Characters
Meet the cast of The Blood of Dawnwalker: Coen and his family, the vampiric court of Knyaz Brencis, and the rebels and wanderers of Vale Sangora.
When the vrakhiri seized Vale Sangora, everyone in the valley faced the same three answers: kneel to the new rulers, fight them, or keep out of their way. The cast of The Blood of Dawnwalker covers all of them — a peasant family caught in the middle, four ancient vampires dividing the land between themselves, and the survivors who refuse to lie down. This page introduces everyone who shapes the 30 days Coen has to bring his family home. It stays deliberately spoiler-light: affiliations and roles only.
Coen — the Dawnwalker

Coen is the eldest of four children born to a peasant family in Laslea Glen. He went down the silver mines with his father while still a boy, and years of silver dust left the metal woven into his blood — a detail that will decide his fate. Bright and curious, he taught himself Latin and dreamed of seeing the world beyond the mountains, but never left: his family needed him, and Coen is the kind of person who stays.
That loyalty becomes his curse. Left dying by the vrakhiri, he was saved by vampire blood — yet the silver in his veins kept the turning incomplete, making him something neither human nor vrakhir had a name for: a Dawnwalker, human under the sun and monster in the dark. Now he walks a thin line between the world of day and the realm of night, with a sword, forbidden hexes, and his own claws, and exactly 30 days to rescue the people he refused to abandon. Voiced by Will de Renzy-Martin.
The Vrakhiri Court
Knyaz Brencis and his three boyars rule the valley from Greifberg Castle above Svartrau — and each boyar is one of the Court bosses Coen must anger into a duel. See quests for their activities and the recommended order.
Brencis — Knyaz of Vale Sangora

The usurper. Born in the ancient Roman Empire, Brencis arrived from a faraway land and still carries his past and heritage with vivid pride. When the Black Death hollowed out the valley, he offered his blood as a cure — and quietly converted that debt into absolute power. For two years he has ruled from Greifberg Castle, watching everything from above Svartrau. Many believed he saved them; in a way he did, but never for their sake. He is not the benevolent knyaz he pretended to be, he holds Coen's family hostage — and reaching him in his fortress will be anything but easy.
Ambrus — Boyar of the North

The youngest vrakhir in the valley — turned during the takeover itself, with his sire's approval still to earn. Ambrus manages the empire's most grotesque logistics: the supply chain of human blood, from bleeding prisoners to transport and storage. He carries it all with flamboyance and flair, turning cruelty into theatre. Curiously for a vampire, he seems to genuinely prefer the company of humans over that of his own kind. He guards the northern lands and is the first of the three vassals Coen can challenge.
Bakir — the Mad Khan

The ruler of the southwest, and everyone wise enough knows not to cross him. Bakir is an experienced warrior with an unabashed enjoyment of cruelty, which makes him formidable in a way raw power never could. His office handles the regime's carrot and stick both: rewards for supporters, punishments for dissidents — and from time to time he stages the whole affair as a grotesque game show for the public. It's hard to say when he is more terrifying: when he wants to kill you, or when he wants to be your friend.
Xanthe — the Boyaress of the Southeast

Xanthe watched over the southeastern lands centuries before Brencis ever set foot in the valley — then chose to kneel to a vrakhir younger than herself. Simple convenience, or something far more perturbing, no one knows. She procures supernatural advantages for the regime: bizarre experiments, the growing ranks of the Blood Guard, and the unearthing of the valley's most ancient secrets. Of the three vassals she is the oldest, the strangest — and the last one standing between Coen and Brencis.
Rebels & Wanderers
Not everyone in Vale Sangora picked a side; some simply refuse to die quietly.
Marat — Leader of the Rebellion

The charismatic head of the human resistance. Courageous and inspiring, Marat binds his followers together and draws loyalty out of people who have every reason to trust no one — because he trusts almost no one himself. Constantly on guard against betrayal, he lets only a rare few past his defenses. Among the rebellion he is known as Crake, and the questline he anchors is one of the game's central storylines — as well as one of its three romances.
Lacra

Wherever one vrakhir turns up, more tend to follow — some to serve the new order, others to end it. Lacra belongs to the second kind: she claims she was sent to the valley to eliminate Brencis. Whether she is truly an assassin, an opportunist playing her own game, or something stranger still is one of the quieter mysteries Coen can unravel. She is also one of the three romance options.
Anca

Laslea's herbalist, and the quiet presence at Coen's side for as long as he can remember — she taught him to read, and to look for what is written between the lines. But the closer you stand to Anca, the clearer it becomes that she carries a secret heavy enough to set her apart from the whole village: the marks on her wrist and her knowledge of St. Tyna's convent, where she once lived as a nun, hint at a life she left behind. Her personal questline across St. Tyna's Grove runs deeper than any other in the game — and it can end in romance, provided Coen never loses control in her presence. The walkthrough covers her quests in detail.
The Family from Laslea Glen
Captured by Brencis at the end of the prologue, Coen's family is the clock the whole game runs on — rescue them before day 30 runs out.
Lunka
The youngest of the siblings — bright, perceptive, and closest to Coen, who took it upon himself to guide her. Lunka's bout with the Black Plague is where the story truly begins: Brencis's blood saved her life, but it left her changed. By the time her brother lay dying, she had become a creature of the night herself — and it was Lunka's bite that pulled Coen back from death and made him a Dawnwalker rather than a corpse.
Pieter
Coen's father, a retired sellsword with a past he rarely discusses. Strict and emotionally distant, but protective to the bone — he put a sword in his son's hands and food on the table from the silver mines, and Coen's sparring duel with him in the prologue is where the game teaches its combat. Pieter keeps his cards close, but he is quietly entangled in the village's plans to rise against the vrakhiri.
Esme
The mother who always put her family ahead of herself — usually at her own expense. Since Brencis took the valley, her condition has collapsed: she barely speaks, eats or sleeps, and the family is fraying around her. In the prologue quest Withering Away, only the right medicine — hot water and three spoonfuls of herbs — delivered in time stands between her and a darker fate.
Yanna
The second-oldest sibling, mature beyond her years. Whenever Coen and Pieter are away, Yanna is the one holding the household together and looking after Mirto and Lunka — patient or not, she never lets the family drift apart. The fishing trip she leads in the prologue is the game's first look at how tightly these siblings cling to each other.
Mirto
The quiet one — or he was. As his parents grew emotionally absent under the occupation, Mirto has turned restless and difficult. Yanna tells herself it's just a phase, though the tension in the little house in the hills says otherwise.
For how these stories play out quest by quest, see quests; for the decisions that shape the ending, choices.
Last updated: 2026-09-04
