Global Population Events in Valhalla |
This
table outlines the possible global population events that could
be triggered that would effect player kingdoms (spirit populations) in
Valhalla. |
|
"Major"
Population Events
|
Election
2000:
In
tribute to the mythic election of 2000, this event would result in the
automatic defection of all leader-class spirits from the playing world.
(major event) |
Mechanics'
Strike:
When the
mechanics of Valhalla go on strike, all non-energy object spirits are
removed from the playing world. (major event) |
Renaissance:
An
evolutionary experience enlightens the world, temporarily curing
everyone's belief in all things mythic.
All "mythic"
spirits are removed from play. (major event) |
Tainted
Waters:
The wages
of war have impacted the ecology of Valhalla.
The endless array of
decaying corpses left after battles have polluted the waters of the
land, forcing the Wetlands spirits to pack their bags and leave in
search of more hospitable dwellings.
It is hoped that as the
waters clear, these beloved spirits will again appear in the kingdoms of
Valhalla. |
Plagued
Garden:
A
widespread infestation of Valhalla destroys all plant spirits. (major
event?) |
Atheism:
A
temporary philosophical frenzy sweeps Valhalla, resulting in a loss of
belief in deities.
As a result, all deity spirits are removed from
play. (major event) |
Raging
Winds:
A huge
gusting wind rips through Valhalla, stripping all kingdoms of any spirit with an attack range greater than one.
I should clarify this since several people have asked.
This would
include any spirit with a ranged attack ability, not just
archers.
(very major event) |
"Minor"
Population Events
|
Cats
& Dogs:
If
triggered, this event would result in a mass exodus of all feline and
canine spirits from all play populations. |
Magical
Bounty:
A benevolent
wizard passes through Valhalla, blessing
each kingdom with 10 randomly selected magical spells. (minor event) |
Bows
Aplenty:
An
abundant supply of seasoned wood provides the armories of Valhalla with
an unexpected bounty.
All kingdoms are blessed with an equal
number of new randomly
selected "archer" class spirits. The event has been designed
to provide some flexibility, with the number range of new archers
ranging between 1 and 4.
The exact number will be determined by
the Valhalla Immigration Authorities, and will be documented in the
Event History log.
(minor event) |
Slave
Revolt:
A
Valhalla-wide slave revolt results in the mass escape of all slave
spirits currently residing in player kingdoms. |
Desert
Caravan:
News of the Wetlands
exodus traveled quickly among the spirits of the desert. At last the
time had come for the Drylands spirits to usurp their ancient enemy.
Hastily gathering their belongings, a vast horde of Drylands spirits
converged into a great caravan leading to the kingdoms of Valhalla. |
Energy
Storm:
Each
player would receive six randomly selected energy pieces for their
kingdom.
All energy pieces would be
available for selection.
Distribution won't follow the normal
distribution logic, but will still be weighted on rarity.
(minor event) |
Magic
Blight:
A sorcerer's
spell goes awry, distorting the harmonic balance of magical energy and
resources in Valhalla.
As a result, each players' kingdom loses 15
randomly selected spells. (minor event) |
Desert
Draught:
A summer
heat of unprecedented power strikes the Drylands.
Every kingdom loses 10 randomly selected Drylands spirits.
|