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				 Re: Magic site ideas 
 I'd just like some moddable site commands:  (apologies if its there, haven't looked since 3.??)
 Things like:
 
 #Site: Site Name
 #Entry:  M:<Mage Path Required to get benefit>
 S:<Special requirement to enter such as:
 N: Nation Number
 A: Stealthy[Stealth# to enter]; Flying, Amphib
 S: Stat[#] to Enter, such as Leadership 10
 C: Commander type to enter (Wiz,Priest,Scout)
 
 #Gems:  Gem{Type, Number} granted per turn
 #Difficult: Rarity and difficutly to find the site
 
 #Spell Cast:  (Spell number cast per turn)
 #School Bonus:  Conjuration 20, for example
 #Unit Summon:  Unit #
 #Unit Recruit: Unit #
 #Scale  (Which Dominion Spreads...)
 
 My .02
 
 
 
 
 Interesting Locations:
 
 Lake of the Sirines:
 Any Leader May Enter to gain a magic enhancement to his weapon.  (or get a magic weapon: think Excalibur).
 
 Thieves guild:
 Very hard to find.  Stealthy requird = ).  Any unit may enter to gain stealthy.  Unit with stealthy increases +1 per turn.
 
 Assassins Guild:
 Very hard to find.  Assassin may enter to perform a hit via guild agents in any territory on the board.  Random commander in territory targeted.
 
 Gate:
 Any unit may enter any gate - and come out any other territory with a gate.
 
 Time Wrinkle:
 Any commander that enters immediately becomes lost in space and time.
 
 However, he does not age, become diseased, or be targetted by spells.  Will return (per lit) except to a map location in your dominoin.
 
 Also confers +1 Astral, and spreads Dominion.
 
 Void Gate:
 
 Enter: You die.  Who says all locations have to be good?
 
			
			
			
			
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