ConstructionYou Kobolds finish clearing the rubble and counting the gems. The rock is no more but memory now.
No other construction has taken place today due to the work.
Happiness: 4
Food: 4
Population: 1/2
Defense: 1
Tools: 0
Weapons: 0
BM: 3
RW: 5
Subterranean Constructs:
Slot 1: Natural Caves (+2 shelter)
Slot 2: Empty
Surface Constructs:
Slot 3: Iron-worker's workshop. (An exceptional building, for a kobold. Unlocks many things)
Slot 4: Food Storage (under construction. 5/10)
Slot 5: Empty
Events:The runner has returned! And with him comes a small group of kobolds, refuges from the Elven camps. Their eyes are scared and hopeful, and they carry only a scant few possessions with them. They are quick to line up for rations, and by the look of it they quite need the food. You feel proud that you can offer these people a home.
Alongside the new faces, your runner hands you a map! He made it himself he explains. Mappmaking is not a traditional skill for kobolds, but then, neither is iron-working or city building you think to yourself. The lad clearly looks up to you, and waits expectantly as you review it. It's mostly empty. The high wilderness is not a well known land. It marks the location of your settlement on the edge of the steppes, and the great forests stretching away to the south.
"It's quite nice" you tell him and he beams at you, promising another version in the future.
Perhaps one day it will be more filled in you think to yourself.
You have gained
+1 Population. Yes, they will eat at the end of this turn.
Goblins!!
Goblins have been sighted approaching the camp, likely a local group of scouts or hunters curious about your settlement. Goblins are a tribal culture who have always been in conflict with the civilized peoples. It is not unheard of for them to cooperate with kobolds and other fringe species though, and they likely know the land here far better than you.
Your iron-worker suggests that you chase them off. If they are not your enemies now, they likely will be soon as the camp grows. Dealing with them at all could complicate relations with other species later on, though that will likely already be a complicated matter.
You runner however urges that you greet them. They likely know the land far better than you, and could prove instrumental in helping your settlement to survive out here in the far wilderness. He suggests that in time they could even become allies. Something you are sorely lacking right now. Then again, he is probably only hoping for safer roads for his own work.
A. Chase them off. There are only a few, and they are likely only lightly armed, if at all.
B. Show them hospitality in the hopes of fostering relations