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Difference between revisions of "Hearthperson"

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(Elven civs don't have a law enforcement squad position. From what i've seen, "Soldier" shows up as a chargen profession option in occupied sites that aren't occupied by a dwarven civ. Dwarven civs have a specific position for occupied site governance that does not have a squad. Other civs have generated occupation leader positions that are created on the fly.)
 
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A [[hearthperson]] is a soldier that has pledged allegiance to a local ruler. In Adventure mode, you can become a hearthperson, or invite people to become your hearthpersons. The equivalent of a hearthperson for [[boss|criminal organisations]] is called a '''lieutenant'''.
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A '''hearthperson''' is a [[soldier]] that has pledged allegiance to a [[Quest#Commander|local ruler]]. In [[Adventure mode]], you can be a hearthperson, or invite people to be your hearthpersons. Various entity types have their own terms for this position or equivalents to it: '''hearthperson''' for [[human]] civilizations, '''fortress guard''' for [[dwarven]] civilizations, '''soldier''' for the governments of occupied sites<!-- Not for dwarven civs as they have a fixed occupied site ruler position with no underlings. -->, and '''lieutenant''' for [[boss|criminal organisations]]<!-- These are hardcoded, appearing in the string dump, but not in the raws. -->.
  
 
== Becoming a hearthperson ==
 
== Becoming a hearthperson ==
  
In adventure mode, you may either start the game as a hearthperson, or become one by talking to a lord or lady of your choosing and asking to become one. If you have sufficient fame, they will accept.  
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In adventure mode, you may either start the game as a newly-minted hearthperson, or become one by simply talking to a local [[noble]] and asking to become one. If you have sufficient [[fame]], they will accept the request. Which noble you need to talk to varies for the different civilizations; lord/lady for humans, [[captain of the guard]] for dwarves, etc. Most smaller sites, like hillocks, will not have such leaders.
  
 
Being a hearthperson has a number of effects, the most notable one being that you may request any number of [[quest]]s from your leader, allowing you to easily build up [[reputation]] in that leader's [[site]]. In addition to the normal reputation you'd gain as a [[bandit]] or beast slayer, you will also build up the reputation of a loyal soldier to your superior. Being a hearthperson also means your loyalty lies with that of your leader, i.e. any [[insurrections]] against them are also against ''you'', since you are effectively one of the leader's guards.
 
Being a hearthperson has a number of effects, the most notable one being that you may request any number of [[quest]]s from your leader, allowing you to easily build up [[reputation]] in that leader's [[site]]. In addition to the normal reputation you'd gain as a [[bandit]] or beast slayer, you will also build up the reputation of a loyal soldier to your superior. Being a hearthperson also means your loyalty lies with that of your leader, i.e. any [[insurrections]] against them are also against ''you'', since you are effectively one of the leader's guards.
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== Acquiring hearthpersons ==
 
== Acquiring hearthpersons ==
  
You may have several hearthpersons yourself by becoming a leader. In order to do so, you must first [[claim]] a [[site]] with no conflicting dispute. The easiest way is to build your own site, designate a mead hall and claim it for yourself. Since you are the only claimant, the game will automatically award you full control of the site and you will gain the title of "lord" or "lady". You may then start hiring guards by inviting them to become hearthpersons. They will patrol your site, or hang out wherever you've assigned them. Note that your hearthpersons are not your companions, and shouldn't be (they won't patrol if they are your companions already, since they'll prefer to come with you). As such, they won't build for you.
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You may have hearthpersons yourself by becoming a leader by [[claim]]ing a [[site]] with no conflicting dispute{{verify|heard reports of being able to recruit even with disputes}}. Killing everyone linked to a civilized site before claiming it might work, but isn't usually doable except for the smaller ones. Once you are awarded the title of "lord", "lady", or similar{{verify|isn't lord/lady only the term for humans?}}, you may then start hiring guards by inviting them to become hearthpersons. Note that your hearthpersons are not your companions unless they already were.
 
 
{{category|Adventurer mode}}{{Category|NPCs}}
 
  
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== See also ==
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* [[Captain of the guard]]
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* [[Quest]]
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<br>
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{{v50 misc professions}}
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{{category|Adventurer mode}}{{Category|Non-player characters}}
 
[[ru:Hearthperson]]
 
[[ru:Hearthperson]]

Latest revision as of 20:22, 4 May 2025

This article is about the current version of DF.
Note that some content may still need to be updated.

A hearthperson is a soldier that has pledged allegiance to a local ruler. In Adventure mode, you can be a hearthperson, or invite people to be your hearthpersons. Various entity types have their own terms for this position or equivalents to it: hearthperson for human civilizations, fortress guard for dwarven civilizations, soldier for the governments of occupied sites, and lieutenant for criminal organisations.

Becoming a hearthperson[edit]

In adventure mode, you may either start the game as a newly-minted hearthperson, or become one by simply talking to a local noble and asking to become one. If you have sufficient fame, they will accept the request. Which noble you need to talk to varies for the different civilizations; lord/lady for humans, captain of the guard for dwarves, etc. Most smaller sites, like hillocks, will not have such leaders.

Being a hearthperson has a number of effects, the most notable one being that you may request any number of quests from your leader, allowing you to easily build up reputation in that leader's site. In addition to the normal reputation you'd gain as a bandit or beast slayer, you will also build up the reputation of a loyal soldier to your superior. Being a hearthperson also means your loyalty lies with that of your leader, i.e. any insurrections against them are also against you, since you are effectively one of the leader's guards.

Acquiring hearthpersons[edit]

You may have hearthpersons yourself by becoming a leader by claiming a site with no conflicting dispute[Verify]. Killing everyone linked to a civilized site before claiming it might work, but isn't usually doable except for the smaller ones. Once you are awarded the title of "lord", "lady", or similar[Verify], you may then start hiring guards by inviting them to become hearthpersons. Note that your hearthpersons are not your companions unless they already were.

See also[edit]


Professions and Occupations
Occupations
Others
Civilians
Adventurers
Villains
Religion
Monk · Pilgrim · Priest  · Prophet
See also: Agent · Quester · Visitor · Unit type token