What is the prologue quest order?
All Good Things → Withering Away → Like Father, Like Son → Sacred Covenant → Bad Blood → Smoke and Ashes, per public quest names.
This The Blood of Dawnwalker walkthrough covers the prologue and early main path in quest order — enough to unstick progression without mapping every ending branch. Coen’s family faces sacrifice at Brencis’s investiture in 30 days and nights; the prologue explains why before the sandbox opens. Public quest names in the opening arc include All Good Things, Withering Away, Like Father, Like Son, Sacred Covenant, Bad Blood, and Smoke and Ashes, plus optional beats such as Page Turner and Live Bait. Verified September 3, 2026 · Steam.
Steps below use light spoiler tags where they reveal twists you may want blind on a first run. We do not document finale outcomes, Brencis kill routes, or Court officer end states — those belong on quests with spoiler tiers later.
| Fact | Detail |
|---|---|
| Prologue quests (named) | All Good Things → Withering Away → Like Father, Like Son → Sacred Covenant → Bad Blood → Smoke and Ashes |
| Optional prologue sides | Page Turner · Live Bait (Laslea Glen) |
| Clock start | After prologue — open world Laslea, not first cutscene |
| Post-prologue hub | Anca → St. Tyna’s Grove / inn at road fork |
| Main spine title | The Blood of the Dawnwalker (family rescue) |
| Structure | Narrative sandbox — quest web centered on Brencis |
| Spoiler policy | Light tags here · endings omitted |
| Related | Quests DB · Time system · Beginner guide |
Matched by build plan, shared topics, and guide progression — not random related links.
The prologue is a scripted tutorial arc in Laslea — Coen’s home village under vrakhiri rule. It introduces directional combat with Pieter, family stakes (mother Esme’s illness, siblings including Lunka), Blood Mass politics, and the first Dawnwalker transformation without handing you the full map. Treat it as mechanics boot camp: blocking direction, draw stance, hex introduction with Anca, vampire night feeding, and the hourglass UI preview.
Expect guided beats for four-direction sword (father sparring), human exploration (flowers, bread, family chores), church / mass tension, vrakhiri soldiers, and at least one vampire night sequence where Blood Hunger matters. You will not manage the full three-tree skill web yet, but you should open the skill menu once to see shared points and manual alerts — see skills.
Dialogue establishes Brencis, blood tax, and silver mine history — context for later choices about rebellion vs survival. The prologue’s linear feel is intentional; once Anca sends you to St. Tyna’s, the narrative sandbox opens and quest order becomes player-driven.
All Good Things opens on domestic normalcy before horror — Coen gathers flowers with family, shares bread, and cares for Esme in Laslea. Gameplay is low combat: movement, interaction, and establishing names (Pieter, Lunka, village life).
Accept All Good Things from the home area → complete gathering objectives in the glen → return for meal and family scenes → let the quest chain advance automatically to the next prologue title. No hourglass panic yet — focus on controls and subtitles if you need Old World names (Coen/Cohen spelling varies in UI).
Inventory min-max, shrine stash, and Court web are irrelevant here. Do not skip cutscenes if you want Brencis’s tax system explained in fiction — the beginner guide assumes you heard the Blood Mass setup.
Withering Away escalates Esme’s illness and village dread — herb runs, mass attendance pressure, and foreshadowing of Vladimir’s plot against Brencis. Like Father, Like Son *(light spoiler)* delivers Pieter’s directional sparring tutorial and reveals he withheld combat training until crisis — then ties into Vladimir’s request to retake the silver mines.

Follow journal markers for herb collection and family care → deliver medicine so Esme can survive upcoming mass → overhear village anxiety about vrakhiri soldiers on the pass. Keep consumables — day form does not passively heal (day and night).
Pieter spars with Coen in a fenced practice space: draw sword, match block direction, land limited combos, survive his aggressive chain. *(light spoiler)* Dialogue after yield explains Vladimir wants Laslea men for a silver mine assault — Pieter stalls for time. Learn perfect-block timing here; riposte perks on skills multiply this lesson.
*(light spoiler)* Vladimir’s rebellion hook connects Laslea to Svartrau politics — relevant later when you choose violence vs diplomacy. The walkthrough does not prescribe siding with him; note the thread on quests when hourglass rows are verified.
Sacred Covenant and Bad Blood converge on Blood Mass — the vrakhiri ritual where adults donate blood under Brencis’s rule. *(light spoiler)* Expect church interiors, sacrilegious art, Uriash or officer presence, and Coen forced to witness how “weak” villagers are treated.

Escort family per journal → prepare Esme with herbs so she survives the night → travel to church with Pieter. NPCs discuss Brencis attending mass — tension spike. Equip day loadout; this is still human-form social combat, not a boss arena.
*(light spoiler)* Inside mass, vrakhiri display dominance — blood drinking, fear, and tests of loyalty. Coen may be pressed on Pieter’s decision about Vladimir’s mine plan. Watch for QTE or dialogue choices that affect immediate safety; long-term Court anger tracking opens later in the Court tab, not fully during prologue.
Public materials place Uriash — a large ram-like vrakhiri warrior under Brencis — in early Laslea pressure beats. Treat any officer fight as a directional combat exam; omni-assist is fine if you are learning (combat).
Smoke and Ashes is the prologue climax — *(light spoiler)* Coen’s failed vampire transformation, survival as a Dawnwalker, and escape from Brencis’s agents. We stop before detailing who lives, who is taken, or finale rescue outcomes.

*(light spoiler)* Brencis’s ritual does not finish cleanly — mine silver left Coen immune to a full turn. You briefly experience vampire hunger and claw combat under supervision, then separation from the court believes you dead. Night segments teach feeding and stealth — feed before civilians cluster.
*(light spoiler)* Play through pursuit, mine or tunnel sequences, and the first uncontrolled night frenzy temptations. Use Shadowstep and claws if unlocked in tutorial grants — full Vampirism tree unlocks come later on skills.
*(light spoiler)* Anca aids Coen afterward — introduces rune scars and Astral Communion-style questioning of the dead (bring objects the deceased recognized). This is Witchcraft fantasy setup; manual hunting continues in the open world. She ultimately directs you to St. Tyna’s Grove inn when you are ready — prologue handoff point.
Family capture details, Brencis’s 30-day ultimatum phrasing, and which siblings appear in later scenes are medium spoilers — journal text will restate the rescue clock. Ending grids and officer kill order are not on this page.
Laslea Glen hosts optional Page Turner and Live Bait in public quest lists — short beats that flesh out villagers and loot without blocking the main chain.
| Side quest | When to pick up | Why bother | Missable? |
|---|---|---|---|
| Page Turner | During prologue free roam windows | Lore + small rewards | Treat as missable if you rush main chain |
| Live Bait | Laslea outskirts beats | Combat or fetch practice | Same — complete before Smoke and Ashes if completionist |
Speedrunners can skip both to reach Smoke and Ashes faster. Completionists should grab them when journal shows optional markers without main quest icons conflicting — neither replaces main prologue tutorials. Full hourglass costs land on quests when verified; prologue sides typically teach systems, not drain the rescue calendar.
The 30 days and 30 nights timer begins after the prologue, when Laslea opens as a sandbox hub — not during All Good Things or the first cutscene. Community beginner coverage aligns: prologue teaches urgency; open world grants more segment leniency than players expect.
| Phase | Clock running? | Player takeaway |
|---|---|---|
| Prologue quests | No — tutorial pressure only | Learn hourglass UI without calendar panic |
| Open world Laslea | Yes — rescue budget active | Read preview on every quest accept |
| Free exploration | No segment spend | Roam between flagged jobs |
| Skill shrine spend | Often yes when UI shows hourglass | See time system |
Scripted days in Laslea imply constant crisis. Once Anca waits at St. Tyna’s, you can explore, loot manuals, and test forms without advancing days until you accept plot quests. That shift is the most important walkthrough fact for new players.
*(light spoiler)* Coen resolves to use Brencis’s curse against him; Anca relocates to St. Tyna’s Grove near a road fork inn — “seek me there when ready.” The world opens; you choose when to engage her versus exploring Laslea.
Before racing the main spine, secure one sword manual, one hex manual if you want magic, and a shrine stash rhythm. Sample Ancient Circles by day for witch books and soldier camps for sword books — details on skills. First regional mains like The Firebrand or From Above wait on locations.
If narrative urgency is fun, chase The Blood of the Dawnwalker journal entries. If systems feel shaky, spend several real hours in free roam — Coen’s calendar stays put. Use time planner stub notes until the live sandbox tool ships.
Post-prologue, the main quest remains The Blood of the Dawnwalker — save Coen’s family before Brencis’s investiture sacrifice. The in-game quest web radiates from Brencis through Court lieutenants Ambrus, Bakir, and Xanthe, each controlling a dominion of Vale Sangora.
| Region / domain | Example public quest names | Walkthrough depth here |
|---|---|---|
| Laslea Glen | The Firebrand · From Above · If a Tree Falls · Bandit’s Treasure Map · Pilgrimage: Bear Trouble | Regional — see locations |
| Briar Sloughs / Ambrus | Under Watchful Eyes · Taking Back What’s Mine · Ambrus’s Collectors · Destroyed Shrines | Hourglass rows on quests |
| Broader Vale | Night Terrors · Lunar Game · Sanzhana chain · Echoes of Silenced Bells | Spoiler-tier branches omitted |
There is no single canonical route. Choices — including murders, day vs night approaches, and alliance picks — reshape which lieutenant quests unlock. This page gives prologue order only; mid-game walkthrough expansion stays per-region on quests to avoid duplicating a branching graph.
Public materials reference ~five Sanzhana beats that can stretch schedule flexibility compared with normal quests. Hunt them when you understand baseline hourglass math — not before you read time system. Exact segment refunds remain TBA.
We do not list Brencis finale steps, multi-ending conditions, or post-main sandbox rules here. When you are ready for spoilers, a dedicated endings page or quest consequence browser will link from quests — not this prologue-focused walkthrough.
All Good Things → Withering Away → Like Father, Like Son → Sacred Covenant → Bad Blood → Smoke and Ashes, per public quest names.
After the prologue open-world handoff — not during the first village scenes.
Page Turner and Live Bait are optional — grab them before Smoke and Ashes if you want completion.
St. Tyna’s Grove area — inn near a road fork; journal directs you when ready.
Prologue yes; afterward the Brencis quest web is player-driven and non-linear.
No — light prologue tags only; finale routes stay off this page.
Quests database as rows are verified — walkthrough focuses on order, not segment math.
Time system, quests, and locations for regional routing.
September 3, 2026
Matched by build plan, shared topics, and guide progression — not random related links.