Okay, good news bad news. Good knews, the mountains south of the swamp is filled with several mineable materials such as hardstone (a sort of metal-like rocktype that can be smelted into other metals to increase durability, due to your increased intelligence you actually know what it is), iron and tin. The bad knews is, they're not easy to get to and there's no way to haul it down from the mountain to the settlement without a road through the swamp... And that won't be easy. Small quantities could be carried by single goblins traversing the swamp, but the amount of ore gained from that would be painfully slow.
The goblin in charge of the expedition suggests perhaps they could create some sort of mountain-camp where they process the minerals straight out of the mines, and then carry the tools and whatnot that they make back to the settlement? Before they're able to actually create a -road-, that is.
[Resources found: Hardstone (small amounts), iron, tin. Marked on map.]The quest to stalk the animals was slow as well... The beasts tend to create small homes for themselves hidden in the mud where they lay eggs and keep their young protected while they venture out for feed. The goblins note, the crocs' young are vulnerable when waiting for their parent to return with food. The expedition is scheduled to return next turn with a bunch of eggs and new information about the surrounding wildlife.
[Information about the wildlife and Geist's expedition return next turn.]Just when Gredy had seen off Geist and her north-western expedition, he spots several ... Well, kinsmen one could say. Blackskinned loincloth-bearing goblins stand at the entrance to the settlement, looking around in awe. They carry nothing with them and seem kind of miserable, worse for wear. Gredy manages to organize a few goblins on guard-duty and meet then, and they manage to communicate quite well despite the (obvious) difference in culture and perhaps intelligence.
A large black goblin named Trip seems to be leading the refugees.
"I'm Trip!" he says in the common goblin tongue.
"I lead the survivors of Black-Kin, we come from the west, fleeing the traitorous humans who vanquished us and made my people slaves!"Gredy and Trip speak for many hours and the black-skinned kinsmen are allowed to stay in the settlement. What they lack in intelligence they make up for in a knack for understanding instruction and strength. They seem to be much stronger than the average goblin of Gredy's kind. They quickly set up homes for themselves and adapt to the local environment in but a week! With the help of the enclave's knowledge, of course.
[Refugees gained! +50 adult population.]
[Information about Dagshall gained! You now know where they are on the map and know that they have somewhere between 100-200 warriors available.]A) Improve food
B) Improve military technology
C) Improve infrastructure
D) Improve culture
E) Explore
F) Improve resources/technology
G) Prospect the land
H) Expand military
I) Take diplomatic action
X) OtherPopulation: 162 men, 162 women, 56 children.
(50 of adult population is of Blackskin Goblin descent)
Military: No standing military. Militia able to be conscripted up to 50% of adult population.
Food level: Low
Resources: Requires prospection and industry.
Wealth: Nonexistant
Trade: Nonexistant
Growth: Base: 8%
-3% from food level, +0% from morale = 5%.Morale: Indifferent
Foreign relations: - The Iceborn:
Unfriendly (you have not yet met)