Quests and the story
Death Valley has more than 1,000 quests: an 11-chapter story from level 1 to 500, quests in every ward of the wilds, side stories, Night Board bills, profession orders and coven contracts. Open the Quest Log from the menu to see what is waiting for you.
You wake beneath that gray sky with nothing but a thirst and an elder who answers every question with a better one. Lately the Pall has been wearing thin in places it shouldn't. Out in the ash, a thief takes bread and a blanket, things no vampire has any use for. And the Inquisition, the silver-sworn order that hunts your kind, has started asking about it, very politely.
Death Valley keeps its secrets under brass and fog, and some of them are older than the Council that rules it. Pull the thread far enough and you will learn what keeps the city running, and who has been paying for it. Be kind or be cruel. The valley will remember either way.
The story runs 105 steps across 11 chapters. Chapter 1, The Pall, starts at level 1 and doubles as a guide to the game: each step opens one more area, so it is the best place for a new vampire to begin. The story never holds back your level. You can reach level 500 without it and start it at any time, and the valley's events run as usual wherever you are in it.
• Side stories: six tales of 10 quests each, starting at levels 10, 40, 60, 120, 150 and 200. Each ends in a title.
• Night Board bills: three new bills a night, chosen for your level. Bills you hand in count toward Quest Master.
• Profession orders: weekly work for one trade. You only see orders your trades can fill. See Professions and crafting.
• Coven contracts: weekly goals your coven works toward together. Members who did their share hand it in for Devotion. Your share counts for your current coven and the current week. See Covens.
• Daily quests: eight small tasks each night, under Dailies. See Daily quests.
Bills and orders share a limit of 10 a week, counting the ones you have taken up.
• Under each objective is a note saying what to do next and where to go.
• Track pins a quest so its next step shows on your play screens. When that step is a place on the city map, a gold pin marks it.
• Set aside drops a quest you have taken up. Its progress is lost.
• Story steps you can't take yet show as ???, so nothing is spoiled. One that needs a higher level says which level opens it.
• Things a quest hands you are quest items: they take no bag room and are listed at the top of the log.
• If a story step asks for goods you are short of, the Vendor sells them at a steep price, so you can never get stuck.
• The Journal tab keeps the story so far, in order.
• Quest givers have talk pages: press Talk to on a quest to visit one. They greet you, offer quests and take finished ones in their own words, and what they say depends on how far you have come.
• Every chapter of the story gives a piece of Bind on Pickup gear, usually at its finale. Each piece also joins your Wardrobe.
• Story keepsakes go on the From your travels shelf in Keepsakes, and each can stand under the bell jar in your Lair.
• Steps you can't take yet keep their rewards hidden.
A quest pays the same whatever your level. Its Blood is set by the level the quest opens at, and its gold, gear and other rewards are the same for everyone. A level 400 vampire who goes back to Chapter 1 earns exactly what a new vampire does, which at level 400 is very little. Quests pay best when you take them at the level they were made for.
Three kinds of quest do follow your level: Night Board bills and profession orders pay for your level within the range each one is posted for, and daily quests grow with your level (see Daily quests). The catch-up bonus applies to daily quests only.
The story
Everyone knows how it ended. The whole world turned in a single night, and by morning there was nobody left to turn. The new nobility hung the Pall across the sky, lit the gas lamps, and settled in for forever.You wake beneath that gray sky with nothing but a thirst and an elder who answers every question with a better one. Lately the Pall has been wearing thin in places it shouldn't. Out in the ash, a thief takes bread and a blanket, things no vampire has any use for. And the Inquisition, the silver-sworn order that hunts your kind, has started asking about it, very politely.
Death Valley keeps its secrets under brass and fog, and some of them are older than the Council that rules it. Pull the thread far enough and you will learn what keeps the city running, and who has been paying for it. Be kind or be cruel. The valley will remember either way.
The story runs 105 steps across 11 chapters. Chapter 1, The Pall, starts at level 1 and doubles as a guide to the game: each step opens one more area, so it is the best place for a new vampire to begin. The story never holds back your level. You can reach level 500 without it and start it at any time, and the valley's events run as usual wherever you are in it.
Decisions
Some story steps end in a decision. What you choose changes how people speak to you and what they remember, and it can move you toward Humanity or Bloodlust. Each decision counts once, for good. Every path earns the same power: only a few keepsakes and one title depend on what you choose.Other quests
• Region quests: work in the Drowned Fens, Gallows Moor, the Ashen Reach and the Rookery, from level 1 to 500.• Side stories: six tales of 10 quests each, starting at levels 10, 40, 60, 120, 150 and 200. Each ends in a title.
• Night Board bills: three new bills a night, chosen for your level. Bills you hand in count toward Quest Master.
• Profession orders: weekly work for one trade. You only see orders your trades can fill. See Professions and crafting.
• Coven contracts: weekly goals your coven works toward together. Members who did their share hand it in for Devotion. Your share counts for your current coven and the current week. See Covens.
• Daily quests: eight small tasks each night, under Dailies. See Daily quests.
Bills and orders share a limit of 10 a week, counting the ones you have taken up.
Using the Quest Log
• Pick a quest and press Take it up. When every objective is met, press Hand it in.• Under each objective is a note saying what to do next and where to go.
• Track pins a quest so its next step shows on your play screens. When that step is a place on the city map, a gold pin marks it.
• Set aside drops a quest you have taken up. Its progress is lost.
• Story steps you can't take yet show as ???, so nothing is spoiled. One that needs a higher level says which level opens it.
• Things a quest hands you are quest items: they take no bag room and are listed at the top of the log.
• If a story step asks for goods you are short of, the Vendor sells them at a steep price, so you can never get stuck.
• The Journal tab keeps the story so far, in order.
• Quest givers have talk pages: press Talk to on a quest to visit one. They greet you, offer quests and take finished ones in their own words, and what they say depends on how far you have come.
Rewards
Quests pay Blood and gold, and many pay more: titles, recipes, materials, gear and keepsakes.• Every chapter of the story gives a piece of Bind on Pickup gear, usually at its finale. Each piece also joins your Wardrobe.
• Story keepsakes go on the From your travels shelf in Keepsakes, and each can stand under the bell jar in your Lair.
• Steps you can't take yet keep their rewards hidden.
A quest pays the same whatever your level. Its Blood is set by the level the quest opens at, and its gold, gear and other rewards are the same for everyone. A level 400 vampire who goes back to Chapter 1 earns exactly what a new vampire does, which at level 400 is very little. Quests pay best when you take them at the level they were made for.
Three kinds of quest do follow your level: Night Board bills and profession orders pay for your level within the range each one is posted for, and daily quests grow with your level (see Daily quests). The catch-up bonus applies to daily quests only.