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Civilizations with the [KILL_NEUTRAL:REQUIRED] [[ethics]] ([[goblin]]s in vanilla DF) will be hostile toward members of foreign civs. If you encounter goblins in Adventure mode, they will usually request that you "identify yourself". A common workaround if you are not from their civilization (which you usually aren't) is to assume a false [[name|identity]] so that they believe you are one of their own (remember that due to conquests, kidnappings, etc. multi-racial civilizations are the norm and being from another race wouldn't be considered suspicious).
 
Civilizations with the [KILL_NEUTRAL:REQUIRED] [[ethics]] ([[goblin]]s in vanilla DF) will be hostile toward members of foreign civs. If you encounter goblins in Adventure mode, they will usually request that you "identify yourself". A common workaround if you are not from their civilization (which you usually aren't) is to assume a false [[name|identity]] so that they believe you are one of their own (remember that due to conquests, kidnappings, etc. multi-racial civilizations are the norm and being from another race wouldn't be considered suspicious).
  
==[[Undead]] and [[night creature]]s==
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==[[Undead]] and [[night creatures]]==
  
 
The loyalty of undead and night creatures depends on whether they have a [[soul]] or not. Creatures with souls, even undead, will retain the existing loyalty links they had when they got 'transformed', with possible alterations or a more nefarious agenda of their own. For instance, necromancers, night trolls, mummies, etc. break off from civilizations and form separate entities with their own set of loyalties. Soulless undead (zombies and thralls), on the other hand, are hostile to every living creature (night creatures such as [[vampires]] are considered {{token|NONLIVING}}, even if they do die), due to their {{token|OPPOSED_TO_LIFE|c}} tag, which overrides all other relationships.   
 
The loyalty of undead and night creatures depends on whether they have a [[soul]] or not. Creatures with souls, even undead, will retain the existing loyalty links they had when they got 'transformed', with possible alterations or a more nefarious agenda of their own. For instance, necromancers, night trolls, mummies, etc. break off from civilizations and form separate entities with their own set of loyalties. Soulless undead (zombies and thralls), on the other hand, are hostile to every living creature (night creatures such as [[vampires]] are considered {{token|NONLIVING}}, even if they do die), due to their {{token|OPPOSED_TO_LIFE|c}} tag, which overrides all other relationships.   

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