Database
Three phases, in the order they happen. The segment figures are published costs added up — not estimates, and not complete.
Phase one
7 main quests and 11 side threads, and every one of them disappears when it ends. Nothing later in the game behaves this way.
Phase two
Raid an officer’s operations until their anger meter fills and they offer you a duel. Beat all three and Brencis comes out.
Phase three
55 threads across 9 regions. They wait indefinitely until you start one — after that, individual objectives can time out.
The spine: the opening, the objective, the confrontation, and the quest that ends it.
prologue
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.
main thread
The central objective and the reason the clock exists. Everything else in the valley is optional relative to this.
main thread
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.
main thread
The final quest. With all three officers dead and Infamy at its ceiling, Brencis asks to parley — and every ending branches from here.
Linear, and the only part of the game that takes content away from you. Budget it around the side quests, because they are the part you lose.
prologue
The opening quest. Coen wakes at home in Laslea with the family still intact.
prologue
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.
prologue
An optional prologue thread opened by accepting Anca's Latin lesson. Two segments, and Withering Away carries on afterwards.
prologue
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.
prologue
The Blood Mass. Whatever state Esme is in when it arrives is the state she stays in.
prologue
The aftermath, and Coen's first hours on the other side of it. Brencis's soldiers are waiting, and so is Vladimir.
prologue
The return to Laslea, and the last quest before the valley opens. It begins on its own on day one.
The game's real main quest, and the one it does not signpost. Activities are grouped here exactly as the Court menu groups them: by officer.
14 Court activities · 36 units to clear every one
main thread
Ambrus's duel. It is offered rather than found: raid enough of his operations to fill his anger meter and the quest arrives.
main thread
Codrin offers to poison Ambrus before the duel. Taking it means Ambrus starts the fight already weakened.
15 Court activities · 36 units to clear every one · 3 unpriced
14 Court activities · 43 units to clear every one
Ordered within each region by how much any source actually says about the thread — the entries with objectives and rewards first, bare names last.
Nothing here is invented. The rule that kept this database at four records until launch has not changed — no quest name, time cost, reward or consequence is written from guesswork — but two independent retail catalogues now publish enough to fill it in, so it is filled in.
What that means in practice is that the records are uneven, and deliberately look uneven. A thread with objectives, a segment cost and a reward list has all of that from a source. A thread with a name and a region has a name and a region, and its page says so rather than padding the gap. Every record carries Retail-observed confidence: somebody played the shipped game and published what they saw, and we have not verified it ourselves.
The two sources also disagree — on titles, on where a quest starts, on which region it belongs to. Where they do, the record takes one reading and names the other in its caveat. Nothing is quietly picked.
Costs are given in time units, which is the same division the game charges in and calls segments: 8 per day and 8 per night. Put a route together in the 30-Day Planner and it adds them up against the real budget.