Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Much like the random encounters (e.g. monster camps spawning), it's a semi-random timer which happens after you reach a set milestone. As Droknar mentioned, this milestone is reaching tier 2; although the events/quests which can generate based on just that trigger are pretty minor. As you continue that campaign arc new quests will be added to the mix, until eventually you start getting quests to assist the local Rabbit population by sending hearthlings to help out. Then you'll get the mission to train a geomancer. For now, all you can do is reach tier 2 and start growing vegetables (they'll be needed for the first couple of missions from the Rabbit people), but your first quests from them should arrive shortly after you reach tier 2.
It is possible for Rabbit citizens to join your town from other quests within the Rabbit campaign arc, and once you complete the campaign you can even unlock the ability for immigrants to have a chance to be Rabbits; and these Rabbit immigrants will often start out with a job and even a couple of levels in that job (although you can of course reassign them to another job once they join your town.) This opens up the potential to gain more geomancers or more geomancer staffs, although your population cap will likely limit the number of geomancers or staffs you can acquire this way.