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[[File:dwarf_religion_preview.png|thumb|250px|right|Writing about how his religion is better because it involves free alcohol.]]'''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]].
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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 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 fortress mode ==
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== In Fortress mode ==
  
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 five different levels of worship, in decreasing order: "ardent", "faithful", no label, "casual", and "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.
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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 able to console upset dwarves the same way [[mayor]]s do, and may give inspiring sermons.
 
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 able to console upset dwarves the same way [[mayor]]s do, and may give inspiring sermons.
  
Important religious figures from the player civilization can migrate to other civilizations, presumably to do missionary work. During wartime, these holy people will not only coexist peacefully with hostile civilization members but will also take part in defense when the site is attacked. When these people are killed during a raid, the notification is colored the same as when a squad member is killed, probably because they are still members of the player civilization. There are no ill effects from killing members of your own civilization during raiding missions.
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Important religious figures from the player civilization can migrate to other civilizations, presumably to do some kind of missionary work. During wartime, these holy people will not only coexist peacefully with hostile civilization members but will also take part in defence when the site is attacked. When these people are killed during a raid, the notification is colored the same as when a squad member is killed, probably because they are still members of the player civilization. There are no ill effects from killing members or your own civilization during raiding missions.
  
A position in a church hierarchy in these cases is hereditary; it can pass to a descendant in a player fortress. This heredity is instantaneous and will ignore any religious affiliations; for instance; a total atheist who doesn't belong to any church can inherit the position of "the abbot of The Bronze Communion" the exact moment his father dies during a raid in a faraway forest retreat.
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A position in church hierarchy in these cases is hereditary; it can pass to a descendant in a player fortress. This heredity is instantaneous and will ignore any religious affiliations; for instance a total atheist who doesn't belong to any church can inherit the position of "the abbot of The Bronze Communion" the exact moment her mother dies during a raid in a faraway forest retreat.
  
 
== In Adventure mode ==
 
== In Adventure mode ==

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