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Deities (Dwarf Fortress)

Prismra Heartwing is a deity of The Golden Towers. Prismra most often takes the form of a female elf and is associated with healing, creation and friendship.A description of a randomly generated deity, connected to positive spheres.

Deities are - depending on the point of view - the overarching protagonists or overarching antagonist heroes in the indie construction and management simulation video game Dwarf Fortress. They are procedurally-generated gods that influence the game's world.

Deities are unseen supreme beings that have not only created the world, but have many spheres of influence, creatures and many others factors in the world. Not all deities are benevolent, as some can be purely evil to neutral, but there will always be some good deities generated in a game.

When a world is being procedurally generated, deities are being randomly generated along with it, including their forms, spheres of influence and anything else connected to these spheres. Elven civilizations worship nature-related "forces" instead of deities.

Regardless of what gamemode the player selects - being "Fortress Mode" and "Adventure Mode" - some creations by evil deities can be found in both, while others can be found in solely one gamemode and not the other. In Adventure Mode, if the player decides to play as a "chosen" hero, a deity may involve themselves in that character's journey.

History

Although eternally existing outside the concept of time, reported lore and history of deities are somewhat limited, but still play an extremely pivotal role in the game's procedurally-generated history and land development, which creates the very world the player interacts with, even to the point where good or evil surroundings are spread amongst the world, with one possibly being larger than the other.

Before the events of every game, deities might collaborate with a demon with a ritual conducted with an artifact slab. This is how demons escape the Underworld and interact with the mortal world. The demon chosen by a deity relates to said deity's sphere, or one of them out of many. This is one of the more direct ways a deity can ruin or preserve areas in the world, where they may construct vaults with supernaturally good treasure.

For example, if a demon is summoned with the connection of a sphere of "war", that demon will attempt to keep war going on in the world. If the sphere is "thunder", the demon may bring violent storms upon the world. Note that a demon could do something helpful if the sphere is something benevolent.

Deities will summon unfathomably strong angels to guard the vaults. Despite being called "angels", they are aligned with the demons that constructed the vaults they guard, and will immediately attack invaders. These angels guard divine materials that have supernatural strength and qualities.

Gameplay

Df temple preview
Dwarves praying in a temple.

Deities do not make a visual appearance in the game, but still make a colossal impact on the game's environment, as well as the types of creatures that exist and processes of thought intelligent creatures have. There is only one way the player can see the possible appearance of a deity, and that's to command dwarves to construct statues, figurines or wall/floor engravings of deities, which will take on the form of their last known supposed image, most common form, or an act that involves an event related to that deity.

If the deity has a form, this form could be any type of creature, though these forms are generally limited to only the creatures existing in the game that can be encountered during normal play. One of the main priorities of the game is for the player to keep their dwarves (and outside visitors) happy, and one of the ways to do that is to allow dwarves to pray to their preferred god. This is done by dwarves constructing a temple, followed by the player designating an area that is meant to be the temple. If there is an altar in the temple, visitors will pay tribute once in a while. Some dwarves will feel enraptured when praying at a temple, although it is unknown if the deities themselves are bestowing this feeling to the worshipper.

Individuals in a temple will either pray directly to their respective deity, or meditate on a subject that's part of the deity's sphere of influence. If the worshiping individual meditates on a positive factor, it could strengthen the individual's morality. Dwarves can suffer random "strange moods", in which they are completely hypnotized in constructing an artifact. If the dwarf under said mood is unable to make an artifact, he/she will go insane. It is heavily implied that deities are the ones causing the strange moods.

Deities can also curse mortals by changing their very form, with two of the most prominent curse types being vamparism and werebeast transformations. In Adventure Mode, during character creation, the player has the option of choosing a deity to believe in, and can customize how strongly the character's beliefs are. This can also be done for any companions created before the game starts. If a player's character has the same beliefs as an NPC, they can be on friendly terms.

Religion

Despite the large impact that deities have on the world, only a few types of beings are religious, as only dwarves and humans worship deities. Elves do not worship specific deities, but instead believe in "forces", which carry similar factors that deities have, such as having spheres of influences (with them obviously being nature related). There is one assigned force for each elven civilization.

Goblin civilizations, according to the ruler of each civilization, will have a monopoly on who goblins show loyalty to.

During world generation, historical figures are also generated, with some figures becoming prophets that are attached to a deity. Religions can be either monastic or non-monastic. Some religions can branch into multiple different religion. Religions that are monastic will have an abbot, with followers building a monastery. After this, followers will then seek sponsorship.

If the religion is non-monastic, a shrine will be constructed dedicated to the religion, as well as having a priest appointed. The priest will convert the local population to their respective religion. When two temples are constructed, a holy city will be selected - based on pre-existing towns with a temple already in it - with the highest priest appointed with the holy city. The highest priest will be given a title based on the followed deity's sphere of influence. For example, if "nature" and/or "fruit" is part of a deity's sphere, the highest priest will be given a title such as "The Great Apple" or "The Rigid Tree".

Depending on any villains within the generated world, that villain may plot to bring down any sacred sites connected to a certain religion, especially if it hurts the interest of said villain. In Adventure Mode, if the player enters a tomb, they can be greeted with a slab that reads, "Woe unto any that disturb the resting place of <name> / The <Law-giver/General> is with <deity> but watches still." This heavily implies that an afterlife exists, at least for the mummies.

Spheres of influence

Df deity meditate2
A dwarf meditating on a positive sphere.

A sphere is an aspect where the deity has power and influence. They affect the true nature, creations and possible appearance of a deity. In the game, the mechanics of every sphere have a parent sphere, connected "child" spheres, loosely connected "friend" spheres and precluded spheres that are the antithesis of the aforementioned spheres.

For example, a deity that with a sphere of "beauty" will have a friend sphere of "art", with the precluded spheres being "blight", "disease", "deformity" and "muck". Obviously because the precluded spheres have no connection to beauty usually art as well. It is through these spheres that can make a deity benevolent, loving, helpful and positively influential. Even neutral or only slightly positive deities can provide beautiful things to the mortal world, and by extension, add good and helpful things to the game.

All the spheres in the game can be seen here:

Sphere Parent spheres Child spheres Friend spheres Precluded spheres Associated string and properties
AGRICULTURE FOOD, FERTILITY, RAIN it looks constantly to the sky for rain
ANIMALS NATURE FISH PLANTS it growls, buzzes, clicks and generally makes a varied racket
ART DANCE, MUSIC, PAINTING,
POETRY, SONG
INSPIRATION, BEAUTY it is decorated with intricate patterns
BALANCE it is perfectly symmetric
BEAUTY ART BLIGHT, DEFORMITY, DISEASE, MUCK it is strikingly beautiful
BIRTH CHILDREN, CREATION, FAMILY, MARRIAGE,
PREGNANCY, REBIRTH, YOUTH
it is covered with a filmy sac
BLIGHT DISEASE, DEATH BEAUTY, FOOD, FERTILITY, HEALING nearby vegetation seem(sic) to shrink away from it
BOUNDARIES COASTS the pieces of its body are carefully separated by markings
CAVERNS MOUNTAINS, EARTH its moans seem to echo no matter where it resides
CHAOS WAR DISCIPLINE, ORDER, LAWS it spins wildly, lurching and howling
CHARITY GENEROSITY, SACRIFICE JEALOUSY it seems very pleasant
CHILDREN BIRTH, FAMILY, YOUTH, PREGNANCY it never misses an opportunity to jump in puddles
COASTS BOUNDARIES LAKES, OCEANS it appears to be covered with rocky crags
CONSOLATION MISERY it radiates a sad kindness
COURAGE VALOR it makes those around it feel brave
CRAFTS CREATION, LABOR, METALS it appears constructed
CREATION CRAFTS, BIRTH, PREGNANCY, REBIRTH small objects seem to pop into existence around it
DANCE ART FESTIVALS, MUSIC, REVELRY it whirls, skips and jumps whenever it moves
DARKNESS NIGHT DAWN, DAY, LIGHT, TWILIGHT, SUN it is difficult to see clearly even in bright light
DAWN SUN, TWILIGHT NIGHT, DAY, DARKNESS it always turns to welcome the rise of the sun
DAY LIGHT, SUN DARKNESS, NIGHT, DAWN, DUSK
DREAMS, NIGHTMARES, TWILIGHT
it hums pleasantly when the sun is high in the sky
DEATH BLIGHT, DISEASE, MURDER,
REBIRTH, SUICIDE, WAR
HEALING, LONGEVITY, YOUTH it has a rattling exhale
DEFORMITY DISEASE BEAUTY its body is bent and misshapen
DEPRAVITY LUST LAWS it slavers uncontrollably
DISCIPLINE LAWS, ORDER CHAOS it moves with great focus
DISEASE BLIGHT, DEATH, DEFORMITY BEAUTY, HEALING it bears malodorous pustules
[ODOR_STRING:death][ODOR_LEVEL:100]
DREAMS NIGHT, NIGHTMARES DAY the details of its form are easily forgotten without deliberate concentration
DUSK TWILIGHT NIGHT, DAY it never looks toward the sun
DUTY ORDER it is utterly still when not taking deliberate action
EARTH METALS, MINERALS, SALT CAVERNS, MOUNTAINS, VOLCANOS it looks very solid and stocky
FAMILY BIRTH, CHILDREN, MARRIAGE, PREGNANCY it appears to be closely related to every other of its kind
FAME RUMORS SILENCE fanfare follows it wherever it goes
FATE LUCK it never appears to be perturbed or surprised by any happening
FERTILITY AGRICULTURE, FOOD, RAIN BLIGHT it appears to be very healthy
FESTIVALS DANCE, MUSIC, REVELRY, SONG MISERY it skips and twirls as it moves
FIRE METALS, SUN, VOLCANOS WATER, OCEANS, LAKES, RIVERS a sheen around it always seems to rise upward
FISH ANIMALS OCEANS, LAKES, RIVERS, WATER, FISHING it only looks comfortable when it is in the water
FISHING FISH, HUNTING it always moves carefully around water
FOOD AGRICULTURE, FERTILITY BLIGHT it has the delicious smell of freshly-baked goods
[ODOR_STRING:freshly-baked goods][ODOR_LEVEL:100]
FORGIVENESS MERCY REVENGE it is impossible to hold a grudge near it
FORTRESSES WAR it is very sturdy-looking
FREEDOM ORDER it eagerly moves from place to place
GAMBLING GAMES, LUCK it changes between two colors intermittently
GAMES GAMBLING, LUCK it giggles at random
GENEROSITY CHARITY, SACRIFICE it makes those around it want to give up their possessions
HAPPINESS REVELRY MISERY it seems to smile constantly
HEALING DISEASE, BLIGHT, DEATH it is surrounded by a gentle atmosphere
HOSPITALITY it radiates an aura of welcoming
HUNTING FISHING it inspects the ground intently as it moves
INSPIRATION ART, PAINTING, POETRY flashes of energy pulse across its surface intermittently
JEALOUSY CHARITY it appears to be a very bitter creature
JEWELS MINERALS, WEALTH its whole body appears to be faceted in a symmetric fashion
JUSTICE LAWS it seems eager to pronounce judgment on others
LABOR CRAFTS it appears very deliberate in its actions
LAKES WATER COASTS, FISH, OCEANS, RIVERS FIRE it moves ponderously
LAWS DISCIPLINE, JUSTICE, OATHS, ORDER CHAOS, DEPRAVITY, MURDER, THEFT it has a very stark look about it
LIES TREACHERY, TRICKERY TRUTH it seems unerringly honest if one does not concentrate
LIGHT DAY, RAINBOWS, SUN DARKNESS, TWILIGHT it returns surrounding light with a new vibrance and intensity
LIGHTNING WEATHER RAIN, STORMS, THUNDER it crackles with energy
LONGEVITY YOUTH DEATH it always seems to be looking far into the distance
LOVE it stares longingly at those nearby
LOYALTY OATHS TREACHERY it never abandons its companions
LUCK GAMBLING, GAMES FATE it changes direction suddenly at times
LUST DEPRAVITY it has an unnerving stare
MARRIAGE BIRTH, FAMILY, OATHS, PREGNANCY it heckles those it meets that are not married
MERCY FORGIVENESS REVENGE it always seems like it is on the verge of crying
METALS EARTH CRAFTS, FIRE, MINERALS it appears to have sharp shimmering edges on many parts of its body
MINERALS EARTH JEWELS, METALS it has an angular appearance
MISERY TORTURE CONSOLATION, FESTIVALS, REVELRY, HAPPINESS it has a distinctly depressing moan
MIST it is difficult to see clearly
MOON NIGHT, SKY it changes color with the phases of the moon
MOUNTAINS CAVERNS, EARTH, VOLCANOS it is very solidly built
MUCK BEAUTY there is a foul reek about it
MURDER DEATH LAWS it cannot abide anything that lives
MUSIC ART DANCE, FESTIVALS, REVELRY, SONG SILENCE it sounds clear tones as its body moves in time
NATURE ANIMALS, PLANTS RAIN, SUN, WATER, WEATHER it seems most at ease when it is outdoors
NIGHT DARKNESS, DREAMS, MOON, NIGHTMARES, STARS DAY, DAWN, DUSK, TWILIGHT it eerily reflects the light of the stars and moon
NIGHTMARES DREAMS, NIGHT DAY it reminds those that look upon it of their most unpleasant memories
OATHS LAWS, LOYALTY, MARRIAGE TREACHERY it cannot look directly at somebody that has broken an oath
OCEANS WATER COASTS, FISH, LAKES, RIVERS, SALT FIRE it always raises a part of its body toward the moon
ORDER DISCIPLINE, DUTY, LAWS CHAOS, FREEDOM it moves very stiffly
PAINTING ART INSPIRATION its surface is always enlivened with a refreshing play of color
PEACE it has an incredibly calm demeanor
PERSUASION POETRY, SPEECH it rocks back and forth whenever somebody changes their mind in its presence
PLANTS NATURE TREES ANIMALS, RAIN it always seems to point toward the sun when it is in the sky
POETRY ART INSPIRATION, PERSUASION, SONG, WRITING it recites verses in a strange language on occasion
PREGNANCY BIRTH, CHILDREN, CREATION, FAMILY, MARRIAGE it appears to be expecting
RAIN WATER, WEATHER AGRICULTURE, FERTILITY, LIGHTNING,
NATURE, PLANTS, RAINBOWS,
STORMS, THUNDER, TREES
it leaves water wherever it goes
RAINBOWS WEATHER LIGHT, RAIN, SKY it is strikingly colored
REBIRTH BIRTH, CREATION, DEATH it alternates from instant to instant between sluggishness and extreme vibrancy
REVELRY DANCE, FESTIVALS, HAPPINESS, MUSIC, SONG MISERY it moves with a bouncing rhythm
REVENGE FORGIVENESS, MERCY it has a fixed and unblinking gaze when interacting
RIVERS WATER FISH, LAKES, OCEANS FIRE its outer surface seems to flow about its body
RULERSHIP it is hard to disobey
RUMORS FAME it always nods eagerly when somebody is speaking
SACRIFICE CHARITY, GENEROSITY WEALTH it inspires those around it to acts of great sacrifice
SALT EARTH OCEANS it makes nearby water undrinkable
SCHOLARSHIP WISDOM, WRITING it always seems to be deep in thought
SEASONS its form is ever-changing
SILENCE FAME, MUSIC it makes absolutely no sound
SKY MOON, RAINBOWS, SUN, STARS, WEATHER, WIND it has a slowly shifting pattern on its surface
SONG ART FESTIVALS, MUSIC, POETRY, REVELRY it sings beautiful songs endlessly
SPEECH PERSUASION it pays attention carefully to anybody that is speaking
STARS NIGHT, SKY it appears to sparkle after night falls
STORMS WEATHER LIGHTNING, RAIN, THUNDER its movement is the sound of wind and rain
STRENGTH it looks solidly built
SUICIDE DEATH it mutters to itself about death
SUN DAWN, DAY, FIRE, LIGHT, NATURE, SKY DARKNESS it is difficult to look at directly
THEFT LAWS, TRADE it always seems to have its attention on the most valuable object in the area
THRALLDOM its movements sound like the rattling of chains
THUNDER WEATHER LIGHTNING, RAIN, STORMS it is incredibly noisy
TORTURE MISERY it appears to be covered with sharp hooks and barbs
TRADE WEALTH THEFT it seems most content when a fair wind is blowing
TRAVELERS it never stops moving completely
TREACHERY LIES, TRICKERY LOYALTY, OATHS it is unsettling to be around
TREES PLANTS RAIN it is top-heavy
TRICKERY LIES, TREACHERY TRUTH it has a tendency to laugh quietly to itself every so often
TRUTH LIES, TRICKERY it tenses up throughout its entire body whenever somebody tells a falsehood in its presence
TWILIGHT DAWN, DUSK LIGHT, DARKNESS, DAY, NIGHT it chitters briefly before sunrise and just after nightfall
VALOR COURAGE WAR it always tries to embolden any fighting in its presence with exhortations of bravery, even its foes
VICTORY WAR it looks very proud of itself
VOLCANOS EARTH, FIRE, MOUNTAINS it seems to glow brightly from within
WAR CHAOS, DEATH, FORTRESSES, VALOR, VICTORY it bellows and cheers without pause
WATER LAKES, OCEANS, RIVERS, RAIN FISH, NATURE FIRE it seems to flow as it moves
WEALTH JEWELS, TRADE SACRIFICE it always seems to be counting something
WEATHER LIGHTNING, RAIN, RAINBOWS,
STORMS, THUNDER, WIND
NATURE, SKY it changes appearance based on the clouds and precipitation above
WIND WEATHER SKY it is surrounded by an everpresent rush of wind
WISDOM SCHOLARSHIP it acts with unwavering calm
WRITING POETRY, SCHOLARSHIP it is covered with divine writing
YOUTH BIRTH, CHILDREN, LONGEVITY DEATH it appears spry and vigorous

However, due to some spheres being aligned with evil, dark and negative things, many hostile creatures and followers of deities connected to these spheres have a twisted and warped sense of morality. Many hostile and powerful creatures are connected to the same spheres that do not change between new games and different save files. These creatures (along with the spheres they're connected to) are the following:

  • Bogeyman: Misery, night, nightmares
  • Bronze colossus: Metals, strength, war
  • Cyclops: Light, longevity, minerals, strength, thunder
  • Dragon: Fire, wealth
  • Ettin: Speech, strength
  • Experiment: Deformity, night
  • Giant: Food, strength
  • Hydra: Muck, rebirth, strength
  • Minotaur: Caverns, chaos, darkness, deformity, strength
  • Nightmare: Misery, night, nightmares
  • Roc: Hunting, sky, wind
  • Werebeast: Animals, chaos, moon, night

Strange moods

Df workshop claim
A possessed dwarf hinting at what he intends to create.

At random times, dwarves will enter a "strange mood", which is an unknown force possessing the mind of a randomly chosen dwarf. It is almost certain that deities are the ones behind the strange moods, or at the very least, connected to the forces that cause them. There are a few conjectural clues that point to deities being the cause of strange moods. Not only is the cause of these moods unknown, but the true reasons for them as well. When a dwarf enters a strange mood, they will immediately stop what they were doing and undergo a complete mindless personality change, withdraw from society, and forcefully claim a workshop to construct an artifact.

These artifacts are random objects made from random materials, which all depend on the mood that captured a dwarf. All artifacts are very expensive, given a unique procedurally-generated name, and fetch a very high price in trading. Artifacts can also be stolen from others via missions, and also stolen from the player if a dwarf accidentally reveals that one is in the player's fortress. Once an artifact is made, the dwarf is then completely freed of the mood, returning to normal, having no memory of what they were doing during the strange mood. If a dwarf is unable to find the necessary building materials within a few months while in a strange mood, they will go insane, and eventually be killed in self-defense or starve, as insanity is permanent in the game. The game does not tell the player what materials are needed during a strange mood.

Deities are the only known beings that would be able to completely possess someone, as there is no creature in the game that is capable of doing this. The single most telling piece of evidence that link strange moods to deities, would be the fact that other types of artifacts exist that are connected to deities, such as slabs containing secrets for necromancers, or being able to banish a demon back to the underworld or bind it to your will. When the game generates history, it can be seen that others were possessed into making artifacts before the events of the game.

Creations

Creatures

There are three types of surroundings/biome in the game's world: good, neutral and evil. The creatures that are connected to a certain deity's spheres will appear in a respective biome. This means a creature connected to positive spheres such as "love", "beauty" and "happiness" would spawn in a good biome. In another example, a bogeyman, which is always connected to the malevolent spheres of "misery", "night" and "nightmares", means that such a creature will spawn in an evil biome.

Demons, angels and megabeasts (specifically titans and forgotten beasts, since they are completely random in appearance) will have their appearance almost completely dictated by what deities and spheres the game assigns to them. For example, a titan connected to the spheres "blight", "balance" and "mist may take the appearance of a rotten flesh-made beast that has a perfectly symmetrical body, with pores that emit mist, making it hard for its predators to see. A megabeast could also be connected to more neutral or positive spheres, but will still be hostile.

Divine materials

There are otherworldly, supernatural materials in the game created by the deities, or other figures connected to them. Either way, these are materials that are not found in the earthly world, and anything created with divine materials are substantially more valuable and/or powerful than their standard counterparts. There are only two types of divine materials: divine metal and divine fabric.

Much like anything else related to deities, their materials are connected to their spheres. The name of the material will be named after and have the properties of its connected sphere. For example, fabric connected to the sphere of "blight" will be called "rotted fabric". Metal connected to "music" will be "singing metal". Finding the materials is extremely challenging, as it can only be found in special vaults.

Before the events of the game, demons constructed these vaults, and deities summoned powerful angels to guard these vaults with the divine materials inside them (and these angels are named with a unique game mechanic known as "divine language"). There are "soldier" variants of these angels, who will wear divine metal as their armor. In the final chamber of a vault, a being known as an "archangel" must be faced, which is the closest thing to a final boss in the game.

Trivia

  • Demons summoned under a neutral or positive sphere may appear as morally-balanced visitors to a player's fortress.
  • If the game is modified in a way where the world has no deities, sacred vaults won't be guarded by angels like they're supposed to be, since angels must be summoned by deities. Also, vampires, werebeasts and necromancers will not exist, since deities are the beings responsible for giving them their powers in the first place. The lack of spheres associated with the deities also plays a part in that, as spheres will determine the powers and nature of those three creatures.
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