Narkensha: These people are rather chimeric - to quote their in-game description: "A humanoid creature with the head of a hyena, tail of a wolf, fur coat of a cheetah, hooves of a deer, and humanoid body. They are slightly taller than humans." Forms civilizations. Tames exotic animals.
Akautis: If you bred a dragon with a human and then added some alchemy in, you might get one of these. Most of their flesh is solid gold, which has the unfortunate effect of causing them to move very slowly (on average, some are actually quite fast) in fort mode. I'm not sure why that is. Forms civilizations. They really aren't fond of a plant growing in evil regions... Have perfect low-light vision (10000). Soldier tile: Å; able to trigger mining disasters into the "circus".
Ulleids: These people are plain old nasty. While they don't ambush you and don't siege as early as goblins do (you need 110+ citizens for ulleids to attack), they do have three heads and three brains (much harder to kill). Non-liquid non-organ body materials of ulleids are 1.25x tougher than the default material templates for those materials are. Evil-aligned, which means they don't like a certain plant growing in good regions. Forms civilizations. Military profession names are intentionally primitive-sounding. Fliers (with wings), making their pathing extremely messed up in fort mode
. Soldier tile: Ü
Estoldirs: Good-aligned people hailing from tundras, taigas and glaciers. Their civs only start in tundras though. These are probably the most alien non-hostile people you'll encounter, since they're humanoids with 4 eyestalks, blue blood, and oddly-colored fur. Tames any animal available in tundras, glaciers, or taigas. Watch out though, the polar bears they can use as pack animals might end up stealing some of your goods... Soldier tile: É
Khetal: My take on an avian race. Humanoid with 2 wings and a gizzard, in addition to the females laying eggs. The only race added by this mod to have any form of sexual dimorphism - males' feathers are gray, charcoal, or black and their eyes are orange, yellow, gray, charcoal, or ash gray; females' feathers are burnt umber, brown, or dark taupe and their eyes are orange, yellow, burnt umber, brown, or dark taupe. Forms civilizations - although they only start in mountain biomes, they do not form fortresses. They form hamlets/towns; oddly enough, from what I've seen, they rarely expand past their original site for some reason. Fliers, making their pathing also extremely messed up in fortress mode. Don't be surprised if a caravan from them comes and the person they send to negotiate trade agreements with you gets stuck in the air for who knows how long, still trying to attend a meeting. If they send an ordinary diplomat too, said diplomat might also get stuck in the air! Able to be struck by divine inspiration. Tames all non-giant non-animal person birds.
Savuls: Rather deerlike humanoids. Although they are not innately vampires (can still be cursed to become them, of course), they do have an innate bloodsucking ability attached to their bite attack.
Silent ones: Mysterious beings capable of resembling almost any civilization-forming race added by this mod in addition to the vanilla civilization-forming races. Their bites turn the afflicted into a silent one if the injected extract gets into the bloodstream, though only if the afflicted has a corresponding silent one variant. Associated with the silence, darkness, and deformity spheres. Forms civilizations. Fun fact: their creature definition is easily the longest one in the mod. Deepwaters abyssals are not afflicted by bites however, and do not have a silent one variant. This is because they have several castes themselves. Silent ones' dwarf, khetal, and ellwoln castes are able to be struck by divine inspiration, like their base races. All silent ones are also vulnerable to cave adaption and have [NOFEAR], meaning bogeymen will not attack them unless attacked first. Have perfect low-light vision (10000). Soldier tile dependent on caste. Able to trigger mining disasters into the "circus".
Deepwaters abyssals: Amphibious, somewhat humanoid beings cursed to their present forms. The only civilization-forming race added by this mod that is sometimes genderless. Males and females can inject an extract that has a chance of turning the inflicted into a genderless deepwaters abyssal. Females additionally lay eggs, and males and females can breed normally in addition to turning other races via syndrome (though silent ones are immune to this). Hatch adults. Soldier tile: Ä
Vulsayes: Humanoids that vaguely resemble foxes. They have six-fingered hands and six-toed paws, though no additional dexterity has been observed because of this. Alcohol dependent, like dwarves; they have a resistance to inebriation of something double their size. They learn all skills in the farming profession better, in addition to animal training, animal caretaking, and small animal dissection (these three are in the ranger profession). Their size is similar enough to dwarves for you to be able to use clothing and armor sized for them in fortress mode (if playing as dwarves or ellwolx). Notably, their endurance and memory are the maximum possible. Forms civilizations. Their low-light vision is 6000, compared to dwarves' 10000 (which amounts to perfect low-light vision). Their livers' relsize is 275, compared to the default for humanoids of 200. Exotic animal tamers.
Ellwolx: An underground race generally believed to have arisen from the caverns at some point in history. Alongside khetal, they are the only race from the mod to be able to use steel and can be struck by divine inspiration. If you bred a humanoid canine and a bugbat together, you might get one of these. They lack eyes, but are far from blind - they have [EXTRAVISION]. Vulnerable to cave adaption. Very slightly larger than dwarves, by 2,000 cm³. If you play as dwarves, you can use clothing/armor sized for ellwolx. If you play as ellwolx, you can use clothing/armor sized for dwarves. Associated with caverns and earth. They do have wings, two of them, but cannot fly. Forms civilizations. Their blood is magenta-colored, or ought to be (it might be displaying as light blue instead). They have body feathers in addition to body hair; both whiten with age - starting at 75 and becoming wholly white at 100. They generally have quite clear voices. Forms civilizations, starting in mountains exclusively. Their bites inject a mild venom (or it's supposed to be mild!) that has some unpleasant effects, perhaps most notably additional need for sleep. They themselves are immune to their own venom, as is the ellwoln variant of silent ones. They cannot trample grass and do not perturb vegetation. Exotic animal tamers, only able to use underground things. Have perfect low-light vision (10000). Soldier tile: ê; able to trigger mining disasters into the "circus".
Irthkili: Before I even begin to describe this race, a note about pronunciation. You may be tempted to pronounce the name as "earth" + "killee". That isn't quite how it's pronounced; it's pronounced "earth" + "k
ilee", where bold
i is pronounced like "aye" in the phrase "Aye aye, sir!" All right, now on to their description. They're feathered reptilians (females lay eggs) whose civilizations only appear in tropical biomes. As such, their feathers have half the insulation most feathers do. They have 2 wings but cannot fly, and do not have visible ears - they hear through their bones, or would if that could be done. They have 3 horns on their head, which can be used for gore attacks - watch out for those. They also have a gizzard. They often have somewhat deep voices. They are naturally "Adequate" in climbing, and their climbing skill cannot rust below that level. Exotic animal tamers. Soldier tile: ï
Amethyst cat people: Humanoid cat-people made completely out of amethyst, lacking nails. This mod has a custom subterranean entity that is effectively a copy of the default one, but is only formed from amethyst cat people. These people are also genderless. Lack the ability to speak.
Sand cat people: Humanoids that are basically part sand cat. Not much notable about them, although they're quite small. Found inhabiting savage deserts.
Leopard cat people: Humanoids that are basically part leopard cat. Once again, there's really not much notable about these people, though they too are quite small. Found inhabiting savage tropical forests.
Maned wolf people: Humanoids that are basically part maned wolf. Not all that much to note about them. Found inhabiting savage savannas.
Snow leopard people: Humanoids that are basically part snow leopard. Large enough to wear dwarf-sized and ellwoln-sized clothing/armor. Found inhabiting savage mountains.
Wurels: While technically listed as being playable in the raws, these rather demonic-looking caninelike humanoids are locked in a berserk state. They are intelligent and are able to open doors. Evil-aligned, found just about anywhere, but fortunately quite uncommon. They somewhat deviate from the standard humanoid, having four arms in addition to seven-fingered hands/seven-toed feet. Their tail has a barb on it that injects highly dangerous venom. They bleed blackish-gray goo instead of blood, which is mildly poisonous. Their eyes glow blue.
Dire wolf people: Humanoids that are basically part dire wolf. Large enough to wear human-sized clothing. Found inhabiting savage grasslands, though you might find some in savage forests as well.