Homebrew Civilizations

New Civilizations

 * The Great Spider Civilization
 * Muck Dweller Civilization
 * Thunder Rider Civilization
 * The Kobold Civilization

Svirfneblin
Treat as dwarves, but start from the bottom of the map, and build towards the top of the map. The Svirfneblin age ends if they tunnel to the surface. (Dyson Logos)

Fungal Empire
Treat as Kuo-Toa (from the Muck Dwellers expansion) but without water. Immediately add new caverns to the map as if having rolled “Natural Caverns” on the Primordial Events table. Roll a die and start the Fungal Empire in the cavern closest to the die. Instead of digging towards water, the Fungal Empire expands towards other uninhabited caverns. Otherwise it is treated as the Kuo-Toa. (Dyson Logos)

Order of the Ebon Hand
Remember these guys from Magic the Gathering, Fallen Empires? They are an evil human group / religion that created and was eventually destroyed by their own thrulls. Treat the Order as Dark Elves and instead of Slaves, the white beads represent Thrulls (their genetically engineered monster servitors). Instead of servants of chaos, they are servants of law, and thus prefer straight square construction, but the slave pits of the thrulls are rounded with curving corridors. If you don’t have mithral deposits or gold on the top half of the page, add new mithral deposits now. They start with a single shaft leading down from the surface to the deposit closest to the surface instead of a corridor along the lower edge of the page. Exploratory tunnels lead down into the depths instead of up to the surface. (Dyson Logos)

Stable Dark Elves
For a longer-lasting, more stable Dark Elf civilization, simply don't add the extra slave to the city in the winter. Your Dark Elves are then much more likely to last to the end of their complete civilization cycle. (Tony Dowler)

Master List
A list of all the civilizations for your pleasure. Roll a d10