~~~
Research Rain Dance.
Cast Summon Daoine.
Cast Blade of Grass on three fawns in G8.
Cast Blessing of Oak in G8.
Use 4 Spellpower of Blessing on Oak to obtain Sacred Oak.
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Two of the Blade of Grass fawns in G8 head south and survey the land.
the other Blade of Grass fawn in G8 takes three food(two II and one III, and he can last for three turns, right?) and heads northwest, also to survey the land.
Two fawns in G8 work on the fruit plantation.
One fawn in G8 takes a Sacred Oak to H9 and builds a Sacred Altar.
One fawn continues to try and process food.
-----
One fawn in H9 continues taming the unicorns.
Two fawns in H9 study magic, attuning themselves to the forest.
One fawn maintains the buildings.
One fawn creates bows and arrows out of the wood.
One Daoine collects food, and one maintains the groves.
-----
Two fawns try and learn magic from the Wind Elemental.
One fawn gathers food.
The Wind Elemental helps teach the fawns wind magic.
~~~
Nothing special happens this month.
Spell Research completes this turn! You learn a new spell!
Rain Dance(3 mana to cast)[1 coast required] - Increase rainfall on a target hex, bonus to food growth, negative to combat movement, (duration)x1 mana to maintain beyond the first cast.
Note: like all of the weather related natural disaster spells, you may hold the weather for multiple turns, but the cost to do so will increase each turn. for this, it's equal to the number of turns it has been around, 1mana for the first turn, 2mana for the next, 3mana for the third, etc etc. Other spells may have a greater mana cost growth.
+4 to spell power
+23 to mana stockpile
You cast Summon Daoine, bringing forth another group of faerie to work for you. [-4 mana]
You cast Blade of Grass x3! Protecting three groups of population in G8 [-3 mana]
You Cast Blessing of Oak in G8! [+2 wood] Boosted by spell power, the wood becomes sacred oak, infused with magic to make it stronger! [-2 mana]
Main unit actions:
2 protected fawns move from G8 to G9 and survey. [Nothing special is found]
protected fawn moves from G8 to F7 and survey, taking 3 food. [Nothing.] (note: hard to say how long they will last, but there is enough food for now, population may grow however, and the food will decay, if no population growth, next turn one of the II's will be eaten, while the other would rot and be discarded)
G8 build fruit plantation. x2 [+2 fruit plantation, -4 wood]
G8 to H9, take sacred wood, build Sacred Altar. [construction unsuccessful]
G8 process food. [+0 meals]
H9 tame unicorns. [+1 unicorn units!]
H9 Unicorn unit trains for war. [+1 war unicorn unit, -1 unicorn unit]
H9 study magic. x2 [+1 mana, 1 unit change to specialized druids(add 3 mp, magic related actions only)]
H9 maintain buildings
H9 construct bows and arrows. [+2 weapon(bow and arrow), -4 wood]
H9 Daoine gather food. x2(1 AI, the fawn maintaining buildings covers the groves here) [+3 food]
H10 gather food. [+1 food]
H10 fawns learn magic. x2/1elemental [2 units change to specialized wind sages(add 3 mp, magic related actions only, may move 2 hex as an action)]
Population growth:
Population Boon in F7! +3 pop
(overcrowding!)+1 pop in G8
+1 pop in H9
(overcrowding!)+1 pop in H10
Magic upkeep:
-7 mana
Goves in H9 produce 2 food
Plantations in G8 produce 6 food
+3 Points from creativity
~~
Race: Sylvan
Magic: Nature
Abilities: double magic production, Natural disaster spells
Weaknesses: 3 building per hex limit, terrain control requirement for spells
Points: 6/11
F7: mountain
Pop: 4, Food: 2/1[II]
G8: hills, +forest, +coast, +spices
Pop: 4, Food: 1/2[II]/6[III], Wood: 0, 2 Fruit Plantation[+3 food, non hunger]
G9: mountain, +forest
Pop: 2
H9: Starting location: grassland, +forest, +coast, +mushroom circle
Pop: 6/1(druids), Animal Units: 2-1(unicorn)/1(war unicorn), Magical Summons: 2(daoine[-1 mana per turn]), Food: 9/11[II]/2[III], Wood: 2[sacred], Weapons: 2(bow and arrow), 2 Groves
H10: grassland, +forest, +coast,
Pop: 2/2(wind sage), Magical Summons: 1(Air Elemental[-5 mana per turn]), Food: 2[II]
Total Pop: 21 - 18 general, 1 druid, 2 wind sages.
Known Spells:Blessing of Oak(2 mana to cast)[1 forest required] - Asks mother earth to bless wood on the civ, gain 1-4 units of wood on cast.
Blessing of Fin(6 mana to cast)[1 coast required] - Asks the sea to provide fish for the caster, produces 1-4 food units.
Summon Daoine(4 mana to cast)[1 mushroom circle required] - summons a pack of mischevious fae to count as a population unit, costs 1 mana per turn to maintain.
Blade of Grass(1 mana to cast)[1 grassland hex required] - blesses a unit to not be effected by negative events for one turn, like a reed bending in a storm.
Rain Dance(3 mana to cast)[1 coast required] - Increase rainfall on a target hex, bonus to food growth, negative to combat movement, (duration)x1 mana to maintain beyond the first cast.
Mana Storage: 22
MP: 45
Options for Starting research:
Mother's Hair(13mp)[2 forest required] - resource summon spell, asks plants for useful vines.
Summon Centaur(10mp)[1 hill hex required] - summons a herd of centaur as a population unit with increased ranged attack, costs 5 mana per turn to maintain.
Storm Strike(9mp)[1 river required] - Nature Specific Spell, summons a strong storm, to often wreck havok on the target hex.
Changeling(10mp)[4 grassland hex required] - Magical Fae will transplant some children into your population from another civ at random.
~~