Rivers of Blood
Requires high AC
-1 Health in all Cities for 10 turns, removes access to fresh water for 10 turns.
+1 Pop in all cities (Calabim only) -- or +1 xp to every demon and vampire.
The Hunt
Requires Hunting, Aristocracy.
A minor courtier suggests that you organise a hunt for the aristocracy.
- We have no time for such frivolity. 25% chance of +1 Unhappiness in one random city for 10 turns.
- Anything to keep them happy. +20 Gold. 25% chance of +1 Happiness in one random city for 10 turns
- Let the hunt begin. +50 Gold. +1 Hapiness in one random city for 10 turns. 10% of gaining on random animal follower. 40% chance of gaining Furs in one forest tile.
A tear in time.
Requires Sorcery and a relatively high AC.
"Our mages report a tear in the fabric of time itself."
- Tell them to ignore it.
- Fund investigations into it (200 Gold). +20% Science Beakers towards some kind of magic tech. 10% Chance of receiving a Child of Kyrolin mounted on a Golden Stag from Fall from Heaven: Age of Ice. -- 10% chance AC rises by 4, 10 percent chance AC falls by 4, 10 % chance one magic unit upgrades if tech available (adept to mage or mage to archmage)
The Joust
Requires: Two or more Knights stationed in the same city
Your Knights organise a Jousting tournament.
- +1 Happiness in that city for 10 turns. +1 XP for each Knight in that city. 10% chnace that each knight is reduced to half strength.
--- excellent idea. Could have civ specific and unit specific versions of this event.
--- for amurites, two adepts or mages or archmages in same city show off, if allow it: 20 percent chance one building destroyed, -1 happy for 10 turns, 20 percent chance + 1 happy for 10 turns, 20 percent chance + 1 xp for each mage, 20 percent chance both mages reduced to half strength, 20 percent chance that 1 completely random demon or undead unit appears as barbarian outside city.
if not: 50 percent chance +1 happy for 10 turns, 50 percent chance -1 happy for 10 turns.
edits inserted above