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
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
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
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.