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Editing v0.34:Surroundings

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:including <span style="background-color:black;color:{{fgcolor|5:0}}">'''Sinister'''</span>, <span style="background-color:black;color:{{fgcolor|5:1}}">'''Haunted'''</span> and <span style="background-color:black;color:{{fgcolor|5:1}}">'''Terrifying'''</span>
 
:including <span style="background-color:black;color:{{fgcolor|5:0}}">'''Sinister'''</span>, <span style="background-color:black;color:{{fgcolor|5:1}}">'''Haunted'''</span> and <span style="background-color:black;color:{{fgcolor|5:1}}">'''Terrifying'''</span>
  
'''Evil''' regions are much more <s>dangerous</s> [[fun]] than their ''Neutral'' and ''Good'' counterparts across the board. At their root, ''Evil'' regions are modified ''Neutral'' regions. In addition to a pack of other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s, ''Evil'' regions may modify their ''Neutral'' base by infecting many (but not all) of the indigenous [[creatures]] with various forms of [[undead|undeath]]. [[Undead]] cannot be killed through conventional means (dismemberment reanimates the individual body parts, creating even more enemies than before) and must be either butchered and tanned or exposed to magma in order to kill them permanently in certain (always evil) reanimating biomes. Any non-undead creature that dies in such a biome will reanimate as an undead creature after it is killed, including sentient beings, and any severed body parts and loose skin will also come to life as an individual enemy.  Clearly, hunting undead animals for food is pointless, and finding kills in a place where things won't stay dead is suicidal.  Sea Creatures will be able to come ashore in their undead forms, so expect to deal with that if you choose such a location for embark.  The trees at embark may all be dead, and though they can be harvested, will not regrow.  Undead shrubs are useless for gathering, too.  
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'''Evil''' regions are much more <s>dangerous</s> [[FUN]] than their ''Neutral'' and ''Good'' counterparts across the board. At their root, ''Evil'' regions are modified ''Neutral'' regions. In addition to a pack of other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s, ''Evil'' regions may modify their ''Neutral'' base by infecting many (but not all) of the indigenous [[creatures]] with various forms of [[undead|undeath]]. [[Undead]] cannot be killed through conventional means (dismemberment reanimates the individual body parts, creating even more enemies than before) and must be either butchered and tanned or exposed to magma in order to kill them permanently in certain (always evil) reanimating biomes. Any non-undead creature that dies in such a biome will reanimate as an undead creature after it is killed, including sentient beings, and any severed body parts and loose skin will also come to life as an individual enemy.  Clearly, hunting undead animals for food is pointless, and finding kills in a place where things won't stay dead is suicidal.  Sea Creatures will be able to come ashore in their undead forms, so expect to deal with that if you choose such a location for embark.  The trees at embark may all be dead, and though they can be harvested, will not regrow.  Undead shrubs are useless for gathering, too.  
  
 
Even the [[DF2012:Evil weather|weather]] is dangerous; clouds of creeping murk can inflict various syndromes on par with those of [[forgotten beast|forgotten beasts]], or instantly transform creatures into nearly-indestructible thralls.  Evil rains may also inflict random syndromes, albeit less severe ones, and always cause strong unhappy [[thought]]s and a desire to wash. A noticeable effect of evil rain is that murky pools will never refill.
 
Even the [[DF2012:Evil weather|weather]] is dangerous; clouds of creeping murk can inflict various syndromes on par with those of [[forgotten beast|forgotten beasts]], or instantly transform creatures into nearly-indestructible thralls.  Evil rains may also inflict random syndromes, albeit less severe ones, and always cause strong unhappy [[thought]]s and a desire to wash. A noticeable effect of evil rain is that murky pools will never refill.

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