The Shrine
The shrine turns a church's slow lumen trickle into brief, sharp advantages. Wake a god on one island, spend that island's lumen, and time the rite for the hour when it actually matters.
LumenHow shrine power works
Lumen belongs to the island that makes it
The church produces 0.2 lumen per level per hour before world speed and stores up to 300 plus 100 lumen per level. Lumen can be taken when a shrine is overrun, but it is not traded. A tall church is a bigger battery, not a realm treasury.
A church is a lamp, and the deep reads lamps
A stocked reliquary glows on the map, and that glow is what draws the Black Tide: raiders sail for lit harbours, not dark ones. Every church you build, and every level you raise one, also answers you in kind. A Tide warband comes to that church's ocean, or the one already there grows, and its storm covers the ocean until it falls. The taller the church, the bigger the warband it calls.
This is worth weighing rather than fearing. A church is the only source of lumen and the only path to a shrine; a realm without one is safer and poorer. A new Governor cannot raise a church at all while their Sanctuary holds. On an island with no church, the shrine belongs to the Matron of the First Flame. Before your realm's first church she explains the Favour you are under, and once Sanctuary is over, she teaches the church. On a later island she says how ready it is for what a church there would call. Once a church stands, she keeps the shrine's Matron tab: her advice on its next level, above the rites you have running.
Your first church waits until you are ready
The Matron will not let a Governor light a first church that the Tide's answer would break. Until a church stands anywhere in your realm, the island you build on needs 4,695 attack it could send: its warships, and the troops those ships can carry. That is 3 times the first warband's defence, so you win losing about a third of what you send. Her shrine and the church's page in your build list show the bar as how ready the island is, and the build waits until it is full. Troops at sea do not count, and neither do troops with no ship to carry them.
After your first church, she only advises. A church on any other island, and every level you raise one, may be built at once. She still shows the bar for the warband it will call: the attack, and from the second rung up the catapults for the first siege wave against its hall. A taller hall takes more than one wave. She says so when a bigger warband already holds those waters: then your church feeds that one rather than calling its own.
Which warband does each church level call?5 rungs
| Church level | Warband defence | Its hall | Attack she asks | Catapults, first wave | Waves to raze the hall |
|---|---|---|---|---|---|
| 1–2 | 1,565 | level 3 | 4,695 | none asked | 1 |
| 3–5 | 2,500 | level 5 | 7,500 | 60 | 1 |
| 6–9 | 3,237 | level 7 | 9,711 | 75 | 2 |
| 10–13 | 7,991 | level 10 | 23,973 | 75 | 2 |
| 14–20 | 21,480 | level 14 | 64,440 | 75 | 3 |
Two brakes: your lumen bank and divine strain
The first brake is lumen itself: it trickles in slowly and the bank is capped, so a rite is only ever as affordable as the church can fund.
The second is divine strain — a per-governor allowance of 3 rite slots, shared across every island you hold. Every rite you cast — any blessing, curse, or effect — spends one slot, no matter how much lumen it costs. Slots come back one at a time, about one an hour, so a fully rested altar returns from empty in roughly 3 hours. From full you can fire a cluster of 3 rites at once, but the next then waits for a slot to return. So even a deep lumen bank — or a stack of lumen crystals — cannot be poured into an endless stream of rites; strain decides the tempo.
A god must be found before it can be woken
Gods do not appear in the shrine by default. Most start unknown, a blank niche with only a vague clue. There are a few ways to bring a god's name home. Some are found by expedition: charter routes from your Settlement's Harbour, and the right one returns with the discovery. Thalor and Veyra are reachable this way today. Others leave their traces scattered across the world. Nyssa is one of these. Her relic fragments wash ashore on islands that hold a church; gather them, assemble the wayward compass at your workshop, and the finished compass points the way to her. And some answer only to deeds: Korvath, the war god, reveals himself the first time you break a rival governor's island — take it and burn it down, liberate it from a fallen owner, or wrest it back from the Black Tide, and his banner comes home with the news. However a god is first found, a dispatch announces the discovery. Once discovered, a god stays known, and only then waits on a tall enough church.
Awakening opens one god on one island
A god needs a church level and a one-time troop sacrifice. Only human infantry are eligible for the altar; ships, siege, and hounds stay out of it. Awakening is permanent on that island, and later awakenings cost more troops because each awakened god raises the price of those still asleep.
Rites are moment tools
Blessings land on your own island by default. Any blessing can also be sent to a friendly shore: another of your islands, an alliance member, or a friend. You always pay the lumen from the casting island; the blessing simply lands where you send it. Curses are hostile and land on an enemy island or, for Market Silence, across one enemy governor's holdings. Recasting a blessing extends its timer until the stack cap, but each stack held makes the next cast more expensive, and whoever recasts last is the one credited on the island.
The gods in play
Thalor guards walls, wards off the Black Tide, and steadies a battered island's spirits back to health. Veyra does not help your island directly; she makes an enemy's logistics worse. Nyssa blesses coin and harvest — a 2-hour window for an economic push. Korvath is the war god: he sharpens a decisive strike, quickens your forges and drill-yards, and lets a fleet sail unmarked.
Blessings
Blessings require the patron god to be awake on the casting island, and the lumen is always paid there. Any blessing can be cast on a friendly island instead of your own — another of your islands, an alliance member, or a friend. The stack cap applies per island, so allies stacking the same blessing on one shore deepen the timer, not the strength.
| Blessing | God | Cost | Duration | Max stack | Effect | |
|---|---|---|---|---|---|---|
![]() | Bone-Set Walls | Thalor | 350 | 2h | 8h | +30% wall defence |
![]() | Steady the Watch | Thalor | 500 | 2h | 8h | Holds happiness at maximum while active — a rescue from famine, food crisis, or neglect. Clears every low-happiness combat/production penalty for the duration |
![]() | Rotsalt | Thalor | 1,500 | 12h | 24h | Blocks all Black Tide attacks, plunder and curses on this island only |
![]() | Warlord's Edge | Korvath | 500 | 1h | 4h | +25% attack power |
![]() | Forge Heart | Korvath | 900 | 2h | 8h | +25% build speed |
![]() | The War-Forge | Korvath | 900 | 2h | 8h | +25% training speed |
![]() | Unsigned Sails | Korvath | 800 | 1h | 4h | Your attacks sail unmarked: no Governor named in any warning, report, feed, or war record. A punch-down assault on a far smaller realm that still plays is named all the same; a plunder run stays unseen. Does not cover a combined strike (many harbours, many hands), and a blow struck at a creature is always signed: the world hears who struck it. The trade-off: an unsigned strike earns you no ranking score (warlord, plunder, conquests) |
![]() | Plenty's Bounty | Nyssa | 600 | 2h | 8h | +150% lumber, +100% gold |
![]() | Coin of Plenty | Nyssa | 1,800 | 2h | 8h | +150% coin income |
![]() | Wayward Wind | Nyssa | 1,200 | 2h | 8h | +50% fleet speed |
When the bonus is counted
Blessings that travel with a fleet — Warlord's Edge's attack power and Wayward Wind's fleet speed — are sealed into the fleet at the moment it sails. A rite that is live at launch still counts when the fleet lands, even if it expired somewhere in transit; a rite cast after the fleet has sailed does not help it. The dispatch screen shows exactly what the fleet carries, and the mission view repeats it while the fleet is at sea. Defensive rites work the other way: they stay on the island that holds them and are read when the blow lands, so a defender can still bless their walls against a fleet already on the horizon.
Curses
Curses cannot stack on the same target and cannot be cleansed early. Famine targets one enemy island. Market Silence targets one enemy governor and blocks trade across every island they hold.
| Curse | God | Cost | Duration | Target | Effect | |
|---|---|---|---|---|---|---|
![]() | Famine | Veyra | 1,700 | 4h | Enemy island | Food to 0, no food production, minus 10 happiness |
![]() | Becalm | Veyra | 1,400 | 2h | Enemy island | Halves the target's outgoing fleet speed |
![]() | Blight | Veyra | 2,000 | 4h | Enemy island | Halves all production on the target island |
![]() | Market Silence | Veyra | 1,000 | 1h | Enemy player, Church L19 | Bazaar and marketplace blocked across every island |
Common questions
Why can I not build my first church?
The Matron holds it back until the island could beat the warband it would call. Open her shrine or the church in your build list: the bar shows how much attack is still missing. Only troops your own ships can carry count. Only your first church waits; every later one is built at once.
Why is there no lumen page in my shrine, only the Matron?
This island has no church yet, and a shrine without a church has nothing to burn. The Matron of the First Flame keeps it until a church stands on this island. From then on the shrine is the shrine.
Why did the same blessing cost more the second time?
The shrine charges for stacking. Each full stack still on the timer adds 25% of the base cost to the next cast.
Can I cleanse a curse early?
There is no counter-rite — you cannot spend Lumen to undo a curse. But some curses carry a cure: an offering of goods the shrine will mix to lift it. Open the curse on your Island State card and it tells you what the cure asks for and whether you hold it. Famine can be lifted this way, and so can every curse one of the Risen brings ashore during a Lumen Rupture. Becalm, Blight and Market Silence carry no cure at all — once those land, the timer runs out normally.
Why does Market Silence pick a governor?
It is owner-scoped. The server anchors the curse to one of the target governor's islands, then blocks bazaar and marketplace activity across every island they hold in that world.
Reference
Which gods exist, and what does it cost to wake them?4 gods, church 2 to 14
The sacrifice shown is the first awakening amount from the catalog. The altar takes the selected eligible infantry, or the cheapest eligible infantry first when no selection is provided.
| God | Domain | Church Lv | First sacrifice | Status | |
|---|---|---|---|---|---|
![]() | Thalor | Defence, endurance, recovery | 2 | 300 | Live |
![]() | Korvath | Attack, conquest, plunder | 6 | 300 | Live |
![]() | Veyra | Stealth, deception, misdirect | 14 | 300 | Live |
![]() | Nyssa | Luck, wealth, risk | 14 | 300 | Live |
How is the shrine math computed?production, stacking, expiry
Restack cost. A rite always costs its listed price, whether you are casting it fresh or extending one already running. There is no surcharge for stacking.
Stack cap. A blessing cannot carry more than four times its base duration. Buying past the cap is refused.
Two throttles. A rite is bounded by the lumen on hand (storage cap + the church / awakening gates) AND by the per-governor divine-strain slots — 3 rite slots, one spent per rite regardless of cost, refilling one an hour and shared across all your islands. Strain paces spend velocity so a big bank cannot become endless casting.
Expiry. Every rite runs to its scheduled end. A recast cancels the old expiry event and registers a new one. Server startup sweeps any rite whose timer already passed.
Not active yet. Per-god cooldowns, counter-cleansing, relics that spend lumen, alliance shrine pooling, and non-player shrine casts are not shipped.

















