Dwarf Fortress > DF Suggestions
Divine magic
Jetman123:
As it stands, it seems like deities are going to be more of a "worship it because it's superior to you but is still mortal" or "God that doesn't actually exist and looks after some aspect of life".Since Dwarf Fortress is set in a fantasy setting and magic items and arcane stuff is planned, why not have the other side of the coin put in - _Divine_ magic?The basic idea is that Gods are created based on belief, and that collective beleivers in Gods give them power. So in a new world, no gods exist - the civs raise them to power on their own.They are naturally not omnipotent, but they are not mortal either. Depending on how much power they have, they may occasionally provide blessings or cursings. A god of war, for instance, could smite a few of your enemies if they attack you, or bless your troops and make them a little more resistant to harm. Naturally if your whole civilization majorly worships that god of war, it will be more powerful, but if only your site worships the god of war, he'll struggle to kill one soldier or help block a blow from a dagger. On the flip side, if you spurn a god (by having lots of worshippers but not enough temples, for instance) they might curse _you_ instead. Nothing major has to be put in here, just how happy the gods are with your civ and site and what each type can do.More in detail, gods can provide magic to their followers, as well. While other types of magic are arcane and focus on manipulation, godly powers granted to followers (priests, usually) give the power to heal the sick and injured faster, bring harm upon their enemies, or help mothers give birth depending on which god your fortress follow. Fortresses can even follow more than one god.Since medicine doesn't really exist in that time period, having a way to heal your dwarves might be a good addition. Mind, of course, that the enemy should be able to do this too to keep things balanced. Gives you a reason to target that enemy priest while he heals the enemy troops. :)
Neonivek:
I personally think that Divine power should be more hands off then hands on. The rewards for service should be entirely up to the diety and outside the direct ability to manipulate from the player. At its lowest levels it should be vague and unnoticable.You also have to take into account that in all likelyness there are three types of religious icons in the game anyhow:
-Gods
-Forces (They are basically non-sentient beings)
-Powers (I think this is the term for any worshipped being who you can currently see)After that there could be one more... regions... who may or may not actually count as a force.As for healing... So VERY few religions in Dwarf Fortress are based off of life as it is, the idea of priests for healing doesn't apply and it doesn't make sense to have this video game steriotype of "All priests heal". Dwarves take this further since the only domains close to healing are Fortress and Pregnancy. In fact it makes sense for ordinary magic to allow healing within this setting.*Yahn* It is too early to brainstorm... I am going to bed.
Dasleah:
Seeing as Armok, God of Blood is so important to Dwarves, I'd like to see the 'traditional' Dwarven religion be pseudo-cannibalistic, where Priests demand sacrifice and vengeance. Of course, you have all these upstart pantheons that rabbit on and on about 'love thy neighbour' and 'turn the other cheek' - but it would be nice to have a stuffy old religious aristocracy who think the best way to solve a crisis of faith is a Hammer to the face.
Silverionmox:
Please, they're gods, ancient beings with unfathomable power and inconceivable goals; they're not a high school nurse, who gives you a bandage and a pat on the back if you ask nicely. Neither are they a grocery clerk, who gives a discount on tins of beans if you haggle persistently enough. They're also above petty revenge, like the countess or the mayor who don't get their mandate fulfilled.I understand your desire for an extra power source that is quite commonly applied that way in RPG's/fantasy, but resist the lure of the well-trodden path for a moment. Gods are much more impressive if their acts remain actual Acts of God: rare, mighty and incomprehensible.
Duke 2.0:
quote:Originally posted by Silverionmox:
<STRONG>Please, they're gods, ancient beings with unfathomable power and inconceivable goals; they're not a high school nurse, who gives you a bandage and a pat on the back if you ask nicely. Neither are they a grocery clerk, who gives a discount on tins of beans if you haggle persistently enough. They're also above petty revenge, like the countess or the mayor who don't get their mandate fulfilled.I understand your desire for an extra power source that is quite commonly applied that way in RPG's/fantasy, but resist the lure of the well-trodden path for a moment. Gods are much more impressive if their acts remain actual Acts of God: rare, mighty and incomprehensible.</STRONG> Unless they are a god of petty revenge. Sarah Smith is the diety of Petty Revenge. She takes the form of a female teenage dwarf in Highschool. She is often associated with Petty Revenge, Rumors and Cliques.
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