DawnwalkerGuides

Vale Sangora: World, Factions & Locations

By Dawnwalker Guides Last updated: September 12, 2026 Verified on version 1.0 (launch) Minor spoilers

The Blood of Dawnwalker takes place in Vale Sangora, a plague-ridden valley in the Carpathian region in 1347 — an open world where every story beat, quest, and conversation competes for a finite 30-day/30-night clock. This page covers the world at the level launch information (v1.0) supports: the setting, the factions, and the named locations.

A cinematic trailer and gameplay teaser (Bandai Namco Entertainment, via YouTube).

The setting

  • Vale Sangora, the valley, is the stage for the whole run: the village, the war, and the valley exit (Coward’s Path) behind the hidden ending A Hero They Deserve.
  • 1347, plague-ridden. The day is when the valley is fully human — talks, story quests, and the everyday business of a plague year — which is where Witchcraft and the clock do most of their work.
  • A 30-day/30-night horizon. The clock moves on hourglass-marked actions — certain quests and conversations — and on learning or upgrading skills (1–2 segments each), while free exploration and combat cost no time. Running past 30 does not end the game — it changes which endings stay open. The 30-day timer guide is the full reference.
  • Two faces of the world. By night the same valley comes back under different rules: Coen is a vampire, fights play faster and more aggressive, and the Blood Hunger pressure takes over — your durability is now your blood bar, and running low is the danger. The day/night dual-form guide covers how to structure a full day around both halves.
Vale Sangora's market street in daylight.
Official screenshot · Rebel Wolves / Bandai Namco Entertainment

The factions

FactionWho runs itWhere they stand
Vale Sangora’s peopleThe village side of the conflict
Brencis’s warBrencis at the top; Ambrus, Bakir, Xanthe running the fieldThe war’s top; the vassal arcs are its structural fights
The rebellion / the ManumitsCrake (Marat)Against the vrakhiri — the human side of the war, and the ally chain behind the kingmaker ending

The vrakhiri are the vampire side of the conflict that the rebellion (Crake/Marat) fights; the three vassals (Ambrus, Bakir, Xanthe) serve Brencis underneath him. Your ending is chosen in the final-quest dialogue, so what matters strategically is which ally chain you finish, not a “side” to hold. The character compendium has each figure’s profile.

Named locations (verified so far)

LocationWhat it isWhy it matters
Laslea VillageCoen’s prologue homeThe tutorial setting; Blasphemy (Banner theft), Anca’s Recipe, Force Feed, and Uriashi fishing all fire here
Stoneward PostMilitary outpost / prisonSave Mert the Miller quest; daytime and nighttime infiltration routes both target the tower
SvartrauThe largest city (capital)Cathedral (A Saint and a Monk → Forge It Anew), Altenmarkt market district, city walls; Vassal arcs converge here. Hosts 3 of the 11 Scouting Towers.
St. Tyna’s MonasteryCursed nun monasteryEchoes of the Silenced Bells quest; earns you Saint’s Tibia and Relic of St. Tyna (Arbiter Armor components)
Yawning BurrowSanzhana tribe territoryFour Sanzhana side quests branch from here; Sanzhana (Tsarina) leads the tribe
Briar SloughsSwamp regionMoult of a Large Lizard location (Arbiter Armor component, from the Tatselwurm boss cave on the edge with Maragir Wealds)
Maragir WealdsForest regionBorder with Briar Sloughs — the cave sits exactly on the boundary
RockfallsMountain regionBurrow Sorrows Sanzhana quest kills kobolds here
Boar’s BackNorthern forestPearly and Precious Sanzhana quest (⚠ do not buy Silk Threads here; Come Hither has them free)
Crossroads InnTavernA Bulwark Against Darkness chain trigger point — look for Anca here at Infamy Level 4
Tantari regionWild zone west of SvartrauCome Hither quest; Murohn boss; free Silk Threads in the boss arena
Aurelius’ TowerTower with ritual roomFlask of Quicksilver pickup (Arbiter Armor component, top floor)
Coward’s PathBroken bridge west of the valley
Hidden ending location
Cross at night with Planeshift to trigger A Hero They Deserve hidden ending
Silts TowerTower with upper door
Hidden ending location
Open the upper door to enter the Home Sweet Home dream route → Together Forever hidden ending
The CastleBrencis’s stronghold
Point of no return
The finale. Night-traversal triggers ending warning — point of no return for a standard run

Haunted Sites (4 total)

Four open-world events scattered across central Vale Sangora — each a field of corpse-strewn ground where restless spirits linger. Clearing one uses Astral Communion (Witchcraft, unlocked in the prologue, no point cost), costs 1 Time Segment, and drops a perk manual plus gear. They are day-only — show up as a vampire and nothing happens. Haunted Sites are revealed on the map with white skull icons after climbing Scouting Towers.

SiteLocation clueRewards (verified cross-source)
Site of CrucifixionHilltop near the Eerie Knoll shrine (Ancient Circle next to it)Unholy Vitality Manual, Rebel’s Exquisite Falchion (epic weapon), a silver trinket
Mass GraveRoad northeast from Shrike’s Crag (just before a Tatzelwurm Lair)Soul Reaping Manual, Tough Leather Boots (epic), Highland Noble Surcoat (epic armor), a silver trinket
River MassacreRiverbed directly south of the Ruined Hut shrine (Buried Past quest location)Soul Reaping Manual, Grayrock Blade (epic weapon), The Bulwark Ring, a silver trinket
Destroyed CaravanWest of Howling Keep in Tantari WoodsUnholy Vitality Manual, Nature’s Bane (epic ring), Ring of Quick Strikes, a silver trinket

Scouting Towers (11 total)

The 11 towers scattered across Vale Sangora are the game’s viewpoint system. Each one is climbable only at night (requires vampiric traversal: Shadowstep + Planeshift, with Shapeshift recommended for speed). Climbing all 11 unlocks the Bird’s-Eye View achievement and fills your map with every open-world location — including the Haunted Sites above. Towers consume no time segments, so you can chain the full set in one night after the prologue.

TowerRegionChest reward
Church TowerStarting Village (Laslea)Aether Flow Manual
Briar Sloughs TowerLaslea Glen, south of the villageAmalgam Manual
Maragir Wealds TowerEastern edge of Maragir WealdsBlasphemous Echo Manual
Boar’s Back TowerShrike’s Crag, west of SvartrauPotent Blood Manual + Duelist’s Pendant (epic amulet)
Neustadt TowerSvartrau, southwestern battlementsNone (map reveal only)
Market TowerSvartrau, north-central Altenmarkt districtNone (map reveal only)
Cathedral TowerSvartrau cathedral complexNone (map reveal only)
St. Tyna’s Grove TowerBetween Ambrus outpost and an Ancient CircleForbidden Sigils Manual
Tantari TowerTantari Woods, northwestLasting Malediction Manual
Rockfalls TowerSouth of Oghasti, west of Lunar ManorBlasphemous Echo Manual
Silts / Aurelius TowerThe Silts settlement, southern end of the snowy forest (a.k.a. Aurelius’ Tower)Unnatural Resilience Manual

What is not mapped yet

Until that happens, the practical way to navigate: cluster activities by region so a single trip covers a region’s arc, its vassal side quest, and a skill investment rather than three separate hops across the Vale — travel itself costs no time, but bundling keeps your day budget clean and your skill investments (which do cost segments) on purpose. The early game walkthrough has the priority order for the first act. If you have verified a regional name, section, or collectible in your own playthrough, the comment section is where corrections land; confirmed reports get added here with a date.

Frequently asked questions

Where is The Blood of Dawnwalker set?

Vale Sangora, a plague-ridden valley in the Carpathian region in 1347. It is an open world, and the whole story runs on a 30-day/30-night clock inside it.

What factions are in Vale Sangora?

The village's people, Brencis's war (run in the field by the three vassals Ambrus, Bakir, and Xanthe), and the rebellion / the Manumits against the vrakhiri, led by Crake (born Marat) — the same person.

Are there maps or a collectibles list?

Not yet. Verified sources have not published regional chapter names or a collectibles list as of launch, so this page names only the locations launch information supports. Both are on the verification queue and will appear as in-play reports confirm them.

Does time of day change the world?

Yes — Coen is human by day and a vampire by night, and the night form opens different movement options (such as the night traversal used in one hidden-ending route). The day/night guide covers how the two halves work.

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