Unofficial companion
Plan builds, manage your thirty days, compare choices, and chart your path through Vale Sangora — with a dataset that says what it knows and what it does not.
Until launch
Mechanics explained from official material and hands-on coverage — each one answering the question people actually type.
This is a tool site with reference pages around it, not a wiki with a calculator bolted on.
Place your objectives across 30 days and nights of 8 units each, and find out where the route breaks.
Human, hex, shared and vampire trees, with prerequisites resolved and training time reported honestly.
Dependencies, exclusions and phase constraints — and what doing one thing closes.
Every class of decision the game runs on, with immediate and delayed effects separated.
Confirmed places and how they relate, with day and night access recorded separately.
How time, combat, hunger, Infamy and consequence actually work — and where the gaps are.
Nothing ticks while you stand still. The clock moves only when you take an action the game has flagged as costing time — and it warns you first.
How time works →Human by day, vampire by night. Entry, solutions, dialogue, rewards and consequences can all differ. A night-only objective cannot borrow a day unit.
Day vs night →Characters die through your violence, your hunger, your choices and your absence. The game continues. What you lost does not come back.
Can characters die? →Every record carries a confidence label, a game version, a review date and its sources.
You have 30 days, 30 nights, and no way to spend the same unit twice.
Decide what this run is actually for, then find out whether it fits.