Religious Orders

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Religious Orders

Postby Händler » Sun Mar 01, 2026 1:14 pm

Realms are okay, though underwhelming and too much of a hassle with all the physical displays of power to dominate.

Why not just increase your influence of power by creating and spreading a religion?

- A structure akin to the coronation stone, but it allows to form the religion for that province. Religious orders have piety rather than authority or presence.
To build this structure, you require at least 1 developed hearthling skull.

- Legacy personal belief sliders for religious buffs. Meaning, the leader of the religion can choose via sliders what buffs the religion should apply.
These passive buffs are not applied to anyone in that province automatically, but only to those who worship a religious faith in their own province and only if the aspects on the sliders of personal beliefs of that religion coincide with the same aspect on the province they are in. Which is to say if I worship a religion who has slider 1 somewhere along the right side and I am in a province who has its slider also somewhere along the right side, I will enjoy the buffs related to that slider in that province.

- Once a religious order has formed in a province, people in that province can commit themselves to this faith, by building a ceremonial altar (only effective for one faith) of worship in their own place and committing to acts of prayers at this altar, which will fill up the piety of that province. The higher the piety of a faith is, the stronger the passive buffs applied to by that faith - meaning it requires active commitment by the province members to their faith to uphold the buffs in said province. People can build altars in multiple provinces and pilgrimage and commit to prayers in each, if so desired.

- If the piety of a religious cult's province is at +90%, any member of the order (meaning anyone who committed their altar to this faith) can act as missionary in another province to conquer it - in faith.
Not by combat, but by issueing a challenge that demands the defending side to collectively present offerings at their altars in their province. Each time someone prays at their altar while during a challenge of faith, they will receive a holy mission to present an offering at their altar, Which will yield personal rewards to the one committing to the mission akin to a regular quest, but it will also serve to inflict damage upon the challenge of faith. The damage done to the challenge scales down with the piety currently in that province. If the piety of a province is low, they will have to present more offerings to restore piety in that province, while also fending off the foreign faith in the process.

- If a neighboring province has no faith or its piety drops below 20%, there is a chance at an intervall that the province will take on the faith of a neighboring province if their piety is at +90% automatically.





In the context of this idea, here are also some extras:

- A donation center, which is a building of the order to be built to allow other players to donate to the cause of the faith, with valuables.

- A Letter of indulgence, an item which can be crafted by taking a parchment while holding any arbitrary amount of valuables (coins, precious metals, gems, pearls) and right-clicking onto their personal altar to consume the valuables to create the letter. This letter can then be offered at a donation center.

- A very sturdy church building with decent soak. These are holy grounds, wherein combat is absolutely forbidden and people of a province and from afar can come together to pray together - as alternative to the praying at home - and socialize if so desired. The building itself, however, be destructible.

Inside of the church there ought to be 3 statues, 1 statue to display the hearthling with the highest murder count in the game. 1 Statue to display the hearthling with the highest stats in the game and 1 statue of the hearthling with the most quests done. These statues are to sit in the front of the church to serve as idols for worship. When you inspect each of these statues, they all display their own unique text.
If you inspect the mass murderer, the inscription reads something akin to "Violence is wrong. Let's forgive and forget."
If you inspect the guy with the botted stats, the inscription reads akin to "The fruits of hard work and diligence."
If you inspect the guy who mistook Haven for a Theme-park MMO, it reads "I am my scars."

And if enough people come together in a church to pray, the church is surrounded by a wall of fire and a circle forms to summon a baphomet. Baphomets are gentle creatures, and will simply ask for peoples' souls politely like a street beggar while looking really sad and deppressed, occasionally lamenting on all the abuse received from god.

- An emote that lets you "turn the other cheek".
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Re: Religious Orders

Postby Regulus2424 » Sun Mar 01, 2026 1:42 pm

the buffs, of course, should list tremendous numbers without actually doing anything in reality

and indulgences should only be sold to PK'ers in order to instantly remove every scent they have, as well as outlaw and red-handed
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W16.1 - Knave from Pimp My Wheelchair
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Re: Religious Orders

Postby Händler » Mon Mar 02, 2026 1:58 am

Regulus2424 wrote:nine times out of ten your suggestions are just retarded, however this one is also somewhat funny, keep it up ;)


Thanks, I will.
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Re: Religious Orders

Postby Audiosmurf » Mon Mar 02, 2026 2:40 am

I do think ripping off Wurm in more ways than they already did would be beneficial
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Re: Religious Orders

Postby Jorg » Mon Mar 02, 2026 3:53 am

I like this idea because it reinforces the MM part of an MMROPG, and forces realms to engage with the players living in them. the MM part of a realm should expand on more than just using people who shack up where they spawn as fuel for kindle and dig deeper. While it adds an element where new players have to engage with the exisiting playerbase more than they already do(I've met many players who barely account for the people they settle next to, nonetheless the realm they spawn in), making realms more impactful for all participants seems like a good idea. Players are already given the option which continent they spawn in, so there is no lack of agency here
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Re: Religious Orders

Postby Brojnos » Mon Mar 02, 2026 12:42 pm

+1
Lets bring Christianity into Haven, Deus Vult !!!!
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Re: Religious Orders

Postby sMartins » Mon Mar 02, 2026 5:33 pm

Image

Deus vult, Deus non vult
Make friends with the other crabs or try to escape the bucket.
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
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