You are Skarn, The First of the Skarn.
You are a Rat. You were a Rat. Then your master found you, then your master warped you. Now you are Skarn. Ratlike, Pestilential, Growing.
From your template was the First Generation created.
Now, you and those of the First Generation must choose how to raise the young already growing within the bodies of the Females. How to raise them to serve the master without them deciding to rebel one day, far from now, when you and the others are dust in the wind.
Culture VOTE: (Culture affects Population Types and Caps, as well as available options without Personal Intervention)[Note: basically I am cribbing from the Age of Wonders 3 Classes for this, the cultures won't perfectly map because they have bit heavier influence but they will map to the themes from that game.)
Theocrat: Master is God, Worship Master. (Mechanical bonus: Rebellion Rolls don't happen, Mechanical Penalty, Time and resources are frequently wasted on grand religious works.)
Dreadnought: All that is shall SERVE. (Mechanical Bonus: Military and Industrial Complex is central to culture, resources are rapidly replaced and easily acquired, Mechanical Penalty: You conquer, you ONLY conquer, Diplomacy is just a prelude, trade agreements are vampiric.)
Sorcerer: Magic is Right. (Mechanical Bonus: Everyone is a mage to some degree. Mechanical Penalty: Unstable power structure, higher ups are not always competent at anything but Magic.)
Rogue: Can't backstab? Serve with Loyalty. Can Backstab? DOOO EEET.(Mechanical Bonus: Intrigue, Intrigue, Intrigue. Mechanical Penalty: EVERYONE is disloyal, also Paranoid.)
Archdruid: Nature is Love, Nature is Life. (Mechanical Bonus: Terrain is your friend. Mechanical Penalty: "Civilized" Races are your enemy.)
Warlord: *Insert Major's War Speech here*. (Mechanical Bonus: Everyone fights. Mechanical Penalty: Diplomacy? What's That?)