The Monstrous Humanoids Mod(Goblinoids, Orcs, Ogres, Trolls, Monstrous Animal-Men)Link:
http://dffd.bay12games.com/file.php?id=13017Idea thread:
http://www.bay12forums.com/smf/index.php?topic=165193.0This simple mod adds in more goblin based races/creatures, and also orcs. It will soon add in variants for ogres and trolls, along with adding in gnolls and other such monstrous animal-men (which includes "normal-style" animal folk (effectively anthropomorphic yet ghastly animals) and "bizarre-style" animal-folk (stuff like centauroids and whatever else doesn't fit in the normal-style category)).
Creatures and civs added so far:
Orcs*Orcs: Violent folk who live in dark fortresses and are ruled by demons. Not babysnatchers, as they see that as petty.
Gray Orcs: Animalistic fiends often arriving in large pack-hordes in order to slaughter all they find. (May be boosted to a cave dwelling civ, like kobolds.)
*Pigfaces: A magical mix of pig and orc, pigfaces surprisingly live in towns and hamlets (mainly because they'd prefer to decide on their own when to fight, and they don't want to be "hippie elves", "puny dwarves", "skulkies", or "slave goblins"/"slave orcs"), but cannot keep their violence in check.
*Orkin: A magical mix of human and orc, made by the same guys who made the pigfaces. Orkin, due to being part human, have a watered down temper and can actually truly be considered "civilized". These guys live in towns and hamlets, in an attempt to cling more to their human side.
GoblinoidsBugbears: These goblinoids are more or less large and powerful sapient predators, but not necessarily evil. In fact, they can even join civilizations!
Cave Goblins: Blind clear-skinned beasts intelligent enough to able to open locks and gather in packs.
Water Imps: Half carp, half goblin, all sorts of annoying...
Winged Goblins: Goblins with wings instead of arms. Simple as that.
Jungle Goblins: Jungle dwelling tailed goblins with fangs with the intelligence of animals.
Archgoblins: Big ol' purple skinned gobbos with a penchant for usually beating the crap outta anything smaller than them.
Gob Fey: A cross between goblins and fairies, these vermin have a venomous bite which paralyzes enemies.
Badland Goblins: Booze-drinking gobbos of the desert badlands.
*Mountain Goblins: A somewhat dumb gray-skinned goblinoid with four toes and iron teeth. Lives in forts and hillocks (suspected to be repurposed dwarven ruins) and aren't ruled by demons.
*Hobgoblins: A race of steel wielding men sized goblins with a rigid war-loving culture and greedy minds.
Hybrids*Kåbu-Smusm: A somehow viable hybrid of goblins and orcs, the kåbu-smusm have been driven into the caves by both the orcs and goblins. Fun fact: "kåbu-smusm" means "beast-breed" in the Goblin tongue.
Ogres (Coming Soon)*Man-Ogres: A race of ogres who were born from a tribe of common ogres who had interbred with men until their descendants became more human-ish in nature. They carry on their tribe's ways of violence and thievery.
Tree Ogres: Solitary forest dwelling ogres that steal food from settlements.
Trolls (Partially Done)*Taiga Trolls: Fortress dwelling trolls with a varying amount of heads (Primarily 1-2, but occasionally 3-headed trolls will be born) that are the most civilized out of the trolls. Taiga trolls will undergo cave adaptation if underground long enough, which assists them in survival, as they are actually somewhat weak. They are also quite prone to rage.
*Trow: Small misshapen fiends with a healing factor equivalent to a hydra that have gathered into tribes that are known for thievery and baby-snatching. They are also known for their constant back-stabbing, as many trow may end up killing their leader and becoming the leader, only to be killed after a month or so.
Mountain Trolls: Four-armed trolls who are fond of stealing anything they come across.
Desert Trolls: Fire-breathing short trolls with a love of booze.
"Normal-Style" Monstrous Animal-Men (Partially Done)*Kagh: Large 7-horned goat men who live in the most savage of temperate forests. Their tribes are religious and worship forces of nature. They follow the words of a High Shaman, who advises them to be in tune with nature, asking spirits to allow them to cut down trees or kill animals.
*Gnolls: Large hyena men native to the savannahs. The gnolls are known for their near lack of ethics, only punishing those who make trophies out of their fellow gnolls, and those who commit treason. For that, some say the gnolls may eventually ally with the goblins or other such violent goblin-kin.
*Ssorik: Four armed venomless snake men native to the deserts. The ssorik consider themselves "cultured", with a love for art and good craftsmanship. Their ethics are similar to dwarves, with the exceptions of the ssorik supporting slavery and killing members of the same civilization could be justified with the reason of self-defense. According to these facts, perhaps the snake-men of the dunes could ally with the undergrounders, given that they make contact.
*Kitsa: 3 tailed fox-folk who are said to come from another land. They have a taste for the dead's flesh and regard nature as something that is quite useful. They are skilled with the sword and also love alcohol as much as a dwarf.
*Meletians: Badger men with an unbridled fury deep within. They are masters of metallurgy and can craft steel. They are also fiercely independent and will fight any who attempt an invasion back with fearless warriors armed with claws, teeth, and their steel.
"Bizarre-Style" Monstrous Animal-Men*Girtablilu: Scorpion-centaur people, the girtablilu are stoic desert people who revere gods of the sun, the moon, and the stars. Girtablilu pack a mildly necrotizing venom.
Naga: Aquatic serpentlike men with a tendency to simply wander about. They have a venom which makes people unconscious and can possibly join civilizations.
*This creature makes civilizations.
Credit:
Grimlock, for his pretty snazzy mod! (NOT USED ANYMORE)
Toady One and Threetoe, for creating DF.
Plans:
*Ogre variants
*Troll variants
*Gnolls and other monstrous animal-folk
History:
0.1: Initial release.
0.2: Removed SWORD_GOBLIN and SWORD_GOBLIN_LONG weapons, as they don't appear in the normal version of Grimlock's mod.
0.3: Major Gobbo update! Adds in Cave Goblins, Water Imps, Winged Goblins, and Jungle Goblins.
0.4: Skipped.
0.5: Adds in Hobgoblins (now Archgoblins), Goblings, Gray Orcs, Gob Fey, and Badlands Goblins.
0.6: Adds in 3 new civs: Pigfaces, Orkin, and Mountain Goblins! Mountain Goblins do tend to die a lot in world gen because they only make one fort and no other sites, which is bad when the FBs start coming.
0.7: Updated to Artifact Release, added the Kåbu-Smusm race, the races except for Orkin have special pets and mounts now, and hobgoblins now have the [POWER] token along with the [SPHERE] tokens of STRENGTH and CHAOS. Also, removed Goblings.
0.8: Added Hobgoblins and battle minions. Renamed old hobgoblins to Archgoblins.
0.9: First Monstrous Humanoids added other than Goblinoids or Orcs. Added in Girtablilu, Nagas, Gnolls, Taiga Trolls, and Kagh.