Every so often, somewhere in the world, a portal tears open beside a player. It does not wait long, and whoever is standing nearby gets to find out where it goes.
When one opens
- The world rolls for one on every map with somebody on it, all the time. On a map where people are moving about, expect one roughly once an hour.
- Never two in a row. Once a portal has come and gone, that map gets half an hour's rest before the next.
- It opens a step or three from one player who has been moving about recently. It is never the same person twice running when there is anybody else it could be.
- You will know it when you see it. Event portals are teal, a colour nothing else in the world uses. A banner goes up for everybody on the map, and a line appears in the System chat.
You have one minute
Stand on the portal or right beside it, diagonals included, and step through. If nobody goes in within the minute, it closes. Once whatever is inside has been dealt with, it stops letting people in, even with time left on the clock.
Who can go
Anybody standing close enough, up to eight of you through the one portal. You do not need a party, and you do not need to be the player it opened for.
You cannot go through from inside a dungeon, while you are already in another event, or in the middle of a trade.
What is on the other side
Three rooms so far. Which one you get is rolled when the portal opens, and some are rarer than others.
- A Rift in the Ground, the one you will see most. Something came through, and it is still in the room it came into. Clear it out.
- A Stranger at the Door. Somebody is waiting on the other side, and they have something to say to whoever comes through. Talk to them.
- The Lost Cache, the rarest of the three. A store-room nobody has opened in a long time, and one chest in it that still shuts. Open it.
What it pays
Finish it and everybody who went through is paid in full, not a share each: gold, and a Charge Dice, the dice that upgrades your weapon or armour (see upgrading your gear). If your bag is full, what does not fit is not lost.
Getting home
When the room is done, a way home opens inside it. Step through and you are back exactly where you went in, facing the way you were facing. You can leave before that too, and you land in the same spot.
Hang about for more than five minutes after the clear and you are sent home anyway. Drop your connection and you have a minute and a half to get back before the room lets you go. Die in there and you wake up in Aeven, as you would anywhere else.
Next: upgrading your gear, which is where the dice come in.