Main Questline: Lycans
Forsaken World Lycan main questline — Lycan-race origin and conflict story. Race-locked. Level 30+ start. Lore: transformation history, Forest Union pact, underground cataclysm.
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Overview
Main Questline: Lycans is the Lycan-race main questline in Forsaken World — covering the Lycan origin lore, their conflict with neighboring races, and their integration into the broader race-alliance against the Storm Legion. Mid-to-late game progression for Lycan players or any character interested in the cross-racial story.
This article walks through the questline structure, key NPCs, lore beats, and rewards.
Introduction
Do you love racing with the wind whistling in your ears? Do you enjoy moonlit walks? If you adore fur and dislike Edward Cullen, then this race is for you.
Traditionally, all the women of this race follow the path of priests. Many become excellent healers and indispensable allies for their friends, while some prefer to channel the wrath of the gods against their enemies. There are even those who have mastered the power of water, turning it into ice to make their foes flee at the mere sight of them. The men choose the dangerous and mysterious path of assassins, favoring the steel of their beloved daggers and various poisons over magic. Their soft steps allow them to hide from enemies, sometimes passing right in front of them silently, and in extreme danger, they can swiftly escape and wait for a better moment.
And now, another lycan has decided to prove that the time for great deeds has come, and the world of Eyr must shake off the yoke of the Storm Legion. What dangers await the hero on this path?
The Beginning: Main Quests
Daiker A video briefly introduces us to recent events - Jacob drove the lycans from their homeland in the Orchid Refuge, and the refugees, led by Dexter, stopped in the World Weave. An inner voice, in the form of a quest description, advises approaching Daiker to figure out what to do next. The keeper is very pleased with our appearance and sends the hero to help the Vesperian ambassador, as they are aiding the lycans in their time of need.
Miner The mysterious figure we recently passed by turns out to be the Vesperian ambassador. The generous ambassador rewards us with our first weapon and the achievement "Path of the Fugitives," but it's not that simple. The Vesperian, who is selflessly helping to build mnemonoliths for the lycans, needs help: the treacherous Jacob sent a squad of miners to seize the Mines of Wonders, preventing the ambassador from gathering resources for construction. The hero follows the auto-path towards the Mines, where miners resembling evil hamsters with cigars in their mouths are entrenched. The ambassador considers the killing of 5 monsters sufficient, and after completing this task, we can collect 5 pieces of Essence Dust (collected from Essence Crystals nearby). The miner's mission is complete, and we run back to the ambassador, who gratefully sends us to meet the lycan leader, Dexter, after advising us to check in with the settlement's guard.
Rix The stern guard delivers a speech about faith and homeland, gifts us pants, and advises spending time reading historical texts. Long ago, Vidar, the creator of the world, placed many ancient tablets throughout Eyr, on which history is magically recorded. Our curious hero runs to one of these tablets. The tablet tells of the dryads' ancestors - Dezil and Orchid, how Dezil was seduced by the power of Chaos, how he rose to lead the Storm Legion with Nios's help, and about the great battle that destroyed all life here. After reading, we find a robe/armor in our inventory and hurry to meet Dexter.
Dexter Before us stands the brave leader of the lycans. Without lengthy lyrical digressions, Dexter gets straight to the point: want to stay in the World Weave? Pass the trial (which involves obtaining three blessings: of wolves, earth, and dryads). This outcome suits the hero perfectly, and he listens carefully to every word. Dexter gives us detailed instructions on obtaining the first blessing and hands us a bottle of the wolf goddess's blood, which needs to be "sacrificed at the Tomb of Spirits," after which the blood of a true lycan is supposed to awaken within us.
We follow the auto-path to the tomb and speak with it. ATTENTION: the next action must be performed quickly, or the quest will not count. After speaking with the tomb (and thus with the goddess's voice), a buff called Ancestors' Hope appears in the upper right corner for 20 seconds. We open our backpack, find the bottle with the wolf goddess's blood (which must be used during the buff), and receive the effect of the same name, Wolf Goddess's Blood. Thus, we have combined two buffs, and the quest is counted. Again, we look in the upper right corner and see a pleasant sight: the blessing of wolves has appeared. Each blessing grants positive effects for an hour, and this one increases attack power. It's time to boast of our success to Dexter, which the hero promptly does. In high spirits, the lycan leader rewards us with two racial skills - Night Mist and Transformation (more about them can be found in the Lycans article). But there's no time to relax - this is just the first stage of the trial. Dexter explains that our next task is to obtain the blessing of the earth, which can only be done with Maya in the Pumpkin Fields. We bid farewell and run towards new feats.
Edward Edge In the distance, we see a mighty warrior in a snow-white cloak, whom Dexter spoke of. This is Edward Edge, Prince of the Silver Wings, our longtime ally - thanks to him, the refugees from the Orchid Refuge were saved. The prince gazes distantly and notices nothing around him - not even the griffon that occasionally flies by and brushes his head with its wing. Only upon hearing the hero's voice does Edward turn to face us. We exchange pleasantries and reminisce about the past. All is well, but the trial awaits, and it's time to set off. The prince turns back to the horizon, and we run to the Dawn Clearing, visible below. Players with maximum graphics settings can enjoy the magnificent scenery along the way - mountains rise in the distance, shrouded in mist, and a crystal-clear waterfall roars to the right; if lucky, a peach-colored sky can be seen on the horizon.
Maya The fields on the Dawn Clearing are besieged by prowling boars ruining the crops, and pests stealing seeds, which greatly worries Maya. She asks us to kill 5 boars and retrieve 10 seeds from the pests' stomachs (also by killing them). We easily eliminate the pests and receive a belt as a reward. Delighted, Maya gives us seeds to plant in the Pumpkin Field (incidentally, the local pumpkins resemble corn for unknown reasons) - only those who can suppress their hunter instincts and wish to learn the secrets of harmony can receive the blessing of the earth. (Note: Maya is the first NPC where you can take additional quests, which will be detailed in the section below). We follow one of the two auto-paths, where the hero lovingly tills the land and plants the seeds. Oh, miracle! In a few seconds, a rather sturdy sapling of a gentle green color appears before us - this means we have passed the second trial and received the second blessing buff (continuously restores health and mana for an hour). After exhausting work in the field, we can rest and read the text on the ancient tablet. From it, we learn that the mother of all dryads hid the Ancient Gates in the Tree of Eyr and breathed life into these dead lands (it's very gratifying that we repeated her last feat).
Kira So, the rest is over, the text is finished, it's time to head towards the final trial, but an inner voice in the form of a quest description advises meeting with scout Kira first, as dangerous Black Jungles lie ahead, teeming with terrible monsters that not everyone can pass through. Kira congratulates us on the successful trial and rewards us with a second achievement, "Ancient Secret." With hope, the hero asks the scout to accompany him through the jungle, to which Kira replies that she must stay and that he should rely only on himself. However, she advises speaking with hunter Kair, who is at the entrance to the Black Jungles. Well, we can't slack off, so we go alone.
Kair Before us stands an elder, wise with years and experience, who, despite his age, remains in excellent physical shape and has not lost his hunting skills. Yes, this is Kair. His fame precedes him - the hunter already knows of our feats. The hero graciously listens to the pleasant words (though brief) and immediately agrees to help with the next task - to kill 5 Flowers of Fear and as many Agile Poisonfangs. These nasty monsters are destroying the forest, and it's time to reduce their numerous population. We complete the mission and return to Kair. In his excitement, he sends us to join the elite lycan group - Mountain Wind - with Dexter's sister, Oriveila, in the Moon Grove.
Oriveila We are not immediately accepted into Mountain Wind and are once again sent to clear the area. Now we kill monsters with rather telling names - 5 Nightmare Birds and 5 Phantom Corpses. (*Note: from these lovely birds, you can obtain the "Moon Magic" card - don't pass by!). We return victorious, listen to the condition for joining the elite squad - to overcome our own fear. The quest states that we need to take a drop of Jacob's blood (which appears in the inventory after the conversation) and sprinkle it anywhere in the forest to summon fear, but without unnecessary movements, we can use it right in Oriveila's dwelling (she doesn't seem to mind). The mention of "change your appearance when you get scared" can also be omitted, although, for dramatization, it would look good. Fear appears as a blue-furred wolf clad in spiked armor. It is defeated in a few skills, almost too easily. Impressed, Oriveila immediately accepts the hero into the elite squad, rewards him with the "Mountain Wind" achievement, and gives the "Victory over Fear" buff (increases defense for an hour).
Ausena We fly on the wings of glory and auto-path to the dryad Ausena. The road leads higher and higher, and then, the last push - and before us opens a breathtaking view. Trees with indigo-colored foliage, transparent streams, stone steles with magical writings, and in the center - the great Tree of Eyr, spreading its mighty roots for many miles around. A truly beautiful place.
The path ends near the Ancient Gates, guarded by Ausena. She is very concerned about what is happening around her, feeling that the Tree is suffering. Our task is to find a water source nearby, take a sample, and bring it back to the dryad so she can conduct a detailed chemical analysis. We don't have to run far; the source is very close. At first glance, there is nothing suspicious about it, except for its bright blue color, but Ausena senses dark energy in this sample. Trembling with fear, she begs us to heal the damaged parts of the Tree with the Soul of Healing. Near one of the roots, we see a glow, find a place next to the tree where we can click with the left mouse button, click on it - and the root is restored. Suddenly, Ausena's scream pierces the air - the Shadow of Storms, Dezil's creation, appears nearby. Essentially, it's not a shadow, but a rather large dragon, but we easily deal with it. Evil is defeated, the world is saved, and we head for our well-deserved reward from the dryad and the third blessing. She doesn't give the blessing but sends us to read about the dryads. With nothing else to do, we learn from the reading about the gates in the Tree and the universal evil that never sleeps. We approach Ausena, she names the hero the new Guardian of the Tree and grants the last blessing - of the ancient spirit (increases movement speed); in addition, she teleports us directly to Dexter, sparing our weary legs. Here, we are rewarded with the "Guardian of the Ancient Land" achievement, honors, a grand speech from Dexter, only lacking a red carpet and fanfare. By the way, the lord mentioned that the Vesperian ambassador has already completed the mnemonolith in Freeport. What choice will our hero make - to find a home and stay here until the end of days, guarding the Tree, or to venture into the big world towards new dangers and unknown mysteries? Choosing the former would make the story rather prosaic and mundane. Fortunately, we, along with the hero and developers, choose the latter, and the auto-path leads us along the familiar road.
That's about it. We speak with the ambassador, who offers us a choice - to complete additional quests if desired, and then set off for the Harbor, or to start the journey right away. The next section is for those who chose the former.
The Beginning: Additional Quests
Updated Schedule
So, you decided to complete all the quests in this location? A commendable ambition. If this desire struck you after completing the main questline and you don't remember where to go and what to take - don't worry, in the updated schedule (key U), each NPC has an auto-path.
To avoid some misunderstandings, below is a detailed walkthrough of each quest.
1. Grape Harvest
- From whom to receive: Maya
- Location: Dawn Clearing
This is the first additional quest. The task is simple - collect 5 bunches of grapes and bring them to Maya. We look behind the right corner of the house and see a vineyard with many bunches. A small peculiarity: our lycans, for some reason, don't want to collect them, despite not being short. We move further along the house, climb slightly up the slope ahead - the lycan stops imagining and calmly collects the grapes. We return, give 5 bunches, and receive experience and 10 bottles of Grape Wine as a reward (can be drunk standing, restores health and mana over a minute).
2. Food for Griffons
- From whom to receive: Kair
- Location: Black Jungles
During the main quests, you might have seen NPCs on griffons. Now the griffons are hungry and want a lot of food in the form of 5 pieces of chopped meat. If you have the main quest to kill 5 Flowers of Fear and 5 Agile Poisonfangs, the meat and killed Poisonfangs will count simultaneously, saving a significant amount of time. Delighted, Kair feeds the hungry griffons with this small handful of meat and gives us numi and experience.
3. Black Jungles
- From whom to receive: Kair
- Location: Black Jungles
In the best traditions of American horror films, a naive traveler set out at night to seek adventure. For her plan, she chose the perfectly suitable Black Jungles. Naturally, she disappeared. Kair asked us to look for her, but the auto-path didn't help. We go along the right side of the road to the place marked on the map. Of course, we find a corpse there, and return. For the bad news, we receive experience and numi as a reward.
4. Altered Creatures
- From whom to receive: Oriveila
- Location: Moon Grove
The task appears after completing the main questline to kill 5 Nightmare Birds and 5 Phantom Corpses. We will temporarily postpone its completion, first dealing with fear in the main questline.
Fear is defeated, we joined Mountain Wind, and it's time to complete the additional quest. Our task is to kill two decaying bodies on the way to the dryad Ausena. It poses no problem, we hand in the quest to the dryad, and receive experience and numi as a reward.
5. History of the Dryads
- From whom to receive: Ausena
- Location: Ancient Gates
The simplest quest. We only need to approach the Ancient Tablet located near the dryad, take the text "Secret of the Dryads" from it, and read it. We receive experience and numi as a reward.
After completing the quest, you can do whatever you want with the text - carry it with you, occasionally reading it, or discard it (no one will scold you for this).
Conclusion
So, we stopped at the moment where the ambassador offers us to go to Freeport. The time for great achievements has come, and the hero rushes towards his destiny. Arriving at the Blooming Terrace, we meet Knight Snow, who distributes newcomers, and we hear a very original joke about our race. Now is the time for parting: before you lies a vast world where you can find your favorite activity and develop your own style of play - whether it's saving Eyr from numerous spawns of evil or competing with other heroes. The world is small, and we will surely meet again in the vastness of Dark Age. Have a great journey and enjoy the game!
With love, your Azura.
FAQ
Q: Lycan-locked content? A: Most quests are race-locked to Lycan characters. Some side quests can be done by allied races.
Q: Where does the questline start? A: Lycan capital city, level 30+ NPCs trigger the main chain. Earlier sub-quests serve as introduction.
Q: Lore highlights? A: Lycan transformation history, ancestral pact with the Forest Union, the cataclysm that drove Lycans underground.
See Also
- Main Questline: First Lands
- Main site: Class guides