OwieB2003
Warlord
Maybe quests for heroes? Kill Sphener with Mardero, kill the Avatar of Wrath with the Mithril Golem, hard combos? Reward would be to start a golden age and maybe add/subtract something from the AC depending on the quest.
Muris Clan has already been taken care of. The thread is for brainstorming new ideas.
Some random events and lair results can are extremely powerful early game, spawning great people and golden ages long before you 'earn' your first ones.
Here's an idea: combine the "great-engineer-captured-by-hill-giants" and "kidnapped-daughter" events, and make a proper quest out of them.
Spoiler :The governor's daughter, a child prodigy, has been kidnapped by [goblins/orcs/werewolves/geese/etc] and are holding her prisoner. They say they will release the girl and leave your lands if you pay the ransom. However, your advisers say that this barbarian clan are not known for their honesty, and may not uphold their end of the bargain.
1 - Pay the ransom, and hope they return the girl. (Costs gold, 50% chance to gain a random great person)
2 - Send out a call to adventurers! Pay them whatever it takes. The army will back them up. (Costs gold, gain a random strong unit with a name and adventurer promotion, but limited duration. Spawn a unique goblin fort with strong barbarians held inside it. Killing the barbs and exploring the fort gives a random great person.)
3 - Continue. (Spawn the fort as above, but don't gain an adventurer.)
It's a quest, see. Even if you choose the "pay adventurer" option, you still have to do stuff to earn the reward. If you choose option 1, it's unreliable, you may have just wasted gold. If you want your guards to drag someone out of the wilderness, you're going to have to risk their lives.
I also think there should be more armageddon related events, minor ones that aren't instant worldwide one-offs or random and totally ignorable "burned-down-orphanage-minus-one-city-happiness-blah".
Spoiler :(Requires relatively high AC, sorcery tech, and mage guild in a city)
A pair of unremarkable adepts, working in your city's mage guild, have somehow gained knowledge of dark rituals. They have escaped to the wilderness outside the city, and raised a great fortress. They have corrupted the land, and are now summoning evil creatures and undead against the city! Rumor has it that they are no longer human themselves...
1. Continue.
This will spawn 2 liches in an explorable mausoleum outside the city's culture, and turn the underlying terrain to hell. The liches have entropy and death 2-3, maybe other promotions. Exploring the lair causes it's own event:
In the traitorous mages' lair you find a small quantity of treasure, but also a strange and evil book. Bound in human skin and written in blood, it is clearly of demonic origin.
1. Read the book. It will enhance our knowledge on how to fight such creatures. (+x to AC, gain progress towards current research)
2. Burn the book! It is an unholy demonic object that must be destroyed lest it corrupt more minds.
3. Return the book to its rightful owners. (Requires evil, gains +1 attitude from Hyborem, requires the infernal to be in the game.)
I know it's an old trope, even in FFH: humans offered demonic power and knowledge in exchange for their souls, but it never gets old. Only this time the knowledge was offered to some of your own people, and it's an immediate physical threat to a city.
"You have found a hamster. There's something special around it."
A second event could be a quest that relates back to the involves the Orb of Succellus. It should trigger 33% of the time when the Frozen enter play and will trigger for all followers of FoL.