. Most of the works have been secreted away, some even forbidden and considered heretical.
Ludwig, the Holy Blade
The First Hunter of the Healing Church, founder of the Healing Church Workshop. He was the first to recruit and train Yharnamite citizens as Hunters en-mass, and designed weapons to combat giant beasts.
For info on his Boss Battle, go to Bloodborne Characters From The Old Hunters.
- BFS: He wields the Holy Moonlight Sword, which has a distinct design from the other Holy Blades.
- Expy: To Artorias. Both are Master Swordsmen of their group and have succumbed to their respective curses by the time you meet them.
- The Ghost: He's only mentioned in the Vanilla game. But The Old Hunters DLC introduces him as a malformed beast.
- Godzilla Threshold: One may question his methods, as the weapons he made are overkill against the smaller beasts and whipping the townsfolk into a frenzy made the streets even more dangerous in the long run. But when facing the larger beasts, beasts born of members of the Healing Church, his reasoning becomes crystal clear.
- Karmic Transformation: As noted above, Healing Church members tend to transform into the larger beasts that stalk Yharnam. Ludwig was no exception.
- Nice Job Breaking It, Hero!: He did try to clear the beasts and was apparently open with the public, but he was still working for the Healing Church and the hunting mobs just made the Scourge of the Beast spread faster.
- Super Prototype: Actually somewhat averted in regards to the Holy Moonlight Sword that he wielded and his namesake Holy Blades that it inspired. While the Holy Blades lack the Moonlight Sword's more exotic abilities, they do have better stats and scaling with Strength and Skill. However, the Moonlight Sword swings faster, has very good Arcane scaling, and has a far more varied moveset, making it shine in both PvP and PvE. Essentially, neither of them completely outshines the other, and both are very reliable weapons.
- Torches and Pitchforks: One of his first actions was to make the Hunt public, encouraging anyone who could lift a torch to join the Hunt. These mobs were effective at first but quickly devolved.
- Was Once a Man: By the time the player meets him, he's succumbed to the Scourge of the Beast.
- Weapon of Choice: His signature weapon was Ludwig's Holy Blade, a silver longsword with a scabbard so big and heavy it can be used as a BFS. He also made Ludwig's Rifle, a very powerful shotgun with surprisingly good range and narrow spread. However, the Holy Blades wielded by the present Healing Church are actually imitations, as his Trick Weapon is actually the Holy Moonlight Sword, which he wields in the second half of the boss fight.
An eccentric inventor associated with the Healing Church workshop. He was obsessed with darkbeasts and the electricity that they could generate with their bodies, and is credited with the creation of the Tonitrus line of weapons.
- The Blacksmith: The cut version of him is implied to have been this, being the one to put blood gems on your weapons instead of obtaining the Blood Gem Workshop Tool from the chest in the Oedon Chapel basement study.
- Expy: Of Nikola Tesla, being an eccentric scientist who was obsessed with the potential of electricity. He also, like Tesla, was not very well-regarded by his contemporaries.
- The Ghost: Is only ever mentioned in the descriptions of the Tonitrus, Tiny Tonitrus, Bolt Paper, and the Spark Hunter Badge. That said, data mining has revealed that he was supposed to be an actual NPC at one point.
- Mad Scientist: You don't earn the descriptor of "infamous eccentric" without being a little crazy. His methodology is also mentioned to incidentally mirror that of Byrgenwerth, which is not a favorable comparison. The cut version was no better, being absolutely obsessed with the blood gems found in the Chalice Dungeons.
- Red Baron: His name is almost always followed by "the infamous eccentric" in item descriptions.
- Shock and Awe: His life's work was focused on the production of electricity, particularly in the form of very dangerous weapons.
- Weapon of Choice: The product of his research was the Tonitrus, a mace that can electrify itself for a damage boost. He also created the Tiny Tonitrus, which fires a wave of lightning, and the Fire Paper and Bolt Paper, which apply their respective elements to a weapon for a little while.
A Hunter from years past who was fascinated by the darkbeasts, creating the Beast Claw trick weapon and the Beast Roar Hunter's tool.
- Admiring the Abomination: Izzy's fascination with Beasts and Darkbeasts led to them "creating" at least 2 devices that allow you to tap into the Scourge without being infected yourself.
- Ambiguous Gender: Izzy's gender is never mentioned in-game.
- Meaningful Name: To be Irreverent means to not really care about lthings that others take extremely seriously. It wouldn't be an exaggeration to say that Izzy loved Beasts despite surely knowing full well how dangerous and terrifying they are.
- The Ghost: Izzy has potentially long since died. It's possible that Izzy is trapped in the Hunter's Nightmare and is also the identity of the Feral Old Hunter.
- Weapon of Choice: The Beast Claw trick weapon, claws crafted from a pair of still living bones taken from a darkbeast that can turn the user's other hand into claws as well. They also made the Beast Roar tool, created from a severed darkbeast claw.
Old Hunters Allies
A Huntress of the Healing Church initially found in the Cathedral Ward. Her initial summon sign is near the shortcut to the Grand Cathedral.
- Awesome, but Impractical: She wields the powerful Repeating Pistol.
- Badass Longcoat: She wears the Cloaked Hunter Garb.
- Drop the Hammer: She wields the Kirkhammer.
- Molotov Cocktail: She has this in her arsenal as well.
- Nice Hat: Her Top Hat.
- Torches and Pitchforks: Minus the Pitchfork, she has a Hunter's Torch.
A Madman that can be summoned in various locations and Chalice Dungeons, especially Lower Pthumeru Layer 3.
- Ax-Crazy: Well, he is a Madman.
- Carry a Big Stick / Sinister Scythe: Wields the Amygdalan Arm, a weapon that transforms from a Massive Club to a sentient scythe-like appendage.
- Church Militant: Although a Madman, he was formerly a Tomb Prospector of the Healing Church.
- In the Hood: Wears the Madman Set.
- Mighty Glacier: He's stronger than most Old Hunters but never goes faster than a jogging pace, which is slow for a standard Hunter.
- Shotguns Are Just Better: He also wields Ludwig's Rifle.
A member of the School of Mensis, Damian can be found in various locations and Chalice Dungeons, especially in the Altar of Despair.
- Badass Bookworm: Comes with being a Scholar of Mensis.
- Cane Sword: Wields the Threaded Cane, which is also a Whip Sword.
- Enemy Mine: The locations of his summoning signs imply this. Both are right outside the boss chambers for Rom and Ebritas, the Old Ones used by Brygenwerth and The Choir, both rival factions to the School of Mensis.
- Luckily, My Shield Will Protect Me: Wields the Loch Shield, which can decrease the amount of Arcane Damage taken.
- Old Master: Looking at him with a monocular will show him to be a lot older than the other Hunter summons, with grey hair and a wrinkled face, hinting at the knowledge and power of an aged Scholar of Mensis.
- Squishy Wizard: Damian has the Blacksky Eye Hunter Tool, the Augur of Ebriatas, and A Call Beyond. He also has pretty low health for an Old Hunter summon.
One of the few remaining Tomb Prospectors, Olek and Gremia are key allies in many of the Chalice Dungeons.
- Awesome, but Impractical: Olek wields the Repeating Pistol.
- BFS: Gremia wields Ludwig's Holy Blade.
- Church Militant: Well they're tomb prospectors of the Healing Church, so it counts.
- Drop the Hammer: Olek Wields the Kirkhammer.
- Evil Counterpart: The good counterparts as it were to the Forgotten Madman and the Madman's Escort, wielding the same weapons of choice as those two.
- Molotov Cocktail: Both have some in their arsenal.
- Stone Wall: Their attacks aren't very damaging on their own, but they can take quite a beating before needing to heal.
A mysterious, unnamed Executioner found in a few chalices. It's suggested he's responsible for slaying another queen in his past life, suggesting that there were other queens before Annalise.
- BFG: He wields the Powder Keg prototype Cannon.
- Cool Helmet: The only thing he wears is the Gold Ardeo and his undergarments.
- Evil Counterpart: His allies can be encountered as enemies.
- Improbable Weapon User: He also wields Logarius' Wheel.
- Meaningful Name: You can summon him to help you kill the Pthumerian Queen, Yharnam.
- No Name Given: Unlike the rest of the summons, no one knows who he is.
- Walking Shirtless Scene: He wears nothing aside from his Ardeo.
As the name implies, Antal is a defector of the Yahar'gul Hunters, who respond only to the School of Mensis. He can be found within the Yahar'gul boss fights, Darkbeast Paarl, and The One Reborn.
- Badass Mustache: Only noticeable if you look at him with a monocular.
- Cool Helmet: His Yarhar'gul Iron Helmet under the hood. It's reminiscent of armor from a long age past.
- Cool Sword / Blade on a Stick: Wields the Church Pick, which transforms from a Large Sword to a War Pick.
- Defector from Decadence: Implied that he no longer works for the Yahar'gul Hunters and by extension the School of Mensis.
- Kill It with Fire: He also wields the Flamesprayer.
- Smart People Wear Glasses: He's wearing spectacles.
One of the few remaining Old Hunters not trapped in the Hunter's Nightmare. Vitus can be found in the higher tier Chalice Dungeons.
Powder Keg Hunter equipped with Beast Claws and a follower of Irreverent Izzy, he can be found in the higher tier Chalice Dungeons.
The younger brother of Madaras Twin, known for keeping a serpent in the Forbidden Woods.
- See Enemy Characters and Bosses for more information about him.
The taciturn old Hunter Henryk was once partners with Father Gascoigne, and though they were a fierce and gallant duo, their partnership led to Henryk's tragically long life.
- See Enemy Characters and Bosses for more information about him.