Explore

South is harderRebel Wolves has said that in general, the further south you go, the greater the challenge — so north stays up on any map we draw, and orientation is not something to change for looks.
Region
The game's open world: a Carpathian valley of forest, swamp, mountain, mine and ruin, divided into regions held by Brencis's inner circle.
Where it sits
Terrain
Held open deliberately. Each line comes off this list when it can be verified against the retail map — not before.
Where the major locations actually sit
The world's orientation
Regions and their rulers
Roads, bridges, passes and fast-travel points
Rivers, lakes and their names
Scale
Terrain is not fogged. What you have to discover is the activities on it — entering an area may tell you something is nearby without telling you what.
The valley is divided into regions, each controlled by a member of Brencis's inner circle. No public source gives the full list of regions or their rulers.
Each region has a difficulty range, fixed the first time you enter it. Which means the order you explore in is itself a decision.
Rebel Wolves has said that in general, the further south you go, the harder the challenge. It is one of the only authoritative directional facts available.
Travel is on foot, by vampiric movement, or by fast travel through the world map. Whether fast travel costs time is unconfirmed.
An official Vale Sangora map exists — a 33 × 40 cm printed map ships with the Day 1 and Collector's editions. But no flat, high-resolution copy is public: the promotional photography shows it folded, angled and partly behind packaging, nowhere near good enough to read labels from or reconstruct coordinates out of.
So no location here has coordinates, and none gets a pin. That is a decision rather than a gap. A plausible-looking marker reads as knowledge, and somebody would plan a route around it. What public material genuinely establishes is containment and relative position — inside, beneath, deep within, closest to — which is exactly what the browser above shows.
Positions get normalised 0–1 coordinates from a verified reference, each carrying its own provenance, and the same records start rendering as markers. The base layer will be our own cartography rather than a scan of the printed map — distinctive, and not dependent on somebody else's copyright.
If a place can only be reached by climbing a wall, it is a night location whatever the quest log says — and any route including it competes only for night units. Access is a scheduling constraint before it is a navigation one, which is why every location records day and night access separately.
At launch