Ferloth-De
Races: Chiropterans, Cavern Giants, Lavawalkers, Shroomfolk, Kongs, Wraiths, Glowpers, Shades, Armex, Salalos, Silkspinners, Stygians.
Average stats:
Power: 20
Intelligence: 20
Defense: 20
Charisma: 40
Advantages:
Advantage: Unit Power - depending on what kind of race I use, I will get different boosts. Boosts will be specified in my vote.
Chiropterans - Silent flight, flight, echolocation, natural wing armor.
Lavawalkers - Immune to fire and earth based damage
Cavern Giants - Melee tool boost to effectiveness
Silkspinners - Wallcrawling, silk and acid shooting
Shroomfolk - Hypnotizing/stunning glow control (Psychedelic), glow
Shades - Blend in with shadows, Night vision, Insane speed to the point where it almost seems like teleportation.
Stygians - Feather shooting, divine aura (boost to mysticism and charisma), Flight
Salalos - Water breathing, increased swim speed
Wraiths - Flight, Eldritch Aura (lowers opponents agility, power, intel, and defense, or some of these at least), Poison tentacles, look like flying demon squid
Armex - Immune to melee damage when stationary, exceptional diggers.
Glowpers - Extreme land speed and endurance, quadrupedal, glow.
Kongs - knuckle walkers (on two larger arms), climbing adept, stat boost when riled up.
Advantage 2: Councils Appeal: Any Civ I meet with I gain some pop from to buff Unit power.
Disadvantages:
Disadvantage 1: Councils trust: Raises charisma uses actions towards my Civ.
Disadvantage 2: Light sensitivity. Even though some of their members glow, it is not comparable to bright lights such as the sun. As such, stats are lowered during the daytime.
Culture
For many years, deep below the surface a civilization has been working, a collaboration of species all descended from one. When the Cavern Giants descended into the depths so long ago, they never returned, and diversified in the depths deep below.
They had an 8 foot frame, two long legs and four lanky arms, with excellent hearing and vision, and made a great civilization in Fargrim, their capital, ruled by their leader Horror the Horror, with warriors and hunters valued foremost, then farmers and forgers, then architects and then everyone else.
When they came of age, individuals fought through duel by duel the strongest established warriors, and if they made it through they were excepted into the Kings personal guard of they survived drinking from a boiling geyser, seen as being able to resist the influence of the Devil of the Depths, who after they somehow failed their Sky god, an honorable and true warrior, they were sent to guard against from the return of them and their creatures.
New kings were selected via a tournament with the old king, near their death, selecting one of the competitors, not necessarily the winner, as the king was not allowed to have children or a family so that they had no worldly attachments.
Over millions of years, the cavern giants diversified into a handful of drastically different species. Some stayed as Cavern Giants, while others adapted one pair of their arms into wings, becoming the Chiropterans as they grew scales and fur, along with their tails. Other than the Chiropterans, the Lavawalkers developed, 50 foot tall beasts that use their heavily heat resistant skin and a thick magma covering to forge away in the depths of the world. Alongside them developed three more races, the Shroomfolk, who farmed chemosynthetic mushrooms and absorbed proteins that makes them glow a bright, shining blue, and Silkspinners, who can shoot acid and sticky threads, using tiny hairs to stick to the walls and ceilings like geckos. Then there are Shades, who have glowing purple eyes, black skin that lets them blend perfectly into the shadows, and insane speed, to the point where it seems like teleportation, as well as a giant jaw like an enderman and a huge, almost manipulatory tongue. Glowpers are quadrupedal creatures with a golden glow, very fast with great endurance, and have two small firearms used for item manipulation. Then, the Wraiths, who look more like demon squids then people, who have adapted their four arms to have membranous webbing between them like the vampire squid, with their fingers made into long, stinging, manipulatory tentacles, and their legs fused with similar toes as to their fingers. Their head is now extended on a long neck, ending in a giant jaw with sharp teeth and an elongated, beak like face. Kongs are quite similar to Cavern Giants, but with two limbs bulked up into gorilla like forearms for knucklewalking, and are adept at climbing. Salalos can breath underwater and have adapted to live in underground lakes. Then the Stygians, who have wings and feather like scale derivations that glow gold and silver when hit with light, and they can shoot these feathers, which are sharp as daggers. Finally, the Armex, who have tough, scale like, spiny skin and large foreclaws for digging.
After all of these years, a group of these has been sent off by the civilization of Ferloth-de to seek the surface, to find their ancient brethren and their sky god, to see if the ancient peoples left behind on the surface are still around. Wished a warriors journey by the rest of their civilization, they depart alone, clad with supplies and the knowledge carried by their civilization, as their brethren once again turn back to their ancient vigil, guarding the depths of the world from the one below.