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World Events

Omens and cult raids: when and to whom they come, how to answer them and what they reward.

Omens are rare changes of the world: once every few days something happens and lasts from a minute to a day. Each comes where its current is — to murky water, to a living workshop, to Gauge Stones, in a storm or at sunset — and each has an answer in your hands and a reward right at the danger. Witness an omen and it is written into the Codex as its own page of the Omens entry: what it is, how to answer it, what it rewards.

  • To whom: an omen comes to a player who has reached its theme — studied an entry, been to a world or met a cult. A newcomer faces neither the Rounds of the Still nor the Spillover.
  • Scale: small ones come often and quietly — a mod line and a sound, more often a gift; medium ones are a threat with a find; large ones are rare and change the sky or the whole world. Medium and large ones show a title banner (you can turn it off in the mod settings: "Event banners").
  • No damage: an event never breaks a player's blocks, places its own only for a while and in the wild; it may stop devices but never breaks them. Rewards have a per-player limit — an event is no farm.
  • Switches are world rules: "World events" for omens, "Cult raids" for raids. On a server the operator changes them, in single player you do (in the rule list when creating the world, or with /gamerule).

Cult raids

The three cults of the Reckoners come to whoever has reached their wave — every few days, and only where your own work calls them: murky water, a tuned stone, a living workshop. A clean neighborhood calls no raid. Two players close together meet one raid. The cults' people are in the Bestiary.

The Procession of the Sunken

  • When: at night after rain, every 3–6 days, for whoever has studied Mire — if there is murky water (murk at a third of the bed or more) within 4 chunks. Murk itself is the invitation.
  • What: 26 blocks from the water a Mirebearer, two Sodden and a Keener come out and walk to the water; a dark needle of murk rises where they came from, and the procession bell tolls. The Mirebearer carries a living Mire Hummock on its back and plants it in the water — a new node of mire will rise there.
  • Answer: clean the water before they arrive — the procession turns back; or strike the whole procession down while the hummock is still on its back.
  • Reward: the hummock dries into 2–3 Silt, and the Keener sometimes (3 times in 10) drops a Sunken Lament.

The Toll Collection

  • When: by day, every 3–6 days, if a Gauge Stone you have tuned or your own Gauge Post stands within 64 blocks.
  • What: 24 blocks away a Bailiff and two Toll Collectors come out. The Bailiff walks to the stone and, kneeling for 2 seconds, drives a Toll Tap into it: the tap drinks the three chunks around it down to the riverbed.
  • Answer: strike the Bailiff down while he kneels (a strong blow breaks his work) — the Collection is foiled. Too late — break the tap, and the drunk flux comes back in a surge.
  • Reward: a Toll Reliquary holding 24–40 of drunk flux — for a beaten Bailiff and from a broken tap.

The Rounds of the Still

  • When: at sunset, every 4–7 days, for whoever has studied The Order of the Still Hour or been to the Stillness — at a living workshop: a chunk flux was drawn from in the last minutes that still runs full.
  • What: 20–28 blocks from the workshop a Still Pane appears — a sheet of frozen falling water. For twenty seconds it sets, and the Stillness shows through it. Then a Bellringer, a Vowkeeper and two Clockbound step out. The Bellringer walks to the middle of the workshop and reads the stone rite for 20 seconds while the others guard him. Once he finishes, a Halt Stone rises: in 3 × 3 chunks devices, the Flux Workbench and the Conduit draw no flux. Nothing breaks, and three blows break the stone — or it crumbles by itself after a day.
  • Answer: thaw the pane — a lit Thaw Lantern within 8 blocks or quickwater poured nearby — or break it with three blows; break the rite with a strong blow (it starts over); strike the squad down before the stone. Walls around the workshop are an answer too: a Bellringer who can't reach the middle never starts the rite.
  • Reward: a pane thawed or broken before the squad comes out — 1–2 Still Grain; a squad struck down before the stone — 2 more grains and sometimes a Rule of the Still Hour. The limit per Rounds is 4 grains and one Rule.
A Still Pane by the workshop: streams frozen in mid-fall and rime at its foot
A Still Pane by the workshop: streams frozen in mid-fall and rime at its foot

Omens of the Overworld

The Skeining

A new skein is born before your eyes — every 5–8 days, for whoever has studied Skeins. In clear weather, by living water (a river, a swamp, a jungle) where the flux runs full and the murk stays below a third of the bed, the streams of nearby chunks reach for a point above the water and twist like yarn: for a minute they gather, for three minutes the bud grows, in the last one the threads draw tight — and a skein hangs above the water.

  • You decide how it winds: a full distillate vial poured onto the bud makes its current a native thread — up to three. Murk in the chunk (a third of the bed or more, for 20 seconds) winds it murky, and flux you draw nearby (10 seconds of devices working) winds it greedy; a lumenash nearby sometimes gives a lucent skein.
  • Go farther than 64 blocks and the bud unravels without a trace.

The Roll Call

At a clear midnight, every 4–6 days, for whoever has studied Gauge Stones, if their tuned Gauge Stone and at least one more stand within 128 blocks. Yours answers first, then the others in turn: on each, the Marked Tiles light up from the bottom, and a thread of light runs to the nearest stone that has answered — the network of beds shows to the eye. For two minutes the flux of the neighborhood flows toward your stone. Read an answering stone with a Loupe — 3 times in 10 it gives a Channel Record (no more than two per Roll Call). There is no danger.

The Skeining: streams of nearby chunks gather to the bud above the water
The Skeining: streams of nearby chunks gather to the bud above the water
The Roll Call: threads of light run between the Gauge Stones that have answered
The Roll Call: threads of light run between the Gauge Stones that have answered

The Racefish Run

At dawn, every 3–5 days, for whoever has read a race (Races): for 4 minutes 2–4 schools of Racefish — fish of light — swim up a clean river nearby. Each school carries its own current — the current of the place, and sometimes a guest one that never occurs here. Come within 5 blocks and read a school with the Loupe — that is how rare currents are discovered. Where a school has passed, the river freshens: flux rises, murk falls. The fish can't be caught; in a murky river the schools turn back.

The Murk Storm

In a thunderstorm, every 3–5 days, for whoever has studied The Snarl, if at least three murky chunks lie around. Every 20–40 seconds a murk discharge strikes a murky chunk nearby — without fire, buildings don't burn. 2–3 seconds before the strike a ring of runes cracks open on the ground: step away (a hit is 3 damage and Silting).

  • A game lightning rod within 32 blocks catches the discharge and grounds it: six tenths of the chunk's murk become flux — the storm cleans your workshop for free.
  • Into open ground the discharge burns murk away; but where murk is above half the bed and flux is being drawn, a Snarl is born. A Weir within 8 blocks dampens a strike on a Snarl.

The Upwelling

At night, every 4–7 days, for whoever has been to the Lees: the bottom of nearby water breathes out — a Lees Boil opens. For ten minutes it raises the chunk's murk, and Murk Fry rise from the bottom.

  • Cap the boil: a Lumenash Grate in the column above the throat (on the bottom and up to two blocks higher) clogs with silt in half a minute and quenches the boil by a third; a working Purifier in the chunk counts as a grate once a minute. Three thirds — the boil is capped, and finds float up from the bottom: Lees Shell, Bedsilt, sometimes Niello and a Murky Geode (no more than 8 things).
  • A shortcut down: a Sounding Lead thrown into the boil raises a Whirlpool to the Lees at once.

The Spillover

A large omen, every 7–12 days, if someone in the world has passed into the Quickstream: a race of the Quickstream spills over the edge of its bed and flows across the sky for 8 minutes above their neighborhood — a ribbon 6–10 blocks wide, from one edge of the sky to the other.

  • Under it (within 16 blocks of its trace on the ground) the bed is 1.4 times as deep, murk is carried away, and the current of place is the race's current: the Flux Workbench pays with it, Current Seeds grow by it, skeins wind threads twice as often. The current can be any, guest ones (Soul, Tempo, Echo, Halo) more often.
  • The race carries like the races of the Quickstream: climb up with a Grapnel or a Vane Mantle and ride it; whoever it carries in the last 10 seconds is set down gently. Schools of Racefish swim along it — read them.
  • There is no threat: it is a gift, but a short one — hurry to forge, and to fill a Flux Reservoir and a Belt Reliquary.

The Hour's Hitch

A large omen, every 7–12 days, at sunset, if someone in the world has seen the Stillness. For three minutes the world falls into its beat: the sun stands at the horizon, stars show by day, the light stays that of sunset, and the flux of the world neither flows nor refills — use what is there. Near every player 1–3 Stilled Figures (Stilled Figure) appear.

  • Answer: a Thaw Lantern within 8 blocks or quickwater — the figure finishes its step: it speaks a line and leaves a Still Memory, and every third one rises as a Laggard. A pickaxe breaks one into 1–2 still grains. The untouched ones crumble once the sun moves on.
  • The limit is 4 grains and one Still Memory. It is a second way to still grains besides Snarls.

The Turn of the Wheel

A rare omen, every 8–12 days, from dawn to dawn, if someone in the world has met The Tollkeepers. The Tollkeepers on the Quickstream spin the Toll Wheel with the flux they have drunk, and the Springs of every place stand one step further along the Wheel: Tide reads as Strata, Strata as Ember, Ember as Gale, Gale as Tide. The Poles and compound currents, items and creatures stay the same.

  • Use it: a Flux Workbench recipe and Current Seeds that lacked a Spring of place will come together today. Or wait it out — a Brimming Jug by the river stays silent for the day.
Spoiler: this describes a guardian and its moves.

The Peddler's Visit

A small omen, every 3–5 days, by day, for whoever has studied The Flux of the World: a Snagling Peddler with a laden Driftback comes out to you and trades with anyone for a day — saplings and herbs of faraway places, a rare find and a map to a ruin. More in the guide The Snaglings.

The Spillover: a race flows across the sky from edge to edge
The Spillover: a race flows across the sky from edge to edge
The Turn of the Wheel: a four-spoked wheel with the runes of the Springs shows in the sky for a moment
The Turn of the Wheel: a four-spoked wheel with the runes of the Springs shows in the sky for a moment

Omens of other worlds

  • The Murkflow — in the Lees, every 25–40 minutes spent there: a wall of murk moves along the bottom past you (a block a second). Whoever it covers gets Silting, and chunks on its way get 3 murk each. It goes around the Bright Shallows and any chunk with a working Purifier. 3–5 things of the bottom tumble in its crest — snatch them with a blow of a Pike Pole (no more than 5).
  • The Living Minute — in the Stillness, for whoever has spent 30–45 minutes there, outside a Thaw Lantern's circle: the Stillness moves for a minute. Within 48 blocks the bed is 16: the Conduit, the Flux Workbench and devices work without their own store, still skeins give up their threads. The Sentinels wake, and 6–9 Still Grain fall from the sky — gather them and get away.
The Murkflow: a wall of mist moves along the bottom of the Lees
The Murkflow: a wall of mist moves along the bottom of the Lees

What next

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