Shrines are powerful, sacred places with a connection to the native land and its people, scattered throughout the lands of each expedition. There will always be at least one shrine on every expedition map, but some may have as many as three.

Exploring shrines can be a source of great wealth and also even greater disasters. Each shrine contains valuable items left by the native populations but beware; stealing from a shrine always triggers a disaster of variable amounts of danger, but all of which have the potential to endanger your expedition, or end it completely. In addition to the disasters created, looting a shrine always reduces the party's standing in the region by -3.

Shrine loot Edit

The most common items found in Shrines are cultural artifact trophies, meant to be turned in for large amounts of fame or funds at the end of the expedition.

All cultural artifact items with the exception of mummies, idol statues and native trinkets can potentially be found on the altar of a shrine.

In addition to cultural artifacts, certain special-use items can be found on a shrine's altar as well, including moon stones, metal cubes, and tome pages.

Very rarely, a unique rare item may be found, such as the Eye of Horus, Obsidian Mirror, Crystal Ball or the Necronomicon.

Each shrine will contain either 2 or 3 unique items. Lower-value items such as goblets or earrings can sometimes appear in pairs. Jewels always appear in stacks of three or more.

Shrine effects Edit

The description of the shrine, visible before going inside, will always includes hints (in red) about what kind of a disaster awaits the looters. Some of the possible catastrophes include:

  • If the ground is hot to tread upon and there is heat in the ambience, volcanoes will erupt around the shrine, after someone steals the treasures inside, setting nearby forests on fire (fire costs 5 sanity walking through).

    Inside a shrine.

  • If the ground is wet, and the shrine is partially submerged in water, stealing from it will cause the place, and many surrounding hexes, to crumble and be swallowed by a spreading waves of water, forming a new lake, destroying much of the terrain and cutting some of the ways for the expedition to travel.
  • If the shrine is initially covered in sand, looting it will cause a drastic change of climate in the great radius around it, turning all the previously present tiles into deserts.
  • If there are visible cracks on the structure of the shrine, stealing it's treasures will cause either the mountains to grow from the flat lands around the shrine, drastically changing the topography of the region.
  • If there are a circle drawn in blood and spears planted into the ground, robbing the sanctuary will cause either the whole place, and the surrounding tiles, to be swallowed by an endless pit, cutting off ways through that region and possibly destroying the expedition entirely.
  • If the shadows are longer and darker than usual, after looting the temple if your group is full one of your companions will be bit and later he will transform into an abomination. However, if your expedition still has a space for one member more, an abomination will appear and the player will have the decision to kill it or to invite it to the group.
  • If there is a fungal growth over the shrine, up to three points on the map will become the source of a spreading corruption, Giant Spider Dens will spawn around the shrine. The corruption will spread outward from the lairs and will spawn giant spiders.
  • If there are animal tracks on the ground, a group of wild beasts will attack the trek if they loot the shrine.

    A hill shrine.

  • If there are celestial symbols of the moon, the sun and the stars, taking the loot from the shrine will cause the emergence of the void, a large and impenetrable darkness that swallows everything and never stops growing.
  • If there are heads on sticks, all villages (and polar stations, and possibly missions too?) will be empty (and unusable) afterwards. These empty villages have a chance of spawning abominations.
  • If the structure looks slightly tilted and subsiding, although the ground seems stable enough, a chasm will develop
  • In addition to effect generated by the shrine itself, letting your standing fall too low due to to looting will generate groups of angry natives that will pursue the expedition, and prevent villages from being used from then on.

Shrine-specific effects can be avoided by leaving a metal cube in place of the loot on the altar. This does not prevent the -3 loss of standing.

Interacting with a shrine Edit

Exploring a shrine and investigating its altar does not cost any standing.

Some shrines (those on hills) may also be constructed in such a way that only expeditions equipped with either a rope or a climbing gear will be able to enter safely. Without these tools, the shrine can still be entered if the expedition successfully rolls a single agility ( Agility) result on a red die. Failure will result in the injury or death of the explorer's companions, or the explorer.

Artists visiting the shrine can paint a picture of it, without fear of any negative repercussions.

Notes Edit

  • Most of the time, if you're planning on looting a shrine, the best thing to do is position yourself to be able to move far away from the shrine as soon as possible once the deed is done. Many of the more deadly shrine effects expand outwards in a growing area of effect from the shrine itself.
  • Be extra careful when releasing the void from celestial temples. The void will eventually consume the entire expedition map, so if the void blocks your access to a seal, or the pyramid, your only solution will be to abandon the expedition via ship or hot air balloon. If the void also cuts off your access to the sea, the hot air balloon becomes your only recourse.