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A sealed valley, named on purpose

The Blood of Dawnwalker Locations

Vale Sangora is a fictional Carpathian pocket in 1347, rich in silver and closed by gorges. The Blood of Dawnwalker does not give you a continent. It gives you a capital that got too wealthy, villages that still remember folklore, a forest that hides a house, and a quarry where a massacre stuck to the stone. If a name is on this page, it showed up in official lore posts, gameplay overviews, or achievement copy — not as filler pins.

Travel between these places is free. Turning one into a finished quest is not. Use the map for shrine logic. Use this page for what the names actually are when someone in a tavern says them.

Svartrau, Silberkreis, Greifberg

Svartrau is the only true city: silver capital, thieves, a cathedral, cellars that predate the street plan, and Brencis’s political heart. The mountains around it are pocked with mine mouths. Bandai’s own “Secrets of Vale Sangora” post is the clean public copy: where there is silver there are thieves, and the thieves keep escaping because the city sits on a maze of damp rooms and older ruins. Night Coen is supposed to use that verticality. Day Coen is supposed to talk in it. Infamy is supposed to lock it down — sunrise edicts, thicker patrols, curfews — until “Big-City Living” feels like trespass instead of tourism.

Silberkreis is the wealthy district near Castle Greifberg, the cathedral-quest stage from Gamescom. Greifberg itself is the seat on the crags above the city, the coronation stage, the door Jankowski said you may open too early. Community copy sometimes writes Castle Greifberg and Greifberg Castle; it is the same pile of stone. Skender Dragosti expanded the dungeons under it when he still ruled. Brencis lives there now. Coen’s family is the reason you learn the name.

Vale Sangora settlements and forest weather in The Blood of Dawnwalker
The capital is one name. The valley is the rest of the work.

Laslea, Maragir, and the villages trophy

Laslea is Coen’s farm village, the prologue after the mine, the Blood Mass, Anca, a weaver, a pig, and a sick sister. Tour Guide Training on Steam wants every village in the valley, which is a free-travel trophy if you do not turn each marker into an hourglass. Maragir is the tired monastery and Codrin’s family land from Gameplay Overview Part III. Other settlements exist so the tax has somewhere to land; this wiki names them when official materials do, and refuses to invent a fake pin dump.

Wayside shrines stitch the names together: fast travel, stash, and the only honest bank for items. Some shrines are quest objects, not only fast-travel toys. If you are lost, walk to a shrine. If you are greedy, you will daisy-chain five hourglasses across three officer dominions and wonder why the family ran out of mornings.

Howling Keep, Shrike’s Crag, Tantari Woods

PlaceOfficial flavourWhy you go
Tantari WoodsDark even by local standardsThe forest that hides a house, and herbs for crafting
Howling KeepA mansion that is there some days and gone on othersFolklore that is also a location; intent matters
Shrike’s CragOld quarry; Skender’s slaughter of commonersHaunted ground, not a picnic overlook
Carpathian GorgesSummer passages, the valley’s bottleneckHow isolation became a plot device
Svartrau undercityCellars, caves, older ruinsThieves, new enemies, night routes
Silver mines / Deep DownPrologue cave, mural, Forgotten GuardianThe accident that makes a Dawnwalker

People of Vale Sangora do not brief outsiders. Buy a drink, and you get horned mountain folk, haunted mines, and the Keep. Bandai’s bulletin is explicit: on some days you see it over the treetops; on others it has dissolved. That is not a loading-screen tip. That is a location that can refuse you. Shrike’s Crag is the other campfire story — Skender Dragosti’s massacre, still stuck to a quarry. If you are hunting achievements like Bird’s-Eye View, towers are the mechanical cousin of these folklore sites: climb, scout, pin the valley, do not confuse a view with a finished quest.

When a place starts hunting you

Infamy is geography. Raise it and Svartrau grows edicts, patrols, and a lockdown. Destroy vrakhiri transports and you are punching the blood-tax pipes that keep Ambrus’s dungeons wet. Tear Brencis’s flags and you are writing on the skyline. Peak Infamy is a trophy and a playstyle. It is also how a location you liked at noon becomes a different verb list at dusk. Read characters before you treat the capital like a loot piñata.

Discovery is free. A name on this list is not a promise that you should spend a day there. The family does not live in the Howling Keep.

Frequently asked questions

Is Vale Sangora real?

No. It is a gothic fiction assembled from Carpathian, Hungarian, Romanian, and Slavic texture. 1347 is the plague year the story stole.

Is there an interactive map?

Official interactive pins will be a post-launch hobby. Until then, shrines are your pins and this page is the gazetteer.

Does visiting Svartrau cost time?

Walking in does not. Big-City Living is a visit trophy. Finishing a cathedral hourglass is the paid verb.

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