That is very helpful.
The problem is there is no official kobold or monster material, and I'm generally weary of homebrew. 5e thus far rejects both monstrous and Evil characters pretty hard. But the ease of character creation lends itself to a high mortality campaign.
PF/3.5 has an abundance of kobold related materials.
Probably not very much. I am kind of assuming that if the initially small tribe is resourceful enough to keep attackers at bay, then the noncombatants are probably resourceful enough to feed every one. The resources they will have to manage would be those required to defend the village: their fellow soldiers, the workers to dig tunnels, the masons to build the fortifications, the specialists to built traps, the smiths to make weapons and retool loot, the stables to house dire weasels, the trade to obtain material components and special trap parts, etc.
In other words, in order to defend their land with more than just hide armor and spears, they need to be able to obtain those things, which is not an easy task for cavedwelling kobolds in the middle of butt-**** nowhere.
Because the adventurers are racists who would rather kill kobolds than bother speaking with them. This is a cynical, satirical campaign. In part, it should to a degree satire the behavior of unscrupulous PCs the world over, by portraying that conflict from the view of the dungeon-dwelling monsters, who live in constant fear that wayward adventurers will show up and murder them all and steal their stuff.
The kobold-adventurer conflict is intended to be somewhat irrational. The average adventurer is just too full of themself to assume a group of dungeon-dwelling kobolds are anything more evil little creatures out to kill them. The kobolds on the other hand could care less about the actual tomb (which they view as a cursed place no one returns from), they just don't want dangerous murderhobos waltzing through their village to get there. Plus, dead adventurers drop nice loot.
I intend to inhabit the lands that surround them with a few additional monster groups, mostly ones that could feasibly be PCs (goblins or other potential level-adjustmentless races). If the players ally with them, they can optionally respawn as one.
There will probably be a few big, unruly mobs that the players can fight, tame, or live in tenuous peace with.
As for recruiting more, I'm thinking most kobold resources will be provided by the tribe as it grows (kobolds bred like rabbits and mature quickly). Obviously, if they develop a reputation for giving the adventurers the boot, maybe I'll think of a means that they could recruit kobolds from other tribes to join them.
As for unscrupulous merchants? I very much plan for them to be obtainable resources.
The temptation to build a custom system for this is very strong. I just don't know if I'd even have the time and I would certainly want interested co-conspirators and testers before I was willing to put in the effort.
I feel like you are only required to wish people a good day at minimum once per thread, at most once per actual day.