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Editing Religion

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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 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 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.
 
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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