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Difference between revisions of "Hearthperson"

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(→‎Acquiring hearthpersons: removed bits only relevant to camp building, added verify templates)
(→‎Becoming a hearthperson: added which nobles can grant it, I don't which elven noble)
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== Becoming a hearthperson ==
 
== Becoming a hearthperson ==
  
In adventure mode, you may either start the game as a newly-minted hearthperson, or become one by simply talking to a lord or lady of your choosing and asking for such a thing. If you have sufficient [[fame]], they will accept the request.  
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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.

Revision as of 20:37, 3 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. Each entity type has their own term for this position: hearthperson for humans, fortress guard for dwarves, soldier for elves, and lieutenant for criminal organisations.

Becoming a hearthperson

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

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


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