Before Baptism of Fire (quests 1–14)
Skalitz to Rattay
The prologue, the burning, the escape, and the mill. Rattay is home base from Awakening on.
The open middle
Train with Bernard, learn to read in Uzhitz, hunt with Hans, chase the Neuhof raid through Ginger and Timmy to Pribyslavitz. Every town’s side quests are open now.
Nest of Vipers
Scout the camp at night: poison the pots, sabotage the arrows. What you do here is how many men you fight in the morning.
Baptism of Fire
The first door: one of the two points after which side quests close. Runt is the one kill Merciful forgives.
Sasau and the monastery (quests 15–20)
The counterfeiters
Questions and Answers, All That Glisters, If You Can’t Beat ’Em: a long investigation through Sasau and the forgers’ mineshaft near Skalitz.
The monastery
Poverty, Chastity and Obedience and A Needle in a Haystack: Henry as a novice, a week of bells and rules, and side quests that only exist inside the walls. Bring nothing; you will be searched.
The Die Is Cast
The second door. Finish the side quests still open before it — Talmberg’s above all.
The war (quests 21–29)
Vranik and Talmberg
The spy mission, Payback, the race back to Talmberg and the night raid: the story stops taking detours.
Talmberg
Siege, Cold Steel Hot Blood, Family Values, An Oath Is an Oath: the trebuchet, the walls, Erik’s interrogation and the negotiation with Toth.
Epilogue
Henry rides out with Hans; the expansions and whatever side quests did not close wait for you.