Religion in WHFB

Psychic_Llamas

Wizard in the Making
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This thread is going to be dedicated to the brainstorming of the new religion concepts in the Warhammer Fantasy Battles mod.

Im going to start this thread off by posting what was decided in the original brainstorm thread (thanks Masada and Arexac Hretic :D)

Spoiler :

so, there are the 7 core religions:
-Old Faiths
-Young Gods
-Dark Children
-Chaos Cults
-Gods of Law
-Mortal Gods.
-Barbaric Gods
these all act EXACTLY the same way that normal religions work.
however, these core religions have no temples or priests allocated to them until the civ researches one of the techs that gives access to the many sub religions. i will use the Old Faiths religion as an example:

Ok, so i found the "Old Faiths" in my second city. simple. the old faiths, because its major religious characteristics are that it has a slower spread rate than the other religions, will spread slower (duh). this is pretty crappy until the civ researches one of the 8 techs which allow them to build temples and priests of a certain sub religion.
so next i research the tech which gives me access to "The Followers of isha" sub religion, which in turn allows me to build the Isha specific buildings
-Altar (Sacred Tree),
-Temple (Isha's Grove)
-Cathedral (Oaken Hall)
-Monument (The Tears of Isha),
and the isha specific Priests:
-Acolyte (Handmaiden of Isha),
-Priest (Priestess of Isha),
-High Priest (High Priestess of Quyl-Isha)

however, for the sub religion to be initiated, (ie before the civ can build any of the sub religion's temples or priests), they must first build the monument in a city with the Core Religion, in this case the Tears of Isha must be built in my second city as none of my others have the Old Faiths religion.
once the monument is built, altars can be built in all cities, which also give access to the acolyte, in this case my Handmaidens of Isha. i must build 3 altars before i can start building temples, which means i must expand my empire 1 more city and build an Altar in it. (temples can only be built in cities with an Altar already in them) then i can start building my Temples which allow me to build the Priests, in this case the Priestess of Isha. once i have 3 Temples i can do the same with Cathedrals, (which can also only be built in cities with a temple already in them.) which give access to the High Priests, or my High Priestess of Quyl-Isha.

the temples specific to the Followers of isha religion will have different effectes to those from the Dwarven Pantheon, or the Cult of Khaine. as you can see in my above post. the priests will also be different, with different abilities and magical capabilities, (but with the same base stats or movement and attack)

i was hoping that these sub religions will greatly diversify the religions capabilities, albiet it will make a heck of a lot more work for us. it seems sound to me, but there is just the issue of converting to a different sub religion. i haven't been able to come up with any decent ideas for that.

Did that make sense:confused:



Other ideas:

Inquisitors: All High Priests have the "Forced Conversion" promotion, which enables them to 'sacrifice' themselves to gradually remove the buildings from all SR other than their own (1 turn for Altar, 2 turn for temple, 3 turns for Cathedral) and each turn spent dismantling the heathen's temples produces one more cumulative unhappyness which lasts untill all heathen SR asre gone and order is restored. a new mini icon will be seen in the info bar of the city showing how many turns of purging is left. (similar to the timer after a city is captured, but without the culture loss.)

Need to make each main religion unique, with unique effects/ techs/ buildings etc.
Need to decide where religions will be regarding the tech and magic trees.
Need to alter the spread rate of different religions.
Need to make each sub religion unique with uniqe units and buildings.
 
Current Religion ideas:

The 7 main religions (known as Core Religions, or CR) are bold, with the possible sub religions (or SR) listed benieth them, and with the civs that they relate to next them.

Spoiler :

Old Faiths
-The Old Faith --- The Empire, Bretonnia, Tilia, Estalia, Kislev, Norsca, Albion, Araby.
-Asuryanism / Cult of Asuryanism --- High Elves (as well as the other elves)
-Cult of Khaine --- Dark elves (as well as the other elves)
-Followers of Isha --- Wood Elves (as well as the other elves)
-Dwarven Pantheon (Morngrim/ Grungni/ Rukh)--- Dwarves
-The Old Ones --- Lizardmen, Amazonians
-Ormzad Pantheon --- Araby, Khemri(probably Khemries religion before they died), Lhamia (lhamia is a break away civ from Khemri and therefore used to have the same religion as them)
-The Indic Pantheon --- Ind



Young Gods
-Northen Gods (gods of winter etc)---The Empire, Kislev, Norsca, Albion
-Southern Gods (gods of plenty etc)---Bretonnia, Estalia, Tilia, Albion
-Old World Pantheon (Morr, Ulric, Rhia, Manann, Verena, Haendryk, Myrmidia, Luccan, Luccina etc) --- The Empire, Bretonnia, Tilia, Estalia, Kislev
-Norse Pantheon (Thor, Odin etc)--- Norsca, kislev, Empire for diversity?



Dark Children
-Cult of Nagash /Veneration of Nagash / Pogrency of Nagash? --- Khemri, Lhamia, Sylvania
-The Horned Rat --- Skaven
-Gods of the Dark Forge? (better name?) --- Chaos Dwarves
-Mark of Blood? Blood Cult? The Bloodless? --- Lhamia, Sylvania.



Chaos Cults
-Nurgle --- Chaos, Beastmen
-Tzeentch ---Chaos, Beastmen
-Khorne---Chaos, Beastmen
-Slaanesh---Chaos, Beastmen, Dark Elves
-Chaos Undivided---Chaos, Beastmen, Chaos Dwarves



Gods of Law
-Cult of Celestial Dragon --- Cathay (Possibly nippon as well?)
-Jintoism --- Nippon (Possibly Cathay as well?)
-Ormazd Pantheon --- Araby, Khemri
-Sigmar --- Empire



Mortal Gods.
-Lady of the Lake --- Bretonnia
-Sigmar --- The Empire
-Ursin --- Kislev
-Cult of Celestial Dragon --- Cathay (they worship their emperors as gods)



Barbaric Gods
-Orcs (Gork and Mork)
-Gobbos (Gork and Mork)
-Hobgoblin Hegemony (Worship of the Great Khans?)
-Ogre Lords (The Great Maw)



This follows on in the next 7 posts (one for each CR)
 
Details of the "Old Faiths" Core Religion:

Spoiler :

The "Old Faiths" Religion:
In General:
Old Faiths has a slow spread rate.
with more expensive, powerful priests than other religions.
Its Altars, temples and Cathedrals should be more expensive, but will have stronger effects than the other religions.
---General Buildings:
Altar --- +1 Culture
Temple --- +1 Culture increases spread of its faith’s sub religion
Cathedral --- +1 Culture, increases spread of its faith’s sub religion
Monument --- +1 gold for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Old Faith sub religion.
Priest (requires Temple) can convert a city to its Old Faith sub religion. Can heal units.
High Priest (requires Cathedral) can convert a city to its Old Faiths sub religion. Can heal units.


Sub Religions:
-The Old Faith
Can only build Altars. Each Altar makes Priests and magic casters slightly cheaper, and allows all priests of the Old Faith to act as a normal mage and thus start with one free spell from any of the 8 Winds of magic.
Altars also produce +1 Magic Commerce.
The Monument gives all new priests of the Old Faith built in this city another free spell from any of the 8 Winds of magic.
---Buildings:
Altar= Coven
Temple= none
Cathedral= none
Monument= Monument of Nature
---Priests:
Acolyte (requires Altar)--- Witch
Priest (requires an Altar in 3 cities)---Druid
High Priest (requires an Altar in every city)---Arch Druid (World Unit, can only have 3 at a time)

-Asuryanism
All Asuryan priests have free access to the Winds of Fire as any normal fire mage would. Mage priests of Asuryan can also act as inquisitors to remove non-state religions. All Altars produce +1 happiness. Temples and cathedral also produce an additional +1 Happiness in their cities if it has access to Incense.
---Buildings:
Altar= Altar of Flame
Temple= Temple of Asuryan
Cathedral= Hall of the Phoenix
Monument= The Shrine of Asuryan
---Priests:
Acolyte (requires Altar) ---Asuryan Dedicate
Priest (requires Temple) --- Priest of Asuryan
High Priest (requires Cathedral) ---Mage Priest of Asuryan (World Unit, can only have 3 at a time)

-Cult of Khaine
units built in cities with: Altar gain +1 EXP, Temple gain +1 more EXP, Cathedral gain +1 more EXP. Priests of the Cult of Khaine are able to enslave defeated enemies. Slaves may be sacrificed in cities with Altars, Temples or Cathedral to: Rush a building, make an instant +10 Science, or to add +1 EXP to one Priest of the Cult of Khaine present In the city.
---Buildings:
Altar= The Blood Altar
Temple= Temple of Khaine
Cathedral= Hall of Murder
Monument= The Sword of Khaine
---Priests:
Acolyte (requires Altar) ---Acolyte of Khaine
Priest (requires Temple) --- Priestess of Khaine
High Priest (requires Cathedral) ---Bride of Khaine (World Unit, can only have 3 at a time)

-Followers of Isha
All workers are unable to cut forests of clear jungle. Cities with Altar gain +1 food from forests. Cities with Temples gain +1 Happiness from forests. High Priests are able to plant forests. All High priests of the Followers of isha have the spell “Isha’s Blessing” (which is a variant of the WE spell ‘Ariel’s Blessing’) which gives the target unit ‘regeneration’ until the start of the next turn.
---Buildings:
Altar= Sacred Tree
Temple= Isha's Grove
Cathedral= Oaken Hall
Monument= The Tears of Isha
---Priests:
Acolyte (requires Altar) --- Handmaiden of Isha
Priest (requires Temple) --- Priestess of Isha
High Priest (requires Cathedral) --- High Priestess of Quyl-Isha (World Unit, can only have 3 at a time)

-Dwarven Pantheon
cities with the: Altar gain +10% defence, Temple gain another +5% defence, +1 Science, Cathedral gain another +5% defence, +1 Science. All units built in the city with the monument have the ‘stubborn’ ability.
---Buildings:
Altar= Oath Tablet
Temple= Temple of the Dwarf Gods
Cathederal= Hall of the Elders
Monument= The Book of Grudges
---Priests:
Acolyte (requires Altar) --- Acolyte of the Dwarf Gods
Priest (requires Temple) --- Priest of the Dwarf Gods
High Priest (requires Cathedral) --- Warrior-Priest of the Dwarf Gods (World Unit, can only have 3 at a time)

-The Old Ones
All Priests of the Old Ones are able to enslave defeated opponents. Slaves can be sacrificed in cities with the: Altar to produce an instant +10 magic commerce. Temple to produce an extra instant +10 magic commerce, Cathedral to produce an extra instant +10 Science. Mage priests of the old Ones act as a normal Mage and can choose magic from any of the Winds of magic like a normal mage.
---Buildings:
Altar= Sacrificial Altar
Temple= Temple of the old Ones
Cathederal= Pyramid Temple
Monument= The Marks of the Old Ones
---Priests:
Acolyte (requires Altar) --- Prophet of the Old Ones
Priest (requires Temple) --- Priest of the Old Ones
High Priest (requires Cathedral) --- Mage-Priest of the Old Ones (World Unit, can only have 3 at a time)

-Ormzad Pantheon
Cities with the: Altar get +1 Happiness , Temple get +1 Happiness from Incense and priests of the Ormzad pantheon built in those cities get the ‘inquisitor’ ability, Cathedral are immune to the spread of non state religion. All priests of the Ormzad Pantheon built in cities with the Cathedral are able to summon elementals and act like normal elementalists.
---Buildings:
Altar= Obelisk to the Gods
Temple= Temple of Al-Anon
Cathedral= Al-Anon Grand Temple Complex
Monument= Al-Anon’s Garden
---Priests:
Acolyte (requires Altar) --- Ormzad Initiate
Priest (requires Temple) --- Priest of Ormzad
High Priest (requires Cathedral) --- Great Sage of Ormzad (World Unit, can only have 3 at a time)


-The Indic Pantheon
Altars produce +1 great People Points. Temples give + 1 Culture, Cathedrals Gain +1 gold. The Home of the Gods produces +1 Gold for every Acolyte of the Indic Pantheon. All High Priests of the Indic pantheon are able to instantly construct any of the Indic pantheon religious Buildings at the cost of being sacrificed. In doing so the indic pantheon is also spread to the chosen city.
\---Buildings:
Altar= Shrine of the Inner-Self
Temple= Temple of the Thousand
Cathedral= Hall of the Thousand
Monument= The Home of the Gods
---Priests:
Acolyte (requires Altar) --- Pilgrim of the Thousand
Priest (requires Temple) --- Priest of the Thousand
High Priest (requires Cathedral) --- Great Sage of the Thousand(World Unit, can only have 3 at a time)

 
Details of the "Young Gods" Core Religion:

Spoiler :

The "Young Gods " Religion:
In General:
Young Gods has a normal Spread rate
with normal costs and priests
Its Altars, temples and Cathedrals should be an average cost, and will have normal effects.
---General Buildings:
Altar --- +1 Culture
Temple --- +1 Culture, increases spread of its faith’s sub religion
Cathedral --- +1 Culture, increases spread of its faith’s sub religion
Monument --- +1 gold for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Young Gods sub religion.
Priest (requires Temple) can convert a city to its Young Gods sub religion. Can heal units.
High Priest (requires Cathedral) can convert a city to its Young Gods sub religion. Can heal units. Can inquisition.


Sub Religions:
-The Northern Gods
All altars, Temples and Cathedrals of the Northern Gods make Alters temples and Cathedrals of the Southern Gods unavailable in the city that they are built (meaning that one city cannot have both the Northern gods and the southern gods in it at the same time.) Altars, Temples and Cathedrals of the Northern Gods each make all units 5% cheaper to produce (military and religious).
The city with the monument becomes immune to Barbarian attacks (meaning that barbarians cannot attack the city with the northern monument)
All religious units have 1 more strength than normal religious units.

---Buildings:
Altar= Altar to the Northern Gods
Temple= Temple of the Northern Pantheon
Cathedral= Sacred Hall of the Northern Pantheon
Monument= Hall of Heavenly Protection
---Priests:
Acolyte (requires Altar)--- Northern Fanatic
Priest (requires an Altar in 3 cities)--- Warrior Priest of the North
High Priest (requires an Altar in every city)--- Warrior High-Priest of the North (World Unit, can only have 3 at a time)


-The Southern Gods
All altars, Temples and Cathedrals of the Southern Gods make Alters temples and Cathedrals of the Northern Gods unavailable in the city that they are built (meaning that one city cannot have both the Northern gods and the Southern gods in it at the same time.) Alters, Temples and Cathedrals of the Southern Gods each produce +1 Happiness.
All Priests and high Priests of the southern gods are also able to build ‘libraries’ in cities with the Southern Gods CR at the cost of their life.
The Hall of Heavenly Bounty makes all plots of land in it’s cities radius with 2 food instead produce 3.

---Buildings:
Altar= Altar to the Southern Gods
Temple= Temple of the Southern Pantheon
Cathedral= Sacred Hall of the Southern Pantheon
Monument= Hall of Heavenly Bounty
---Priests:
Acolyte (requires Altar)--- Southern Altar Servers
Priest (requires an Altar in 3 cities)--- Scholar Priest of the South
High Priest (requires an Altar in every city)--- Scholar High-Priest of the South (World Unit, can only have 3 at a time)


-The Old World Pantheon
All Old World Pantheon buildings produce +1 happiness if another Young Gods SR is present in the city. (cancelling out the -1 happiness from competing SR’s) all Temple Streets produce +1 gold, and Temple Districts produce +2 gold (symbolising the charitable donations by the population to the temples)
Priests are also able to inquisition.
Al Acolytes, Priests and High priests built in the city with the Seat of the Gods have one extra priest spell.

---Buildings:
Altar= Altar to the Gods
Temple= Temple Street
Cathedral= Temple District
Monument= Seat of the Gods
---Priests:
Acolyte (requires Altar)--- Acolyte of the Gods
Priest (requires an Altar in 3 cities)--- Priest of the Gods
High Priest (requires an Altar in every city)--- High Priest of the Gods (World Unit, can only have 3 at a time)

-The Norse Pantheon
A city with a Norse Pantheon’s ‘Horgr’ is able to sacrifice an ‘animal’, or a slave, to produce +1 Happyness for 5 turns. The Sacred Copse allows cities to build ‘Sacrificial Animals’ to be sacrificed at the Horgr. The Long House allows cities to build 2 kinds of High priest, a Seiokona who also acts also as a normal mage, and the Hersir, who is a strong warrior chieftain with very high moral bonuses to his stack but unable to inquisition. The Shamaness and Volva act also as weak mages. The Shamaness can capture slaves, and wild animals for sacrifice.
The Valhalla makes all religious units built in the city start with one extra priest spell.

---Buildings:
Altar= Hörgr
Temple= Sacred Copse
Cathedral= Long House
Monument= Valhalla
---Priests:
Acolyte (requires Altar)--- Shamaness
Priest (requires an Altar in 3 cities)--- Völva
High Priest (requires an Altar in every city)--- Seiðkona and Hersir (World Unit, can only have 3 of each at a time)

 
Details of the "Dark Children" Core Religion:

Spoiler :

The "Dark Children" Religion:
In General:
Dark Children has a Normal Spread rate
with expensive costs of priests
Its Altars, temples and Cathedrals should be an High cost, and will have Good effects.
---General Buildings:
Altar --- +1 Culture
Temple --- +1 Culture, increases spread of its faith’s sub religion
Cathedral --- +1 Culture, increases spread of its faith’s sub religion
Monument --- +1 gold for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Dark Children sub religion.
Priest (requires Temple) can convert a city to its Dark Children sub religion. Can heal units.
High Priest (requires Cathedral) can convert a city to its Dark Children sub religion. Can heal units. Can inquisition.


Sub Religions:
-The Veneration of Nagash
The Bone Pillar increases the heal rate of Undead units in and adjacent to the city, but decreases the heal rate of living units in and adjacent to the city.
The Temple of Skulls allows all religious units produced in the city to have access to one more spell from The Winds of Death magic.
Units can be sacrificed in cities with a Great Crypt Hall in it to produce an Undead unit (different undead unit depends on sacrificed unit ie sacrificed melee unit = Undead Swordman unit, sacrificed ranged unit = Undead Bowman unit, sacrificed mage unit = Undead Necromancer, mounted sacrifice = Undead Horseman)
These units all have the ‘Bound’ promotion, which means these units must stay within the cultural boarders of cities with Bone Pillars in them. In addition, Acolytes can build tile improvements called a ‘Necromancer’s Tower’ which expand the area that undead built in this way can traverse by 3 squares in each direction.
Priests start with 1 death spell and High Priests start with 2 death spells.
All undead and religious units built in the city with Nagashizzar in it gain the ‘Drain Life’ promotion which allows them to restore their health when they attack.

---Buildings:
Altar= Bone Pillar
Temple= Temple of Skulls
Cathedral= Great Crypt Hall
Monument= Nagashizzar
---Priests:
Acolyte (requires Altar)--- Cultist of Nagash
Priest (requires an Altar in 3 cities)--- Dedicate of Nagash
High Priest (requires an Altar in every city)--- Great Follower of Nagash (World Unit, can only have 3 at a time)





- The Horned Rat
The Great Bells of the Horned Rat creates sounds of pitches which, when heard vary to cause a feeling of happieness in followers of the Horned rat, and in non-skavens, a feeling of woe. Thus, cities with the Great belfry gain +1 Happiness. Cities with a Bell Temple, make enemy units in that cities cultural boarders have 25% less moral, and cities with Chapels of the 13 Bells prevent the building of non Horned Rat sub Religions, and the entering of non Horned Rat religious units into the city, as the sound of the 13 bells ringing constantly causes non believers to cringe in fear and go insane.
The religious units of the Horned rat can travel undetected in enemy lands, and thus can pass cultural boarders at will without causing war. Seers of the Horned Rat also are able to build Screaming Bell tile improvements, which also decrease the moral of non believers within 2 squares of them an additional 15%. Great Seers can spend a few turns to ‘build’ a “Doombell” siege unit. This acts the same as a catapult, but decreases the moral of units attacked a random amount each time. The Doombells act as ‘cargo’ for the Great Seers to ‘carry’ (its actually the other way around) and as such, Doombells MUST stay with Great Seers.

---Buildings:
Altar= Great Belfry
Temple= Bell Temple
Cathedral= Chapel of the 13 Bells
Monument= The Temple of the Horned Rat
---Priests:
Acolyte (requires Altar)--- Prophet of the Horned Rat
Priest (requires an Altar in 3 cities)--- Seer of the Horned Rat
High Priest (requires an Altar in every city)--- Great Seer of the Horned Rat (World Unit, can only have 3 at a time)


-The Blood Cult
The Blood Shrine Heals all Vampiric units to full health when they stay in the city for 1 turn. The Blood House enables Blood Pets to be sacrificed to distribute 1 point of those Blood pet’s EXP randomly amongst the Vampires present in the city. The Hall of Blood Rights grants all units built in the city the ‘Vampirism I’ promotion, making them classified as a ‘Vampire.’ these units gain EXP faster, and are able to spread vampirism to those they defeat by creating ‘sub vampire’ 15% of the time, units called Blood Pets, also with the ‘Vampirism I’ promotion. All religious units have the ‘Vampirism’ promotion, but:
Vampire Initiates have the ‘Vampirism I’ promotion (classified as a Vampire, faster EXP gaining, 10% spawning of Blood Pet from victims)
Vampire Priestess’ have the ‘Vampirism II’ promotion (classified as a Vampire, faster EXP gaining, 25% spawning of Blood Pet from victims)
Vampire Queens have the ‘Vampirism III’ promotion (classified as a Vampire, faster EXP gaining, 50% spawning of Blood Pet from victims)

---Buildings:
Altar= Blood Shrine
Temple= Blood House
Cathedral= Hall of Blood Rights
Monument= The Blood Soaked Throne
---Priests:
Acolyte (requires Altar)--- Vampire Initiate
Priest (requires an Altar in 3 cities)--- Vampire Priestess
High Priest (requires an Altar in every city)--- Vampire Queen (World Unit, can only have 3 at a time)

- Gods of the Dark Forge
The Chaos Anvil adds +2 hammers to it’s city. The Black Vaults add +2 gold to its city, and also give units produced there the ‘Dark Armour’ promotion (increased defence on all terrain, and bonus Vs Dwarves) the Catacombs of the Dark Ones add +2 Science and +2 magic commerce to the city, it also produces one dispel scroll each turn, which then ‘dies’ at the end of the turn.
The Acolyte of the Dark Forge acts as a Sorcerer normally would, and starts with 1 spell from any wind of magic.
The Priest of the Dark Forge acts as a Sorcerer normally would, and starts with 2 spells from any wind of magic.
The High-Priest of the Dark Forge acts as a Sorcerer normally would, and starts with 3 spells from any wind of magic.

---Buildings:
Altar= Chaos Anvil
Temple= Black Vaults
Cathedral= Catacombs of the Dark Ones
Monument= The Dark Forge
---Priests:
Acolyte (requires Altar)--- Acolyte of the Dark Forge
Priest (requires an Altar in 3 cities)--- Priest of the Dark Forge
High Priest (requires an Altar in every city)--- High-Priest of the Dark Forge (World Unit, can only have 3 at a time)

 
Details of the "Chaos Cults" Core Religion:

Spoiler :


The "Chaos Cults" Religion:
In General:
Chaos Cults has a Fast Spread rate
with Expensive priests
Its Altars, temples and Cathedrals should be an very High cost, and will have very Good effects.
---General Buildings:
Altar --- +1 Culture
Temple --- +1 Culture, increases spread of its faith’s sub religion
Cathedral --- +1 Culture, increases spread of its faith’s sub religion
Monument --- +1 gold for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Chaos Cults sub religion. Can capture defeated enemies as slaves.
Priest (requires Temple) can convert a city to its Chaos Cults sub religion. Can heal units. Can capture defeated enemies as slaves.
High Priest (requires Cathedral) can convert a city to its Chaos Cults sub religion. Can heal units. Can inquisition. Can capture defeated enemies as slaves.


Sub Religions:
- Nurgle
Cities with a Nurgle Altar can sacrifice slaves to give one random non deamon unit in the city the “Gift of Nurgle” Promotion (which allows that unit a 20% chance to create a Nurgling from it’s defeated enemies.
The Temple of Nugle allows its city to build Nurglings.
The Hall of Infection allows its city to build Plague Bearers with the ‘Gift of Nurgle’ promotion.
Nurgle Cultists can cast 1 spell from the Nurgle Spells list, Disciples of Nurgle can cast 1 spell from the Nurgle Spells list, Lord-Priests of Nurgle can cast 2 spells from the Nurgle Spells list.
The infernal Pit of Contagion automatically produces a great Unclean One every 80 turns (The Great Unclean One is a world unit)

---Buildings:
Altar= Altar of Plague
Temple= Temple of Nurgle
Cathedral= Hall of Infection
Monument= Infernal Pit of Contagion
---Priests:
Acolyte (requires Altar)--- Nurgle Cultist
Priest (requires an Altar in 3 cities)--- Disciple of Nurgle
High Priest (requires an Altar in every city)--- Lord-Priest of Nurgle (World Unit, can only have 3 at a time)


- Tzeentch
Cities with a Tzeentch Altar can sacrifice slaves to give one random non deamon unit in the city the “Gift of Tzeentch” Promotion (which allows that unitto cast one spell from the Tzeentch magic list).
The Temple of Tzeentch allows its city to build Screamers of Tzeentch. (cause fear)
The Hall of Alteration allows its city to build Horrors of Tzeentch
Tzeentch Cultists can cast 2 spells from the Tzeentch Spells list, Disciples of Tzeentch can cast 3 spell from the Tzeentch Spells list, Lord-Priests of Tzeentch can cast 4 spells from the Tzeentch Spells list.
The Spire of Shifting Chaos automatically produces a Lord of Change every 80 turns (The Lord of Change is a world unit)

Altar= Altar of Change
Temple= Temple of Tzeentch
Cathedral= Hall of Alteration
Monument= Spire of Shifting Chaos
---Priests:
Acolyte (requires Altar)--- Tzeentch Cultist
Priest (requires an Altar in 3 cities)--- Disciple of Tzeentch
High Priest (requires an Altar in every city)--- Lord-Priest of Tzeentch (World Unit, can only have 3 at a time)


- Khorne
Cities with a Khorne Altar can sacrifice slaves to give one random non deamon unit in the city the “Gift of Khorne” Promotion (which makes that unit Lust for Blood, and as such gains a movement bonus and strength bonus of 1 for the rest of the game).
The Temple of Khorne allows its city to build Flesh Hounds of Khorne.
The Hall of Blood allows its city to build Bloodletters.
Khorne rAcolytes, Priests and high priests cannot cast any Priest spells or any other spell, and cannot be affected by the Gift of Tzeentch promotion. They do however gain +1, +2, and +3 strength respectively.
The Blood Palace of Skulls automatically produces a Bloodthirster every 80 turns (The Bloodthirster is a world unit)

Altar= Altar of War
Temple= Temple of Khorne
Cathedral= Hall of Blood
Monument= Blood Palace of Skulls
---Priests:
Acolyte (requires Altar)--- Khorne Cultist
Priest (requires an Altar in 3 cities)--- Disciple of Khorne
High Priest (requires an Altar in every city)--- Lord-Priest of Khorne (World Unit, can only have 3 at a time)


- Slaanesh
slaves can be sacrificed at the Slaanesh Altar to create a miasma of intoxicating Musk over the city for 5 turns. While this ‘musk’ is in play, all enemy units adjacent to the city are affected by the “stupidity” rule.
The Temple of Slaanesh allows its city to build Daemonettes of Slaanesh.
The Hall of Pleasure allows its city to build Daemonettes on Steeds of Slaanesh.
(both Slaaneshi Deamons have the ‘gift of Slaanesh’ promotion, which gives them an extra first strike, and +1 movement, as well as a 20% chance of seducing a defeated enemy and produce a slave.)
Slaanesh Acolytes, Priests and high priests can cast 1, 2, and 3 spells from the Magic of Slaanesh respectively.
The Harem of Eternal lust automatically produces a Keeper of Secrets every 80 turns (The Keeper of Secrets is a world unit)

Altar= Altar of Desires
Temple= Temple of Slaanesh
Cathedral= Hall of Pleasure
Monument= Harem of Eternal lust
---Priests:
Acolyte (requires Altar)--- Slaanesh Cultist
Priest (requires an Altar in 3 cities)--- Disciple of Slaanesh
High Priest (requires an Altar in every city)--- Lord-Priest of Slaanesh (World Unit, can only have 3 at a time)


- Chaos Undivided
All Chaos Undivided buildings produce +1 happiness if another Chaos Cults SR is present in the city. (cancelling out the -1 happiness from competing SR’s) however, all chaos undivided buildings add a cumulative +15% building time to all non Chaos undivided temples and religious units and deamons.
Cities with a Chaos Undivided Altar can sacrifice slaves to give one random non deamon unit in the city the “Gift of Chaos” Promotion (turning it into one random level 1 deamon of any of the 4 Chaos Gods).
The Chaos Temple allows its city to sacrifice deamons to gain 1 population
The 8 Halls of Chaos allows its city to sacrifice slaves to gain +15 instant Magic commerce.
All chaos undivided religious units act exactly as spys, except that instead of espionage, they can convert enemy cities without declaring war.
The Chaos Void automatically produces a Daemon Prince every 80 turns (The Daemon Prince is a world unit)

---Buildings:
Altar= Altar of Chaos
Temple= Chaos Temple
Cathedral= 8 Halls of Chaos
Monument= The Chaos Void
---Priests:
Acolyte (requires Altar)--- Chaos Cultist
Priest (requires an Altar in 3 cities)--- Chaos Priest
High Priest (requires an Altar in every city)--- Chaos Mutant-Priest (World Unit, can only have 3 at a time)

 
Details of the "Gods of Law" Core Religion:

Spoiler :

The " Gods of Law" Religion:
In General:
Gods of Law has a normal Spread rate
with Cheap priests
Its Altars, temples and Cathedrals should be an normal cost, and will have normal effects.
---General Buildings:
Altar --- +1 Culture
Temple --- +1 Culture, increases spread of its faith’s sub religion
Cathedral --- +1 Culture, increases spread of its faith’s sub religion
Monument --- +1 gold for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Gods of Law sub religion.
Priest (requires Temple) can convert a city to its Gods of Law sub religion. Can heal units.
High Priest (requires Cathedral) can convert a city to its Gods of Law sub religion. Can heal units. Can inquisition.


Sub Religions:
- Cult of Celestial Dragon
The Altar of Ancestral Spirits gives it’s city +1 Science (showing the increased passing of knowledge down through the ages from praying to the ancestors.) The Monastery prevents the spread of other SR in the city. The Jade Halls adds +1 happiness.
The Censor can use the forced conversion ability without sacrificing itself. The Warrior Monks and the legalists are both also able to use the Forced Conversion ability as normal.
Emperor Quan’s Monument removes war weariness in the city and adds +50% culture to the city.

---Buildings:
Altar= Altar of Ancestral Spirits
Temple= Monastery of the Celestial Dragon
Cathedral= Jade Halls of Law
Monument= Emperor Quan’s Monument
---Priests:
Acolyte (requires Altar)--- Legalist
Priest (requires an Altar in 3 cities)--- Warrior monks of the Celestial Dragon
High Priest (requires an Altar in every city)--- Censor (World Unit, can only have 3 at a time)


- Jintoism
The Altar of Ancestral Spirits gives it’s city +1 Science (showing the increased passing of knowledge down through the ages from praying to the ancestors.) The Jinto Shrine Adds +1 Happiness from forests. The Jinto Monestary adds +1 health to the city and increases Unit heal rate in the city’s radius.
The Jinto Monks have a more advanced form of healing and heal greater damage than other monks. The Jinto Warrior Monk also has increased healing, and +1 strength.
The Great Pagoda Temple automatically spawns Jade Guardian Dogs every 10 turns, with 0 movement and strong defence. It also grants religious units produced in the city the ‘regeneration’ promotion.

---Buildings:
Altar= Altar of Ancestral Spirits
Temple= Jinto Shrine
Cathedral= Jinto Monestary
Monument= The Great Pagoda Temple
---Priests:
Acolyte (requires Altar)--- Jinto Acolyte
Priest (requires an Altar in 3 cities)--- Jinto Monk
High Priest (requires an Altar in every city)--- Jinto Warrior-Monk (World Unit, can only have 3 at a time)



- Ormazd Pantheon
Cities with the: Altar get +1 Happiness , Temple get +1 Happiness from Incense and priests of the Ormzad pantheon built in those cities get the ‘inquisitor’ ability, Cathedrals make their city immune to the spread of non state religion. All priests of the Ormzad Pantheon built in cities with the Cathedral are able to summon elementals and act like normal elementalists.
Al-Alnon’s Garden acts as a physical tie to the elements, making summoning of elementals in the civs cultural boarders easyer, and renders elementals in it’s boarders permanent.

---Buildings:
Altar= Obelisk to the Gods
Temple= Temple of Al-Anon
Cathedral= Al-Anon Grand Temple Complex
Monument= Al-Anon’s Garden
---Priests:
Acolyte (requires Altar) --- Ormzad Initiate
Priest (requires Temple) --- Priest of Ormzad
High Priest (requires Cathedral) --- Great Sage of Ormzad (World Unit, can only have 3 at a time)



- Sigmarism
The Hammer Altar adds +1 hammers to the city. The Temple of Sigmar prevents the spread of other SR in the city. The Cathedral grants new units produced in the city the ‘Zealot’ promotion (meaning they are immune to other religious effects on units, such as the ‘gift of Nurgle’ promotion)
All Sigmarite religious units start with the Zealot promotion, and the Warrior Priest, and Theogonists gain +1 strength. The theogonist has one extra priest spell.
The Hammer of Sigmar grants its city the ability to conscript units and to cause no unhappiness. All conscripted units in this city are Flagellants, or Warrior-Priests of Sigmar.

---Buildings:
Altar= Hammer Altar
Temple= Temple of Sigmar
Cathedral= Cathedral of the Twin Tailed Comet
Monument= The Hammer of Sigmar
---Priests:
Acolyte (requires Altar)--- Sigmarite Zealot
Priest (requires an Altar in 3 cities)--- Warrior-Priest of Sigmar
High Priest (requires an Altar in every city)--- Arch Lector of Sigmar (World Unit, can only have 3 at a time)

 
im going to make a start on the Mortal Gods Core religion so im going to need some ideas for the Lady of the Lake (Bretonnia) and Ursin (Kislev).
Cult of Celestial Dragon and sigmar are already done:

- Sigmarism
The Hammer Altar adds +1 hammers to the city. The Temple of Sigmar prevents the spread of other SR in the city. The Cathedral grants new units produced in the city the ‘Zealot’ promotion (meaning they are immune to other religious effects on units, such as the ‘gift of Nurgle’ promotion)
All Sigmarite religious units start with the Zealot promotion, and the Warrior Priest, and Theogonists gain +1 strength. The theogonist has one extra priest spell.
The Hammer of Sigmar grants its city the ability to conscript units and to cause no unhappiness. All conscripted units in this city are Flagellants, or Warrior-Priests of Sigmar.

---Buildings:
Altar= Hammer Altar
Temple= Temple of Sigmar
Cathedral= Cathedral of the Twin Tailed Comet
Monument= The Hammer of Sigmar
---Priests:
Acolyte (requires Altar)--- Sigmarite Zealot
Priest (requires an Altar in 3 cities)--- Warrior-Priest of Sigmar
High Priest (requires an Altar in every city)--- Arch Lector of Sigmar (World Unit, can only have 3 at a time)


- Cult of Celestial Dragon
The Altar of Ancestral Spirits gives it’s city +1 Science (showing the increased passing of knowledge down through the ages from praying to the ancestors.) The Monastery prevents the spread of other SR in the city. The Jade Halls adds +1 happiness.
The Censor can use the forced conversion ability without sacrificing itself. The Warrior Monks and the legalists are both also able to use the Forced Conversion ability as normal.
Emperor Quan’s Monument removes war weariness in the city and adds +50% culture to the city.

---Buildings:
Altar= Altar of Ancestral Spirits
Temple= Monastery of the Celestial Dragon
Cathedral= Jade Halls of Law
Monument= Emperor Quan’s Monument
---Priests:
Acolyte (requires Altar)--- Legalist
Priest (requires an Altar in 3 cities)--- Warrior monks of the Celestial Dragon
High Priest (requires an Altar in every city)--- Censor (World Unit, can only have 3 at a time)

any suggestions?
 
Ok I think we'll have to cut this down. My suggestions for what we should keep:

-The Old Faith(Worship of the Earthmother) --- The Empire, Bretonnia, Tilia, Estalia, Kislev, Norsca, Albion, Araby.(not really a religion just a limited tech that provides ancientwonders and druids)

Religions:
-Asuryan Pantheon --- High Elves (as well as the other elves)
-Cult of Khaine --- Dark elves (as well as the other elves)
-Followers of Isha --- Wood Elves (as well as the other elves)
-Dwarven Pantheon (Morngrim/ Grungni/ Rukh)--- Dwarves
-The Old Ones --- Lizardmen, Amazonians
-Old World Pantheon (Morr, Ulric, Rhia, Manann, Verena, Haendryk, Myrmidia, Luccan, Luccina etc) + Sigmar(Empire only) and the Lady(Bretonnia only) and Ursin(Kislev only)--- The Empire, Bretonnia, Tilia, Estalia, Kislev, Sylvania(in a way too until it goes to no statereligion or Dark children)
-Nurgle --- Chaos, Beastmen
-Tzeentch ---Chaos, Beastmen
-Khorne---Chaos, Beastmen
-Slaanesh---Chaos, Beastmen, Dark Elves
-Chaos Undivided---Chaos, Beastmen, Chaos Dwarves, Norse
-Cult of Celestial Dragon(Cathay)
-Jintoism(Nippon)
-Mork and Gork(Orcs and Goblins)
-The Great Maw(Ogrelords)
-The Indic Pantheon --- Ind
-The Horned Rat --- Skaven
-Ormuzd - Araby
-Dark Children - Khemri(Lahmia), maybe Sylvania --- with Dark Children I mean the worship of the Entities Hekate(Ecat) and Khaine in another context:
"The God War pitted the burgeoning forces of Chaos against the forces of the Earthmother. During this period the divine entities known collectively as the Young Gods (Taal, Rhya, Manann, Ulric, Myrmidia, Shallya, Verena, Morr, Ranald, and Darah) and the Dark Children (Khaine and Ecat ) are first recognized as independent aspects of the Earth Mother, struggling at their mother's side to defend Warhammer from the invading elements of the Chaos Powers."(Realms of divine magick) and according to WFRP sources those two entities that are mainly linked to Deathmagic...

That are 19 Religions and should really be enough(we can't have more on the religionscreen anyway if it's suppossed to look nice)
 
i agree with Psychic_Llamas i have no idea what your aiming at Ploeperpengel

"The God War pitted the burgeoning forces of Chaos against the forces of the Earthmother. During this period the divine entities known collectively as the Young Gods (Taal, Rhya, Manann, Ulric, Myrmidia, Shallya, Verena, Morr, Ranald, and Darah) and the Dark Children (Khaine and Ecat ) are first recognized as independent aspects of the Earth Mother, struggling at their mother's side to defend Warhammer from the invading elements of the Chaos Powers."(Realms of divine magick) and according to WFRP sources those two entities that are mainly linked to Deathmagic...

No idea where that came from... but *blink blink*... ummm i thought the Old Ones sealed Chaos away i didnt know that there was an all powerful earth mother.. i thought all the gods of the Warhammer World excepting Chaos and the Old Ones were dependant on the Vageries of there Worshipping base...

So if lots of people Worship Sigmar he grows in power, if lots of people stop Worshipping Sigmar he loses power and may eventually fade a bit or alot, like what happened to the old faith...

The Lady... hmmm better Knights simple, better Cavalry she is a godess that loves Cavalry... her personal servants Grail Knights are Cavalrymen.. they have halos and glowing eyes because of her... Damsels are not Cavalrymen but they embody purity... etc

they worship at ponds and things, there wonder would be the grail (her)... after that.... welll....
 
It's unofficial material designed for WFRP but never published by GW(they don't publish WFRP themselves but give license- and usually neglect it a lot)
Imagine after some 20 years there's still no reliable backgroundmaterial about Gods in Warhammer! Realms of Divine Magick was designed by Ken Rolston and you should be able to download it somewhere(google for it).
So what I'll do is use this unofficial backgroundmaterial to fill in the gaps left by GW.

Btw I din't change all the SRs PL there just has to be a limit of 19+no state=20. So what I did is put Sigmar, Ursin and the Lady into one group with Manaan, Ulric etc., delete some others and put up the Dark Children for the Undead civs like they here designed by Ken Rolston. That's all. I want to asure every civs can have a Religion that fit's to it's flavor. Btw the religious war in WH is more about Chaos against everyone else than Ursin against Sigmar don't you agree?
 
there is plenty about the nature of the gods in Warhammer.. go back into Realms of Chaos, flick through White Dwarfs and its there. Sadly it has never been put into a single volume. But in short the gods get there power from those who worship them, they look like what there worshippers want them to look etc..

None the less i think if we thought of it we could cut it down in a better way...

Personally most of these religions are worshipped now in the
warhammer timeline.. and since the scenario is going to have problems allready heres what i suggerst

cut the Old Faith it doesnt work very well... have it as the defualt pagan religion for a bunch of civs (Old World Civs) personally i hate the idea of the old faith full stop...

Personally if your going to put Sigmar, the Lady and the other old world gods into a single lump (which would be a poor idea... think of all the +religion modifiers kiss warfare good bye) and that would destroy alot of old world diversity..

Put Chaos into a single Pantheon, but give them the ability to create god related buildings, if you build a Slaneeshi buidling you cant for instance put a Khornite building in there...

Sylvanias Von Carstiens are pratically Aethistic they dont believe in anything apart from themselves... and Lhamia despite what it is nowadays probably still believes in its own gods..

So you could cut Dark Children and replace it with Sylvanian buildings and Lhamian buildings after tech X...

That also leads to problems in othe areas like what about Ogres? etc
 
why must there only be a limit of 20?

im still confused as to how you propose to make them work like normal religions if we can only fit 7 in the Religions tab in game. grouping them into CR solves that.
please elaborate.

i agree with Masada, if you MUST group some SRs, gropu chaos like masada said. and also the Northern and Southern gods into the Old World Gods. keep Sigmar and the lasy sepparate though
 
@PL
I already got a new religionscreen in the mod that can display up to 19 Religions + No state. These Religions can work roughly like you designed the SRs but without CRs.

@Masada
You're right I'll probably cut down the Chaos Gods to Undivided+ diverse buildings granted by extra techs for the cults(like we have them already in the techtree).
Sigmar, and the Lady can come back then...
Also Hashut the Horned Bull for Chaos Dwarfs could be in.
Instead of Isha maybe Kuornous?

Leaves us with the Religions for Undead...we have still place for two religions left.
I simply can't find any info about the Asp Goddess GW decided she's just there...
Atheism in a world where Gods walk the land seems quite mad to me but then maybe that's what vampire lords are...
 
when you talk about vampires your really on talking about Lhamia and the Von Carsitens...

Lhamian vampires are not that bad... in the current warhammer world they probably hold some reverance for the gods..

The Von Carsiten Vampires do not worship any gods, they consider themselves above it, okay mabye not aethistic.. they know gods exist but they dont worship any...

Shortlist of faiths

-Asuryan Pantheon (elves)
-Cult of Khaine (elves)
-Followers of Isha (elves)
-Dwarven Pantheon (Dwarves)
-The Old Ones (Lizardmen, Amazons)
-Ursin (?) (Kislev)
-Sigmar (Empire)
-Lady (Brittonia)
-Chaos (Chaos, Norse)
-Chaos Dwarves God (?) (Chaos Dwarves)
-Celestial Dragon (Cathay)
-Great Maw (Ogres)
-Gork and Mork (Orcs, Hobgoblins, Goblins)
-Jintoism (Nippon)
-Horned Rat (Skaven)
-Ormazad Pantheon (Lhamia, Khermi)
-Indic Pantheon (Ind)
-Vampirism (?)- The state of being a greater being etc (Sylvania) might be better as a tech
 
when you talk about vampires your really on talking about Lhamia and the Von Carsitens...

Lhamian vampires are not that bad... in the current warhammer world they probably hold some reverance for the gods..

The Von Carsiten Vampires do not worship any gods, they consider themselves above it, okay mabye not aethistic.. they know gods exist but they dont worship any...

Shortlist of faiths

-Asuryan Pantheon (elves)
-Cult of Khaine (elves)
-Followers of Isha (elves)
-Dwarven Pantheon (Dwarves)
-The Old Ones (Lizardmen, Amazons)
-Ursin (?) (Kislev)
-Sigmar (Empire)
-Lady (Brittonia)
-Chaos (Chaos, Norse)
-Chaos Dwarves God (?) (Chaos Dwarves)
-Celestial Dragon (Cathay)
-Great Maw (Ogres)
-Gork and Mork (Orcs, Hobgoblins, Goblins)
-Jintoism (Nippon)
-Horned Rat (Skaven)
-Ormazad Pantheon (Lhamia, Khermi)
-Indic Pantheon (Ind)
-Vampirism (?)- The state of being a greater being etc (Sylvania) might be better as a tech

Ormuzd or Ormazd(not Ormazad) can only be Araby(check out http://www.warhammer.net/archives/browse/8/wfrp.html or the homepage of the creator of it: http://www.madalfred.com/ for info on that one)

Hashut is the God of the Chaosdwarfs(Wikipaedia for WFRP)

The undead still are a problem for Khemri there's mentioned the Asp Goddess but not much info about her and many other Gods for those we even don't know any official names)
Sylvania nada

Unless we don't get any more detailed info for the official stuff I'd prefer switching to unofficial sources for Warhammer Fantasy Roleplay.(Khaine and Hecate worshipped as the Dark Children)

I don't bother about Lhamia now. They will simply get what Khemri gets IF we include that civ at all.
 
Okay.
While the basic principles of WHFB religions are being overhauled and finetuned in the team forum, let's talk here about the fun-stuff.

Religion Icons!
Even though not all religions may get in, and perhaps will even be represented by an allignment-group icon, it will be fun to come up with representative icons.

Some easy ones:
Lady of the Lake: a chalice. (or a rose)
Sigmar: a Hammer. (secondary a twotailed comet)
Ulric, the northern god of winter, wolves, and war. a white wolf.
Dwarves: an Anvil. (Grimnir, Grungni, Vallya, Rukh)
RatLord: his head.
Chaos sigils we all know.
Malal: A skull, half black/ half white
Asuryan pantheon: a phoenix.
Spoiler :
-Asuryan: the Judge.
-Vaul: the Enchanter smith, chained to his anvil. 3 links of chain.
-Isha: The Earthmother. An eye shedding a tear
-Khaela Mensha Khaine: Bloodlust/murder. a clawed hand, dripping blood.
-The crone/Morai-HegHeg: two hands holding up a star.
-Kurnous: the embodyment of all things wild. (a stag's antlered head)

The High Elves, Woodelves and Dark Elves essentially have the same religion, they place the emphasis on the gods that fit more confortably with their morality and lifestyle.
Because elves are such magically gifted beings, their beliefs are very much a reality, the elves of Athel Loren for instance have unconciously fused their religion with the latent magic of that ancient forest. A dramatic history is how the living avatars of Isha and Khurnous came to be.

(Athel-Loren: a white tree?)

Gork/Mork: the brawling twin gods of the goblinoids. a red pizzaface.
Gork (power) is generally favoured by orcs, Mork (cunning) by goblins.

Sotec: (lizardmen) a two-tailed comet. (a holy symbol in many WHF religions)

Undead generally do not worship anyone: they are Doomed. a skull.
tombkings: a viper?
They definately do not worhips Morr, the oldworld god of death and dreams.
 
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