If you offer goblins a pantheon, they will have a
cheery range of animal and goblin based gods relevant to their evil desires. (gods of rumours, gambling trickery and
deaaath), animal gods are common and nearly consistently fire imps are really common themes (i gave them intelligence and pet exotic in the hopes of one day catching some and enrolling them into my civ), though sometimes you will get overlapping gods with values of other cultures into new gods.
Upcoming part VERY BUGGY
In my vanilla but modded world, a animal man goblin citizen (Nubpo BreachedBolts the wolf woman mathmatician, and one hit technology wonder turning evil presumably due to her advanced knowledge of how to mathmatically draw a ritual circle, i still have the save) was chosen after committing to 'worship' my almighty death god and was summarily granted a slab of necromancy (the phantom of burying) to go practice necromancy (this was a legends recorded event between the both of them)
Ngbo then went foward and started setting up goblin groups during her residency becoming the cheifteness, before using those groups to build factionally aligned towers (im literally not kidding, there were 2 'goblin' towers and 1 dwarven group tower because Nubpo was moving around) leaving behind bandit camps full of animated zombies actually living on site. No idea if the towers contribute in wars, but they are always well staffed.
Lessons learnt.
> Travelling scholar necromancers with banditry enabled can make undead bandit camps if they are goblins/have banditry enabled, because of conflicting travelling/settling arrangements
> Travelling scholar necromancers can also build additional towers (manned by corpses) by exploiting bandit camp group positions
> 3 towers got built within 60 years which is terrifying.
> "'Arch Deacon' Nubpo" since she's practically the most evil and smartest entity on my world literally blessed by unholy gods only ever had 1 personal apprentice, a human, who she soon kicked out of the nest and inhibits a tower to himself going along the typical path of writing necromantic books and training MANY apprentices under him, she has 1 spare tower to herself and currently is leading a bandit gang probably prospecting or raising funds/corpses to go build another tower.
> Goblin entity is set to playable and adventurer mode worthy
> Lots of creature raw reshuffling to give intelligence and pets to evil critters. (Eating sentients is still broken, but like gremlins you can train up new 'citizens' of manera's and blind cave ogres, the intention is to dig down and look around and unite the evil forces, bringing them in as second generation citizens when tamed = Endgame goal, to keep up a substantial population in these ghettos and encourage the goblins to be become a multiracial force with migration and new historical figures sourced from those settlements.
> The goblin entity got spiced up with the [Pantheon] token, as well as supplimenting fixes and additions (Just about dwarf standard tool usage for playability but capped at iron & a position tree that works in worldgen and site. Also repurposed reactions with a central focus on animal products = turning animal tallow into wax product and soap, "beak dog soap" popular due to pet value modifiers and accessibility to cleaning without water, very helpful.
> Dwarves got a touch up aswell to prompt the highest end sieging wars at 140 population or setting 4 under the population siege tokens so they pick off and pick fights clad in steel with the largest civ's to make them more pro-active with cutting down opposition. It works as intended unless they get picked off early by mega-beasts.