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The Trial of Solitude
Forgeofsouls ambience
Category Story Event
Type Story
Data ID 306168

The Trial of Solitude is a Sunless Skies Story Event.

Story description[ | ]

You stand in a long chamber. Long webs of dust garner on the crumbling, black stone walls. There are gates in the walls, rusted and dust shrouded. At the end of the room is a door the size of a cathedral gate.

Trigger conditions[ | ]

Correspondence icon A Trial for a Testament ≥ 1 ≤ 1,
Location: The Forge of Souls
Area: Limbo
Frequency: Always (100%)

Interactions[ | ]

Actions Requirements Effects Notes
Open the gate of silver
Behind it, you can hear the voice of an old friend who remained behind when London came to the heavens
Gone, gone away
Behind the gate, you find a narrow cell. A clay jar sits on a small aperture in the farthest wall.

The voice whispers from the jar; it is your friend's, or at least an exact simulacrum.

They whisper of home behind the Avid Horizon, of things lost and fond remembrance long forgot.

You sit and listen for a time, until the Unworthy Scribe comes to find you. He tells you gently you have failed the trial; your crew are gone.
Open the gate of iron
Behind it, you can hear the voice of one once beloved; a voice you never thought to hear again.
Gone, gone away
Behind the gate, you find a narrow cell. A clay jar sits on a small aperture in the farthest wall.

The voice whispers from the jar; it is your lover's.

They whisper brokenly of things they wished they'd said. Things they regret, as they wait here, alone in the darkness.

The gate slams shut behind you. The darkness falls fast. You sit alone for what might have been forever, listening to the voice who cannot hear you.

Eventually, the Unworthy Scribe comes to find you. He tells you gently you have failed the trial; your crew are gone.
Open the gate of adamant
Behind it, you can hear the plaintive cries of a fallen crewman.
Gone, gone away
Behind the gate, you find a narrow cell. A clay jar sits on a small aperture in the farthest wall.

The voice whispers from the jar; it is your crewman's, whispering to his captain in the dark.

He tells you all of the things he wish he'd told you; all of the things only the two of you could have known; he was happy, then, he confesses.

The gate slams shut behind you. The darkness falls fast. You sit alone for what might have been forever, listening to the voice who cannot hear you.

Eventually, the Unworthy Scribe comes to find you. He tells you gently you have failed the trial; your crew are gone.
Open the gate of copper
A voice whispers behind the gate; a voice you've never met, and yet is achingly familiar.
Gone, gone away
Behind the gate, you find a narrow cell. A clay jar sits on a small aperture in the farthest wall.

The voice whispers from the jar; she tells you who she is. She tells you how proud she is of you; how she wishes she could not have seen you grow. How she dreams of you, even here. She tells you how alone she is.

The gate slams shut behind you. The darkness falls fast. You sit alone for what might have been forever, listening to the voice who cannot hear you.

Eventually, the Unworthy Scribe comes to find you. He tells you gently you have failed the trial; your crew are gone.
Resist the urge to open a door
Ignore the voices. You must leave this behind you to prove yourself worthy of the Testament of Salt.
    • Iron icon Iron challenge (125 for 100%)

Failed event
Remember me
You resist as long as you're able, but still succumb. You find yourself approaching not the door at the hallway's end, but the gate of silver.

Behind the gate, you find a narrow cell. A clay jar sits on a small aperture in the farthest wall.

The voice whispers from the jar; it is your friend's, or at least an exact simulacrum.

They whisper of home behind the Avid Horizon, of things lost and fond remembrance long forgot.

You sit and listen for a time, until the Unworthy Scribe comes to find you. He tells you gently you have failed the trial; your crew are gone.
Successful event
A flint of the heart
You reach the door, your footfall echoing in the empty chamber. The cold metal swings open to your touch.

Beyond it is a chasm, lit by candles somewhere deep below. A narrow spindle of rock leads to a pillar carved of goldwood. At the top of the pillar someone has placed a red cushion. This is where you must climb. This is where you must sit

Three days later, the Unworthy Scribe arrives to lead you out. Your crew, he assures you, are safe. You have earned the Testament of Salt.
Focus on your purpose
Remember all you have heard of the tricks and illusions of the High Wilderness
Away, gone away
You reach the door, your footfall echoing in the empty chamber. The cold metal swings open to your touch.

Beyond it is a chasm, lit by candles somewhere deep below. A narrow spindle of rock leads to a pillar carved of goldwood. At the top of the pillar someone has placed a red cushion. This is where you must climb. This is where you must sit

Three days later, the Unworthy Scribe arrives to lead you out. Your crew, he assures you, are safe. You have earned the Testament of Salt.


Links[ | ]

Links In[ | ]

Forgeofsouls ambience A Testament of Salt

Links Out[ | ]

Forgeofsouls ambience Seeking Audience with the Lamentation of Mists, Forgeofsouls ambience The Lyceum


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