Sprites. I did use NATURAL_SKILLS and SKILL_LEARN_RATES to force specific sprites on specific castes. I needed to give them 6 points in both a labor and a military skill, so that people on embark can't give them a higher skill in an area they shouldn't be able to learn.
- Warlocks: Spear & Diagnosing. (Can learn all other labor skills except for miner/butcher, but can't learn weapon skills)
- Skeletons: Pike & Mining. (Can learn all other weapon skills except for spear/wrestling, but can't learn any labor skills)
- Zombies: Wrestling & Butcher. (Can learn all unarmed combat skills, but nothing else)
The gameplay result of this:
- Warlocks get magic staffs (spear skill) that allow them to use magic in combat. They run your fort and use most of the workshops for production of high-quality gear.
- Skeletons form your organized army, being equipped with weapons and armor, while also doing manual labor, mostly digging deep down in the caverns.
- Zombies form your mob-like militia, with infectious zombie bites and wrestling. They don't need equipment and wouldn't be able to use it well.
Of course you can still mix and use those as you like, but a Warlock will never be a good swordfighter; nor will a skeleton make a masterwork armor; nor would a zombie ever be great at dodging.
They also have different needs:
- Warlocks are male or female; have thoughts and emotions, can marry and sire offspring; need food and drink. But.. they can animate the dead!
- Skeletons are chill and don't need anything.
- Zombies curiously still require meat or bones to eat.
Nobles!
- Overlord is your big boss, he runs your fort and can lead a military group of 100 units.
- His sergeants are Death, Famine, Pestilence and War; acting as military groups of 1 unit each.
- The Steward does daily tasks (expedition leader) and appoints other nobles, namely...
- The Fleshmonger (doctor)
- The Keeper of Knowledge (broker, manager, bookkeeper)
- The Mistress of Pain (hammerer using a whip, also meets unhappy workers) - female only.
- Off-site your civ is ruled by the Sorcerer Supreme!
- His lackies might visit from time to time, the shady merchant (trader) and his emissary (outpost liaison)
- Skeletons might only accept one "noble" role, the Crypt Lord, leading military groups of up to 10 units.
- Zombies might only accept one "noble" role, the Ghoul Master, leading military groups of up to 10 units.
Pets so far:
- Mephits, 4 types (earth, water, air, fire). Hunt vermin, war/hunt trainable, each with some minor spells related to their element.
- Prisoners. Your main... cattle. Material source. Food for zombies.
- I also enabled procedurally generated creatures like FBs and Demons and Titans, but playtesting has to show how that goes in an actual fort.