Living World Events
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Current World Events | |
Early MYN Content and Onwards |
Living World Events are short-lived events driven by player interactions via World Qualities. They were first announced in September 2021, though they build off of the groundwork laid by Mr Chimes' Grand Clearing-Out earlier that year. The first event to go live was the inaugural Crab Hunt on October 12 2021.
The known types of Living World Events are:
- Angler Crab Hunt
- Ravenous Lifeberg
- The Midnight Whale
- The Urchin War
- The Great Crate Commotion
- Shifting Streets
- A Ghost Ship in Port
Common Mechanics[edit]
Living World Events are somewhat like small Festivals: they are an additional piece of content that is only active and playable for a short duration. The amount of content is much smaller than a regular festival, and the duration is driven by player participation. Generally the event will be driven by a World Quality. The presence of the quality means the event is active, and player participation will drive the quality towards a goal which ends the event.
Living World Events are generally not announced until they go live in-game. So far, the World Quality driving an Event has always gone active at 11am, similar to Festival-related World Qualities. This Morning's Gazette will include a blurb about active events, so players are encouraged to read the newspaper to stay up-to-date on current events.
Each event will recur several times throughout the year, according to no known schedule.
Events[edit]
The following recurring events have been observed.
Zee-Monster Hunts[edit]
There are three types of zee-monster hunts, which share some core mechanics.
Angler Crabs[edit]
- 'MENACE RISES FROM THE ZEE'
- The regular Angler Crabs seen at Zee have become overpopulated, and must be culled. And in case you have any ethical concerns, the game makes it clear that Crabs are not innocent zee-life, they are dangerous to humans because they hate us and enjoying doing harm.
Ravenous Lifebergs[edit]
- 'HUNGRY ISLAND THREATENS LONDON'
- A lifeberg is sighted in the Khanate, headed on a course towards London to eat Wolfstack Docks! The Admiralty is offering encouragements to anyone willing to impede its progress.
Midnight Whale[edit]
- 'RARE SIGHTING OF A MIDNIGHT WHALE'
- This is that rarest of reports on a zee-beast – one in which the tenor is curious and wondrous, rather than belligerent and fearful.
The World Qualities tracking this event are for crabs, for lifebergs, and for the midnight whale. While the event is ongoing, the Wiki will attempt to keep the quality page updated with the current population.
Requirements[edit]
- Your own Ship
- A base point of (without equipment modifiers)
Monstrous Anatomy generally requires a . From there, conduct hunts and attempt to Ambush the Parabolan Quarry at close range. Characters with no Base-Camp but may have access to a few experiments that can raise Monstrous Anatomy, depending on item availability.
Mechanics[edit]
You must set zail to hunt; they have not yet tried to come on land into London themselves. Enter Your Cabin, and select the Hunting the Beasts of the Zee storylet. You will have set course to the Zee-monster's location, and will immediately enter combat with it once you arrive.
Each time you elect to hunt a crab, the and will be set based on the current . These qualities cause both the rewards and difficulty of the crab encounters to increase over the course of the event.
The Lifeberg begins in , and changes Zee location every 24 real-time hours. It is currently unknown what happens if it reaches London. The Lifeberg's Elusiveness and rewards change with its location, and the value of rewards scale with your character's Base Watchful. The Lifeberg also awards s, which can be traded in at Wolfstack Docks for additional rewards.
The Midnight Whale takes place in . The value of rewards scales the closer it gets to its destination.
Combat uses the same mechanics and Storylet as encountering a Plated Seal: You must play actions to increase your until you can Strike down the Angler Crab or Blast the Ravenous Lifeberg with all you've got. The required level starts at 8, increasing with Elusiveness. After striking down the monster like one of those Oaxacan treasure-pots[1], you will choose a new Zailing destination. If your new destination is another hunt, it will be a short trip only requiring 80 (unless the Lifeberg has changed its location).
For full details see Hunting the Beasts of the Zee (Guide).
The Urchin War[edit]
- 'TROUBLED YOUTHS DECLARE WAR ON SOCIETY, EACH OTHER'
- The rivalry of the Noughts and Crosses in has worsened and a war has broken loose. Visit in order to aid them with supplies (See A War in Spite).
The World Quality unlocking this event is , while tracks player participation. While the event is ongoing, the Wiki will attempt to keep the latter page updated with the current population.
The event is structured as a tug-of-war, where Balance starts at 50000. A balance below 50000 means the Noughts have received more player support, whereas a balance above that means the Crosses are in the lead. The event ends if one of the factions win (if Balance reaching 0 or 100000), or after one week (determined by ).
Supplies Needed[edit]
The scaling reward scales with Base Persuasive and . IitUW increases returns until it reaches 20. At that point returns begin to diminish.
Losing Rewards are gained when providing assistance to the side that is currently losing.
Each time you supply an urchin gang you will gain A point of IitUW is gained with provided supply, and your and will shift 1 CP, first moving towards 0, and then swapping to the other quality and gaining when you no longer possess the other. These qualities cap out at level 8.
Action | Cost | Set Reward | Scaling Reward | Losing Reward |
---|---|---|---|---|
Supply the Crosses with silk | ||||
Supply the Crosses with assistance |
Action | Cost | Set Reward | Scaling Reward | Losing Reward |
---|---|---|---|---|
Supply the Noughts with wax | ||||
Supply the Noughts with unexploded ordnance |
Resolution[edit]
If you favoured the winning faction, you will draw an opportunity card after the war: The War in Spite: The Aftermath. Both urchin gangs provide the same rewards if they win. The rewards are as follows, depending on the level of support.
Support | Reward |
---|---|
1-3 | |
4-7 | |
8 |
The Great Crate Commotion[edit]
A lot of crates has been lost all over the Hinterlands, and two factions are fighting for them!
During this event, you may purchase crates with 7 , or play one of the opportunity cards that provide them. A new opportunity card will be unlocked depending on who the winning faction is, providing favours in the upper river. The mechanics are similar to the ones used in the urchin war, but with factions changing from event to event. Like the Urchin War, it lasts one week, or until progress reaches 0 or 50000.
The resulting s may either be opened for yourself, or you may give it to one of the factions for a reward. The latter also affects the current balance in the event. The balance is structured similarly to the War in Spite, but the start point is at 25000, and the factions are variable.
Faction pairs:[edit]
Crate Rewards:[edit]
Selling a crate to a faction increments , a 777 quality, but opening it yourself does not.
Faction | Action | Reward |
---|---|---|
None | Open a crate yourself | |
Criminals | Sell a crate to some Criminals | |
Constables | Turn a crate over to the Constables | |
Revolutionaries | Offer a crate to a Revolutionary cell |
Opportunity cards:[edit]
Card | Challenge | To 100% | Pass | Fail |
---|---|---|---|---|
Resolution[edit]
At the end of the event, the storylet The End of the Matter becomes availible, which will enable you to draw the winning faction card. Any leftover crates are disposed of at 7 per crate.
Faction | Card | Challenge | To 100% | Pass |
---|---|---|---|---|
Criminals | An Embarrassment of Snitches | 180 | 300 | |
Constables | TBA | TBA | TBA | TBA |
Revolutionaries | Lines of Communication | 180 | 300 |
Winning Faction Cards[edit]
You do not need to have supported the winning faction in order to draw these. These cards are available until the next Great Crate Commotion.
Requirements[edit]
Shifting Streets[edit]
Shifting Streets Summary | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fixed-Length Activity | ||||||||||||||
Setup | Progress | End | ||||||||||||
0 A | 4 A | 1 A | ||||||||||||
Progress
Details |
Raise to 7. | |||||||||||||
| ||||||||||||||
Raw EPA | 6 | Raw SPA | - |
The streets of the city – treacherous at the best of times – are shifting underfoot. Familiar routes are disrupted, and unfamiliar neighbourhoods are revealed. To investigate this phenomenon, look for 'Shifting Streets', anywhere in London. The activity is open to players of all levels, and will last until the streets have settled once more.
The Treachery of Maps is in full effect and London's streets have started shifting again.
During this event, you may participate in a unique carousel in which you search out where the shifting streets are leading you. Like the Zee Events, it lasts until progress reaches 0.
Initially you will be presented with a choice of following the road to traces of the second, third, or fourth city, which determines the difficulty of the checks and the amount of the reward. The activity then consists of several checks among , , , , and , a pool of which is chosen at random by . After you have passed or failed 4 checks, you will reach the conclusion where you will receive one final payout.
City | Attribute Check | Skill Check | Action | Final Reward | Final | EPA |
---|---|---|---|---|---|---|
Fourth | 60 | 2 | 1.5 | 2.5 | 1.7 | |
Third | 100 | 6 | 3 | 5 | 3.4 | |
Second | 180 | 10 | 5 | 10 | 6 |
Actions:[edit]
All actions give +7 CP of pass or fail.
Airs | Action | Check | Success | Failure | ||
---|---|---|---|---|---|---|
0-66 | Search the city for vagrant streets | +1 CP | ||||
34-100 | Observe the city from on high | +1 CP | ||||
34-66 | Ingratiate yourself with the citizens | +1 CP | ||||
17-83 | Pore over your maps | +1 CP | ||||
1-16 OR 50-100 | Study convolutions of space | AotRS | +1 CP | |||
1-49 OR 84-100 | Search for meaning in the rearragements | +1 CP |
Resolution[edit]
If you participated, at the end, you'll get the 0 action autofire storylet The City Settles. This will give you some story text, and also . This will clear your active event if you have one.
Requirements[edit]
- None!
A Ghost Ship in Port[edit]
The event is accessible from The Hulk of the (Ship) (ship name changes with each event) from within Your Cabin. Progress is tracked with which increases with each level of successfully delivered.
You have 3 options, which sets to the selected amount and reduces the world quality by an equivalent amount.
All options will set your destination to Wayland's Teeth and begin a Voyage. Progression is standard for zailing - see Zailing (Guide) for an explanation. Upon reaching Wayland's Teeth, the only option is to Begin manoeuvres, which begins the event's main activity.
The goal of this activity is reaching , delivering the cargo, before reaching which explodes your vessel and kills you instantly.
You start the activity with:
Hand size is limited to 3 like all Zee content, with the following possible card draws.
Card | Requirement | Option | Challenge/Cost | Pass | Fail |
---|---|---|---|---|---|
Full speed ahead! | |||||
Card is discarded |
When reaches 8, you are safe and Within the Jaw behind Wayland's Teeth autofires, allowing you the opportunity to finally Carefully offload the cargo. This earns:
Each additional Level of (2 or 3) rewards:
If instead reaches 8 first, then you are immediately sent to the Fathomking.
History of Living World Events[edit]
The following table aims at recording the duration and time of previous Living World Events for statistical purposes. The dates are using yyyy-mm-dd format.