Random Events
Random events are pressure encounters rolled during travel and exploration: some runs stay quiet, while others surface biome-specific opportunities, hazards, and supply swings that can either fuel momentum or punish weak preparation.
| Name | Biomes | Outcome / Resources | Dangers |
|---|---|---|---|
| Sudden reindeer migration | Plain, Mountain, Forest | Raw meat, animal fat, bone | Trampling injury + HP loss |
| Dry fallen tree with hollow | Forest, Swamp | Berries, wild honey | Hornet stings (injury, hygiene loss) |
| Dried stream bed | Plain, Forest, Swamp | Bone, fatigue relief | Hidden pit (injury, warmth loss) |
| Lost hiker backpack | Forest, Plain, Mountain, Ruins | Food/canned food/berries, chance for multi-tool | None direct |
| Migrating geese on wetland | Swamp, Shore | Feathers, raw meat | Cold exposure (warmth, fatigue loss) |
| Debris after avalanche | Mountain | Stone, bone | Unstable terrain (injury, HP loss) |
| Abandoned fireplace | Forest, Plain | Wood, charcoal, morale, rare food | None direct |
| Dense berry thicket | Forest, Swamp | Berries, wild herbs | Thorns (injury, hygiene loss) |
| Flooded footpath | Swamp, Shore | Raw fish, seaweed | Soaking/chill (warmth, fatigue loss) |
| Fresh landslide | Mountain | Stone, rare salt | Falling rocks (injury, HP loss) |
| Remains of fishing spot | Shore | Cordage, chance for fishing hook, rare jackpot (Master Rod / Gold Lure) | None direct |
| Storm-damaged tree | Forest, Plain, Swamp | Wood, resin | Falling branches (injury, fatigue loss) |
| Remains of traffic accident | Road | Scrap metal, plastic scraps, battery cells, duct tape, fabric | None direct |
| Abandoned road closure | Road | Rebar, fasteners | Rust/sharp edges (injury, hygiene loss) |
| Roadside chapel | Road | Morale, candles, food | None direct |
| Abandoned tracker backpack | Road | Food, map, medicine | None direct |
| Maple syrup grove | Forest | Maple sap, acorns, morale | None direct |
| Wild bee nest | Forest | Wild honey | Bee stings (injury, hygiene loss) |
| Deep peat bog | Swamp | Peat, bog iron | Soaked/muddy (warmth, hygiene loss) |
| Swamp medicinal plants | Swamp | Wild herbs, willow bark, leeches | None direct |
| Rich tidal pool | Shore | Crabs, mussels, shells, chance for clams | None direct |
| River bend mineral deposit | River | River stones, river clay, rare river gems/pearls | None direct |
| Flash flood warning | River, Shore | Marks temporary flood-risk world event zone | Fatigue cost, future route risk |
| Salmon run pulse | River | Temporary salmon-run bonus event, immediate raw fish | None direct |
| Bank collapse | River, Shore | River clay from slide | HP loss, injury chance, hygiene loss |
| Wildflower meadow | Plain | Wild flowers, sunflower seeds, wild herbs, morale | None direct |
| Prairie dog town | Plain | Raw meat | Bite injury chance |
| Abandoned platform cache | Railroads | Canned food, water, morale | Dust/grit (hygiene loss) |
| Collapsed rail bridge | Railroads | Rebar, guard-rail metal | Falling debris (HP loss, injury, fatigue loss) |