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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.
 
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.
  
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. 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 goblins 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.
  
 
==Behavior==
 
==Behavior==
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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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