Yesss, me making a mod that will turn DF into Avernum. Those who haven't played these awesome series:
http://en.wikipedia.org/wiki/Avernum_seriesSo, no stout ale-drinking dwarves (don't kill me, plz!), but also no sissy elves. Only pale Humans, lizardish Slithzerikai with taste for sapient meat and human-hunting cat-like Nephilim.
Giant Lizards instead of dogs/mules, our beloved sickly-yellow cows. Mushrooms, lots of them....
And steel-clawed Haakai.
Creatures:
(-) - not done, (%) - working on it, (done!) - pretty obvious. (X) - In future.
*Races:
-Avernites (done!) - Pale human folk. Cave adapt.
-Imperials (done!) - Strong humans.
-Nephilim (done!) - Good thieves/hunters/bowyers. They make toys from your children.
-Slithzerikai (done!) - Ssstrong and tough lizardsss.
-Vahnatai (done!) - Agile, yet fragile aliens.
-Goblins (done!) - Pitiful mischieving creatures.
-Troglodytes (done!) - Cold, proud yet small warriors. Dwarves of Avernum?
*Domestic: (done!)
-Giant Lizards (done!) - acting as war dogs.
-Pack Lizards (done!) - acting as mules.
-Cows (done!) - yesss, those cute, weak, sickly-yellow cows. Have milk, but it's too 'bad' to make cheese.
-Cats (done!) - brown, not black like in vanilla.
*Vermin:
-Colored Lizards (done!)
*Wild:
-Fire Lizards (done!)
-Ice Lizards (done!)
-Mutant Lizards (done!)
-Normal, Ice and Fire Hydras (done!)
-Ursagi (done!)
-Giant Spiders (done!)
-Aranea (done!)
-GIFTS! (done!)
-Green, Emerald, Mauve Slimes and Ice Puddings (done!)
-Eye Beast (done!)
-Spore Beasts, Poison Fungi, Shamblers (done!)
-Chitrachs (w/o proper larva) (done!)
-Nepharim (done!)
-Ogre Magi (done!)
-Worgs (done!)
-Alien Beasts (done!)
-Glowing Fungi (done!)
-Giant Slugs (done!)
*Undead:
-Skeletons (done!)
-Ruby Skeletons (done!)
-Zombies (done!)
-Spirits (done!)
-Wights (done!)
-Ghasts (done!)
-Quickghasts (done!)
*Demons:
-Imps (done!)
-Mung Demon (done!)
-Haakai (done!)
*Semi-megabeasts (?):
-Cave Giant (done!)
-Vampires (done!)
-Golem (done!)
-Drakes (done!)
-Liches (done!)
-Rakshasi (done!)
*MEGABEASTS:
-Dragons (done!)
-Efreeti (done!)
-Aug.Giants (done!)
Plants:
(-) - not done, (%) - working on it, (done!) - pretty obvious.
*Mushrooms 
-Mushrooms (done!) - Basic, low value food. Milled into flour and brewed into beer. Low-value, of course.
-Toadstools (done!) - Can be eaten when cooked, better brew that into strong ale.
-Mandrake (done!) - Only tropical forests. Turned into Mandrake juice, at the moment useless. Only via herbalism.
-Cryptshrooms (done!) - Quite rare stuff found on evil swamps. Make a expensive dye on par with Azure and Soul dyes, or even more expensive, useless Grave Oil. Only via herbalism.
*Fruits:
-Almaria Berries (done!) - Makes most expensive wine at the moment. Can be eaten raw, and milled into pink dye.
-Cave Apples (done!) - Small, greenish apples. Grow on small bushes. Just for flavor 
*Cloth plants:
-Green Hemp (done!) - The only plant that can be turned into thread. It's only purpose, anyway.
*Herbs:
-Spiritual Herbs (done!) - Must be cooked to eat, milled into valuable azure dye or extracted into Spiritual Syrup.
-Graymold (done!) - Have leaves, can be milled into dark olive dye. Also, can be turned into valuable (yet useless) Graymold Salve. Only via herbalism.
*Other:
-Hardonnay Nuts (done!) - Cookable gray nuts. Can be brewed into Hardonnay Wine. They grow on rocky badlands.
-Comfrey Root (done!) - Common root, always grows alone. Can be milled into quite expensive spice, but nothing else. Only via herbalism.
-Ember Flowers (done!) - An rare, expensive, alchemical ingredient of good tropical savannas/shrublands. Can be milled into the most expensive, saffron dye. Only via herbalism.
-Cave Moss (done!) - Just eat it and go on.
*Trees:
-Cavewood (done!) - Common tree.
-Ash (done!)
-Yew (done!)
-Deep Tree (done!) - A tree of vahnatai deeps. Stones/Metals/Gems:
Stones:
Bithium - Dark cyan rock, extrusive.
Dark Marble - High value, non-flux marble.
Metals:
Mithril - In short: hard silver.
Dark Mithril - Iron mixed with mithril, more uses than raw mithril.
Gems:
Green Crystal - Rock crystal with value 3, found in Bithium.
Clear Green Crystal - A Green Crystal, not for glass, but a rare gem.
Amazonite, Amber, Clinohumite, Vermarine - Ornamental
Blue Topaz - Semi-precious
Entities:
Avernites: (done!)
-Like fanciful, revelry, good things.
-Have cave adaptation.
-Active in autumn.
Imperials: (done!)
-Like wars, metals, gems, fortresses.
-Strict law, even the simpliest 'mischief' can lead into execution or exile. Slavery and torture acceptable.
-Active in summer.
Nephilim: (done!)
-Good bowmen/hunters.
-Will send thieves.
-Active almost whole year.
-They make troophies of your people.
-Lives in cave_detailed in mountains, but also likes cities.
Sliths: (done!)
-They murder other sliths on personal matters.
-Loves stones.
-Ethics allows eating sapients.
-Can worship pantheon of gods or a regional force.
-Active in spring.
Vahnatai: (done!)
-Gems and stones affection.
-Show up in winter.
-Quite different culture.
-Expand slowly but live very long.
Troglodytes: (done!)
-Using steel.
-Show up in autumn/winter.
-Proud, warlike, siegers.
-Living in mountain halls.
Goblins: (done!)
-Think of kobolds. Poor kobolds. In fact, vanilla kobolds are more dangerous than these will be.
Yes, I'm just starting

The best thing of that project is:
I'm almost green at modding
But that won't be an obstacle. I have succeed!
Any noticed bugs or weirdness reported will be appreciated.
Click here for Avernum Fortress 1.1Some awesomeness there. In the words of some imaginary priest: "It is simple: experience Avernum".
Best genned medium/large worlds, smaller can lack one/few/several types of creatures.Notes a.k.a things that You might want to change:
-Color scheme: the one included in game is
this one.Changelog:
-comment, *added, +fixed, #changed, ^to fix, help needed
1.1
*Deep Tree, Cave Moss.
-Underground water tree (like tower-caps in vanilla df), edible cave plant.
*Troglodytes as civilization, with language and stuff.
-AL HAYL VOTHKARO!
*Giant Slugs.
-Silly lack of acid :<
*Worgs.
*Glowing Fungi.
-One-eyed underwater menace.
*Ruby Skeletons.
-Lava-biome skeletons, leaving nice gift at death.
*Alien Beasts.
-It will be quick and painful!
*Fire/Ice Hydras.
-With respective, hot/cold biomes.
+Cryptshrooms color was green, not blue.
+Vahnatai language file was broken.
#Adjusted gems and ores in soil - green jade, platinum and gold should be rarer now.
1.0
*MAGIC!!!
-Please don't faint, just nicely written 'magical' looking attacks
Applied to several creatures.
*Rakshasa.
-Magical, wealth and alcohol loving semimegas.
*Spirits and Liches.
-Undead 'mages'. The latter are semimegas.
*Ogre Magi.
*Bunch of religion spheres for Kitties, Lizards, Avernites and Imperials.
*Dryads.
-Think of land-walking, spell-casting Mermaids. Voila.
*Slith and Vahnatai languages!
*Bunch of things to descriptor_shape
*Few figurines as toys.
*Gems: Amazonite, Amber, Blue Topaz, Clinohumite, Vermarine.
+ALLUVIAL gems/ores.
-Switched to SOIL, it's almost the same I think.
+Hydras.
-Hug for 'darkflagrance' for solving that.
#Mauve Slime loses it's uber-speed for spells now.
#All slimes got +1 to SIZE, slimes and Eyebeasts are predators now.
-Loose the slimes of war!
#Sliths MAX_AGE is 80:160 now.
#Ogres living at mountains too.
#Adjusted [LAYERING], so Nephilims should be at more colder regions, sliths at tropical etc.
0.9
*[SPHERE:] to Undead and other crits.
-I hope there won't be more Quickghasts called 'Abbeysuns' this way >.>'
*Augmented Giants (megabeasts).
*Bunch of new prefstrings to creatures.
*Dark Mithril alloy.
-Nothing fancy or mystical, just mithril-iron alloy with 110% modifier.
*Nepharim.
-'Trolls' for Nephilims, yep.
*Chitrachs.
-Sadly, no evolving in DF yet so no 'true' larva.
+Mauve and Emerald slimes appearing in worlds! Asps and Wyrms too!
-Problem? Too much things in one biome: Wetlands.
#Warhammers back in game, rawr.
#Ogres breeding now.
#Moar pale fish EVERYWHERE.
#Almaria dye changed to DARK_PINK.
#More biomes for Unicorns.
-For lulz and larger populacies.
#Troglodytes got +1 to damblock and size.
#[FANCIFUL] to larger/magical creatures of the world.
#Mithril value 35.
^Hydras not appearing in worlds.
0.8
*Proper Rats (Cave, Vapor, Mung)
*Fire Lizards after long time.
*Ghasts, Quickghasts, Zombies, Wights.... I forgot about something?
*Fungi! Everyone loves aggresive, carnivore fungus, yes? 
*Ember Flowers (rare, expensive, superior saffron dye), Comfrey Roots (expensive, cookable powder, almost everywhere) and Cryptshrooms (uncookable, valuable extract and purple dye, evil swamps).
-None of them are farmable.
+Efreeti background colour was dark blue instead of black.
#Nephilim and Sliths using evil plants/wood (Cryptshrooms, Glumprong), Vahnatai both evil and good (Cryptshrooms, Ember Flowers, Glumprong, Feather Tree)
#Leechman and Ratmans erased from raws.
-I didn't noticed them earlier O.o
#Spiders Chasm'd - GIFTS at Good mtns, Giant Spiders at 'Neutral', Aranea at Evil mtns.
#Goblins steal food and drinks now too.
^Asps and wyrms not appearing in worlds.
^Hydras not appearing in worlds.
^Exotic slimes not appearing in worlds.
0.7
*Mutant Lizards.
-Larger, rarer, badass lizards.
*Drakes.
-Small Dragons on the loose!
*NEPHILIM LANGUAGE, purr!
*Efreeti as megabeasts! Somewhat... calm.
*Additional slimes: Mauve (super-fast), Emerald (poisonous) and Ice Pudding (freezing one). Normal ones have [BURN] attack (substitute of acid).
-Good luck with finding the last one, heh.
*Very important 'fanciful' things.
-Don't spoil your fun and don't look into raws 
*'Pale Fish' in place of several other.
-down with fishy variety in Avernum!
#Eye Beast is larger and stronger now.
#Ogres breeding now, both them and Giants come in large packs.
#Vahnatai stuff is [NARROW].
#Greatswords instead Two-Handed (just name).
#Larger stats for Vampires and Golems now.
-They die fast anyway.
#GROWDUR for plants changed. 400 for Mushrooms, 800 for Spiritual Herbs and Hardonnay Nuts, 600 for everything else.
#Values of various extracts has been lowered.
^Asps and wyrms not appearing in worlds.
0.6
*Vahnatai are now a race! W00t! Waveblades, cloaks, razordisk throwers*, some culture-related items.
-*Cuz 'Throwing' isn't in Fortress mode 
*[VERMIN_HATEABLE] added to Imperials, Nephilim, Vahnatai and Sliths.
-Racial hatred :3
*Asps and Wyrms.
-Snakes and larger snakes, duh.
*[SELECT_SYMBOL] for kitties and sliths for their caves/towers.
*[SELECT_SYMBOL] for wars and similar depending on races 'spheres'
-empire 'leader' and 'war', nephilims 'wild' and 'primitive' and so on.
*Vampire semi-megabeast.
+Dyes had typos - they're working now.
+Nephilim arrive at your fortress now.
#Some jobs taken from kitties and sliths.
-So no more Slith Milkers or Nephilim Soap Makers.
#Sliths got +1 to [SIZE]
-According to Encyclopedia Ermariana, they're larger than humans or nephilim.
#Hardonnay nuts have different prefstring, grow only on rocky deserts, wine is more expensive (4).
#Hemp grows in tropical climates too now.
0.5
*Pack Lizard. It's a variety of Giant Lizards. They are a little more fat, brown, and are pack/wagon pulling animals.
*Small thingie called "Herbarium Avernum" (.txt), for the ease of figuring what plants you can grow after arriving on site 
*'Ultima Stone' music, from DFFD.
-It's louder than main menu theme, so watch out for the volume 
*Brown Bears and Ursagi.
-Beware! Those last ones are strong, cunning, fast as nephilims and love your food, drinks and precious items!
*Troglodytes are in Avernum now. A lil' stronger than in vanilla df.
+Tower Shields are now equipable in Fortress Mode.
-They are 'SHLD' in army equipment screen.
+Caravan from parent civ won't crash game now.
#Giant Lizards are no more wagon pullers/pack animals.
#Sliths spears are now called 'two-tined spears'.
-But still only Sliths know the secrets of their making 
0.4
*Generic 'skeleton' creature.
-It that will work pretty nice, there will be Ghouls and Ghasts in next version.
*Giant Intelligent Friendly Talking Spiders.
-Run.
*Bithium - dark cyan rock, found as large clusters in extrusive layers.
*Green crystals - rock crystals with value 3. Found as small clusters in Bithium.
*Clear Green crystals - found within above. Single-gems with base value 30. Not for glass-making.
-YES, Bithium, GC and CGC are vahnatai inspired.
*Different 'speeches' for slain nephilims and sliths. Also, some more 'threats'.
*Added Senre Gloryteach the Painful Truth of Rending to descriptor_shape_standard.
-He can't be forgotten - look in the mod topic for story about him.
+"Giant lizard leather studded leather armor".
#Activity seasons: Nephilims in spring, Sliths in Summer, Avernites in Autumn. Empire comes in Spring (need testing).
#Toads are not butcherable anymore.
-Yeah, they were, I accidentally erased the tag in 0.3 
#Mithril basic value changed to 34.
-You choose: valuable Mithril or stronger Steel. Or use both 
#Almaria berries and cave apples now grow in more grassy regions.
-Half of the world is suitable only for mushrooms anyway
Oh well, Avernum isn't that hospitable place, is it? 
0.3
*Dark marble. Not a flux, but have value equal to obsidian (good for nobles). Occurs as veins in marble.
-Now you can have your dark, yet fancy altar for your dark gods 
*Studded Leather Armor. Just more protection from ordinary leather... and it was in Avernum series 
*Mithril - very valuable silver, weapons and armors are just little worse than steel (125%). Magma-resistant, can be forged into picks. Found as small clusters in Native Silver veins.
-IIRC, there was Mithril Chain Mail in every Avernum game. So why not a legit metal? 
*Mountain goats and gnomes from vanilla df (lil'modded).
-For, erm, flavor. Nothing bug related, really ^^'
+Roast and Grand Meals both had [LEVEL:3].
#Giant Lizards are now [LARGE_PREDATOR]s.
#Made Nephilims better at stealing :3
#Aranea lives also in tropical forests.
#Due to Alabaster being quite valuable real-world stone, it's value is now 2.
#Removed some unnecessary tags from some creatures.
#Raw speed of Nephilim changed from 750 to 700.
#Removed [STOUT] tag from Sliths. They're more vulnerable to stun but you can equip their clothes/armor now.
-They have DAMBLOCK:1 anyway!
#Sliths worshipping [REGIONAL_FORCE], not Haakais now.
-Just temporary, Haakai needs fixing I think.
#Wizards hidden into file until I find some way to strengthen them.
-No idea.
#Tweaked those goddamn leet golems. Now they are better punches (5:10 instead of 1:8 ), bit faster (raw speed:600), damblock 8.
-If that won't work too well, they will meet the same fate as Wizards.
0.2
*Aranea (smb).
*Giant ice lizards (tundra/glacier variety of normal ones).
*"Assasin Dagger", stabbing variety of normal daggers. For nephilims and goblins only, though.
+Various missing/corrupt file bugs.
+Tundra embarkation problem.
#Tweaked ethics/religion spheres for more wars.
-Apparently, changing one thing from [PERSONAL_MATTER] to [UNTHINKABLE] makes wonders. Heh.
0.1
-Started, duh. Credits:
-krige: much help with ethics, testing and some other stuff.
-Zargen: for continous support and ideas and stuff

Minor:
-CobaltKobold: for solving that herbalism thingie stuff, yeah

-Rowanas: pointing out 'index file problem'.
-Others who helped with bugfixing/gave ideas for more avernum stuff!