Lore
Gehrman is a kindly old man whom you'll first meet upon awakening in the Hunter's Dream. He is the workshop's founder and the very first hunter, though due to his advanced age he now serves only as an advisor; as such, he has a wealth of experience and will provide you with his wisdom and guidance throughout your exploration of Yharnam.
Gehrman inhabits the Hunter’s Dream and was put there as a guide, a helper to the hunters to advise them, such is his purpose. Gehrman was associates with Master Laurence and Provost Willem back at the college of Byrgenwerth. Gehrman's weapon; the Burial Blade, his attire and his style of combat were all deeply influential and characterised hunters till the Healing Church with Ludwig took the hunter’s style of combat in a new direction.
Gehrman was the founder of the Workshop, an institution designed to combat the beasts caused by blood usage. His Burial Blade is a masterpiece, crafted at the workshop. It is forged of siderite, a mineral said to have fallen from the heavens. Gehrman’s clothing existed before the workshop, and was created by making adjustments to everyday clothing. It later became the basis for all hunter’s garb. The attire was adjusted to be lightweight, allowing engagement with beasts at speed.
During his days at Byrgenwerth, Gehrman entered the tombs of the gods. It was in the underground labyrinth that he discovered a great old bell. This bell’s ring resonates across worlds, and Gehrman used it as a special signal to call hunters from other worlds to cross the gap and co-operate. The scholars of Byrgenwerth discovered special blood in the tombs. This discovery made their dreams of evolution a reality, but its use led to metamorphosis into beasts. Gehrman trained the first hunters as students or apprentices. Among those students was Lady Maria. Maria had great admiration for Gehrman, and Gehrman in turn was possessed of a “curious mania” towards her. Evidently Gehrman loved Maria, but whether the feelings were reciprocated, or even known about, is unclear.
Gehrman has clearly occupied the Hunter’s Dream for a long time. He is an old man, obscure in the waking world. His dialogue while he is sleeping reveals that he desperately wishes to escape the Hunter’s Dream, and in fact, Gehrman regards it as a Nightmare. He suffers from restlessness as he sleeps, but he will sleep calmly through the night if the player kills the Orphan of Kos and its shadowy presence.
Should the player defeat Mergo’s Wet Nurse and silence the nightmare newborn’s harrowing cry, Gehrman will offer them mercy. To him, mercy means escaping from the Hunter’s Dream, and to do so he will kill you with his Burial Blade, if the player consents. If the player decides to reject this offer, Gehrman takes it upon himself to force death upon you at his hands. Interestingly, when Gehrman dies, he uses the exact same death animation as Lady Maria.
Theories
An Interpretation of Gehrman's Story
The following is an attempt at piecing together and interpreting Gehrman’s story based upon the evidence provided, and a lot of speculation:
Byrgenwerth is an old place of learning and reflection. An institution where scholars learned of history and archaeology. Presiding over this institution was the provost (the head of certain university colleges, especially at Oxford or Cambridge, and public schools.) Willem. Under Willem’s leadership, the scholars of Byrgenwerth researched ways to elevate their thoughts, seeking beings, and seeking to become beings from higher planes, or ‘gods’. These beings were known as the Great Ones. Willem’s guiding philosophy was that humans were thinking on the basest of planes, what they needed was ”more eyes.” Provost Willem sought a great relic; the umbilical cord of a baby Great One. Every Great One has a precursor to the umbilical cord known as the Cord of the Eye. Willem believed that in order to elevate his being and thoughts to those of a Great One, he had to line his brain with eyes. We know from the events of the final scenes in Bloodborne that he was on to something.
Gehrman was certainly an associate of Provost Willem and Laurence. But what was the nature of their relationship? Gehrman calls Provost Willem “Master Willem” as he feverishly dreams. This is also what Laurence calls Willem, and indicates his respect for him. But it also indicates that Gehrman was not ranked alongside Willem, but rather below him. This could mean that Gehrman was a student, but from what we know, the students of Byrgenwerth, typically wore the student uniform. Gehrman does not wear the student uniform, we know what clothing he wore everyday, and it is what is known as Gehrman’s Hunter Set. This set was created before the Workshop, when Gehrman was at Byrgenwerth, and existed by making adjustments to everyday clothing, later becoming the basis for all hunter’s garb.
Then Gehrman was an associate of Willem and Laurence, but likely not a student of the college. He was a particularly gifted craftsman, and an exceptional warrior. Byrgenwerth is not like an institute of learning that we would find today. It was not just a place for discussion and reflection, the scholars at Byrgenwerth were proactive in their research. They delved into places that were exceptionally dangerous and protected by ancient rituals. So, would these scholars want to go head first into these dangers themselves, risking life and limb, or, would they rather be led by someone who could do it for them? The later seems more likely, and is exactly where someone like Gehrman could fit into the college of Byrgenwerth, and still be on close speaking terms with the leaders of the institute.
Gehrman was not alone at Byrgenwerth in his duties, he trained apprentices and students to help him in his work. One such student was the lady hunter Maria. Maria was distantly related to the undead queen, but had great admiration for Gehrman. She frowned upon the blood blades used in her native land of Cainhurst. Her admiration of Gehrman appears to have stemmed from his inhuman dexterity and combat style. The apprentices of Gehrman were taught to fight like him, and were practitioners of the art of the Quickening, a technique particular to the first hunters. Gehrman likely developed this technique, and it is perhaps the main reason why Maria had such great admiration for him. Because of this admiration and because she frowned upon blood blades, Maria decided to wield the Rakuyo, a trick sword that originated in Cainhurst but did not feed off blood, instead demanding great dexterity of the wielder.
It is likely that during his time at Byrgenwerth Gehrman established the Workshop. The Workshop was a place where Gehrman could train his hunters, where they crafted their weaponry and where they employed tools given to them by the scholars of Byrgenwerth. One of the most notable tools was the Rune Workshop Tool, which allowed them to etch Caryll runes, transcribed inhuman utterings of the Great Ones, into their minds to attain wondrous strength. It is interesting how low down in Yharnam the workshop is based. It is close to the Tomb of Oedon, and one of the closest areas to the ground below which Yharnam is built on top of. Perhaps it was placed there to allow the scholars easy access to the tombs of the gods below?
Gehrman was known as the first hunter, but what was he hunting? We know that Provost Willem sought evolution of his thoughts and being, and that in particular he desired the umbilical cord of a Great One. So how were the scholars go Byrgenwerth going to get the cord of a Great One? By hunting the Great Ones. In the lecture theatre, a place now lost in the nightmare, we find this note which reads: “Hunt the Great Ones, Hunt the Great Ones”. So this is what Gehrman, Maria and Gehrman’s other apprentices did.
The hunting of the Great Ones led the scholars to two very important places.
In their research into history and archaeology, guided towards evolution and ascension by Willem, the scholars unearthed the tombs of the gods. These tombs, also known as the old labyrinth, or chalice dungeons to us, were carved out below Yharnam by the Pthumerians. The Pthumerians were superhuman beings who watched over the slumbering Great Ones. Though mere humble guardians of the Great Ones, the descendants of the Pthumerians felt entitled to name themselves a leader. This leader was traditionally a woman who assumed a name with classical roots. The last Pthumerian leader it seems, was Yharnam, Pthumerian Queen.
During their investigation into the tombs, the scholars discovered a holy medium deep within. Blood; the blood of the Great Ones or ‘Old Blood’. The discovery of blood made the scholars dreams of evolution a reality. But the discovery of blood also entailed the discovery of undesirable beasts. The blood the scholars had discovered, had unwanted side-effects. While the Old Blood could cure any disease, seemingly increase the strength, speed and reflexes of those who took it and felt “invigorating”, those who had been ministered were susceptible to falling under a new, terrible illness known only as the Scourge of the Beast. Those who had succumbed to the tainted blood suffered from a form of Lycanthropy. Their hair elongated, their teeth sharpened, their size and strength increased, and they became violent and irrational. The men and women who had succumbed to the Scourge became Beasts. It is no wonder then that Provost Willem took a stand against its use. Willem believed in a sacred adage: “we are born of the blood, made men by the blood, undone by the blood, Our eyes are yet to open… Fear the old blood.” Willem considered any who would pursued the use of blood to be traitors to him.
Willem would not condone the use of the Old Blood, so the search for ascension continued. We have a good idea of the order in which the scholars made these discoveries because of the Befuddled Villager’s dialogue. He will call the scholars of Byrgenwerth “blood crazed fiends”. This is a subtle reference to the alternate title for hunters, “echo fiends” and strongly implies that prior to the incident at the Fishing Hamlet, the scholars had discovered blood. It also seems likely the blood was discovered first, because the hunters embedded blood into their weapons, and used it to heal themselves, making them much fiercer enemies than ever before, and allowing them to overcome the adversity found in the village…
So Byrgenwerth’s hunting of the Great Ones led them to the Fishing Hamlet. When the carcass of Kos washed up on the coast a number of things happened. The villagers discovered that its insides were teeming with parasites. These parasites are what are otherwise called Phantasms, and serve as augurs of the Great Ones (likely because they reside within Great Ones). But the villagers also discovered that Kos was pregnant, and that the baby was still alive inside Kos, though unable to be born. The Befuddled Villager makes frequent reference to the “poor wizened child” in his trance-like ramblings. The villagers who chant hidden away in the hamlet homes also speak of a baby. The villagers were clearly aware of this creature; named the Orphan of Kos. They regarded Kos as a mother, they worshipped its carcass. But what were these people trying to achieve before the Byrgenwerth Scholars showed up?
Contact with the Great Ones and especially the blood of Great Ones changes people. We see this numerous times throughout the story of Bloodborne. The Imposter Iosefka, once a member of the Choir, experiments away on those brought to her clinic, creating Celestial Emissaries. She will remark after sending enough patients her way that she will next be trying “old blood”. These creatures created from old blood, or the blood of the Great Ones, are called kin. They are not necessarily Great Ones, but rather brethren to them . We can find kin coldblood on a significant number of bodies in many places throughout the Fishing Hamlet. But if Kos was a Great One, where did this kin blood come from?
The blood of Kos or perhaps the proximity to its carcass brought about great changes in the villagers. The men of the hamlet transformed into what can only be described as fish men, some even transforming into large beasts capable of lifting anchors like they were paper. The faces of the smaller fish men appear to be human, though deformed. We can most clearly see this when looking at the Befuddled Villager, since he is none hostile. The larger of the enemies appear to have progressed further along the path of transformation, such that they no longer resemble humans, except in their bipedal movement and general anatomy. These enemies can be seen on mass in caves along the cliffside, collecting phantasms, catching them in their nets and pooling them in shallow trenches.
Which begs the question, what happened to the women of the village?
This dead Great One was worshipped by the villagers there, they called it “mother”. This is likely because their contact with Kos gave ‘birth’ to their new forms, transforming them into something more than what they were. The villagers must have felt gratitude to the Great One who had visited this upon them, it is only natural that they in turn wanted to help mother Kos. Kos was dead, but her baby was still alive, it just needed to be born. The poor wizened child was running out of time, and something needed to be done. So the men began seeking a suitable carrier for the baby, a woman who might be able to birth it. To do this they cocooned the women of the village in Kos’ blood and phantasms. Allowed them to gestate in there until their bodies were transformed, made anew, and ready to bear the child of Kos, bringing it into the world. We can see the results of these experiments strewn throughout the village, and the majority of them are found amongst the pools of phantasms. These women appear fish like, having lost their legs to be replaced with a single large fin, their transformation into a being compatible with Kos is certainly underway. It’s interesting that their appearance is quite similar to a tadpole, the juvenile stage of life for a frog, which may indicate that they still had a lot more metamorphosis to undergo. These women once reborn would prostrate themselves before the carcass of Kos. What they expected from this is unclear, but perhaps they believed some revelation would befall the one who was picked to carry the child of Kos.
But the plan of the villagers never reached completion. The Byrgenwerth scholars arrived. How Willem heard about this village is unclear, but we know he was seeking the Umbilical Cords of the Great Ones, and we know that the scholars were seeking special blood. The Fishing Hamlet must have seemed like a perfect place for experimentation. The scholars of Byrgenwerth, likely led by Laurence, protected by Gehrman, Maria and the other apprentices conducted innumerable experiments upon the villagers. Their experimentation was not gentle, the insides of their skulls were forcibly searched for eyes, evidenced by the innumerable scratches and indentations found on the remaining bones. The scholars were searching for eyes because of Willem’s hypothesis, in an attempt to bring about understanding.
But this was not the only sin of the scholars, the villagers, like the denizens in the tombs below Yharnam, were not willing subjects. They had to be coerced and subdued, and this is where the hunters were needed. The scholars had before them the carcass of a Great One, but even more importantly, they had the umbilical cord of a Great One’s child. It was perhaps as the scholars approached the carcass of Kos that the Orphan emerged, in a similar way to the player’s experience. Or perhaps it was when the scholars cut into the carcass of Kos that they discovered the wizened child. The regard the villagers had for Kos meant they would never harm the carcass, nor perhaps even approach it, as we see the women of the village kneeling at a respectful distance. But something the scholars did incited the anger of a Great One, the Orphan of Kos.
What seems most likely is that the Byrgenwerth scholars killed the Orphan of Kos. We know that Provost Willem sought the Cord of the Eye, an umbilical cord of a Great One, and this was a perfect opportunity. It may be that the Orphan died because the scholars dissected Kos and the cord was taken from it. But what seems more likely is that the cord had to be forcefully taken. This seems more likely because the version of the Orphan we fight in the Nightmare wields its placenta like a weapon, and a placenta is connected to a baby by the umbilical cord, which we can see connected to the Orphan’s midriff. If this was the case, the Byrgenwerth scholars would have had to murder the Orphan of Kos, showing it no mercy. To overcome a being as powerful as the Orphan, it would take more strength than is commonly wielded by intellectual scholars, it would take hunters. We know that both Gehrman and Maria were hunters at this time, and that Maria was present in the Fishing Hamlet. We also know that Maria tossed her weapon into the well of the Fishing Hamlet in disgust (or when she could "stomach it no longer"). Perhaps it was killing the Orphan of a Great One that brought about this change in Maria? We also know that the Orphan of Kos or at least the fragment of it that remained is the source of the Hunter's Nightmare from the fact that defeating the Orphan doesn't give us the Nightmare Slain text, but rather we see that text after banishing its ghost to the sea. If the Orphan is the source of the Nightmare, then it is likely that whatever role it played was incredible vital to the events of the Fishing Hamlet.
Even if the Orphan was killed by the scholars, we know that death for the Great Ones is not necessarily final. The Yharnam Stone tells us that the Queen lies dead, but her horrific consciousness is only asleep, and it stirs in unsettling motions. If this can happen to Yharnam and her child after death, why not Kos and hers?
The actions of the scholars and the hunters under Gehrman caused the hunters and their children’s children for evermore to become cursed. Curses are caused by inciting the anger of the Great Ones, and are used to hex others, and we know that the remaining survivors of the Fishing Hamlet ceaselessly chanted against the scholars, calling this curse into existence. What was the nature of the curse? The Befuddled Villager calls down the “curse of blood” upon Byrgenwerth. Each wretched birth will plunge each child into a lifetime of misery, the pungence of Kos will cling, like a mother’s devotion. The nature of the curse, and indeed curses themselves, is unclear. But it is clearly centred around blood. We do not know the exact nature of blood consumption prior to this incident. It clearly showed promise to the scholars, who thought it could lead them to the evolution of their species, but it also terrified Willem who believed it would lead to mankind’s undoing. From this we can extrapolate that the blood would eventually transform its imbiber into a beast. We also know that the Moon Presence is the source of the spreading scourge of beasts, as when the red moon hangs low, the line between man and beast is blurred. So what did the curse of the Fishing Hamlet villagers change? One possible answer is that it changed the relationship the hunters had with blood, and created the nightmare as a means of punishing them. The hunter who becomes drunk with blood is said to be taken by the Nightmare, destined to wander forever, engaged in an endless hunt. It is a fate that no hunter can escape. One day, the hunters disappeared, and Yharnamites began to whisper of the hunter’s sin. Drunk with blood, chasing after beasts, they would pass on to the Nightmare, every last one of them. Simon, the Harrowed tells us that “hunters drunk with blood end up in the Hunter’s Nightmare. The hunters are drawn to the Nightmare because it sprouted from their very misdeeds, […] a pitiful tale of petty arrogance really.” This is the curse. To be forever stuck in a cycle of mindless bloodlust, replaying your worst nightmares over and over again with no respite. The curse of Kos’ Orphan is the source of the Hunter’s Nightmare, and the eventual fate of all hunters. This curse caused by the sins of the Byrgenwerth scholars is visited upon the hunter’s children, and their children’s children for evermore, but the hunters cannot bear the weight of their forefather’s sin forever…
It was Gehrman and Maria who caused this curse to begin, and it clearly affected them the rest of their lives, as we will examine later. The events at the Fishing Hamlet were likely considered a success by the scholars of Byrgenwerth, they had the umbilical cord of a Great One’s baby, and made dramatic advances in their knowledge of the Great Ones. This umbilical cord was brought to Willem to study, and it is likely that Willem called the entire college to help him in his investigation, ignoring the findings of blood. But what had been discovered in blood was too valuable to be abandoned, or at least that was the opinion of the majority of the scholars at Byrgenwerth. These scholars were led by Laurence. Laurence tried to convince Willem that the blood should be studied, that it should be used, but Willem would never listen. So Laurence left Byrgenwerth, and along with some other important scholars, he took Gehrman with him.
Gehrman and Laurence were likely very close. Gehrman will refer to him simply as Laurence, like he would a friend or familiar acquaintance, while he refers to Provost Willem as Master Willem, indicating their relationship was not equal. The two of them must have travelled far together, Laurence; as the leader of the scholars, replacing Willem bound to a wheelchair having to remain behind, and Gehrman; the leader of the Workshop, the two must have worked closely in their investigation into the Great Ones. They delved into the dangerous old labyrinth below Yharnam, shared discoveries and led the assault on the Fishing Hamlet. This must have forged strong ties between them. Gehrman supported his friend and believed in him.
So Laurence and Gehrman left Byrgenwerth, and took their followers, including Lady Maria along with them.
It is at this point that we should examine what happened to the umbilical cord retrieved from the Fishing Hamlet. It is strongly indicated that the cord was split into three parts. The first third remained behind at Byrgenwerth with Willem. The second third was gifted to the Workshop and Laurence as the head of the scholars, and the final third was gifted to Micolash and the School of Mensis. Perhaps the cord was split in good faith, as each institution was driven by a different philosophy, all tailored towards the same goal of gaining knowledge and achieving ascension.
Laurence along with Gehrman, continued their investigation into blood and the Great Ones. The Healing Church was established in Yharnam, and those who were sick or ailing were encouraged to partake of “communion”, the ministration of blood. The blood was dangerous, it would eventually transform humans into beasts, but perhaps the scourge of the beast could be controlled, and the blood utilised for the advancement of mankind. Gehrman’s role as hunter primarily became focused on dispatching the beasts as they appeared. These early hunters identified each other by the Old Hunter Badge. The hunters set allows one to stalk beasts unannounced, by cover of night, and this is what Gehrman and his apprentices must have done. The hunter set notes that the withered feathers in the cap are fashioned after one of the old hunters. There are two possible candidates here, Henryk, or what is much more likely is that it is modelled after Lady Maria. Both their caps have feathers in them, and while Henryk did live a “tragically long life” we can be fairly confident that Maria came before him, and we know how Gehrman felt about Maria. This is the first clue as to what Gehrman thought about Maria.
From the Doll set and Maria hunter set descriptions we get a strong impression of Gehrman’s relationship with Lady Maria. While Maria had great admiration for Gehrman, it is implied that Gehrman loved Maria deeply. That he was not only in love with her, that he was obsessed with her. His feelings for her are described as a “curious mania”, but we know from the Maria Hunter set that Gehrman never told Maria how he felt. Perhaps Gehrman felt inadequate before Maria. She descended from the royalty of the day, and was clearly exceptionally talented. Despite Gehrman’s achievements, his blood was not that of the Cainhurst nobles, and never would be. Whatever the reason, it remains a curious fact that Gehrman never confessed his love, and this must have been a strong motivation for him in the events that happened later.
What happened at the Fishing Hamlet could not be forgotten by Gehrman and especially not by Lady Maria. Her Rakuyo speaks of her tossing her beloved weapon into a dark well when she could stomach its presence no longer. The weapon would be eaten by one of the fish monsters at the village as evidenced by how the player retrieves it. But what happened next? It would seem that Maria continued with the scholars and Gehrman, and that she left with Laurence to found the Healing Church. But Maria had tossed her weapon away indicating she no longer wished to be a hunter. So the Church found a new role for her. She became the caretaker of the patients who came to the Healing Church to be experimented upon in the Research Hall. Within the Research Hall patients would imbibe water, and listen for the howl of the sea until their heads expanded so much it was all they were. In the early days of the Healing Church, the Great Ones were linked to the ocean. This makes complete sense considering where Kos was found.
There are certainly signs she truly cared for the patients, at least to begin with. The balcony key says that Maria hoped Adeline would find comfort in the faint breeze that carried the scent of flowers from the outside, evidently displaying her affection for the woman. Many of the patients in the research hall will cry out to Lady Maria, asking her to take their hands, to save them, asking her unanswerable questions. She had to watch these people lose their minds, and that was just the favourable cases. At the base of the hall we find a pool of dissolving bodies, each of them a patient at various stages of the treatment. Each and every patient, was a failure. As the bodies mounted there is evidence Maria became more frustrated with the process. One of the patients kneels before her tower crying and repeating over and over “I have failed… Please, Lady Maria”. Outside her room at the top of the Astral Clocktower the Living Failures remind her each day of what she did in the name of the Church.
it is strongly indicated that Maria committed suicide. As she sits at the top of the Astral Clocktower, we can see a few things. Her blouse, especially around her neck, is drenched in blood, and the blood is flowing down her arm to drip off her finger tips, pooling at the base of the chair indicating she was not killed by force. When we approach, the text prompts us to examine the corpse, but because this is a nightmare, the corpse of course springs to life.
Maria’s passing must have affected the Church and Gehrman deeply. There is an honorary tomb behind the chair Maria sits in at the top of the Astral Clocktower, with a single lumenflower placed upon it. But graves around the Workshop stand in the memory of the countless hunters over time as the Plain Doll will tell us, and to Gehrman, Maria was still a hunter. We find these graves in the Abandoned Workshop in Yharnam’s Cathedral Ward, so they must have existed since before the hunter’s dream. On one such grave we find the Old Hunter’s bone, the gravestone that the Doll kneels before in the hunter’s dream, and the gravestone that transports us to the Hunter’s Nightmare. The Old Hunter Bone belonged to an apprentice to Old Gehrman, and a practitioner of the art of Quickening. The english description calls the Old Hunter in question a “he” but apparently the original Japanese leaves the gender nameless, certainly opening up the speculation that this bone belonged to Maria. All of this evidence indicates that Gehrman buried Maria at the Workshop.
In his loneliness and despair, Gehrman crafted the doll a creation that mirrored Maria’s physical appearance exactly. A deep love for the doll can be surmised by the fine craftsmanship of the attire it wears and the care with which it was kept. In a cupboard at the workshop Gehrman kept one of Maria’s hair ornaments, saving any memento of her that he could.
During this time the research conducted in the Healing Church was evidently proving to be unsuccessful and the attempts at controlling the scourge of the beast were rapidly growing out of hand. The Church needed something more. Presumably up until this point in the history of Bloodborne the hunters have been mortal, able to be killed, never to return. It is possible that at this low point in Gehrman’s life, an idea was suggested to him by his friend, Laurence. Gehrman was an exceptional hunter, the most gifted of them all. The love of his life had just died, but the Church needed him. The hunters were dying, they needed a fighting force, capable of prevailing over the most dreadful beasts. At this stage the hunter’s nightmare had been established, indicating that Great Ones can create an alternate reality (known as a nightmare), and the church was in possession of a third of a Great One’s umbilical cord, why not use this cord to commune with the Great Ones and seek their help? The Great Ones that inhabit the nightmare are sympathetic in spirit, and often answer when called upon. The Third Umbilical Cord precipitated the encounter with the pale moon, which beckoned the hunters and conceived the hunter’s dream. Laurence and his associates, including Gehrman, beckoned the nameless moon presence known as ‘Paleblood’ using the One Third Umbilical Cord. A contract was established, establishing the hunters and the Hunter’s Dream.
Gehrman expects something from Laurence. He asks in his sleep “Oh Laurence… what’s taking so long… I’ve grown too old for this, of little use now, I’m afraid…” Laurence evidently promised Gehrman that he would come back for him, that he would unshackle him from the dream. What seems likely is that Laurence promised Gehrman that he would come back for him once he had figured out how to surpass his humanity, and that Gehrman was asked to enter the Hunter’s Dream as a friend to the hunters, someone who could train them, mentor them and guide them towards the goals of the Church as he had once done in the Waking World. Gehrman’s advice certainly gives us clues towards the extent of his knowledge. He will tell the player about the Holy Chalice in the valley hamlet of Old Yharnam, a place he must have been familiar with. He will also tell them to ascend to Oedon Chapel, the centre of the Church’s cathedral ward and a place where the hunter is sure to receive their next indication of where to go. He will be curiously hazy on events around the time that Old Yharnam burned and afterwards. Saying “if the old hunter tales remain true” and pausing as if trying to recall the name of Ludwig. After this Gehrman is curiously absent for much of the game, as if he has exhausted his knowledge, but at least set the player on the path he wants. It may be that at this point both Laurence and Gehrman were aware of the Hunter’s Nightmare, and Gehrman’s eventual fate. Perhaps saving Gehrman from this fate played a part in their decision to establish the Hunter’s Dream.
As we know, Laurence failed in his attempts at controlling the scourge, and ascending to become a Great One. Perhaps he believed that once he was a Great One he would easily be able to wrest Gehrman from the Hunter’s Dream. Laurence’s failure left Gehrman alone and trapped, too old to be of use, but unable to die, a truly terrible reality.
But what was stipulated in this contract with the Great One? We can guess at what the Church wanted; more time to study, to learn, to ascend. We can guess at what Gehrman wanted; his Maria back, the chance to live his life with her. But, what would a Great One want? We know what Great One’s want.
In the age of the Great Ones, wedlock was a blood contract,
only permitted to those slated to bear a special child.
- Ring of Betrothal description
Every Great One loses its child, and then yearns for a surrogate. This is why the Moon Presence signed a contract with Laurence and his associates, this is why Gehrman is trapped in the Dream. Gehrman's role is to find a surrogate for the Great One, he is the key ingredient in the contract, ensuring the Hunter’s hunt and hunt and hunt and eventually; ascend. We see this at the end of the game. When we approach Gehrman he offers us mercy, to escape the Hunter’s Dream which he calls a Nightmare. This is mercy, because there is far more to this Hunter’s Dream than is immediately apparent. Gehrman's role is crucial to the Moon Presence. We see this when we reject Gehrman’s offer and defeat him in combat. The Moon Presence will descend and embrace the player lovingly, as if their own child. The next scene shows the player in Gehrman’s chair, and the Plain Doll will intone: “and so the hunt, begins again.” The player becomes trapped in a cycle that is seemingly inescapable.
But there is a way to escape the hunter’s dream: halt the source of the spreading scourge of beasts, lest the night carry on forever.
The source of the beasts is the Moon Presence, and to halt it, we must kill it. By doing so the player ascends to become an infant Great One. The reasons for this are subject to speculation but will not be detailed here, because this is about Gehrman’s story, and with his defeat at the player’s hands, Gehrman’s story ends, finally allowing him rest.
Gehrman is from Hemwick Charnel Lane
1. The people of Hemwick use simple farming tools as weaponry and are evidently farmers. This is clear from things like the horses and hay found throughout the area. Gehrman's weapon of choice is a scythe, which was a common farming tool. It is clearly a weapon that Gehrman is comfortable using and this may be due to the fact that he was once a farmer or grew up in a farming community.
2. Hemwick citizens speak German or are designed with German history in mind. When killed with fire damage the women of Hemwick will exclaim the German word for fire, even when playing the English version of the game. If we look around Yharnam we can see that Yharnam proper is based on Victorian England, and Cainhurst may be based on the French aristocracy. This picture of early Europe may then include Hemwick Charnel Lane as a version of Germany. Gehrman is a common first or surname in Germany and is evidently a variant of the word German.
Dialogue
Upon first speaking with him:
"Ah-hah, you must be the new hunter.
Welcome to the Hunter's Dream.
This will be your home, for now.
I am… Gehrman, friend to you hunters.
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.
You know, it's just what hunters do! You'll get used to it…"
Talk again:
"This was once a safe haven for hunters.
A workshop where hunters used blood to enhance their weapons and flesh.
We don't have as many tools as we once did, but…
You're welcome to use whatever you find.
(Whispers) …Even the doll, should it please you…"
After killing Father Gascoigne:
"The moon is close. It will be a long hunt tonight.
If the beasts loom large, and threaten to crush your spirits, seek the Holy Chalice.
As every hunter before you has.
A Holy Chalice will reveal the tomb of the gods, …where hunters partake in communion…"
Talk again:
"Most of the Holy Chalices lie deep within the tomb of the gods.
And the few that found their way to the surface…
Were lost again in the hands of men.
But if the old hunter tales remain true…
…one of the Holy Chalices is worshiped in the valley hamlet.
Yet the town is in disarray…
It was burned and abandoned, for fear of the scourge, home now only to beasts.
The perfect place for a hunter, wouldn't you say?"
Outside his house if one has 15 Insight or above and Amelia is met:
"Oh, Laurence… what's taking you so long…
I've grown too old for this, of little use now, I'm afraid…"
After defeating the Blood-starved Beast and recovering the Pthumeru Chalice:
"The Healing Church, and the Blood Ministers who belong to it…
were once guardians of the hunters, in the times of the hunter…Ludwig.
They worked, and forged weapons, in their unique workshop.
Today, most ministers don't recall the hunters.
And so, heed the message of your forebears. Ascend to Oedon Chapel."
Outside his house after defeating Rom, The Vacuous Spider, while feverishly dreaming
"Oh, Laurence… Master Willem… Somebody help me… Unshackle me please, anybody…
I've had enough of this dream… The night blocks all sight… Oh, somebody, please… "
After killing Mergo's Wet Nurse, under the tree when greeted:
"Good hunter, you've done well. The night is near its end.
Now, I will show you mercy. You will die, forget the dream,
and awake under the morning sun. You will be freed…from this terrible hunter's dream…"
If accepted his request:
"Farewell, my keen hunter. Fear the blood."
If refused his request or attacked him under the tree:
"Dear, oh dear. What was it? The Hunt? The Blood? Or the horrible dream?
It always comes down to the Hunters' helper after all these sort of messes.
Tonight, Gehrman joins the hunt."
If killed by Gehrman:
"You must accept your death, be freed from the night."
Upon Death:
"The night, and the dream, were long…"
Sources
The Workshop
Lecture Theatre Key
Key to the Lecture Theatre in the Lecture Building.
Today, the two-story Lecture Building is adrift in the
nightmare, but once it was a place of reflection, where
scholars learned of history and archaeology.
Perhaps it still is, as the students in the lecture theatre
appear to await the return of their professor.
Eye Rune
A secret symbol left by Caryll, runesmith of Byrgenwerth,
A transcription of "Eye," as spoken by left-behind Great
Ones. Allows one to make additional discoveries.
Eye symbolizes the truth Master Willem sought in his
research. Disillusioned by the limits of human intellect,
Master Willem looked to beings from higher planes for
guidance, and sought to line his brain with eyes in order to
elevate his thoughts.
Great Ones Wisdom
Fragments of the lost wisdom of the Great Ones, beings that
might be described as gods.
Use to gain Insight.
At Byrgenwerth, Master Willem had an epiphany:
"We are thinking on the basest of planes. What we need, are
more eyes.".
Beast Rune
A secret symbol left by Caryll, runesmith of Byrgenwerth.
A transcription of the roar of a labyrinth beast, the bearer of
the "Beast" rune has accentuated temporary transformation
effects.
"Beast" is one of the early Caryll Runes, as well as one of the
first deemed forbidden. The discovery of blood entailed
the discovery of undesirable beasts.
Rune Workshop Tool
Runesmith Caryll, student of Byrgenwerth, transcribed the
inhuman utterings of the Great Ones into what are now
called Caryll Runes.
The hunter Who retrieves this workshop tool can etch Caryll
Runes into the mind to attain their wondrous strength.
Provost Willem would have been proud of Caryll's runes, as
they do not rely upon blood in any measure.
Blood Gem Workshop Tool
A misplaced workshop tool from the Hunter's Dream.
The hunter who retrieves this can fortify weapons by
kneading blood gems into them.
Blood gems add properties to weapons when used to fortify
them, as blood defines an organism.
One Third Umbilical Cord
1.00
A great relic, also known as the Cord of the Eye.
Every infant Great One has this precursor to the umbilical cord.
Keep one to fend off foul spirits, or use it to obtain great Insight.
Every Great One loses its child, and then yearns for a
surrogate. Provost Willem sought the Cord in order to elevate his being
and thoughts to those of a Great One, by lining his brain
with eyes.
1.01+
A great relic, also known as the Cord of the Eye. Every
infant Great One has this precursor to the umbilical cord.
Provost Willem sought the Cord in order to elevate his being
and thoughts to those of a Great One, by lining his brain
with eyes. The only choice, he knew, if man were to ever
match Their greatness.
Anti-Clockwise Metamorphosis
A secret symbol left by Caryll, runesmith of Byrgenwerth.
The twisted cross means "Metamorphosis."
Rotated anti-clockwise, this rune boosts stamina.
The discovery of blood made their dream of evolution a
reality. Metamorphosis, and the excesses and deviation that
followed, were only the beginning.
Beckoning Bell
Great old bell discovered in the old underground labyrinth.
Its ring resonates across worlds, and the first hunter used it
as a special signal to call hunters from other worlds to cross
the gap and co-operate.
A human must use Insight to ring this uncanny bell, but the
benefits of cross-world cooperation are many.
Old Hunter Badge
This hunter's badge, crafted in Gehrman's time, has no
practical purpose, except perhaps to assist in romanticising
about the past.
The badge was a special privilege for the hunters of the past,
and should not be dishonoured.
It should be left in peace, unless one is truly prepared to
assume the will of those gone before.
Burial Blade
Trick weapon wielded by Gehrman, the first hunter.
A masterpiece that defined the entire array of weapons crafted at the workshop.
It's blade is forged with siderite, said to have fallen from the heavens.
Gehrman surely saw the hunt as a dirge of farewell,
wishing only that his prey might rest in peace,
never again to awaken to another harrowing nightmare.
Blade of Mercy
A special trick weapon passed down among hunters of hunters.
One of the oldest weapons of the workshop.
Splits into two when activated.
The weapon's warped blades are forged with siderite, a rare mineral of the heavens.
Most effective swift attacks, such as after a quick-stepping.
Gehrman's Hunter Cap
Hunter attire of Gehrman, the first hunter.
Created before the workshop existed by making adjustments
to everyday clothing, and later became the basis for all
hunter's garb.
The hunter's emphasis on engaging beasts with speed, and
therefore of selecting lightweight attire, no doubt traces back
to Gehrman's own combat style.
Old Hunter Trousers
Old hunter trousers that protected countless hunters from
the beasts in an older age.
A widespread belief of the period was that "beast blood crept
up the right leg," and this led to the double-wrapped belt.
Clothing Worn by Gehrman in Battle
Top Hat
Hat worn by hunters who admire formality.
Some hunters place an emphasis on form, as seen by the use
of the threaded cane.
For them, formality, beauty, and justice are the very essence
of our humanity, and precisely what keeps hunters from
becoming something else.
Charred Hunter Garb
One of the staple articles of hunter attire, fashioned at the workshop.
A product of the scourge of the beast that once plagued Old
Yharnam and culminated in the town's fiery cleansing.
The cape's dampness makes it highly resistant to fire.
Wearers of this attire hunted down victims of the scourge
who survived the raging flames and stench of singed blood.
Hunter Hat
One of the standard articles of hunter attire fashioned at the workshop.
A fine piece of hunter attire that provides stable defense to
anyone facing Yharnam's beastly threat.
Recognized by its withered feathers, this cap is fashioned
after one of the old hunters.
Hunter Garb
One of the standard articles of hunter attire fashioned at the
workshop, accompanied with a short cape to wipe away blood.
A fine piece of hunter attire that provides stable defense to
anyone facing Yharnam's beastly threat.
Allows one to stalk beasts unannounced, by cover of night.
The Fishing Hamlet
Kos Parasite
When the carcass of Kos washed up on the coast,
its insides were teeming with tiny parasites, unlike any found in humans.
This atypical weapon can only be clasped tight and swung,
but a Kos Parasite is said to stimulate phantasms inhabiting a lumenwood
Milkweed Rune
A Caryll rune envisioned by Adeline, patient of the Research Hall.
A translation of the inhumane, sticky whispers that reveal the nature of a celestial attendant.
Those who swear this oath become a Lumenwood that peers towards the sky, feeding phantasms in its luscious bed. Phantasms guide us and lead us to further discoveries.
Augur of Ebrietas
Remnant of the eldritch Truth encountered at Byrgenwerth.
Use phantasms, the invertebrates known to be augurs of the
Great Ones, to partially summon abandoned Ebrietas.
The initial encounter marked the start of an inquiry into the
cosmos from within the old labyrinth, and led to the
establishment of the Choir.
Accursed Brew
Skull of a local from the violated fishing village.
The inside of the skull was forcibly searched for eyes,
as evidenced by innumerable scratches and indentations.
No wonder the skull became stewed in curses.
They who offer baneful chants.
Weep with them, as one in trance
Defiled Chalice
Chalice that breaks a labyrinth seal.
Only, this defiled chalice is cursed.
Curses are caused by inciting the anger of the Great Ones, and used to hex others.
Special materials are required to complete the ritual.
To try one's hand at curses, first seek the Bastard of Loran.
Yharnam Stone
A sacred heirloom left by Yharnam, Pthumerian Queen.
The Queen lies dead, but her horrific consciousness is only
asleep, and it stirs in unsettling motions.
Blood Dreg
The Vilebloods of Cainhurst, blood-lusting hunters, see these
frightful things in coldblood.
They often appear in the blood of echo fiends, that is to say,
the blood of hunters. Queen Annalise partakes in these blood
dreg offerings, so that she may one day bear the Child of
Blood, the next Vileblood heir.
Eye of a Blood-Drunk Hunter
The eye of a blood-drunk hunter. Its pupil is collapsed and
turned to mush, indicating the onset of the scourge of beasts.
A hunter who goes drunk with blood is said to be taken by
the Nightmare, destined to wander forever, engaged in an
endless hunt. It is a fate that no hunter can escape.
Old Hunter Garb
Old hunter garb.
One day, the hunters disappeared, and Yharnamites began
to whisper of the hunter's sin.
Drunk with blood, chasing after beasts, they would pass on
to the Nightmare, every last one of them.
The Doll
Maria Hunter Cap
Among the first hunters, all students of Gehrman, was the
lady hunter Maria. This was her hunter's cap, crafted in Cainhurst.
Maria is distantly related to the undead queen, but had great
admiration for Gehrman, unaware of his curious mania.
Rakuyo
Hunter weapon wielded by Lady Maria of the Astral Clocktower.
A trick sword originated in the same country as the
Cainhurst Chikage, only this sword feeds not off blood, but
instead demands great dexterity.
Lady Maria was fond of this aspect of the Rakuyo, as she
frowned upon blood blades, despite being a distant relative of the queen.
But one day, she abandoned her beloved Rakuyo, casting it
into a dark well when she could stomach its presence no longer.
Balcony Key
Key to the balcony on the first floor of the Research Hall.
Lady Maria of the Astral Clocktower gave this to the patient, Adeline.
Maria had hoped Adeline would find comfort in the faint breeze
that carried the scent of flowers from the outside,
but Adeline couldn't fathom her intentions.
Old Hunter Bone
The bone of an old hunter whose name is lost.
It is said that he was an apprentice to old Gehrman, and a
practicioner of the art of Quickening, a technique particular to the first hunters.
It is most appropriate that hunters, carriers of the torch who
are sustained by the dream, would tease an old art from his remains.
Small Hair Ornament
A small, very ordinary hair ornament.
Although it has been lost for quite some time, one can still
see signs of the care with which this tasteful ornament was once kept.
Its colour would stand most brilliantly against a head of greyish hair.
Doll Hat
A discarded doll's hat, likely a spare for dress-up.
A deep love for the doll can be surmised by the fine
craftsmanship of this article, and the care with which it was kept.
It borderlines on mania, and exudes a slight warmth.
Tear Blood Gem
A blood gem that fortifies weapons and adds various properties.
Droplet blood gems are special gems that adapt to various
weapons and shapes.
Created from a shining silver doll tear, this blood gem is a
quiet but unfaltering friend that continually restores HP, the
life essence of a hunter. Perhaps the doll's creator had
wished for just such a friend, albeit in vain.
Tear Stone
Silver-shining tear stone.
Use to change into a droplet blood gem that fortifies any weapon.
A doll sheds neither blood nor tears, and thus its nature remains unknown.
Whoever thinks this is precious must be troubled by severe naiveté.
The Hunter’s Dream
Moon Rune
A secret symbol left by Caryll, runesmith of Byrgenwerth.
A transcription of "moon," as spoken by the Great Ones
inhabiting the nightmare.
The Great Ones that inhabit the nightmare are
sympathetic in spirit, and often answer when called upon.
One Third Umbilical Cords
1.00
One of the heirlooms used to contact the Great Ones,
originating in the child of the Vilebloods.
Long ago, in an encounter with the Great Ones,
a contract was established, establishing the hunters
and the Hunter's Dream.
1.01+
A great relic, also known as the Cord of the Eye. Every
infant Great One has this precursor to the umbilical cord.
Every Great One loses its child, and then yearns for a
surrogate. The Third Umbilical Cord precipitated the
encounter with the pale moon, which beckoned the hunters
and conceived the hunter's dream
Use to gain Insight and, so they say, eyes on the inside,
although no one remembers what that truly entails.
Hunter Rune
A Caryll Rune that transcribes inhuman sounds.
This red-smudged rune means "Hunter," and has
been adopted by those who have taken the Hunter of Hunters oath.
These watchmen admonish those who have become addled with blood.
Be they men or beasts, anyone who has threatened the
pledgers of the "Hunter" oath surely has an issue with blood.
Hunter's Mark
Dangling, upside-down rune etched in one's mind.
Symbol of a hunter.
By focusing one's thoughts on this rune, a hunter loses all
Blood Echoes, but awakens afresh, as if it were all just a bad dream.
Ring of Betrothal
The inhuman beings known as the Great Ones imbued this
ring of betrothal with some special meaning.
In the age of the Great Ones, wedlock was a blood contract,
only permitted to those slated to bear a special child.
The Healing Church
Brain Fluid
Greyish amoeba-shaped brain fluid. Wobbles and bounces.
Extracted from a patient whose head expanded until that was all that they were.
In the early days of the Healing Church, the Great Ones
were linked to the ocean, and so the cerebral patients would
imbibe water, and listen for the howl of the sea.
Brain fluid writhed inside the head, the initial makings of internal eyes.
Beast's Embrace
After repeated experiments in controlling the scourge of
beasts, the gentle "Embrace" rune was discovered.
When its implementation failed, the "Embrace" became a
forbidden rune, but this knowledge became a foundation of the Healing Church.
Those who swear this oath take on a ghastly form, and enjoy
accentuated transformation effects, especially while wielding a beast weapon.
Radiant Sword Hunter Badge
One of the badges crafted by the Healing Church
The radiant sword indicates the heirs to the will of Ludwig.
These hunters, also known as Holy Blades, are what remains
of an ancient line of heroes that date back to a very early
age of honor and chivalry.
Ludwig's Holy Blade
A trick weapon typically used by Healing Church hunters.
It is said that the silver sword was employed by Ludwig,
the first hunter of the church. When transformed, it
combines with its sheath to form a greatsword.
The Healing Church workshop began with Ludwig, and
departed from old Gehrman's techniques to provide
hunters with the means to hunt more terrifying beasts,
and perhaps things still worse.
Ludwig's Rifle
A rifle typically used by Healing Church hunters.
It is said that the rifle was employed by Ludwig,
the first hunter of the church. It's long heavy barrel
makes up in range for what it lacks in reload speed.
Ludwig's Rifle exhibits several departures from the
workshop's design, suggesting that the Church
anticipated much larger inhuman beasts.
Yharnam Hunter Cap
Ludwig, the first hunter of the Healing Church, once
recruited Yharnamites to serve as hunters.
This hunter's attire was made for new recruits, and has
excellent straightforward defense.
But not nearly enough to allow an ordinary man
to stand any real chance against the beasts.
Surgical Long Gloves
White surgical gloves. The intricate embroidery weaves a
spell that protects the wearer.
The Church engages in the hunt in a medical capacity.
When a cancer is discovered, one must pinpoint its location,
reach in, and wrench it from the host's bosom.
Relevant Dialogue
Befuddled Villager Dialogue:
"Byrgenwerth, Byrgenwerth… Blasphemous murderers, blood crazed fiends.
Atonement for the wretches… by the wrath of mother Kos.
Mercy for the poor wizened child, mercy. Oh please, atonement for the wretches.
Lay the curse of blood upon them, and their children, and their children's children for evermore.
Each wretched birth will plunge each child into a lifetime of misery…
Mercy… For the poor wizened child… Let the pungence of Kos, cling like a mother's devotion."
While using a Milkweed Rune
"Curse here, curse there, a curse for he, and she. Why care?
A bottomless curse, a bottomless sea, source of all greatness, all things that be.
Listen for the baneful chants. Weep with them as one entranced.
And weep with us, oh weep with us… *sobs*
Listen for the baneful chants. A call to the bloodless wherever they be, a call to the bloodless wherever they be.
Fix your ears to hear our calls."
Final Cutscene:
Ahh… Sweet child of Kos, returned to the ocean.
A bottomless curse, a bottomless sea, accepting of all that there is, and can be.
Simon, the Harrowed Dialogue:
“This is the Hunter’s Nightmare, where hunters end up when drunk with blood.
You’re seen them before.
Aimless, wandering hunters, slavering like beasts.
This is what the poor fools have to look forward to.”
"Do you know why the Hunters are drawn to this Nightmare?
Because it sprouted from their very misdeeds.
Things that some would rather keep secret.
A pitiful tale of petty arrogance, really.
High time someone exposed the whole charade."
Plain Doll Dialogue:
"Did you speak with Gehrman? He was a hunter long, long ago, but now serves only to advise them.
He is obscure, unseen in the dreaming world. Still, he stays here, in this dream… …such is his purpose…"
Talk During Mid-game:
"Hunters have told me about the church. About the gods, and their love.
But… do the gods love their creations?
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?"
Talk at End-game:
"Good hunter, you have come… Dawn will soon break…
This night, and this dream, will end. Gehrman awaits you, at the foot of the great tree.
Go on, good hunter…"
Gifting a Small Hair Ornament:
"What… what is this? I-I can't remember, not a thing, only… I feel…
A yearning… something I've never felt before…
What's happening to me? Ahh… Tell me hunter, could this be joy? Ahh…"
After defeating Orphan of Kos (The Old Hunters DLC), but before attacking the black shadow:
"Oh, good hunter. I can hear Gehrman sleeping. On any other night, he'd be restless.
But on this night, he sounds so very calm. …perhaps something has eased his suffering"
Honouring Wish Ending Dialogue:
"And so, the hunt begins."
When kneeling before a gravestone as if in a trance:
"O Flora, of the moon, of the dream. O little ones, O fleeting will of the ancients…
Let the hunter be safe, let him(her) find comfort.
And let this dream, his(her) captor… foretell a pleasant awakening… be, one day, a fond, distant memory…"
Alfred, Hunter of Vilebloods Dialogue:
Select "Talk about Byrgenwerth"
"Byrgenwerth is an old place of learning. The tomb of the gods, carved out below Yharnam, should be familiar to every hunter.
Well, once a group of young Byrgenwerth scholars discovered a holy medium deep within the tomb.
This led to the founding of the Healing Church, and the establishment of blood healing.
In this sense, everything sacred in Yharnam can be traced back to Byrgenwerth.
But today, the college lies deep within a tangled wood, abandoned and decrepit.
And furthermore, the Healing Church has declared Byrgenwerth forbidden ground.
It's unclear how many of its scholars remain alive…
…but only they know the password that allows passage through the gate."
Lore Notes
Central Yharnam Lore Note:
Location: Within the Dark House near the gate shortcut to Central Yharnam lamp. First accessed from the Great Bridge. Note is on a first floor shelf near the enemy in the wheelchair:
"When The Hunt began, the Healing Church left us, blocking the great bridge to Cathedral Ward, as Old Yharnam burned to the ground that moonlit night."
Hunter's Dream Lore Notes:
Location: Inside the house, behind the Memory Altar:
"To escape this dreadful Hunter's Dream, halt the source of the spreading scourge of beasts, lest the night carry on forever."
Location: Inside the house, where Gehrman is normally located, after he speaks about the Healing Church Workshop:
"Ascend to Oedon Chapel."
Old Yharnam Lore Note:
Location: Up the stairs from the Bell Chime Maiden Spawn, near the Charred Hunter Set:
"The red moon hangs low, and beasts rule the streets. Are we left no other choice, than to burn it all to cinders?"
Lecture Building Lore Notes:
Location: Second floor of one of the two lecture halls lying on the ground in the corner:
"Master Willem was right. Evolution without courage will be the ruin of our race."
Location: After picking up Note 1, progress to the next room. The note is behind a cage on a table:
"Hunt the Great Ones, Hunt the Great Ones."
Location: In one the rooms at the end of the hallway on the second floor of the Lecture Building:
"The nameless moon presence beckoned by Laurence and his associates. Paleblood."
Location: Same room as the third note:
"Three third cords."
PREV: Father Gascoigne
NEXT: Gilbert
Very good text!
"During his days at Byrgenwerth, Gehrman entered the tombs of the gods. It was in the underground labyrinth that he discovered a great old bell. "
This part needs to be sourced or changed though.
The Beckoning Bell description supports this text: "Great old bell discovered in the old underground labyrinth. Its ring resonates across worlds, and the first hunter used it as a special signal to call hunters from other worlds to cross the gap and co-operate."