Interactive Events
Settlement, construction, and choice
Between the battles, players settled the Annwyn, raised its buildings, and voted with their Influence on the course of the story.

Shaping the World
Interactive Events were mini-games open to any character.
They gave players a way to shape the world and the story as their characters or factions wished. There were three kinds.
Settlement Events
Settlement Events let players expand the usable game space by exploring the Annwyn and unlocking new areas. They arose through encounters or plots during the campaign. An unlocked area generally gave a bonus to one player or to the whole game, and a represented Noble house was expected to claim it. Settled lands could open further lands, player modules, items, or more Interactive Events.
A Settlement Event could cost resources, coin, Influence, Espionage, or items, and some also required roleplay.
Construction Projects
Blueprints found at events allowed the construction of simulated buildings. Anyone could turn in the required coin and resources to staff during an event, and most benefits began at the following event. Buildings that gave access to crafting or Refreshes worked as soon as they were built.
Some projects served the whole game, and others had a single owner. An owned building could be traded to another character.
- Housing provided a Refresh at midnight on Friday.
- The Forge let Blacksmiths craft and repair items without a patch kit.
- The Marketplace let its owner buy up to 50 resources per event at 6 copper dragons each.
Decisive Moments
Decisive Moments reflected conflicts between factions and people that did not call for violence. They played out over several events, usually through plots and NPCs who each presented a side.
Staff then set out voting boxes in a common space, such as the Tavern or Logistics, usually until the end of the event. Players could vote for any number of sides with any amount of Influence and Espionage. One Influence counted as one positive point, and 2 Espionage counted as one negative point, so a tally could go below zero.
After each event, staff counted the totals and adjusted the story. Players learned of many outcomes only through roleplay and through the story that followed.