Mysterious Site

Mysterious Sites are places in world generation and trigger random events, when visited.

#### Wilderness Battle

"*Your Army discover a strange scene in the wilderness: Two forces readying themselves for battle - for unknown reasons. They appear evenly matched and intervention by your army will surely tip the balance*"

There is a typo, yes.

* Aid [Random Unit] (Gain that unit)
* Aid [Random Unit] (Gain that unit)
* No Intervention (ignore event, gain ~2-8 influence, 2-8 diplomatic reputation)
* Exterminate Both (Alignment evil needed: +250-2000 gold, -1-6 Diplomatic Reputation, chance for treasure.

Despite common sense, there is no chance for your army to take damage. The unit you gained control of has a free upkeep for 12 turns.

#### Fae Enclave

"*You have found a Faerie Enclave, led by [name].*

Your scouts are unsure of the military might of these Fae, but striking from ambush, even a small force of them may prove a severe threat.*"*

* Pay Off
* Retreat (almost always successful, despite the tooltip chances.)
* Attack

Attacking will result in a battle. Retreat might result in harassment (damaging units without battle) or a battle, For example:

* 1 Faerie Archers, 1 Redcaps
* 2 Faerie Warriors

#### Marauder Camp

"*Your Forces surprise a small band of marauders and defeat them in short order. They have little in the way of provisions or loot in their camp, but they do have a number of prisoners from the local population.*

You expect these could fetch a decent ransom or alternatively their release could gain gratitude and favors with the locals.

- The marauder camp could also be turned into a sacrificial site in short order and the already bound and helpless prisoners used to fuel dark rituals.*"*

* Collect Ransom (50-200 Gold)
* Release Prisoners (2-10 Influence)
* Sacrifice Prisoners (2-20 Mana)
* Raise Marauders (Requires Necromancy)[1]
* Enslave Prisoners (Requires Tribal Leader. Must not have Alignment Good, No Slaves)[1]

#### Suspicious Reports

"*Acting on reports of an unidentified force operating in the area, the army is placed on full alert and scouts dispatched to discover if there is any truth to these claims.*

Your scouts report tracks and disturbances indicating there is indeed a presence of some kind.

However even after escalating the number of patrols, you[\*] army FAILS to find anything of interest.

Your army is EXHAUSTED after this wild good chase, and can move no further this turn.*"*
Yep, typo.
Probably a check based on scouting value.

If you pass the check:[1]

#### Travelers

"*Your army has encountered a large group of travelers seeking new homes. Your underlings parlay with their leaders, and some of the itinerants seem willing and fit enough to join your forces.*

Recruitment Pool: +[amount] ([Culture])*"*

Observed range around 80-125.

#### Mana Storm

"*A massive Mana Storm is triggered by some of your scouts unwittingly breaking a forgotten and decrepit warding mechanism. Your forces are battered by the Mana Storm. Some of your summoned, bound and/or magic units suffer casualties: [Your damaged units]. You tap into the arcane energies of the storm and gain [amount] Mana. Your army is exhausted after seeking refuge from the arcane storm, and can move no further this turn.*"

Around 10 mana.

#### Spell Components

"*Your scouts have found occurences[\*] of a particularly rare spell component in this region. It is a matter of time before they are harvested by rivals or foolish locals. You may wish to task your army with collecting these components.*

If successful this will boost your current research and mastery progress.

However, sending your forces to tamper with such delicate and potentially volatile resources may result in casualties.*"*

* Send Scouts and Specialists.
* Send Everyone
* Send Army and Hire Local Help

[\*]: yes typo.

#### Hidden Stash

"*Your forces discovered a hidden stash of gold, silver and trinkets.*
Gain [Mostly Gold]*"*

Around 150 - 400 Gold

#### Justice

*Your forces surprise a small band of wounded and ill-prepared marauders and defeat them in short order. However, it turns out this band was being hunted for an ambush and subsequent massacre committed near [Settlement].*

[Faction] approve of your somewhat accidental execution of justice:

+[~10] Regard

#### Ambush

*Your forces were ambushed by marauders, who faded away into the wilderness after inflicting casualties on your forces: [casualties]. Your army is exhausted after the ambush, and can move no further this turn.*

#### Local Guide

Your army takes on local guides. +2 World Movement for 4 Turns.

Does the AI trigger Mysterious Sites?[1]

[1]: Clarification needed