Deities (Dwarf Fortress)

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.
==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.
===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, DUSKDREAMS, 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.
== Navigation ==
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