A Prequel Level · Törzburg Valley · Transylvania
The clouds in the south are gathering — Nicopolis has fallen, and the Ottoman tide rolls north.
Each man's death diminishes me,
For I am involved in mankind.
Therefore, send not to know
For whom the bell tolls,
It tolls for thee.
The Rucăr-Bran Pass (german Torzburg) was the most heavily trafficked trade route between Transylvania and Wallachia. Törzburg Castle — built by the Saxons of Brașov 1377–1388 — served as both fortress and customs post. Whoever holds the castle holds the commerce of an entire region.
Based on real topography of Bran Valley, OpenTopoMap data.
No one tells the full truth. Not until the very end.
Every clue earned. Every choice consequential.
I — Törzburg Castle · II — Village · III — Watchtower · IV — Cross on the Crossroads · V — Chapel · VI — Burned Village · VII — Old Cemetery · VIII — Ruined Watermill
Somewhere in the forest lives a man who has not entered the village in years. Karim brings him food. Karim is the only person he trusts. When Dimitri disappeared, Karim used this man to track where he was taken. The forest dweller does not speak much. But he knows every path, every sound, every light in these woods — and he knows exactly where the mill ruins are.
László and Andraš want the icon returned to the Hospitaller Order — to restore the Order's authority after the catastrophe of Nicopolis. László was so cruel, he allowed Andraš's men to burn the village and stage a reign of supernatural terror to keep everyone away from the forest. He chose his brother's mission over the safety of his own people. He believes the ends justify it.
They are not friends. Karim wants the valley stable and the pass open — a relic war serves no one's interests, least of all Mircea's. Dimitri wants the icon protected and the priest's promise kept. Their goals do not overlap — but they do not conflict. Karim can provide Dimitri's location. Dimitri can provide Karim what he needs: confirmation that no foreign religious order controls this pass. Alliance of necessity.
Reached via Route C — a natural rock ledge above the mill ruins. From here the player can observe the entire camp and eavesdrop before acting. Veterans remember Nicopolis bitterly, speak of Sigismund's betrayal on the Danube. Young recruits boast of courage they have never tested. One quietly wishes he had never left home.
A Hospitaller cloak found in the camp grants unchallenged entry. A lone recruit separated from the group will not raise the alarm — and may be persuaded to escort Radzig inside. Karim can supply alcohol through the forest dweller to relax the guards. High Speech opens direct confrontation with Andraš, who is not an unreasonable man — only a desperate one.
Evacuated from Constantinople — now in greater danger than ever before.
The brothers' father served at the Byzantine court in the early 1390s. As Bayezid's forces encircled Constantinople in 1394, he carried this Orthodox icon out of the city — one of the last sacred objects smuggled through the Ottoman blockade before the gates were sealed. He entrusted it to Father Dimitri in the Törzburg valley for safekeeping. An Orthodox relic, in Orthodox hands, on Orthodox ground. Everyone in the valley wants it. No two of them for the same reason.
The Ruined Watermill · Șlaga Ursului Tributary · Unreal Engine 5
The blockout represents a ruined watermill converted into a sawmill — every architectural element serves a function that was once real. Logs were floated down the slope into a holding yard. Water diverted through an upper flume drove the wheel. Timber was fed to the saw, stacked on the far side, then floated downstream to the village. All of this is physically represented in the blockout.
Now occupied by Andraš's seven Hospitaller soldiers — who have built a functioning camp from the ruins, using its geography as both cover and defence.
Route A (stream, east) and Route B (Dimitri's path, north via cliff) can be discovered independently by the player. Route C (western flank, above the mill) is only accessible after completing the Karim questline — he reveals the hidden entrance through the forest dweller. Each route offers distinct tactical advantages and different stealth or combat trade-offs.




No soldier stands idle. Every AI routine tells a story and creates a tactical consideration for the player.
UE5 · Windows · Moore's RPG Template v2.14 · Task №2 blockout with all AI placeholder positions marked.
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