- Region
- Carpathian Mountains
- Period
- AD 1347
- Capital
- Svartrau
- Current ruler
- Brencis and the vrakhiri court
- Biomes
- Forests, plains, swamps, caves, mountains, settlements, and ruins
A grounded fantasy valley
Rebel Wolves located the fictional valley inside the real Carpathian Mountains and drew on Central and Eastern European landscapes and cultures. The goal is familiarity without copying one real place: medieval society and recognizable ecology sit beside vampires, ritual magic, and folklore creatures.
The world includes primeval forest, treacherous swamps, underground caves, mountain routes, lively settlements, and the remains of older civilizations. Dynamic weather changes visibility, with fog named as one condition that can make it harder to see.
A world under vrakhiri rule
The Black Plague and conflict leave human power vulnerable in 1347. After Skender Dragosti disappears, Brencis and his lieutenants step from the shadows and openly control the valley.
Senior vampires divide influence across regions, blood guards enforce supernatural oaths, and the population lives inside a system that mixes promised protection with coercion. Coen’s actions against that system contribute to his Infamy.
Exploration without a real-time clock
Roaming Vale Sangora does not continuously consume the 30-day rescue budget. Players can study routes, gather context, fight, and inspect locations before committing to an hourglass-marked quest action.
Day and night still change what a route means. A safe-looking path can become dangerous after dark, while vampire movement can reveal rooftops, walls, and clues that daytime Coen cannot reach.
- Use towers to reveal and understand surrounding areas.
- Look for herbs, settlements, ruins, and monster territory.
- Revisit architecture at night when vertical movement matters.
- Keep world reaction and Infamy separate from the free-exploration time rule.
