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40d:Goblin

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Revision as of 11:12, 31 May 2008 by Koltom (talk | contribs) (added on snatching / bolts not only used in practice)
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Goblins are intelligent humanoid creatures that live in dark fortresses in the mountains. They are primarily interested in killing dwarves. They will siege any sufficiently populous or wealthy fortress, and frequently employ trolls in their armies to destroy doors and other buildings.

Occasionally, one or more goblin "snatchers" may arrive if you have children in your fortress. They are stealthy like kobolds. Detecting them is announced by "Snatcher! Protect the children!". They will attempt to kidnap any children they come across and carry a bag with them for this purpose. After a few attempts goblin master thieves will start showing up – besides being generally more competent, these can also evade traps. There is also a small chance of getting the goblin ruler with these thieves, if he is a thief himself. Toady stated in a RPPR interview that these children will be raised by the goblins and may eventually show up siding with the goblins as e.g. snatcher or army leader. It is not sure if this is already happening or will be introduced with the army arc.

Independent of this goblins will ambush your fortress, sending squads of different soldier types. Later, the sieges begin: your primary adversary in an invasion, goblin numbers increase every year once they start attacking, and eventually begin besieging your fortress more than once a year. Fortunately, they are not very bright, and will walk into traps by the hundreds. They may sometimes come riding beak dogs as cavalry.

Goblins carry somewhat valuable gear. They often wear giant cave spider silk clothing, iron armor, even steel armor (that can be melted down) and steel weapons. Crossbowmen will carry dwarf-usable bolts. Goblin clothing is considered "narrow" and dwarves cannot wear it. Goblin bones and skulls are not particularly valuable, although - as with all bones and skulls - the bones can be crafted into bolts and the skulls crafted into totems.

Living among them

Starting a fortress with a goblin stronghold in the local area is not for the faint of heart. If you take on this challenge, be careful in choosing a starting position; if your wagon starts inside the stronghold, your dwarves will probably come to a brief and bloody end. Reclaiming the resulting miasmal pit causes a bloodless eviction of the goblins and leaves one with a broad selection of odd items scattered throughout the now deserted towersv0.27.169.33g.

Because the goblin master thieves can avoid your traps, it's useful to chain a few war dogs at the entrance. Cage traps also seem to be more effective than other traps at catching those sneaking goblin masters.

Starting Equipment

If starting in a goblin fort you should definitely ditch your anvil. If you have a soil level you can probably get by bringing less food and less booze, thus allowing you to bring lots of dogs; a large enough pack of dogs should allow you to escape the goblin fort with few casualties, and start building your own army. The dogs will also provide you with a nice source of meat.

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Races
DwarfElfGoblinHumanKobold
Animals
AlligatorBeak dogBilouBlack-crested gibbonBlack-handed gibbonBlack bearBonoboCatCave crocodileCheetahChimpanzeeCougarCowDeerDogDonkeyElephantElkFoxGazelleGiant batGiant cave spiderGiant cave swallowGiant cheetahGiant desert scorpionGiant eagleGiant jaguarGiant leopardGiant lionGiant moleGiant olmGiant ratGiant tigerGiant toadGorillaGray gibbonGrimelingGrizzly bearGroundhogHarpyHippoHoary marmotHorseIce wolfJaguarLarge ratLeopardLionMandrillMountain goatMuleMuskoxNaked mole dogOne-humped camelOrangutanPileated gibbonPolar bearRaccoonRhesus macaqueSaltwater crocodileSasquatchSiamangSilvery gibbonTigerTwo-humped camelUnicornWarthogWhite-browed gibbonWhite-handed gibbonWolf
Aquatic
Humanoids
Semi-Megabeasts
Megabeasts
Nonexistent