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Difference between revisions of "40d:Religion"
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Religions build [[temple]]s (if the civilization lives in the proper [[site]]). Historical figures may become priests or high priest of a religion during world generation. Enslaved or snatched creatures may change religion. Worship of [[megabeast]]s does not create a religion.{{verify}} | Religions build [[temple]]s (if the civilization lives in the proper [[site]]). Historical figures may become priests or high priest of a religion during world generation. Enslaved or snatched creatures may change religion. Worship of [[megabeast]]s does not create a religion.{{verify}} | ||
− | Adventurers may join a religion by talking to priests in a temple. | + | Adventurers may join a religion by talking to priests in a temple and choosing the "Service" option to ask about serving their cause, in much the same way that they would ask for [[quest]]s from site leaders. |
Latest revision as of 02:29, 19 August 2021
This article is about an older version of DF. |
A Religion is a group created in worldgen for worshipping a deity. Human and Dwarven religions typically worship deities, Elven religions worship forces of nature, Goblin religions worship demons, and Kobolds have no religions.
Religions build temples (if the civilization lives in the proper site). Historical figures may become priests or high priest of a religion during world generation. Enslaved or snatched creatures may change religion. Worship of megabeasts does not create a religion.[Verify]
Adventurers may join a religion by talking to priests in a temple and choosing the "Service" option to ask about serving their cause, in much the same way that they would ask for quests from site leaders.