The Siege of Truth's Gate (SPOILERS)
SPOILERS: click to read the story
Seven doors stand at the heart of the First City. Six are broken. The seventh was never a door at all: it is the Gate in the ice, and it opens only for a captain who comes with seven who have bled for the sea, and one friend willing to stand beside them.
The Emerald Tablets heat in your pack until they glow through the canvas. Thoth's voice, thin as wind through a keyhole: seven doors, seven ages, seven hands. Six broke the seal and drowned. The seventh must not be alone.
You will need the legends. Every captain whose name makes pirates hold their fire. Find them in the ports where they put in, and ask them to stand with you at the Gate. They will say yes, because none of them has ever been brave enough to ask what is behind it either.
And you will need a friend. A real one, a living captain at your side with a ship under them, because the ice answers with a voice no single crew survives.
What you need
- Story level 195 (Chapter 12). Thoth's Emerald Tablets, from the Top of the World, begin to burn.
- Seven legends. The legends put in at port towns now and then (a message tells everyone). Walk up to one, talk to them and they will give you their word, once each. The Story window (Discovery Log, Story & Quests) lists who has. Seven doors, seven hands.
- A friend. A party member with a ship, within 700 metres of you at the Gate. A lone crew does not survive what the ice answers with, and if your friend falls away for more than half a minute the Siege collapses (the legends keep their word; try again).
- Your ship, at Truth's Gate at the top of the world (staff can
/tp truth).
The Siege
Press Begin the Siege in the Story window. Three waves come out of the ice; the seven legends make their entrances one by one as the fight goes on, each in their own way (the sniper, the tower, the boarder, the blessing...). Clear a wave and the Gate groans.
| Wave | What comes | What you see |
|---|---|---|
| The Wardens | 4 x ring warden | The ice wardens rise out of the swell, hulls rimed with frost. They were built to keep this door shut. They do not ask your name. |
| The Frozen Armada | 4 x starforged armada | Behind the wardens the ice splits and a fleet of starforged ships come through it, hulls white to the waterline, guns already run out. This is what the Gods kept in reserve. |
| The Gate Answers | 6 x voidborn raider | The Gate itself speaks. The river above it comes down in a wall; voidborn raiders pour out of the spray with the thunder behind them. Seven ships stand with you. Hold the line. |
The doors
The golden doors tremble. Ice screams along their seams.
Seven legends fire together. The lintel shatters. The doors tear apart like a book torn down the spine.
The waterfall stops. Hangs. Then reverses, and the whole river climbs back into the sky.
The frozen mountains crack from the Gate outwards. The ring of ice has been broken for the first time since the Gods built it.
From the Top of the World, on the wind, Thoth: When the water flows into the abyss... keep going.
Truth's Gate is open. The sea beyond it is not yet charted, and a wall of mist and thunder turns every hull back for now: the passage will open in the next release. Your name, your friend's name and the seven legends' names are carved on the lintel, and they will stay there.
Rewards
250,000 Adventure XP and 500 Dablooms for you and your friend, the achievement Gatebreaker, and your names (and the legends') carved on the lintel. The Gate stands open for the pair of you from then on: the golden doors swing wide and the river runs back up into the sky.
The legends who gave you their word are not done with you. Later quests ask for a handful of them back.