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{{Quality|Exceptional}}
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{{Quality|Unrated}}
  
 
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|image=Goblin_sprite.png
 
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==Ethics and values==
 
==Ethics and values==
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{{Minorspoiler}}
 
{{Minorspoiler}}
Goblins show the least concern for [[ethics]] out of any race in the game, with the sole exception being that treason is punishable by death (which currently has no effect on successful attempts to bump off a leader). It appears that goblins do not enforce punishment, but instead simply ignore crimes and leave any punishment to be determined by the parties involved. It is because of their acceptance of controversial acts that goblins become enemies with nearly every other race. For example, goblins find the torture of animals, the butchering and consuming of sapient beings, oath-breaking, and general malice acceptable or consider it a personal matter.
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[[File:goblin_preview.jpg|thumb|160px|left|Green and heartless.]]Goblins show the least concern for [[ethics]] out of any race in the game, with the sole exception being that treason is punishable by death (which currently has no effect on successful attempts to bump off a leader). It appears that goblins do not enforce punishment, but instead simply ignore crimes and leave any punishment to be determined by the parties involved. It is because of their acceptance of controversial acts that goblins become enemies with nearly every other race. For example, goblins find the torture of animals, the butchering and consuming of sapient beings, oath-breaking, and general malice acceptable or consider it a personal matter.
  
Goblin civilizations are created when a particularly powerful [[demon]] escapes the [[Underworld]]. Such demons remain in charge until they're killed or otherwise defeated, in which case normal goblins will take their place. This could imply the reason behind their particular (lack of) ethics. Goblin civilizations in fact require these demons to appear in worldgen - should you use [[advanced world generation]] to forbid demons in your world, the goblins will be locked away in the Underworld in their place, and will remain there until they are freed by a civilization digging too deep and too greedily.
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Goblin civilizations are created when a particular kind of uniquely powerful [[demon]] escapes the [[Underworld]]. Such demons remain in charge until they're killed or otherwise defeated, in which case normal goblins will take their place. This could imply the reason behind their particular (lack of) ethics. Goblin civilizations in fact require these demons to appear in worldgen - should you use [[advanced world generation]] to forbid demons in your world, the goblins will be locked away in the Underworld in their place, and will remain there until they are freed by a civilization digging too deep and too greedily.
  
Goblins consider power to be of the utmost importance. They also value cunning, independence and martial prowess. Goblin society dislikes peace, perseverance, hard work, tranquillity, cooperation, tradition, decorum and friendship. They don't value loyalty, introspection, eloquence, harmony or nature at all. Goblins abhor law, truth, self-control, fairness and sacrifice. Individual goblins tend to be cruel, hateful, easily angered and immodest while having a low capacity for altruism and being swayed by emotional appeals. Despite their evil nature, however, they tend to be very tolerant creatures, and indeed, babies taken by goblin-snatchers are raised into fully-fledged citizens who are given the same rights and treatments as the goblins themselves, suffering from no particular kind of prejudice.
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Goblins consider power to be of the utmost importance. They also value cunning, independence and martial prowess. Goblins dislike peace, perseverance, hard work, tranquillity, cooperation, tradition, decorum and friendship. They don't value loyalty, introspection, eloquence, harmony or nature at all. Goblins abhor law, truth, self-control, fairness and sacrifice.
  
 
==Behavior==
 
==Behavior==
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==Community outlook==
 
==Community outlook==
[[File:goblin_preview.jpg|thumb|160px|left|Green and heartless.]]
 
 
Out of the non-player races, the goblins are the ones the player interacts with the most, given the fact they're the ones that are always hostile and eager to attack you. Compared to [[Elf|elves]], goblins can actually be a threat to a fortress, and an unprepared player can easily lose all their dwarves by being overwhelmed by the greenskin tide. However, their tendency to run off when outmatched as well as a general feeling of dwarven superiority has led to the goblins gaining a reputation of being cowardly little bastards who rely on sheer numbers to match the might of a dwarven warrior. As the main enemies of the dwarves, goblins make for perfect target-practice in [[fun]] projects.
 
Out of the non-player races, the goblins are the ones the player interacts with the most, given the fact they're the ones that are always hostile and eager to attack you. Compared to [[Elf|elves]], goblins can actually be a threat to a fortress, and an unprepared player can easily lose all their dwarves by being overwhelmed by the greenskin tide. However, their tendency to run off when outmatched as well as a general feeling of dwarven superiority has led to the goblins gaining a reputation of being cowardly little bastards who rely on sheer numbers to match the might of a dwarven warrior. As the main enemies of the dwarves, goblins make for perfect target-practice in [[fun]] projects.
  
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Despite being mortal enemies of the dwarves, goblins are still infinitely better than the despicable [[Elf|tree-hugging hippies]].
 
Despite being mortal enemies of the dwarves, goblins are still infinitely better than the despicable [[Elf|tree-hugging hippies]].
  
== Playing as goblins ==
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== Playing as Goblins ==
  
 
Goblins are normally not playable in [[adventurer mode]], as the player isn't able to make adventurers from their civilizations. However, you may be able to play as one if populations of goblins have been absorbed into dwarven, human or elven civilizations during worldgen, though as noted, they will not actually ''belong'' to the actual goblin civilizations, meaning your goblin and the others will be hostile to one another. "Goblin" settlements will sometimes be completely goblin-free, having been displaced by the descendants of children that were captured in ages past. In this respect, whilst they're a goblin ''[[faction]]'', they're populated purely by unfortunate prisoners and other brainwashed humanoids.
 
Goblins are normally not playable in [[adventurer mode]], as the player isn't able to make adventurers from their civilizations. However, you may be able to play as one if populations of goblins have been absorbed into dwarven, human or elven civilizations during worldgen, though as noted, they will not actually ''belong'' to the actual goblin civilizations, meaning your goblin and the others will be hostile to one another. "Goblin" settlements will sometimes be completely goblin-free, having been displaced by the descendants of children that were captured in ages past. In this respect, whilst they're a goblin ''[[faction]]'', they're populated purely by unfortunate prisoners and other brainwashed humanoids.
  
By [[modding]], however, goblins can also be played in fortress mode as well.
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By [[modding]], however, Goblins can also be played in fortress mode as well.
  
 
== See also ==
 
== See also ==

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