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Sanzhana
October 13, 2026 at 01:55 PM
Removed repeated and self-referencing wikilinks so each term is linked once in the body text
Sanzhana are winged creatures found across Vale Sangora. They are small, chubby, blue-skinned beings that have been described as looking like half-human moths, with wings that whisper as they move. They are not an enemy type in the ordinary sense. Their role in the game is economic: they buy teeth, and they pay in time.
Sanzhana harvest teeth from the dead. Official gameplay footage shows one pulling enamel from corpses laid inside a ring of red mushrooms, and they are described as regular trading partners for bandits and other unsavoury sorts who have bodies to hand. Coen can enter the same trade, collecting teeth from those he kills or finds and bringing them to a sanzhana.
What they hand back is not coin. Sanzhana are able to manipulate the flow of time, which makes them the one confirmed exception to the otherwise fixed economy of the 30-Day Cycle. Creative director Mateusz Tomaszkiewicz has said the intent was that they "allow you to play with the time limit," drawing on folklore in which pixies bend time, and that having an exception to a system the whole game revolves around was appealing precisely because it makes the world feel less predictable.
The shipped game splits those two payments apart, and the split is worth knowing before hunting for teeth. Day-to-day, teeth are sold to a sanzhana trader for coin like any other trade good. The time comes from the encounters themselves: two independent accounts of the released game report that finishing all five returns a full day to the clock, which is the reward the line is built around. Per-trade rates are still unpublished.
Launch guide coverage describes the sanzhani as a set line rather than scattered flavour. Two independent accounts list the same five encounters, spread across the valley and worth doing in any order, though both recommend the first below as the introduction. Locations are given in general terms.
Encounter | Where | What it involves |
|---|---|---|
Good Home | The outskirts of Svartrau | A girl looking for her brother, ending at the burrow where the sanzhana tsarina holds court. |
Come Hither | The Silts, in the marshes south of the capital | Killing a murohn that attacked a burrow. Silk threads used in an armour set can be taken here for free. |
Tiny Dancer | Inside Svartrau itself, at night | Breaking into a townhouse and freeing a caged sanzhana from a merchant. |
Burrow Sorrows | North of the Rockfalls | Clearing kobolds out of a burrow and recovering a charm, which she then lets Coen keep. |
Pearly and Precious | The northern forest of Boar's Back, by the river | A sanzhana who loots the dead and asks for more of them. Completing it opens the trader who buys teeth. |
Between encounters, the tsarina will carry a message to Lunka in the castle dungeons, one letter for each encounter completed, with the reply arriving in Coen's inventory at the next change between day and night. The replies are small pieces of information about Brencis and the castle rather than anything the rescue depends on.
The tsarina keeps court in a burrow one guide calls the Yawning Burrow, reached through Good Home, which is why that encounter is the usual starting point. Reading all five replies closes the Letters to Lunka quest for a small experience reward, and finishing all five encounters brings the extra day from the tsarina and the achievement The Tsarina's Favourite Human. Pearly and Precious is worth doing early for a practical reason: once the teeth trader is open, enemies drop teeth that sell well, and one guide reports legendary accessories among the trader's stock.
A note on the name: launch coverage uses Sanzhana for one of them and Sanzhani for more than one, the same singular and plural pattern this wiki records for Murohn and Murohni. This page uses the singular form as its title and treats both as correct in their place.
Like most of the Bestiary, the sanzhana are built out of Eastern European folk material rather than standard fantasy stock. The design leans on the pixie and tooth-fairy strands of that tradition, where small winged creatures bargain for teeth and are associated with mischief around fate and timing. Rebel Wolves has followed the same approach with the Murohni, the Uriashi, and the other creature types drawn from Polish, Romanian, Ukrainian and Balkan myth.
Every other confirmed way of spending time in the game runs one direction. Quests, travel, perk training at a Shrine, and even a stint in a cell after attacking a villager all take segments off the clock. The sanzhana are the only confirmed mechanism that gives any back, which makes them worth locating early for players intending to attempt the fullest possible run inside the rescue window. See Time as a Resource for how the wider economy works.