[x] Plan food and best mom
-[x] Expand your hive: Always a use for more space, +1d2 stewardship. [Stewardship roll, DC 40]
-[x] Expand your hive: Always a use for more space, +1d2 stewardship. [Stewardship roll, DC 40]
-[x] Hunt and forage to feed yourself: +1d2 Martial, +1d2 Stewardship [Stewardship roll, DC 30]
-[x] Hunt and forage to feed yourself: +1d2 Martial, +1d2 Stewardship [Stewardship roll, DC 30]
--[x] Invite Ruby and her team over to babysit the sliver baby when you are out hunting.
-[x] Awaken your babies aura's. Can do one as a free action, or all 7 as one action. [action]
-[x] Search your dreams for knowledge (Anything in specific?): ???, +1d2 Learning [Learning roll, DC 20 to 100+, depending]
--[x] Search for spells or enchantments
-[x] Spawn Slivers [Free Action] (costs 2X mana, please specify): Gain Xd6 slivers, 15% special chance. Note that you only have room for 7 slivers besides yourself, assuming they're all thrums.
--[x] 1d6 with 1 W + G
--[x] 1d6 with 1 G + U
+1 Stewardship for living on your own.
You start this next month off with another round of hive expansion. It goes a little slower than you might prefer, but between your natural might and the boost from your aura, you make plenty of progress regardless - by the end of the month, you've added space for a whole 19 more slivers.
You still make sure to find time to bring in more food for your babies, though - and while you do that, you attempt to persuade Ruby to sit with them. She's a little unsure at first, but they're natural cuteness soon has not only Ruby and her team, but many other students from school coming out to sit with them. The area in front of your hive becomes something of a hangout among the hunters in training, leaving you with a constant guard for your hive. Some of them even offer to cook some the meat you catch in exchange for a portion of it, an offer you hesitantly accept - you do have the meat for it. This only serves to reinforce the appeal of the newfound hangout spot, and soon enough it's looking like it might become a tradition. The teachers seem surprised, but just as happy to see their students getting some real world survival experience, and bonding.
As the month goes on, your start awakening your children's aura's, one every few days, in the evening. This leaves you a little tuckered out come morning, but not too hugely so. Over the course of the month, you awaken all 7 of them, much to their delight. Already you can see that they're taking to their newfound strength, the increase to speed and toughness making their games all that much more exciting.
Finally, as the month begins to draw to a close and you chew your way through your accumulated food, you dream of magic. The dreams are difficult and uncooperative, though - you learn plenty about what it is, but not very much about how to actually do it. You learn that magic is the manipulation of mana towards a purpose. You don't learn how to actually make it happen, but you learn that all mages specialize by color, and some by the type of spell. You learn that magic can be cast on two different levels, minor and major. Minor magic is small and temporary, while major is large and permanent. Minor magic is what most mages work with, as channeling the power necessary for major magic is no small feat. You learn that your spawning and hive enchantments use major magic, while your racial abilities will be able to use either. You learn that the power you tap from mana wells is major mana, and that there is a way to break this power up into minor mana, for use in smaller rituals, though you don't learn how to do that, either.
Your thrums have grown up, but Horned still needs another month to reach his full growth.
Spawn: 1d6 with 1 W + G: 6 thrums
Spawn: 1d6 with 1 G + U: 1 Galerider
Gains: (Stat gain above 25 for CK2 stats is halved)
Stewardship: +2, +1, +1, +2
Martial: +1, +1
Learning: +2
Knowledge: (Magic) 1 level
6 thrums
1 Galerider Sliver
What do you do now? You have 6 actions. You can assign your thrums to an action with you, in which case they'll impact the DC, or you can assign them to actions on their own, in which case they won't get the benefit of your physical stats, and only half the benefit of your mental stats, but will allow you to do more things at once.
[] Plan <name>
-[] Improve your Hive: +1d2 stewardship. [Stewardship roll, DC 40]
--[] Dig extra living space
--[] Dig defenses
--[] Dig storage space
--[] Write-in:
-[] Hunt and forage to feed yourself: +1d2 Martial, +1d2 Stewardship [Stewardship roll, DC 30]
-[] Survey the woods in order to receive survey bonus: receive survey bonus, +1d2 Stewardship [Stewardship roll, DC 47]
-[] Search your dreams for knowledge (Anything in specific?): ???, +1d2 Learning [Learning roll, DC 20 to 100+, depending]
-[] Attend lessons at Beacon [Learning roll, DC 20 to 50, depending]
--[] Aura Theory: +2d2 Learning
--[] Practical Aura Applications: +1d2 Martial, +1d2 Learning
---[] in particular, practice <X>
--[] Combat Practice: +1d2 Martial, +1d2 Learning
---[] in particular, practice <X>
-[] Talk to the researchers [Learning roll, DC 20 to 50, depending]
--[] About Aura: +1d2 Diplomacy, +1d2 Learning
--[] About their experiments: +1d2 Diplomacy, +1d2 Learning
-[] Explore (Where?): ???, +1d4 Intrigue
-[] Hunt grimm (Anything in specific): +1d4 Martial, +1d2 Intrigue [Martial roll, DC 20 to 40, depending]
-[] Bond a mana well (Which one?): Gain a mana bond, +1d2 Stewardship
-[] Awaken your babies aura's. Can do one as a free action, or all 7 as one action.
-[] Teach your kids one of your skills (In this case, the only skill available is your hunter training). This takes one of your actions, as they aren't really smart enough to learn it without directly reading it off your brain and having you walk them through it, which takes your full attention.
-[] Spawn Slivers [Free Action] (costs 2X mana, please specify): Gain Xd6 slivers, 15% special chance. Note that you only have room for 7 slivers besides yourself, assuming they're all thrums.
-[] Write-in: ???, ???