Complete Playable civilizations (fort mode+adventure mode):
Celestians- "Celestian" is not a race, but rather a catch-all term for a race of Lords and their blessed servants. Most of the population are Irithyllians, a race of humans who carry the bloodline of the gods. But rarely among them are born true Lords, who rise to the top of society and join their brethren as rulers when they come of age. Four types of Lords are known to exist among the Celestians. The most physically powerful and innately charismatic are the Lords of Sunlight, imposing figures innately skilled in pyromancy and military tactics. They will always be the rulers of Celestian civilizations. Most agile and cunning are the Lords of Moonlight. Though smallest of the gods, their grace and skill at magic is reknowned, as is their ability to think creatively and solve problems. Then there are the Lords of Starlight, the rare gods that produce arms and armor along with many other works of art, and command power over metal. And lastly and most common are the Lords of Thunder, war gods born with knowledge of killing and incredible levels of strength.
Humans: Most common of all civilized races, the humans are also one of the physically smallest and weakest races, surviving in the shadow of great powers and terrible monsters. Only their relatively advanced metalworking and strength in numbers spares them from extinction without the protection of some higher power. Human kingdoms vary between cruel slave empires, just and righteous kingdoms, and apostate swamp-dwellers, but all have a significant population afflicted with the Dark Sign, leaving them damned to a slow withering into mindless Hollows, though until then they will reap the benefits of immortality, though their bodies dry and wither with the centuries.
Dragon-Kin: Once human, the dragon cultists have transcended that definition, becoming scaled humanoids of great strength and violent barbarity, prizing independence and martial prowess in their fervor to be like the Everlasting Dragons of old, proud and without the need for petty things like community. Some of them are farther along this path than others, no longer appearing human at all, but given the shape of a dragon entirely, though a pale shadow of the true dragons of old. Despite their propensity for violence, they are often tolerated or even welcomed as allies due to their aggressive policy of hunting down mad Hollows and rampaging monsters.
Serpent Men: A degenerated offshoot of draconic lineage, the serpent men have carved out a niche in the swamps of the world. Though their nations are relatively primitive, they are supported by revered mages marked from birth by their cobra hood and four arms, along with innate prowess in the magic of electromancy.
Hollows: Some kingdoms that have wholly been lost to the undead curse have retained their minds and seek to carry on as best as they can in the face of adversity, struggling to survive against all odds. They have few things going for them save for their lack of needing sleep and an inability to feel pain, but oftentimes that is enough for them to weather all but the most vicious assaults.
Skeletons: Not undead as is commonly known, these enigmatic creatures seem more to be spirits possessing the calcified remains of humans rather than humans who have degraded to their most denuded state. Little is known of them save for the fact that they want for no base needs and feel no fear or pain, making them tenacious and dangerous enemies only killable by decapitation or the destruction of the torso.
Lion Clan: A race of monstrous leonine bipeds, these creatures are new players on the world stage. Violent, primitive, and with a deep hatred of all other races, they are poised to be a significant danger to other civilized peoples. Wandering in Lion Clan territory is dangerous for any outsider, as bands of ruffians patrol everywhere within their territory.
Gyrm: A race of squat, stocky cave-dwellers may ring a bell for you dwarf fortress players, and indeed these guys can best be described as a more xenophobic, tough, and warlike breed of the dwarves you are familiar with. However, they are a bit bulkier and can use most types of weapons the small vanilla dwarves are not able to use. They really despise surface dwellers for driving them into the depths, so have fun with that.
Corvians: A race of malformed bird men with a penchant for apathy and laziness, the corvians are generally regarded as one of the more unpleasant "civilized" races to deal with, mostly due to their hideous appearance. That said, some of them have gained renown as feared knights, though they are exceptions to the rule.
Locusts: The abyss-tainted locusts may seem friendly, with their silver tongues and vast troves of wealth, but in truth their goal is to tempt ever-more souls to the madness of the endless black, and hasten the eternal age of darkness. They are only half-competent in this regard, however, as their greed and desire for personal pleasure has led many of them to pursue their own agendas.
Adventurer Playable Civilizations:
Demons: Despite their reputation as violent, mad brutes with a hatred for all life, this cannot be said for every last member of this pseudo-race of mutated beings. While most have indeed become feral killers, many Demons have a mind of their own, and though it is a proud and violent one, it can be communicated and reasoned with. Intelligent demons make desirable guards and mercenaries, and terrifying foes to face in battle due to their ability to smith the fabled Titanite ore, like the Celestians and Dragon-kin can.
Treants: Guardians of the forest, the Treants are less a true civilization and more a series of loose communes dedicated to protecting their home-trees from all intruders. While those who live in tree-villages will generally obey the rules of hospitality, stumbling into a patrol of them in the wild will surely lead to a fight.
Giants: Primitive yet noble barbarians, these towering, stone-skinned beings lurk in their massive halls and sprawling mound-villages, wielding mighty weapons and powerful magics. Though they are reasonable beings, to rouse their ire is to face an invasion of mighty titans that few warriors can withstand.
Primals: Be they ancient beings or mutated men, whatever these creatures are they are surely a force to be recognized, even for a race that lives only in small communes below the earth. Their kind make exemplary mercenaries and shock troopers, should they choose to offer their services as mercenaries.
Witchspawn: Cave-dwelling covens of enigmatic humanoids, the witchspawn claim a link to the fabled Witch of Izalith and her children, though the truth of this is unverified. Regardless, the witchspawn are skilled pyromancers, much like the ancestors they claim to have, and can be valuable allies or dangerous foes.
Invader/Dungeon Civilizations (HOSTILE TO ALL OUTSIDERS):
Skeleton Invaders: While some skeletons are relatively benign, or at least tolerable, there are just as many if not more that skulk in the ruins of dilapidated cities they have looted and occupied. Some may flee at your approach, as will many other creatures in dungeons, but they may well gather their courage and return to attack. And of course, running into proper warriors can be a significant challenge, but well worth the risk if you can loot the treasures stored within the ancient keeps and castles.
Hollow Invaders: Most Hollows have given in to madness at least partially, and this often manifests in the form of hordes of half-crazed armies rampaging through the countryside or stealing valuable artifacts to store in their lairs. They are easier to kill than Skeletons and have weaker gear, but tend to be more skilled with weapons in general.
Ghouls: Disease-infested, cannibalistic savages that dwell in cities ravaged by plague, the Ghoul swarms carry pestilence and death wherever they go. Supported by deformed and diseased animals and bloated walking carcasses, the ghoul towns are a struggle to cleanse, but it must be done lest their contamination spreads even further.
Crystalhosts: It is said that in a faraway land lived a great dragon-sorceror who created many strange and unnatural creations through the use of the mysterious Primordial Crystals. Using his foul magics, he sent forth legions of crystal-infested undead to every land they could reach in order to gather more knowledge and resources. It has been ages since his presence was even rumored to exist, but his mark on the world remains in the form of crystalline corpses obsessively pillaging and hoarding information and artifacts. Crystalhost swarms use steel armor and train powerful crystal golems, making them dangerous foes to fight.
Abyssal Men: Pouring out from the depths of the Abyss came the mutated men who delved too deep into its magics, spawning a vile race of freaks overflowing with the Dark. Squatting in ancient towers and commanded by unique once-men forever changed by sorcerous energy, they seek to bring about an everlasting Age of Dark. A significant portion of their woman-folk are blessed with the magics of the abyss, giving them the ability to spawn disease and rot the flesh of their victims.
Cave Dwellers: The exiles and outcasts of many races can be found carving out tangled burrows in the depths of the earth, surviving by scavenging and thievery. It is said that vast holds of treasure exist in their lairs, if they can just be found.
Goblins: Deformed savages dwelling in the darkest parts of the woods, the goblins are little more than a nuisance to most peoples, but can be a significant thread to vulnerable, outlying villages who have yet to progress past a meager militia. Any kingdom worth their weight in iron should make a project of exterminating any nearby goblin infestations.
Ghru: The Ghru are seen by many as demonic, but the truth is more complex. While tainted beings, their origin is borne from man rather than the lords, and so they are the Dark counterpart to the corrupted Light of true demons, and some even rumor that when the true demons die, it is the Ghru that will inherit their role in the world, as the scourge of civilization.
Angels: One of the purest expressions of the encroaching Darkness, the Angels travel in great flocks from their looming towers, bathing the world in the glow of their purifying rain of fire and leaving nothing but ash behind. It is said that the appearance of the Angels is a sign of the end of the world, but few believe such outlandish speculation.