Can I request we
steal... Ahem,
borrow the Peaceful trait for the Elohim. It really promotes a builder style gameplay for the Elohim. I suspect it uses DLL modification though since new tags were used. I cannot do DLL changes yet, so I am requesting yay
I'll look at it... Planning on stealing a bit of her DLL work anyway.
If we are to include Hobbits and Gnomes as resources, I would make them very, VERY rare. Probably on a Rarer-than-mithril level of rarity. Because I seriously doubt that little "Deported Mongrels" can survive the Age of Ice without getting eaten.
Also, Hell Terrain + Hobbits = Gollum/Smeagol.
Hadn't thought about the Smeagol connection there...
Was thinking I could make
this into a UF, providing one Hobbit resource. Then have the buildings it provides also provide a hobbit resource, to show them expanding into your civ...

Mostly so you can trade them, of course.
the slavertrait: it's nice to have some slaves but isnt this sort of weak? u got loads of useless costly units who hardly do anything at a time when u usually have more than enough workers. i think their should be a slavemarket where u can sell those slaves so it would fit the khazad theme (instead of metals->money u have bodies->money)
and pls change the animal ai so that they prefer leaving your culture instead of killing your workers. auto-route workers always suicide into these animals.
and the goblin hero should better be strong, like an ogre or something where those cunning goblins gather round and seek protection from.
also one raider hero or two via events. a troop of wolf riders pillaging your lands lead by a wolf with high withdrawal -> hard to get rid of
Hmm... Never thought Slaver was weak.

I guess it can be a bit weak later on though... I'll allow the Khazad a Slave Trade building, requires Evil, comes at... Currency or Mathematics. I'm thinking Mathematics, because then it's on the same line as their Trebuchets and Cannons... Not out of the way.
Animals won't come into your borders, unless you expand around them. I'm okay with it... Workers should be protected anyway, for the random Orcs/Demons.
I'd rather have the Hero itself weak, but smart enough to gather strong barbarians around him. A Wolf Rider, for mobility? Won't make him any stronger than that.
A few more barb heroes can't hurt.
1 About the background of the Legion of D'Tesh, i don't understand how function their slavery system. I suppose the slaves are undead, but are they zombies, spirits, others thing?.
They're animated bodies. Actually, in my version D'tesh cuts a deal with Laroth (Archmage trying to take over the precept of Death)... D'tesh gets the bodies, Laroth gets the souls. Thanatos is actually Laroth's servent, sent down to aide D'tesh.
2 About the gameplay of the Legion of D'Tesh, i have a proposition. I don't know well how function the game mechanism and if the proposition if possible, but what do you think of the idea to abandon the fallow trait and give them this trait :
2.1 There is no health disorder in cities but the more there is population, the more there is unhappiness (like Scions when they have necropolis). The environnement has no effect (forest, jungle, flood plains etc.).
2.2 The health problems can only be caused by population (the jungle, flood plains, the forest and others things don't change the health).
2.3 Every D'tesh unit wich kill an ennemy unit bring "food" (the charnel enveloppe and the spirit material) to the nearer D'Tesh city. It need a D'Tesh influence zone at least at 10 cases from the ennemie unit who has been killed. 8 killed ennemies = 1 population growth. A chosen of D'Tesh need to kill 4 ennemies for 1 population growth. An council of D'Tesh need to kill 2 ennemies for 1 population growth.
2.4 Razing a town bring one population point per one population in the town (like now) but it need a D'Tesh influence zone at least at 10 cases. Watcher are able to build forts which create influence zone. The influence zone will receive the body and soul material and send it to the nearest D'Tesh town). This idea is here to prevent the D'Tesh to attack a long distance nations or wander recon units anywhere to gather on barbarians or animals. They sould build outside forts and defend them.
2.5 Other proposition : The recognition D'Tesh units has Silence of Death only in D'Tesh territory and neutral territory because this effect is overpowered
2.6 The searing heat effect only work inside influence zone (to prevent from declaring war if you move a watcher in another nation's territory).
I think I'll keep them Fallow, mostly because they are unable to use the soul to 'feed' on, and the body is destined to be animated by D'tesh.
As for the Silence of Death promo... I kind of agree with you. What I'm thinking of, is nerfing them for D'tesh, and nerfing Arcane for Thanatos... Mailbox had intended them to use pretty much just Arcane units. I think a 75% damage limit for the Recon would work... Not sure what to do for the Arcane. Of course, this does NOT apply to their respective leaders.
Searing Heat... May not be around too much longer.

I've been waiting on Jean Elcard to finish his terraforming system for FlavourMod... Once he does, all D'teshi territory will convert to Wastelands naturally.
I think some resources that are so rare there is only 1 or 2 in the world and may not even show up every game at all could be really neat.
the question the is: Is the effort to make them worth it?
Hmm... Depends on the reason. Hobbits would just be entertaining.

Although I'd need a set of Good buildings, a set of Evil buildings, and a set of Neutral buildings... Although the Neutrals could probably build a few of the good/evil ones.