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Editing Religion
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+ | '''Religions''' are the organized worship of [[Deity|deities]]. Only [[Dwarf|dwarves]] and [[Human|humans]] worship deities; [[Elf|elves]] instead believe in a particular [[force]] amongst multiple such that permeate the forests, while goblin worship is monopolized by their [[Demon|ruler]]. | ||
== World Generation == | == World Generation == | ||
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In world generation, some [[historical figure]]s will become [[prophet]]s, linked to a deity. Prophets will be the source of a religion, which can either be monastic, or non-monastic, and a single deity can be the subject of many different religions. In both cases, the prophet will convert parts of the population to the religion in question. | In world generation, some [[historical figure]]s will become [[prophet]]s, linked to a deity. Prophets will be the source of a religion, which can either be monastic, or non-monastic, and a single deity can be the subject of many different religions. In both cases, the prophet will convert parts of the population to the religion in question. | ||
− | In the case of monastic orders, the head will be an Abbot, and the followers will try to build a [[monastery]], which they will first seek sponsorship for from other groups, such as site governments or [[guildhall|craftguild]]s. | + | In the case of monastic orders, the head will be an Abbot, and the followers will try to build a [[monastery]], which they will first seek sponsorship for from other groups, such as site governments or [[guildhall|craftguild]]s. Monastic orders will occasionally recruit [[monk]]s from sites to increase their population. |
− | + | In the case of non-monastic religions, as the amount of followers increases in a site, they will have a shrine dedicated to their religion, as well as a local [[priest]]. Priests will convert more of the population to their religion. Eventually, in [[town]]s, [[temple]]s will be built and a high priest will be selected. Once two temples in different cities have been built, a ''Holy city'' is selected from the existing temple towns and the highest priest is selected. These positions will typically have an utterly bizarre title (such as "great orange") that comes from the [[sphere]] which their deity is aligned with. Within adventure mode, they will also greet you in the strangest way ("Life is, in a word, death."). | |
Religions will spread past cultural barriers, as an export of the religion map (available when selecting a religion from the entities list in legends mode) shows: | Religions will spread past cultural barriers, as an export of the religion map (available when selecting a religion from the entities list in legends mode) shows: | ||
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In terms of [[intrigue]], religions will sometimes be subject to ''religious persecution'' by the local site government. This will lead to the destruction of sacred sites and the expulsion of believers. Persecution grudges can be formed by subjected [[historical figure]]s towards the official(s) responsible, and may thus plot their downfall. Priests can also perform sermons, where they may implore their followers to show kindness or disdain towards another group. | In terms of [[intrigue]], religions will sometimes be subject to ''religious persecution'' by the local site government. This will lead to the destruction of sacred sites and the expulsion of believers. Persecution grudges can be formed by subjected [[historical figure]]s towards the official(s) responsible, and may thus plot their downfall. Priests can also perform sermons, where they may implore their followers to show kindness or disdain towards another group. | ||
− | == In | + | == In Fortress mode == |
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− | + | Each of your dwarven inhabitants has some, or several objects of worship: these include deities, but also [[megabeast]]s. In the case of deities, there are four different levels of worship, in decreasing order: "ardent", "faithful", "casual", "dubious". Regardless, any deity-worshipping dwarf will sometimes have a [[need]] to commune with their deity at a [[temple]], and will do so when they have free time. Praying evokes a very strong and positive ''enraptured'' [[emotion]], so the effects of temples on your citizens' well-being should not be underestimated. Dwarves that are unable to pray may feel [[Need|distracted]] and receive unhappy [[thought]]s. The exact inner workings are unclear, but the importance of such effects presumably depends on the strength of the need and the level of worship. There are many religions, and your dwarves' religious needs don't overlap that much, so you may need to designate several temples to satisfy your whole population. | |
− | + | As your fort gains new residents from different civilizations, whether they [[Petition|petitioned]] for [[citizenship]]s or were rescued from another [[site]] by a [[squad]] sent on a [[mission]], the list of available religions may increase. As detailed on the [[temple]] page, as enough followers of a given religion join your fort, you will be petitioned for a temple and asked to select a priest. Priests are be able to console upset dwarves the same way [[mayor]]s do, and may give inspiring sermons. | |
== In Adventure mode == | == In Adventure mode == |