Overview
Shrines are the network of physical waypoints scattered across Vale Sangora. They serve two purposes at once: they are the only fast-travel anchors in the game, and they are the primary location where Coen learns and upgrades his perks. Activating a shrine for the first time is a mini-quest in itself; revisiting it later is the player's main way to bend the 30-day clock around the rest of the map.
Activating a Shrine
Shrines show on the map as chapel icons. An unvisited shrine is grey, and stays grey until Coen walks up to it and activates it by hand, at which point the icon turns blue and the shrine joins the fast-travel network. Some are guarded by soldiers or vampires camped in the immediate area, and those have to be cleared before the shrine can be touched at all, which makes an activation run a small combat detour rather than a formality.
A separate class of shrine is found already ruined. Restoring a desecrated shrine means locating its Shrine's Heart somewhere in the surrounding area, following the trail with the inspect prompt, and carrying the relic back. The restoration is not free: the act itself consumes segments of the 30-day countdown, so a ruined shrine is a deliberate purchase rather than a pickup. Once activated or restored, a shrine stays unlocked for the rest of the run and its perk-vendor function opens along with the travel link.
Fast Travel
Activated shrines are the only fast-travel points in Vale Sangora. Travel runs shrine to shrine and nowhere else: there is no way to open the map in open country and jump to a waypoint, so the value of the network depends entirely on how much of it has been unlocked. There are no horses or mounts. During the day Coen uses Mercurial Fervour to cover ground at speed; at night a perk-unlocked wolf transformation takes over the same role. For longer hops across the valley, the shrine network is what cuts the in-game day cost of travel.
Travel between shrines does not advance the 30-day clock by itself. Quests at the destination do.
Perk Vendor
Shrines are where Coen spends his perk points, which arrive with each level. Standing at an activated shrine opens a perk catalogue. Each perk shows two costs side by side: a perk-point price and an hourglass icon indicating how many in-game hours the player will burn training the perk. The training time is real; it advances the calendar by the listed amount.
A database built from the game's own text reports a further job: every shrine also opens Coen's storage. That matters more than it sounds, because an overloaded Coen can neither run nor fast travel, and stashing gear needs a shrine.
This is the core of why time matters even outside of quests. A run that goes deep into the skill tree pays for those perks in both perk points and days. A run that takes the leanest perk path keeps more of the 30-day budget available for rescue planning and exploration.
Not every perk is bought outright at a shrine. Parts of the Swordmastery and Witchcraft trees need a manual first: an item found out in the world, bought from a merchant, or handed over as a quest reward. The manual gates access rather than replacing the cost. Once it is in hand the perk is still paid for in perk points and in training time at a shrine like any other.
Advancing the Clock on Purpose
Shrines are also where Coen can push time forward deliberately. A good deal of content is gated to one half of the cycle: scouting towers need night-form traversal to climb, Hex Magic only works by day, and some encounters only exist after dark. Rather than wait, the player can advance time at a shrine to reach the half they need. The segments still come out of the same 30-day budget, so this is a trade rather than a shortcut.
Between perk training, the time price attached to it, and manual advancement, the shrine network is the single busiest point of contact between the player and the 30-Day Cycle. Skill points cannot be spent anywhere else, which means every build decision routes through a shrine visit.
Religious Layer
Shrines also appear in the world as objects of Brencis's reshaped religion. The roadside shrines that now line Vale Sangora's paths bear his likeness as part of the vampire regime's propaganda campaign. Most of those decorative shrines are not interactable as fast-travel or perk hubs; the player-facing system shrines and the decorative Brencis shrines share the same word in-fiction but serve different mechanical purposes.
Strategic Use
Because shrines combine fast travel with perk access, they reward routing the run through them. A common loop:
Reach a new region. Identify the nearest shrine.
Spend a small in-game window clearing the missing-heart unlock.
Use the restored shrine as a quest hub: fast travel out for objectives, fast travel back to spend earned perk points on perks before pushing further.
Track the time spent at the shrine in hours, not days, so the perk budget stays predictable.
Skipping shrine unlocks is viable for time-pressed runs but compounds: every skipped shrine is more on-foot or hex-assisted travel later, and is a perk vendor the player has chosen to walk past.
Named Shrines
Vale Sangora has more than 100 shrines, and some of them start destroyed and have to be restored before they join the network. Counts disagree. One walkthrough lists 111, 17 of them destroyed. A database built from the game's map data counts 114 roadside shrines across nine regions, with twenty more drawn as destroyed that it counts separately, and none inside Greifberg Castle. No first-party total has been published as of September 2026, so no single number is given here. The table below is a sample of named shrines with the region a walkthrough list files each under; it is not the full roster.
Shrine | Region and Notes |
|---|---|
Laslea Gate | Laslea, the starting village |
Laslea Center | Laslea Glen, in the village itself |
Anca's Hut | Laslea Glen, by the healer's home outside the village |
Silver Mines | Laslea Glen |
Outlaw's Gorge | Laslea Glen, east of Laslea above the bandit camp on the hill |
Blackwater Hollow | Laslea Glen |
Northern Foothills | Laslea Glen |
Coward's Path | Briar Sloughs, near the broken bridge out of the valley |
Muddy Trail | Briar Sloughs |
Uriashi Hermitage | Briar Sloughs, where the uriashi blacksmith works |
Eerie Knoll | Maragir Wealds |
Lower Maragir Wealds | Maragir Wealds, near the soldier camp south of Maragir |
Upper Maragir Wealds | Maragir Wealds |
Coldrin's Hunting Lodge | Maragir Wealds |
Giant's Pawns | Boar's Back |
Parlita | Boar's Back |
Mount Balaur | Boar's Back |
Svartrau Bridge | Svartrau Outskirts |
Altenmarkt | Svartrau City |
Silberstein | Svartrau City |
The Middens | Svartrau City |
Hidden Shrine | Svartrau City, inside a house entered at night through an open balcony door |
Shrike's Crag | Rockfalls |
Westridge Outpost | Rockfalls |
Uriash Village | Rockfalls highlands, reachable only through the quests A Friend Like This and The Song of the Mountain |
Stuga Bridge | St. Tyna's Grove |
Stuga Marshes | St. Tyna's Grove, north of the soldier camp |
Woodland Outpost | St. Tyna's Grove |
St. Tyna's Grove Tower | St. Tyna's Grove |
Crossroads Inn | St. Tyna's Grove, one of the shrines that starts destroyed |
Aurelius's Tower | The Silts |
Turtle Rock | The Silts |
Vedera Marsh Guardpost | The Silts |
Howling Keep | The Silts |
Lunar Manor | The Silts |
Vedera Shallows | The Silts, near the path to the side entrance of Greifberg Castle |
Tantari Watermill | Tantari Woods |
Eastridge Outpost | Tantari Woods, one of the shrines that starts destroyed |
Relationship to Other Systems
Shrines connect directly to time as a resource, the 30-day cycle, skill trees, and exploration. They do not interact directly with the notoriety system: fast-travelling does not raise infamy, and shrine training does not draw Brencis's attention.