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The Blood of Dawnwalker Map, Locations and Merchants

Use The Blood of Dawnwalker map directory to plan routes through all ten Laslea regions, find towers, shrines and merchants, and connect nearby quests.

Updated October 10, 2026Source context: Launch walkthrough sources; reviewed October 10, 2026Sources and editorial policy
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The Blood of Dawnwalker map is divided into ten Laslea regions; use towers to reveal nearby activity markers, activate shrines for fast travel, and group quests, merchants, and discoveries into one regional route. Start in Laslea Glen for the prologue, then let the journal and Court targets decide which region matters next. For Witchcraft manuals, begin with Anca at Crossroads Inn or the named vendors below; for St. Mihai’s sword, follow its component locations rather than clearing every unknown marker.

Laslea region directory

RegionUseful route or search anchor
Laslea GlenPrologue errands; Gremla’s shed starts Blasphemy
Briar SloughsStoneward Post; broken bridge and Cursed Chasm to the northwest
Maragir WealdsFirst St. Mihai shard cave; Lower Maragir Wealds shrine
Boar’s BackParlita and approaches to the Munch Munch nest
Svartrau OutskirtsLucky Crossing prisoners and Ursul’s teacher route
Svartrau CityOcha’s quest, cathedral hilt branch, The Middens vendors
RockfallsHive and Seek cave route
St. Tyna’s GroveExecutive Order cave and northeastern bandit manual camp
The SlitsOne of the ten mapped regions; choose a journal target before travelling
Tantari WoodsExecutive Order camp near The Drunken Bear tavern

The list is a navigation index, not a recommended story order. Laslea Glen should be learned first because its landmarks support the disappearing prologue quests. Svartrau City and St. Tyna’s Grove become more useful after Smoke and Ashes, but the best next region depends on the active story, desired skill manual, and Court target.

Laslea Glen prologue locations

Coen’s house, Laslea village, Anca’s home, the graveyard, fields, bridge, farms, peat bogs, and forest approaches form the opening network. Use the village and bridge as central anchors instead of treating every quest marker as an isolated trip. The western route toward Anca supports Withering Away, while the surrounding farms and waterways connect several optional stories.

Gavril’s Farm begins Deep Down. From there, the northwestern road crosses the bridge toward the peat bogs, where Lazar’s abandoned cart begins the track into the underground ruins. Iorgu’s house begins On the Run; its trail also reaches the bridge before continuing along the riverbank to Kuno.

Anca’s home and Coen’s family house anchor Smoke and Ashes. That main quest crosses the ruined village, the dead soldier’s location, and the blocked gate before opening the larger map. Use the quest database to decide which optional Laslea routes must be completed before Sacred Covenant.

Towers and activity markers

Towers reveal nearby activities as question marks. Approach a marker to identify whether it is a quest, camp, treasure lead, monster location, or another point of interest. Revealing a map does not require you to clear it: mark the activities that support the active route and leave unrelated encounters for another loop.

Vertical approaches can change after dark. Planeshift, Shadow Step, wall movement, and other Vrakhiri tools make some tower paths easier than they appear in human form. If the final approach seems impossible, check the time of day and the mobility currently unlocked before searching for a nonexistent ground path.

Use a shrine or settlement as your return anchor. The best builds guide compares Shapeshift, Dimension Reach, and daytime movement when exploration speed is the current priority.

Shrines and fast travel

Shrines provide fast travel and access to character progression. Activate an accessible shrine when first entering a region, but read every upgrade cost before spending time. Fast travel does not turn an urgent quest into a free action; the journal’s clock and hourglass still decide what can expire and what consumes a segment.

A practical route begins at an active shrine, visits the quest target, adds one tower or merchant already on the road, and ends at a safe return point. Shrines and movement abilities reduce repeated travel.

Where to find merchants and teachers

NPCLocation anchorAccess and useful purpose
AncaCrossroads InnWitchcraft manuals after Echoes of Silenced Bells
VeraSwamps east of Briar Sloughs, southeast of Mert’s MillWitchcraft manuals
Peddler of WondersThe Middens, west of SvartrauWitchcraft manuals
MevasserNeustadt central square; house left of the stone arch by the treeAn unmarked Witchcraft vendor
UrsulHis camp after freeing him at Lucky Crossing north of SvartrauSparring precedes Swordmastery manual sales
OchaLocation depends on the outcome of her questA permanent or temporary teacher depending on the branch

PC Gamer’s Witchcraft manual guide documents the first four vendors; its Swordmastery guide covers the teachers. Check the branch before travelling to Ocha: her city, travelling, and home outcomes are not interchangeable shop locations.

Before buying, identify the exact manual and rank you need. A vendor visit helps only if you can also pay the skill-point and other costs shown at a shrine. Compare weapons and armour with your proficiency using the equipment hub; preserve denarii for the purchase that changes your next fight.

Item locations to connect with a regional route

TargetAnchorNext step
Exquisite GreatswordNorthern Swamps, south of Laslea GlenComplete the daytime Ancient Circle encounter; weapon comparison
Durandal and Cycle of RuinBroken bridge northwest of Briar SloughsDescend into western Cursed Chasm and complete the ghost encounter
St. Mihai componentsMaragir cave, Munch Munch’s nest, Executive Order camp, and hilt branchUse the component checklist rather than searching every cave
Broad Swing manualCamp beside Lower Maragir Wealds shrineAdd the camp to an existing Maragir trip; loadout guide

Pick one target with a clear reward checkpoint. A component may lead to a separate branch instead of becoming direct floor loot: Executive Order sends you from inspected cave clues to a camp. Read the current objective before returning to an already searched cave.

Location types worth tracking

Court activities matter when you want to raise pressure on Ambrus, Bakir, or Xanthe. Camps, blood-related operations, transports, and other hostile sites may connect to that system. Treat them differently from narrative side quests: a Court activity is a progression tool, while a named quest may carry choices, fail states, and relationships.

Treasure maps, ruins, monster lairs, haunted sites, ancient circles, and Will-o’-the-Wisp leads are exploration targets rather than required opening stops. Teachers and specialist vendors belong in the same planning layer because their manuals can change a build. Connect one of these locations to an existing quest route instead of crossing the map solely to remove a question mark.

A repeatable regional route

On entering a region, activate a shrine and locate a tower or major settlement. Check the active quest for a clock, day/night restriction, and displayed segment cost. Select at most one merchant or discovery on the same road, then return to a known anchor before starting another timed objective.

This loop preserves flexibility. It also creates natural links between the map, the 30-day time-system guide, equipment decisions, and quest walkthroughs. Use the item and vendor checkpoints above to decide what makes the trip worthwhile before starting another quest.

Hotfix 1.0.4 map review

The published 1.0.4 notes do not list changes to region boundaries, towers, shrines, merchant categories, or fast travel. The patch does affect routes indirectly by fixing Deep Down, On the Run, and Smoke and Ashes progression. Their locations and patch-specific troubleshooting are linked from the Laslea Glen section above.

Sources and update note

The open-world framing is based on the official Dawnwalker overview. The ten-region list follows PowerPyx’s world-map reference; specific vendor and item anchors use the cited manuals and linked quest sources. The route combinations are editorial recommendations reviewed October 10, 2026. No third-party map artwork is reproduced.

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