Tool
The opening sequence, and the only linear stretch in the game. Once it ends the sandbox opens and the thirty-day clock becomes the structure you plan against.
The opening quest. Coen wakes at home in Laslea with the family still intact.
Esme is ill and Anca's instructions for the medicine must be followed exactly. Getting it wrong, or running out of time, kills her later.
Vasil is running around the village and will not stop on his own.
Something is being left in the Outcast Graveyard east of the village.
The best-paying thread in the prologue, and the only one that hands out equipment.
A prologue side thread. Named by one retail walkthrough and nothing else.
Gremla, in the middle of Laslea Glen. The widest XP spread of any prologue quest, and a story consequence attached.
Near the Northern Foothills Shrine, north-west of the village. Awards the Ravenous Flock Manual.
A treasure map read in the prologue village. The first of the map-driven digs that recur across the valley.
A prologue thread listed by one retail catalogue with no detail beside it.
A blood transport crossing the western Maragir Wealds.
A transport on the road outside Stoneward Post, in the Briar Sloughs.
The prisoner processing camp at Stoneward Post. Clearing it also resolves the side quest The Firebrand — one raid, two journal entries.
A leech camp in the middle of the Briar Sloughs bog.
A leech camp on the eastern side of the swamp.
A leech camp on the southern side of the swamp.
A prisoner convoy in the northern Svartrau Outskirts. Its reward is a trainer, not an item.
A prisoner convoy in the northern Briar Sloughs. Saving the prisoners rather than only winning the fight opens a Svartrau side quest.
A blood cellar in southern Maragir. One segment for 500 XP and a skill point — the best rate published anywhere in the Court.
A blood cellar inside a house in Svartrau City, with someone upstairs afterwards.
A dungeon camp with two prisoners. Freeing both gives you somewhere to go back to a day later.
An outpost south-west of Stoneward Post. Letting the last guard go is what pays — he hands over a treasure map.
A cave prison in the northern Maragir Wealds.
Ambrus's duel. It is offered rather than found: raid enough of his operations to fill his anger meter and the quest arrives.
Rebel hunters outside a house. You may ask for a duel; you will fight them all anyway.
Rebel hunters behind a hut in the woods. Compelling the body there opens the well, and the well holds a book.
A payoff transport. Letting the soldiers go afterwards buys a treasure map and a sub-quest.
A distillery standing in the open yard.
A pillory in a backyard in the middle of Svartrau City.
A pillory on the main road in southern Parlita. The man in it is Vasil, from the prologue village.
A pillory in front of Lunar Manor. Standing up for the man opens a sub-quest that ends in a Swordmastery teacher.
A Blood Guard recruiter in a Svartrau backyard. The golden box holds Brencis's own blood, and the chest beside it marks more of Xanthe's work on your map.
A recruiter with a blood addict guarding the box. Beat him too and the phial is Ambrus's.
A recruiter whose box holds Bakir's blood, and whose chest marks more of Xanthe's work.
An excavation with its evidence split between the camp outside and the ruin inside.
A dig with a ghost at the bottom of it.
A dig ending in a boss room with a locked chest. The Ritual Dagger on the wall is the key, and compelling the body in front of it is the lock.
A transport of abducted girls that keeps moving along the road.
A second artefact transport patrolling the road.
A Blood Guard mentor's camp. It holds a prisoner tied to a tree and a Sword Shard in the tent.
Xanthe's hidden activity, behind a door at the top of Silts Tower. Four segments to open — the most expensive published single interaction in the game — and it drops you into a flashback of the prologue.
Sync the watchtower at the mill south of the starting village. It is what puts points of interest on your map.
Opens on leaving Laslea Glen, and resolves inside a Court activity: clearing Under Watchful Eyes completes it.
The cliffs west of the Laslea Gate Shrine, and the first leg of the pilgrimage chain.
Starts at one of the broken shrines in the Briar Sloughs, and opens both Most Precious Thing and Between the Words.
The broken bridge near the Coward's Path Shrine. At the bottom is a treasure map worth more than the quest.
The armourer in Maragir. Pays in coin and a recipe rather than in gear.
Coen's father's beer, from the grocer in Maragir. It costs 200 Denarii to start, which makes it the only quest published with a purchase price.
The abandoned camp in northern Maragir, and one leg of the Forge It Anew chain. Sword Shards for it turn up inside Xanthe's camps.
A Maragir Wealds side thread named by one retail walkthrough.
The St. Tyna's Grove leg of the pilgrimage chain.
A St. Tyna's Grove side thread named by one retail walkthrough.
A St. Tyna's Grove side thread named by one retail walkthrough.
The end of the research thread Coen and Anca work through together, and where her romance resolves.
A Svartrau Outskirts side thread named by one retail walkthrough.
An alley in the north-east of Svartrau City, under the walls. It is the head of the Lacra and Osha chain, which ends in one of Bakir's Court activities.
A Svartrau City side thread named by one retail walkthrough.
Father Florin's quest, through a Curious House and into the ruins beneath Svartrau. Agreeing to work with him opens the side door of Greifberg Castle — which is a way to reach Brencis without touching the officers.
The central objective and the reason the clock exists. Everything else in the valley is optional relative to this.
The confrontation the sandbox orbits. It is not gated behind a chain of main quests — Rebel Wolves has said you may attempt it far earlier than the game expects.
An optional prologue thread opened by accepting Anca's Latin lesson. Two segments, and Withering Away carries on afterwards.
Pieter takes Coen out to train. It awards the Charge Manual — the book the Swordmastery ability Charge waits on, and the only unlock chain with both ends published.
The Blood Mass. Whatever state Esme is in when it arrives is the state she stays in.
Codrin offers to poison Ambrus before the duel. Taking it means Ambrus starts the fight already weakened.
The sub-quest hidden down the well at Silent to the Grave.
The dig the treasure map from Fool's Gold points at.
Beat him in a duel and he teaches you. One of the game's Swordmastery trainers.
The final quest. With all three officers dead and Infamy at its ceiling, Brencis asks to parley — and every ending branches from here.
Mert, at Stoneward Post. A thousand XP — the largest side-quest award published — and the second step towards the Manumit.
The silver cache the map at the bottom of the Cursed Chasm points at.
The soldier met during Echoes of Silenced Bells, and the guards barricaded at St. Tyna's.
Follows Echoes of Silenced Bells. A thousand XP and a skill point.
The prisoners you saved in Fate's Mercy, met again in the city. Saving them, not just winning the fight, is the prerequisite.
Starts by itself after A Friend Like This and leads to Uriash. The peaceful dialogue with the elder is what opens A Mother's Plea.
The aftermath, and Coen's first hours on the other side of it. Brencis's soldiers are waiting, and so is Vladimir.
Bakir's hidden activity, in Uriash village. It is time-sensitive, it is missable, and it only exists at the end of a four-quest side chain.
The invitation into the Manumit hideout. Two separate endings pass through this one quest.
The Uriash Matriarch, with Lacra. Third of the six quests that end in The Patricide.
The return to Laslea, and the last quest before the valley opens. It begins on its own on day one.
Fourth of Lacra's six quests, and the last mandatory one before her ending.
Osha, in the tavern in western Altenmarkt. Awards the Broad Swing Skill Manual, and closes out A Mother's Plea.
Fourth of Crake's ten quests, and the first past the Manumit hideout.
Optional within Lacra's chain, and the only quest on it with a trophy of its own — Misery Loves Company.
The end of Lacra's chain, and an ending quest: its objective is what starts The Patricide.
Sixth of Crake's ten quests, and the last mandatory one before the pair of optional detours.
Optional within Crake's chain. The Knyazmaker is reachable without it.
Optional within Crake's chain, the only one of his quests with a trophy of its own — The Manumit — and where his romance resolves.
The end of Crake's chain. Speaking to him at its objective is what starts The Knyazmaker.
Running total
Tick quests to add up their published time cost against the 480-unit budget.
The Court
Explorer
Nothing marked yet.
Columns are dependency depth, computed from the records themselves rather than placed by hand — a quest sits one column right of its latest prerequisite. Marking a thread complete opens whatever depended on it and closes whatever it excludes.
Depth is resolved against the whole catalogue, not the group you are looking at. A prerequisite outside the current filter is still a prerequisite, so a quest does not move columns depending on how you filtered.
Phase badges are hard constraints, not preferences. A night-only thread competes only with your other night work, because a phase cannot borrow units from the next one.
Filter by part of the game, because the retail structure is not a tree. Almost nothing has a prerequisite: after the prologue you can attempt any of it in any order, which is exactly what the game claims and exactly what makes an unfiltered graph one very long first column. Inside a group — an officer’s Court line, one region’s side content — the chains are short and real.
The running total adds published costs against the 480-unit budget (8 per day, 8 per night). It also counts how many of your marked quests have no published cost, which is the number that keeps the total honest: an unpriced quest is not a free one.
Anger progress counts rather than forecasts. Filling an officer’s meter is what offers you their duel, but no source publishes how many activities that takes, so a progress bar here would be an invented threshold.