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7 pts to research Prancing Pony
4 pts to Mana Storage
4 Mana used in Wood Grin (L14)
1 Mana used to strengthen Wood Grin
K13: 1 Attempts to tame animals
L13: 1 Goes fishing
L14: 1 Uses wood to build a Granary
1 Hunts
1 Moves to K13, taking one unit of wood and using it to build a Granary
Hungry Hunting Hippos move to K13 and hunts
M15:1 Hunts
1 Moves to L15, taking one unit of thatch, which it uses to build a Granary.
1 Uses thatch to build a Granary
1 Uses thatch to create containers for the Healing Salve
1 Herd of Wildebeest is trained to produce milk on command, becoming Gentle Gnu.
1 Herd of Wildebeest is trained in the military arts to become Wardebeest (I'll save that for later) trained to scout out terrain, becoming Survey-Debeest.
The Dandelion Plains are loud.
After the population boom, the noise level had steadily been increasing. First it was only the cries of the newborns, but then their loving parents brought home some beesties. Loud, smelly beesties. Frumplekins shuddered at the thought of those beests. He did not usually mind the lesser species, and had actually converted to Hippoism last week. But the beests were too much. Frumplekins found that several others thought likewise, and decided to leave the main pride. They took to the hills, where they could remain untroubled by beests.
Hippoism, strangely enough, had flourished in the absence of Hippos. The most popular sects held that the Hippos would one day return and trample the creatures of the plains. Only one die-hard traditionalist sect still held out. When the beests were captured, the traditionalists predicted a split in the Hippoist movement, but this split never occured. Devout Hippoists were quick to point out that a split over any creature other than the graceful hippo, let alone the beests, would be "silly" and "not at all likely to happen."
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Nothing special happens this month.
Spell Research completes this turn! You learn a new spell!
Prancing Pony(7mp from mana storage to cast) - enhances the movement of a target unit allowing them to move one hex further that turn.
You cast Wood Grin. The trees are charmed, and grow extra logs of wood just for your peoples. [+3 wood, -4 mana]
+4 to mana storage
The forest of K13 is dense, but full of wildlife. The group of lions is easily able to find some animals in the area, after a little debate they choose some Moose. The large ungainly deer seem a decent choice. [+1 animal unit(Moose)]
The group in L13 goes fishing, returning with a strong catch. [+3 food]
A group of lions fit together some logs into a log cabin style Granary for L14. This doubles the time it takes for food to decay on the hex. [+granary, -1 wood]
another group on L14 attempts to hunt in the forest. They return with a large catch. [+4 food]
The Last unit, and the hippos move to K13, taking one unit of wood to build another granary. [+granary, -1 wood]
The hippos head into the forest, lumbering along, but managing to kill several deer with their large mouths. [+4 food]
The first unit in M15 hunts, killing some wild animals, and bringing the meat back to the others. [+3 food ]
Another attempts to use some of the thatch to build a granary. However the thatch is hard to work with, and the lions can't seem to get it to work here.
Yet another group weaves some of the thatch into a large ball shaped bottle to hold the salve in. [ remove salve duration, -1 thatch ]
Meanwhile the two Wildebeests begin training. The first is specialised into producing milk, becoming Gentle Gnu, but loosing the ability to do anything but provide milk for a group of milkers. The other trains itself in the ability to survey and scout, breeding for long legs and running endurance. They become Survey-Debeest, and gain the ability to move twice per month.(only surveys at the end however)
Another group grabs up an amount of thatch and runs off to the southwest to build a granary in the hills of L15. [+granary, -1 thatch]
[AI]Another unit, noticing the group moving to L15 without any food, decides to go along with them and do some hunting. [ +2 food ]
[AI] The final group in M15 decides to fall back on the old faithful, and hunts in the savanna. [+3 food]
Note: animal units do not require another unit to train into a new form. Units not given an action will fall under AI control and I move them as I think is best.
Hunger turn!
K13: -3 food[II], -1 food[III]
L13: -2 food[III]
L14: -2 food[-], -2 food[II]
L15: -2 food[III], -1 pop due to starvation
M15: -6 food[III], 1 population resists starvation, -1 Gentle Gnu due to starvation, Survey-Debeests resist.
Population growth:
L14, +1 population
L15, +1 population
Crystal Deposits on M15 generate 1 mp
+2 points for creativity
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Race: Dandy Lions
Magic: Charm
Abilities: first strike defense, hunting bonus, population spell boost
Weaknesses: Double food requirement, no direct damage spells
Points: 4/14
K13: grassland, +forest, +coast
Pop: 1, Animal Units: 2=1(Moose)/1(hunting hippo), Food:3[III], Wood: 0, Granary
L13: hills, +forest, +river, +coast
Pop: 1, Food: 1[III], Wood: 1
L14: grassland, +forest, +coast
Pop: 3, Food: 1[II]/4[III], Wood: 4, Granary
L15: hills, +coast
Pop: 2, Food: 0, Granary
Starting location: M15: grassland, +coast, +medicine herbs, +crystal deposits
Population: 4, Animal Units: 1(Survey-Debeests), Food: 0, Raw Medicinal Leaves: 0, Healing Salve(in containers): 3, Thatch: 3
Total Pop: 12
Known Spells:Hunting Charm (2mp to cast from mana storage to cast) - will double the yield when cast on a population unit that is hunting that turn.
Summon Fluff(costs 3 mp from mana storage to cast) - calls upon a bit of fluff to act as a unit for the summoner, costs 1mp per turn to maintain.
Wood Grin(4mp from mana storage to cast) - charm the trees themselves into growing logs, provides 1-4 units of wood.
Prancing Pony(7mp from mana storage to cast) - enhances the movement of a target unit allowing them to move one hex further that turn.
Mana Storage: 6
MP: 13
Options for research:
Fish Call(8pts) - fishing blessing, will increase food yields from fishing.
Power of the Pride(15pts) - enhances the yield of a unit set to gather materials.
Summon Bunny(6pts) - charm summon, calls upon some cute widdle bunnies to act as a unit for the summoner, costs 3mp per turn to maintain.
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