It really depends on the vagaries of your worlds. Goblins and elves have a good chance to inherit the earth because they are immortal, but elves have odd breeding issues and wooden weapons while goblins tend to pick fights with everyone. Dwarves are similarly long lived and exceptionally well equipped, but they have specific biome restrictions on where they settle- they're called "mountainhomes" for a reason. This tends to mean they have few numbers and are always a few bad wars away from irrelevance. Humans are short lived, but reproduce rapidly and can live just about anywhere- this makes them least likely to go extinct quickly but they can have trouble going 1-1 with whatever race ends up dominant unless they have a significant numerical advantage. Kobolds die in four years.
goblins stand a good chance to own the world depending on what animals the elves get access to, and if humans are [NO_EAT].
see, the problem is that snatched humans die rapidly, just like kobolds. lacking the ability to starve, goblins often produce significant human populations. in addition, i dont know the specifics, goblin civ leaders will sometimes go out and tame creatures that are a match for the worst that the elves can bring.
for some reason, night creatures do not often, if at all, kidnap goblins. sure, they kill goblins, but they dont kidnap them, so you dont have to worry about the geometric growth of night creature numbers in goblin lands. i suspect this is what is behind many of the empty human towns and forts. i've seen default settings worlds where several lineages of night creatures had spouses and 3-5 children...... for 7-8 generations.
goblins do have some population checks the elves lack. murder for one thing. and snatched kids have goblin ethics, so they murder as well. if you're really unlucky, you'll have a clown lord that decides to eat someone every 5-10 years.
i am not sure which one is the greater population check, a wave of night creatures, or expanding population making more potential murderers.