Random event/world quest ideas:
Tectonic Shift: randomly changes a part of the terrain, like water to land, land to mountains, mountains to plains, plains to water, in a not very large area of the map.
Reign of Fire: A bunch of dragons start roaming the land, you'll need to find Christian Bale in order to stop the source of the invasion.
Time of Storms: Units on the map outside any area of control are randomly struck by lightning.
Night of Doom: Any non-undead, non-demonic creature suffers a penalty to it's statistics as long as this event is in effect. You could actually spawn some sort of altar that we need to destroy in order to end it.
(Would be cool if we had quest treaties, like, temporary alliances in order to stop a world threatening event)
Power of the twelve: Twelve riders spawn on the map and randomly begin to attack cities(not all at the same time, but in smaller groups), if they are successful, the population of that city decreases, as they are being kidnapped for some nefarious purpose. If they get enough people, they summon their king/sovereign, who is very large and nasty and starts tearing stuff up.
Turmoil: Unrest increases in all cities for a several turns.
Death: If the Elemental lore has anything that resembles the Grim Reaper in function or form, it's coming. A devourer of live walks the land and it won't stop until it's killed by several legions. This is a end level event/quest, and whoever gets to murder it, will get a spiffy bonus in the form of.. um, his scythe? or something that's useful at a kingdom level.
The Silence: Spellcasting is impossible for the duration, so are any abilities that can be considered magical in nature.
Beware the Red: A great red dragon offers you his services in exchange for feeding upon the population of your towns every few turns. Refusing would cause him to go rogue and start attacking you. Sending him to his death would cause him to escape battle when he loses and turn on you.
Spell ideas:
Shining peace: As long as there are no wars, production and food.. um production, are increased.
Living artifact: At the cost of part of a characters health/exp/attack/defense, you can create an item with powers that are random but in proportion with the amount of stuff the character sacrificed to create that item.
Steal Essence: Unless the owner of the target city pays a certain amount of mana to fizzle it, he loses one point of essence in that city, which is added to another city of the caster's choosing.
Time lock: For as long as you have mana left (huge cost, huge huge cost) take another turn after your current one instead of the enemy or other creatures
(will add more soon)