[ ] Lizardmen
The eldest race. You were here when your makers and masters the Old Ones shaped this world, and you are present at its end. There is a good reason for this, as your people are among, if not the, mightiest in the world. Your Saurus are the betters of warriors from Ulthuan to Cathay, your Kroxigor build cities that could make a dwarf green with envy, and your Slaan leaders make even the dread greater daemons of Chaos tremble in dread when they take to the field.
Yet you remain sequestered in Lustria, and slowly, inevitably, with oceans of blood drawn for each inch, you are being pushed back. The geomantic web holding back the realm of the dark gods is in disrepair, and with each passing century it it fails further. The foul forces of the ratmen, so recently appeared as to have been an eyeblink to your senses, still linger in the far east, and you know they will strike at you again. And with each passing day, the Great Plan that your masters so long ago decreed for this world becomes a little more impossible.
But you are still the mightiest force on the planet, far off course as you are. You yourself may not know the course the future will take, but you will ensure it is a one paved with the corpses of your enemies.
Religion: Old Ones worship (and Sotek)
Magic: Yes
Starting Year: ~2520 IC
Benefits:
-Untouched by Time: Your people were made immortal by your masters the Old Ones, even moreso than the vaunted elves claim. You will not die of old age or ever suffer the degredations of time; indeed, you will only grow stronger with age. (Units won't die of old age and get stronger at certain age intervals.)
-Untouched by Corruption: Unlike the malleable humans, brutish ogres, and stalwart dwarves (though they'd never admit it), your race will never succumb to the degredations of Chaos or dark magic. The purpose of the Old Ones is engraved into your very souls, and none shall sway you from that path. (No chance of chaos corruption in your population)
-Untouched by Fear: Listen, and understand. Those lizardmen are out there. They can't be bargained with. They can't be reasoned with. They don't feel pity, or remorse, or fear. And they absolutely will not stop, ever, until you are dead. (Greatly decreased/nullified morale loss)
-Touched by Magic: The followers of Tzneetch boast of their prowess in sorcery, but have they ever shattered an intercontinental empire via copious amounts of earthquakes and volcanoes as a side effect of what they were trying to do? Didn't think so. (Increased chances of pretty much anything related to magic, including researching new schools of magic entirely)
-Obsinite: This stone has all the sharpness of obsidian and the strength of steel. It is fortuitous indeed that the Old Ones taught your kind the process that creates it. (Unique material)
Detriments:
-Pillar of Order: You're about the greatest threat to the forces of destruction there is, and they recognize that. (Chaos will go hard on you. Skaven will go hard on you. Any Destruction-oriented factions will tend to focus on you)
-Ordained Births: Your people do not breed, instead being spawned from the sacred Spawning Pools under your temple cities. Now if only you knew how to build more... (Your population growth comes from spawning pools; if they're destroyed you're stuck with what you've got. Very slim possibility of building more in the far future)
-Tech? Wozzat?: Your people have never needed to depend on much other than your own natural abilities, and thus your advancement with conventional technology is somewhat lacking. (Start with a low techbase, slower rate in researching nonmagical technology)
[ ] Dwarves
To be a dwarf is to endure. To never compromise the traditions your Ancestor-Gods set down for you in the distant past, and to make any who have recieved a grudge be repaid in full for their crime against the dwarven people. Regardless of whatever foe sought to claim your holds, be it the brutal greenskins, the cowardly Skaven, or the shabby manlings from the north, you would never retreat. Never surrender even an inch of your ground to them without an ocean of bodies and a note to take it back as toll.
Until now.
You are High King Thorgrim Grudgebearer, and now is the time that Thungni foretold to you all those years ago, when even the mountains your people have made their homes in would be despoiled by the touch of foul magic and all your legacy would be trampled underfoot and forgotten, but for one hope of salvation. Fierce Grimnir long ago paved a path to the Chaos Wastes with the skulls of his enemies, and even now the Warp itself recoils in fear from the path the Slayer-God's wrath took. If enough dwarves could be sent along that path to the Migration the gods spoke of, perhaps the race of dwarves might still live. Of course you will not live to see it; you are High King, bound by oath to your people and allies, sworn to avenge every last Grudge in the Book of Grudges. You will see every last one crossed off those sacred pages before you die, and even if you fail your son has memorized every last one of them - should you not complete your mission, he will.
Religion: Ancestor-Gods Worship
Magic:
Runes
Starting Date: ~2520 IC
Benefits:
-Runes: Even the mighty lizardmen rely on (mostly) impermanent spells for their spellwork. No other people have a system with such surety, permanence, and widespread useability as the craft of the Runepriests. No, those shoddy Chaos runes don't count. (You have runes)
-Honor: It seems only your people understand the meaning of the word. When empires of lesser races have turned to dust from time, when man and elf have forgotten their old promises, you will never forget. (Various effects - alliances are harder to break, you will be regarded as more trustworthy than other factions, etc.)
-Children of Stone: Much like the mountains you live in, your people are sturdy and hard for the winds of magic to warp - particularly the touch of Chaos. (Increased endurance, toughness for all units. Unless you gain powerful enemies in the warp or settle in a contaminated area for a very long time, you won't be corrupted/mutated. It is not impossible, however)
-Discipline: There is no one in all the world who can hold a battle line like a throng of dwarves. The word 'rout' only came into Khazalid at the approximate time the Empire of Man rose, and it's only ever used with dwarves as the subject when discussing things that would never happen. (Decreased rate of morale loss in combat, bonuses to defensive actions and general coordination)
-Technology: Unlike some others you could name, dwarven engineering is stable, reliable, and practical. And it still stands above the ridiculous dark-magic powered bullshit those others "design". (Research projects are safer, resulting tech is more easily applied. Starting high tech base)
Detriments:
-Grudges: Along with your memory of alliances and old boons comes with an unforgiving recollection of every wrong ever perpetuated on your people. You can neither forget nor forgive until recompense is paid - in lives if need be. (Very difficult to make peace with factions you're at war with, internal conflicts can become very damaging, etc. Fun times)
-Dwarven Fertility: Of all the gifts your people were given, fecundity is not one. (Low population growth)
-Conservatism: Dwarves could be called cautious resarchers if you were being generous. (Slower research rate, small number of projects to start with)
[ ] Chaos Dwarves
Glory to Hashut! For millennia, your people have built up in the Dark Lands, further fortifying the great tower of Zhar Naggrund, and raiding the lands outside of your home for slaves to fuel your slowly expanding war machine. One day the entire world will lay subservient beneath your feet, and you will turn your gaze elsewhere for the glory of your dread god. One day you will finally have vengance upon your bretheren in the Karaks for the wrongs they inflicted upon you all those centuries ago...
Or so your dark dreams go. Recently, events have happened that make you doubt that sweet dream will ever come to pass. The entrails of sacrifices have lately been foretelling only doom and disaster, the orc slaves seem more riled up than ever, and to top it all off, one of your attendants recently mutated into a hellish visage of the Lord of Domination himself, which spoke to you of horrible events that will come to pass in the future, events that cannot be stopped and will eradicate your people.
Hashut will not have that. The Pact he made with your people all the long years ago has not been fulfilled, so in his beneficence he will once again grant you the means to your salvation. All that remains is to grasp it, and there are none more worthy than you, for you are Dawi Zharr, and your destiny is to conquer!
Religion: Hashut
Magic: Hashut magic, as well as volcano/magma/fire/earth stuff
Starting Date: ~2500 IC
Benefits:
-Daemonic Engineering: Your people know well the art of binding daemons into both war machines and other machinery, and have more success with it than others. (Safer and easier - relatively - to bind daemons into stuff, future research can unlock more possibilities)
-CHAFF: Each Chaos Dwarf is precious because of your relatively low numbers. Fortunately you own literal tons of greenskins to do your fighting for you. (You have greenskin auxiliaries, including hobgoblins, orcs, and goblins, in huge numbers)
-Unbound by Tradition: Your dwarf cousins claim themselves superior, yet they pale in comparison to your engineering marvels! They are hidebound by superstition and cowardice, while you stride ahead into the future!
Of course you don't do things unwisely fast. You're not ratmen. (Faster research rate, increased array of projects, starting high tech base)
-Mages: Oh, just another thing your idiot bretheren don't have – MAGIC! Spells! Who needs inefficient runes when you can spew magma out of your hands?! (You have mages – also various beneficial mutations like the Bull Centaurs)
-Bio-Engineering: Whether it be twisting regular cattle into the hellish Bull Centaurs or making the Black Orks (the dawi zharr responsible for that was thrown headfirst into Hashut's throne), your people seem to have a talent for making living things more … dangerous. (Options to biologically enhance creatures will be available. Chance of backfiring)
Detriments:
-Low Birthrate: About the only shared problem you and your cousins have is that you just don't breed very fast. The hostile and suspicious culture of your people doesn't help matters. (Low birthrate, for both biological and cultural reasons)
-Sorceror's Curse: Dwarves, even examples as far-flung as you, were never meant to wield magic, and attempts to do that end badly – often the ultimate fate of a master mage is to be a statue in the waiting room of his/her former apprentice. (Mages will gradually turn to stone as they use magic)
-Downright Un-Orky: Apparently your extensive efforts at enslaving the greenskins has garnered you a bit of a reputation among them. Unfortunately it's that of a hated tyrant what needs a good krumping. (Outside factions of greenskins hate you)
-Grudge-borne: You despise your conservative cousins with a seething hate hotter than the magma you use in your forges. The feeling is mutual. (Dwarves hate you forever)
Unique:
-Arms Dealers: You are known to the forces of Chaos as a good source of high-quality, reliable gear. They are often repeat customers, which is good for you. On the other hand, having the attention of Chaos is always a risky proposition… (Chaos factions will come looking for you … to do business! Yep. Just business.)
-Slave Economy: Your people are inundated in wealth to the extent that it doesn't really measure the way your society functions – instead your wealth is better estimated by how many slaves you have to ferret out the wealth from the earth. (You literally run on slaves – options have costs in slave lives instead of gold/currency)