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7/12/2025, 6:31:07 PM
>>530952714
Continuing.... but in the THIRD sanctuary, the wafer priests and philosophers actually meet, and cannot stand each other. They both see the other as pointless wastes of space and time, prattling on with empty navel-gazing questions or foolishly and disappointingly pushing naive beliefs.
Why are they even able to meet at all? It's sort of a mystery right now. The Knight made the first and third sanctuary fountains, and they were essentially in the same space with the same objects, hence mostly identical. The difference is the door sealing off the main chamber of the church from the front and side rooms. The chamber had no influence on the first sanctuary, whereas the entire church was included in the third.
Could this have been enough to awaken the philosophers (and the Wiccabels and Winglades)? Or did Susie's Second Sanctuary add a little something to those Darkners, giving them just enough compatibility from her intent, belief, sense of purpose, that they could now persist? Either way, a conflict is created..
All of this ties in to a growing theme of questioning the idealism of Ralsei's Dark Kingdom. There's a lot of disfunction after the TV World gang are added to the city, with Darkners now arguing with each other and spaces seemingly being taken over to the detriment of longer-standing inhabitants. At a certain point along the sliding scale of Ralsei-coloured friendship and Susie-toned conflict, there is the proverb "Good fences make good neighbours". Now consider that by breaching a "fence" - opening the main door in the church - two types of Darkners who were quite happy with the other as statues, even worshipful, suddenly find themselves in conflict.
I don't make predictions much in threads; here is one. In future chapters, if you keep maxing out your recruitment and adding endless Darkners to Castle Town, there will be an eventual falling out and clash amongst them. Ralsei will lack the strength to resolve this and impose peace; Susie won't.
Continuing.... but in the THIRD sanctuary, the wafer priests and philosophers actually meet, and cannot stand each other. They both see the other as pointless wastes of space and time, prattling on with empty navel-gazing questions or foolishly and disappointingly pushing naive beliefs.
Why are they even able to meet at all? It's sort of a mystery right now. The Knight made the first and third sanctuary fountains, and they were essentially in the same space with the same objects, hence mostly identical. The difference is the door sealing off the main chamber of the church from the front and side rooms. The chamber had no influence on the first sanctuary, whereas the entire church was included in the third.
Could this have been enough to awaken the philosophers (and the Wiccabels and Winglades)? Or did Susie's Second Sanctuary add a little something to those Darkners, giving them just enough compatibility from her intent, belief, sense of purpose, that they could now persist? Either way, a conflict is created..
All of this ties in to a growing theme of questioning the idealism of Ralsei's Dark Kingdom. There's a lot of disfunction after the TV World gang are added to the city, with Darkners now arguing with each other and spaces seemingly being taken over to the detriment of longer-standing inhabitants. At a certain point along the sliding scale of Ralsei-coloured friendship and Susie-toned conflict, there is the proverb "Good fences make good neighbours". Now consider that by breaching a "fence" - opening the main door in the church - two types of Darkners who were quite happy with the other as statues, even worshipful, suddenly find themselves in conflict.
I don't make predictions much in threads; here is one. In future chapters, if you keep maxing out your recruitment and adding endless Darkners to Castle Town, there will be an eventual falling out and clash amongst them. Ralsei will lack the strength to resolve this and impose peace; Susie won't.
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