Meteors are a very fun mechanic that add some dynamic feel to the world, similar to the moon phases and its effect on wolves.
I would like to suggest that we have more of these sorts of events to add some spice of randomness and whimsy to the world.
They don't have to be on set timers, but can be made totally random, or maybe random but with a hard limit on how far apart they must happen from the last one.
(example - an event happens, now a 2 week guaranteed non-repeat period takes place, and then the random timer starts again)
Ultimately these events would be met with an ingame message similar to a meteor event, but instead of dumping a resource at 1 location, it could be a world, or continent-wide phenomenon that anybody could benefit from if they happen to be playing during the ingame-day(s) that it happens on.
Some fun examples -
The Fae visit the hearhlands.
We get a whimsical message at the crack of dawn, warning hearthlings that Fae have been seen sparkling in the forests.
Forest biomes have a chance to spawn little groups of glowing orbs that dance and sparkle around, neutral little creatures that can't be agro'd.
Maybe in these same biomes, during this event only, there is a rare chance for a certain flower or mushroom to spawn that would be a particularly decent food or curio.
Caladrius visit the hearthlands.
Again, a whimsical message at the crack of dawn warning hearthlings that the squawks of the rare Caladrius are heard echoing in the distance.
On this day, by rare chance, perhaps in some specific biome, a Caladrius bird may spawn.
Perhaps it is very fast and easy to scare, but upon being caught it randomly selects a wound and removes it from your character.
After this it is "used" and can be kept as a trophy I guess, or maybe it has a despawn timer like an icicle or something.
Other events like Earthquakes could reset local resource timers like crystals, abyssal chasm and geysers, just a totally random thing to fuck with bot timers.
Other events could be as simple as weather-related messages, like a particularly windy or damp or foggy day - these days could spawn some additional new foragable curio or food, or possibly even an animal. Or better yet, a material who's soul purpose is to craft an aesthetic-slot gear, like a hat. So one must participate in a number of these events to collect enough materials to be able to craft their trophy item.
The ultimate goal here is to add a hint of randomness to the yearly calendar and allow the lucky hearthlings who are playing to have a chance to receive something rare, fun, and worthy of trade - all they have to do is be online at the right time.
Simple events like this could add longevity to the average time that people keep logging in through the course of a world if the rewards are good enough too.