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ReignyDaze
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The Sighing Gates

The Sighing Gates are colossal, pre-collapse relics scattered sporadically across the Wilds. Each Gate is a single unbroken oval of unknown black alloy, between 40 and 90 meters tall, standing upright as if deliberately planted. The surface is mirror-smooth yet faintly rippled, like metal that once flowed but froze mid-motion. Despite centuries of attempts, the alloy cannot be cut, melted, or even scratched.

Every 3–5 minutes, the Gates “breathe.” They flex outward and inward by mere millimeters, producing a low, resonant groan that seems to resonate more in bone than in air. This sigh can be heard up to a kilometer away on still days. The air inside the oval is always several degrees cooler than the surroundings, even in extreme heat.

Physical & Anomalous Properties

Echo Effect: When someone stands inside the oval and speaks, their voice returns an instant later, but changed. The words might be reversed, spoken in a different voice, or replaced entirely with phrases the speaker didn’t say. Multiple people inside at once report overlapping, mismatched responses.

Magnetic Drift: Compasses and most directional gear spin erratically within 200 meters. Nanite systems experience mild interference, producing visual afterimages or audio distortions in HUDs.

Breath Sync: Those who stand inside often unconsciously match their breathing to the Gate’s slow rhythm. Legion medics note this can cause shallow hypoxia without the subject realizing it.

Wildlife Avoidance: Native fauna, even predatory species, avoid Gates entirely. Blinkdrakes are known to screech at one from a distance but never approach.

Known Locations

The Wound Gate: Located deep in the Scarlet Barrens, named for the long scar of crystallized glass-like earth leading up to it. Believed to be the most “active” Gate, its sighs can rattle nearby equipment.

Twin Gates of Hollow Point: Two ovals positioned exactly 30 meters apart. Stand in the middle, and the echoes arrive from both at once, overlapping into near-incomprehensible whispers.

The Sunken Gate: Half-buried in the Great Mire, its upper half protruding like a halo above the swamp mist.

Only 11 confirmed Gates exist. Some old cartographers claim there were once dozens more, now “missing.”

Legion Interaction & Expeditions

The Original Legion has attempted multiple studies over the centuries:

Operation Silent Key (142 years ago): A full research platoon entered the Wound Gate perimeter. After 18 hours, all personnel retreated, citing “irreconcilable mission interference” in their reports. Audio logs from the mission have been classified.

Privateer Salvage Attempts: Independent crews have tried removing Gates or dismantling them. All attempts failed, often catastrophically, equipment breakdowns, sudden illness, or vanishing crew members.

Training Avoidance: While not formally restricted, most Legion units are instructed to route around Gates unless on a specific recon mission.

Theories

Transit Relics: Some scientists believe the ovals were once gateways for physical or quantum transport, now dormant or damaged. They follow no conventional traversal method known.

Atmospheric Regulators: The “breathing” may be environmental regulation, possibly tied to pre-collapse terraforming tech.

Listening Posts: The echoes could be a passive recording or analysis of sound, suggesting surveillance functions.

Predator Lures: A darker theory suggests the Gates once drew in life forms to feed something on the other side, or still do.

Rumors & Folklore

"The Fifth Echo": Supposedly, if you speak five times in a row inside a Gate, the fifth response will be in your own voice, but speaking a truth you didn’t know.

“The Step Through”: Some swear they’ve seen shapes pass through the oval without bending space, as if stepping into a place that isn’t there. No confirmed footage exists.

Vanishing Teams: Multiple Legion patrols in the Wilds have gone missing within a kilometer of a Gate, leaving no traces but their last location ping.

The Whispering Names: Travelers claim the echoes sometimes say their names when they haven’t spoken at all.

Why the Legion Leaves Them Alone

The Legion doesn’t destroy things it doesn’t understand when those things might be weapons, or traps. The Gates have been here longer than the Legion itself, and every failed attempt to control them has made commanders more cautious. Official stance: Observe, do not engage.


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