The Blood of Dawnwalker First week after the mine
Firebrand, towers, haste, corruption, then the family clock. Not a 100 percent dump.
The Blood of Dawnwalker does not hand you a golden main-quest arrow after Laslea. Smoke and Ashes starts the 30-day family clock. Brencis, an ancient Roman senator who wants to be prince of the Vrakhiri, holds Pieter, Esme, and Lunka for a coronation sacrifice. You have 30 days and 30 nights. Time does not tick while you walk, loot, or read the map. Quests, story beats, and shrine leveling spend segments: eight by day, eight by night. Running out of those 30 days is not a game over. This page is what to do in week one so the calendar is a budget, not a panic. The Laslea order is on the prologue walkthrough. The sandbox rulebook is How to Play. The hourglass math is the time system.
This is not a fake 100 percent quest dump. Vale Sangora will not complete in one calendar. Playtime is 50-70 hours if you chase side stories. Mark the coronation on the time planner, then pick jobs that buy movement, a working kit, and one story thread. Leave the rest.
First purchases that do not eat the week
After the prologue, two haste nodes are the honest openers. Mercurial Fervour (Witchcraft, day) and Shapeshift / wolf (Vampirism, night) each cost a skill point and no time after the prologue. That exception is the whole point. There are no horses. Day speed is the hex. Night speed is the wolf. Buy them before you spend a shrine segment on a vanity rank.
Shapeshift needs corruption 1. Raise it with Voracious Bite. Animals count. Bite a goat or a deer on the road, not the NPC you still need. Feeding is independent of the hourglass: starve Coen, walk into a talk, lose the giver. Feed first. Then talk. Then quest.
Swordmastery works at noon and midnight. Early staples worth a later shrine tax: Vigour, Endless Effort, Sustained Focus. Do not buy all three on night one. Rank them against the Swordmastery page and the build planner. Witchcraft scars heal at night, so hexes go inert after dusk. Vampirism locks at dawn. Read day and night so you stop spending a morning segment on a claw node you cannot press until moonrise. The ability tier list and the Witchcraft / Vampirism trees are the spend sheet, not this page.
The Firebrand
Start The Firebrand. The first pin is a ruined house behind a yellow banner north of the Laslea Centre shrine. The next pin is Mert’s Mill, south of Laslea. That is the story thread this wiki will name for week one. It is a human plot that still works while you are learning the dual kit. Do not skip it to go sightseeing in Svartrau’s cathedral on night one. You can walk to Greifberg Castle. A fresh Dawnwalker loses. The endings page already told you the front door exists.
Combat on this chain is still directional. Omni-attack and omni-block remain available. Four difficulties: Story, Fair, Challenging, Duelist. Lower the row if a mill fight is eating the evening; the hourglass does not grade pride. Combat and controls are the hands. This page only cares that you do not start a two-segment day job at twilight.
Towers, shrines, and the free part of the map
There are 11 scouting towers. Climb them early. They reveal map icons. Walking to a tower is free. Staring at the result is free. Accepting every yellow job the tower paints is how week one dies. Mark shrines first, then the story pin you actually intend to pay for.
About 45 wayside shrines handle fast travel, stash, waiting, and skill ranks. Fast travel is free. Waiting at a restored shrine skips time on purpose. Unlocking a travel point is exploration. Leveling a node costs a segment. Destroyed shrines want Focus Mode, footprints, guards, a shrine heart, and a return trip. That loop is on Shrines and Fast Travel. Restore the Laslea Centre bench before you wander south to the mill so a death is a walk, not a hike.
The valley is a 1347 Carpathian pocket: Laslea, Svartrau (capital), Greifberg Castle, Maragir monastery and wealds, Briar Sloughs, Shrike’s Crag. Uriash ram-like clan muscle occupy ground for the Vrakhiri. Officers split the rest: Ambrus (warehouses, blood tax), Bakir (war camps; mocap by Jan Błachowicz), Xanthe (blood magic, ancient Greek priestess). You do not have to clear all three in week one. You have to decide whether an officer is a door into Greifberg or a week you cannot afford. Lore is the world file. This page is the calendar.
People who cost a week if you ignore hunger
Anca already wrote on your arm. Lacra is a warrior with her own mission. Marat leads a human rebellion. Romance exists and spends time; do not start a thread on a whim during week one. Read romance before you treat a conversation like flavour. Feed before any of those talks. A starved bite is a quieter game over than the coronation: the campaign continues, that door does not.
Collectibles can wait. Manuals you will use this week can come with you. Manuals for a tree you abandoned stay on the ridge. The Guides Hub and Getting Started still apply if you skipped the prologue checklist.
Sanzhana, extra time, and what not to invent
Sanzhana are Vale Sangora’s tooth fairies. Five quests in that line can grant extra time. This wiki will only name the two pins it can stand behind:
- Good Home — Svartrau Outskirts, then the Yawning Burrow.
- Tiny Dancer — night, on a Curious House in Svartrau.
Do not plan a completionist tour on fairy IOUs. Extra time is a pressure valve, not a second 30-day bar. If the family clock empties, the story changes and some content continues. If you wanted the reunion, you still needed a buffer. The time planner wants days 28-30 quiet.
A week-one shape, not a script
- Feed. Then talk.
- Buy Mercurial Fervour (day) and raise corruption 1 for Shapeshift (night).
- Climb the nearest towers. Restore the nearest destroyed shrines.
- Start The Firebrand: yellow banner north of Laslea Centre, then Mert’s Mill south of Laslea.
- One Swordmastery staple if you still have a shrine pip: Vigour, Endless Effort, or Sustained Focus — not all three.
- One ally conversation if the hourglass is kind. Zero romances.
- Do not raid Greifberg. Do not 100 percent Laslea.
The hands-on video above is the time mechanic in motion, not a checklist of every named job in Svartrau. When week one is a working kit and a living mill thread, open the rest of the valley. When it is a museum of yellow icons, you already spent the coronation.
Frequently Asked Questions
Quick answers to the most common questions.
What should I do first after the prologue?
Feed, unlock Mercurial Fervour and Shapeshift (skill point, no time tax), climb towers, restore a shrine, then start The Firebrand north of Laslea Centre. Details above; Laslea order is on the prologue walkthrough.
Where does The Firebrand start?
A ruined house behind a yellow banner north of the Laslea Centre shrine, then Mert's Mill south of Laslea. Climb a tower if the mill is not yet marked.
Do Mercurial Fervour and Shapeshift cost hourglass time?
After the prologue they cost a skill point and no time. Shapeshift still needs corruption 1 from Voracious Bite. Animals count. See Vampirism and Witchcraft.
Can Sanzhana give me extra days?
Five quests in that line can grant extra time. Named pins here: Good Home (Svartrau Outskirts to Yawning Burrow) and Tiny Dancer (night, Curious House in Svartrau). It is a valve, not a second calendar.
Does the campaign end if the 30 days run out?
No. The family story changes. Some content continues. The prologue Brencis kill is a separate early close. See endings.
Should I finish every quest in week one?
No. You cannot 100 percent Vale Sangora in one calendar. Mark the coronation on the time planner and skip jobs that do not buy movement or a door into Greifberg.