An Unfound Door, Chapter 11

The errant knight Caelif rides to Faloren Castle from the south. Through Caelif’s eyes, the reader sees the castle city, which was once grand but has fallen into decline. Caelif enters the castle and is greeted by Agnes’s cousin Galien, with whom he shares a professional and romantic partnership.

After they indulge in an intimate moment, Caelif reflects on his first acquaintance with Galien in Cretia. He tells Galien that he believes Fhiad to be the demon that Agnes was sacrificed to resurrect, and Galien reveals that he suspected as much. Galien assures Caelif that Fhiad is no danger to Agnes, and he confesses that he’s far more concerned with who may have abducted her in the first place.

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At the beginning of An Unfound Door, Agnes leads a demon through the woods. To stave off exhaustion, she’s started talking to the demon, complaining that she’s not cut out to be a princess. Agnes argues that her cousin Galien, who is a duke in his own right, would be perfect in her position. He’s a born politician, and he would make a good king.

Agnes has previously shared several conversations with Galien, but this is the first chapter in which he takes the spotlight. He does so through the viewpoint perspective of his partner Caelif, the knight who rescued Agnes immediately before the novel opens.

Caelif serves as Galien’s messenger and fixer, as he’s willing and able to travel freely. A bit later in the story, Agnes explains to Fhiad that Caelif works for her as well, as she’s been asking him to sell the heirlooms of the royal family outside the kingdom, a last-resort fundraising strategy facilitated by Galien.

In another story, Galien would be the villain, but he and Agnes get along well and care for each other a great deal. Agnes had intended to renounce her royal status so Galien would be next in line for the throne, but her plans were complicated by her father’s ill health and her own abduction.

All of the chapters so far have been focused on Agnes and Fhiad, and this is where the story introduces a broader perspective. What I’d like to achieve with Caelif’s chapters (of which this is the first) is to give the reader a sense of the story being set on the edge of a much larger world.

Also, some of the oddness at the beginning of the novel is hopefully starting to make more practical sense. What I’d like to do with the narrative progression of this story is to take the broad archetypes of the initial scenario – a princess walking through the woods with a demon boar, who turns out to be a cursed prince – and gradually add more layers until the reader finally understands exactly how and why these characters arrived in that situation. In other words, the story is something like a mystery that the reader solves along with the characters.

If you’re curious, Caelif’s name comes from Caelifera, the scientific name for the suborder of insects that includes grasshoppers. Meanwhile, the concept art I used for this chapter’s graphic is from Bloodborne. I love how the city of Yharnam feels magnificently grand yet oppressively empty, and I aim to convey the same atmosphere of ruined grandeur in An Unfound Door.

Bloodborne Background Lore

While waiting for the Elden Ring DLC to be released, I decided to try my hand at Bloodborne, a gorgeous and atmospheric gothic action adventure game that somehow manages to withhold even more of its story from the player than Elden Ring. I haven’t seen a concise and accurate summary of Bloodborne’s background lore, so I thought I’d take a shot at creating one.

Before anything, it’s important to establish that Bloodborne is loosely based on H.P. Lovecraft’s Cthulhu mythos, whose premise is as follows:

The earth is billions of years old, and it has supported multiple civilizations that rose and fell without leaving any trace of themselves behind. One of these civilizations was that of the Great Ones, whose fungal bodies allowed them to benefit from long lives and peaceful societies. The Great Ones developed technology that assisted them in communicating across time and thereby making contact with other civilizations on the planet, including humans. Because the Great Ones are so physically and mentally inhuman, however, these connections are flawed. Sometimes human communication with Great Ones invokes fear, and sometimes it invokes madness that results in aberrant behavior. 

In order to facilitate more productive communication, the Great Ones created dream spaces that exist alongside the waking world as separate dimensions. In Homestuck terms, these dimensions are “dream bubbles” that function as self-contained terrariums. In other words, a dream bubble preserves a certain place at a specific moment for the educational benefit of whoever accesses it, kind of like an interactive movie. Time doesn’t flow inside the dream; it repeats. This means that you can trap someone in a dream and use it as a type of prison. In the most famous example, this is what the Great Ones did with Cthulhu, a priest of malevolent cosmic elder gods that would destroy organic life on earth if the planet came to their attention.

Using this mythos as an inspiration, the world of Bloodborne has been shaped by three broad categories of Great Ones.

The first is a group of Great Ones who have tried to communicate with humans. Humans have taken blood from the immortal physical bodies of these creatures. In small doses, the administration of this blood cures illness and prolongs life. In larger doses, the blood induces physical transformation. A coalition of surgeon-scholars called “the Healing Church” has established itself as a religious organization in the city of Yharnam so that they may perform “blood ministration” on the populace, whom they’re using as test subjects in their experiments to bring humans physically and mentally closer to the Great Ones.

The second group of Great Ones eschews this sort of direct contact and communion between Great Ones and humans. Their motives have little to do with the welfare of human beings, but they’ve nevertheless acted in opposition to whatever is going on in Yharnam. One of these Great Ones, called “the Moon Presence,” has created a dream bubble for the ostensible purpose of training hunters to kill the humans maddened and transformed by blood ministration. This is the “Hunter’s Dream” that serves as the central hub of Bloodborne.

The third faction is a loosely federated group of spiderlike Great Ones called Amygdala, who have created their own set of dream bubbles. Some of these dream bubbles are maintained in cooperation with humans seeking eternal life in a timeless space, while some were created seemingly for the purpose of feeding from the human souls trapped inside them. I believe the version of Yharnam that the player-character navigates exists within a dream bubble created by Amygdala. 

Essentially, the world of Bloodborne is a dream inside a connected network of dreams that can be accessed by the player-character as they dream. While the Hunter’s Dream exists as a sanctuary for would-be hunters, the dream that contains Yharnam is something like a training simulation. Your character can only wake from these interconnected dreams (meaning: finish the game) by completing the task they are given as they fall asleep during Bloodborne’s opening cutscene: “Seek Paleblood to transcend the hunt.”

It’s not entirely clear what “Paleblood” refers to, but the game offers two primary interpretations.

The first interpretation is that Paleblood is the blood of the Great Ones that caused the scourge of beasts in Yharnam. Once the player-character understands the full extent of the effects of Paleblood on human physiology and society by witnessing the downfall of Yharnam, they are qualified to become a hunter in the waking world. At the end of Bloodborne, the player-character’s mentor Gherman offers a choice. He can release them from the Hunter’s Dream, or they can best him in combat in order to earn the (highly dubious) honor of replacing him as its warden.

The second interpretation is that the term “Paleblood” refers to the human-adjacent children of the Great Ones, who cannot produce offspring on their own and must rely on human hosts. The conditions for the creation of Paleblood children are unclear, and various factions of the Healing Church have undertaken ghastly experiments on the population of Yharnam in order to pursue this knowledge.

If the player locates and consumes three umbilical cords from unsuccessful Paleblood pregnancies, it’s possible for them to be reborn as a Paleblood squid baby (and future Great One) within the Hunter’s Dream. According to the interpretation suggested by this ending, the Hunter’s Dream was created by the Moon Presence in order to select and nurture potential candidates capable of becoming its child.

The game’s title, Bloodborne, therefore refers to the player-character’s ultimate goal. Either they will be reborn as a fully-fledged Hunter after awakening from the bloody chaos of the Hunter’s Dream, or they will be reborn as a Great One after inheriting the Paleblood of their “parent,” the Moon Presence. 

The story of Bloodborne (such as it is) focuses on the player-character’s journey through the city of Yharnam and its outlying areas as they fight the humans who have been transformed into monsters by the blood of Great Ones. The game’s DLC, called “The Old Hunters,” provides additional background information concerning the origins and establishment of the Healing Church through dream encounters with the key figures in its history.

For an excellent synopsis of the story presented by the DLC, I recommend this article: https://www.eurogamer.net/bloodborne-whats-going-on-in-the-old-hunters

For a deeper dive into Bloodborne‘s story presented in well-organized chapters that arrange the aspects of the plot in chronological order, I’d recommend checking out this fan-created wiki, which can be read like a novel: http://soulslore.wikidot.com/bb-plot