The Blood of Dawnwalker The Firebrand — Quest Walkthrough — Wiki & Guide
Published 2026-09-175 min read
The Firebrand walkthrough: clearing the mill, Lanna's plea for Mert, enlisting at the Stoneward Post, and the prison intel chain that unlocks the jailbreak quests.
The Firebrand is Day 1's big errand: a fight at the mill, a plea from a captured man's wife, and a slow, careful infiltration of the Stoneward Post as a volunteer recruit. It ends with Coen holding prison intel — and two follow-up quests that take Mert back out of Brencis's machinery.

The mill
Follow the marker to the mill and walk straight in. The exchange with the men inside goes sideways on purpose:
- "I am Coen of Laslea." — claim your name.
- When they push, "I was just taking a leak." — the cheeky answer has its uses.
The smarter play is to walk out and come back in again: the restart gives you an ambush angle, and vampiric powers make short work of the group from behind. Clear them all.
Lanna's plea
With the mill quiet, talk to the miller's wife. Apologize — "I'm sorry, but this had to be done" — and keep listening: her man Mert has been arrested and taken to the Stoneward Post. Promise "I'll do everything I can to get him out." Before leaving the mill area, unlock the Lakeside Mill shrine on the road west — it's your fast-travel anchor for this whole arc.
Enlisting at the Stoneward Post
Follow the marker to the Stoneward Post and unlock its shrine beside the gate. One timing note: arrive by day. Come at night and the guards simply tell you to come back in daylight — a wasted trip the quest never warns you about.
Inside the walls, the infiltration is a conversation chain:
- Tell the gate guard "I… I want to enlist!"
- When he balks — "What? I'm a soldier too. How am I supposed to fight without a weapon?"
- Mind the merchant by the path — you'll need him in a moment.
- In the tent at the back of the inner yard, find the commander and talk your way forward. Follow the marker to the overseer, and on the way, talk to the woman on the path: she knows how things get stolen in and out of the prison.
- Take that knowledge to the merchant, then decide: "Maybe I should just ask the commander directly…" → "Don't blame me for this. I'm going to the commander."
- Expose the theft ring to the commander. That's the move that earns trust — and with it, permission to visit the prisoners.
The cell visit
The overseer walks you to the cells. Talk to the imprisoned miller — Mert himself:
- "Lanna is worried sick about you."
- "Tell me about your… 'friends' in here."
A guard interlude follows; when the sergeant starts throwing up, cover with "Commander… he's going to be sick!" Once the guard is gone, squeeze the miller: "It was them or you.", then "There are too many soldiers here." — that's the prison layout intel, and the quest completes.
The Firebrand ends by handing you its sequel: the jailbreak (Under Watchful Eyes) and the outside contact (Shadows in the Woods). Before you leave, two small grabs: the jail key chain on the left cabinet, and whatever the boxes in the cells are holding. Theft, in this case, is practically quest-sanctioned.
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