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#Quest
Black Desert Online Complete Story! (Pre-revamp)
Jan 27, 2021, 19:06 (UTC)
27081 36
Last Edit : Jan 27, 2021, 20:17 (UTC)
# 11

[Kamasylvia Part 1 Story]

‘This feeling... Serene... but I do sense it, the movement of the nature spirits... just noisy. As if a border set around the nature is about to break off... Something will begin soon. Looks like the chairman of the Calpheon Parliament is looking for a tough adventurer for this new journey. Let's go to Calpheon.’

The Black Spirit leads you to the Kalis Parliament, the centre of Calpheon City.

You speak to the council there who inform you of an unknown land to the southwest called Kamasylvia, the land of the elves. They have received a message that they need aid in a grave decision that they have to make. The message makes reference to a military alliance and a request for support. They recruit you to be this aid.

Calpheon has maintained a good relationship with Kamasylvia. As per their alliance, Calpheon accepts Kamasylvia's requests for cooperation, and in return is given opportunities for trade commodity exchanges. Now the gates of Kamasylvia have opened to outsiders. As a messenger of Calpheon, you deliver the message to Fridri Dofricson at Trina Fort.

You speak to an elven ranger who is assisting the fight at Trina Fort who tells you that rangers are a race of Elves called Ganelle. She informs you of an ongoing conflict between Ganelle’s and the exiled race called Vedir. The Ganelle’s are the ones who have formed the long alliance with Calpheon.

You get sent to Long Leaf Sentry Post to meet a Priestess sent from Kamasylvia. You travel into the large forest near Trent and climb up into a sophisticated network of wooden tree houses, high above in the canopy.

She explains to you that the priestesses who have been in Calpheon had one duty, which was borrowing the power of spirits however they need additional help in their homeland which is why they have requested help. She instructs you to head south and the road will bring you into Kamasyliva, past the invisible barrier, which has now been taken down. She warns you of gargoyle intruders from Dreighan, which you take note of to avoid.

The road is long a winding, taking you deep into the forest. You pass the gargoyles, which seem to have all of their attention on a fallen merchant wagon and soon you come to a large outpost with towering great trees.

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You speak to the Commanding Officer Surichi, who welcomes the support from Calpheon. After taking out some of the gargoyle invaders to prove your worth, you are granted an audience with Commander Narchillan. Worried about the threat from Dreighan, she sends you on a patrol around Lemoria Guard Post. During your patrol you notice the Gargoyles have increased in number.

You return to the Commander with this news and she informs you that while unable to give you all the details, there has been an order to send you to Old Wisdom Tree deeper within Kamasylvia. She advises you to receive the blessing of Atanis on your way, so that the forest can look over you in your journey.

The road into Kamasylvia leads to a small lake called the Atanis Pond. The forest seems to be singing a song of celebration, greeting you from Calpheon. The melody of Atanis is a prayer to nature in Kamasylvia, urging it to accept outsiders. You receive its blessing and continue your journey.

The Old Wisdom Tree was once exclusively accessible to the Kamasylve Priestesses, but has recently become open to the public. Second only to the Kamasylve in age, the tree is of such a staggering size and circumference that it cannot be felled. It also has a rather interesting shape, as it has grown slightly leaning to the side. Since its death, it has been used as a command post for Lemoria expeditions.

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Priestesses still journey to the Old Wisdom Tree to bless the Rangers for protection or prior to their missions or even join their units. Very few are capable of communing with the Old Wisdom Tree. Some Ganelle take with them the faintly glowing leaves from the top of the tree as charms for good luck.

Saint Anbelif, who leads the Lemoria Guards of the Old Wisdom Tree, advises that knowledge is the key to success. She instructs you to wonder the old tree and meet the people there. You speak to an Owl called Obi Bellen who has watched over the old tree for a very long time.

You get made aware of an adventurer from Keplan called Milden who came before you and has been helping the Old Wisdom Tree out a lot. You go to assist him out on the large grassland called the Navarn Steppe. Milden advises that the winged Griffons are the most dangerous creatures of Navarn Steppe. If you can handle the Immature Griffon and Immature King Griffon, Obi Bellen just might approve of you.

After slaying the fierce creatures, Milden tells you he did not come to Kamasylvia alone. When he was in Behr, he received information from an informant. You go to meet Milden's friend, Jensen.

He tells you of another faction of elves, the Ahibs and how the entire area around the river below you is known as the Ahib Borders. You find out that there is a group Vedir Elves known to be especially cold-hearted, cruel, and cunning who thirsted for power as great as the Kamasylve’s burning.

Abandoning the rites and traditions of Kamasylvia and challenging the law and order of the Acher, they took up the name Ahib, made their domain in the Arid Lands, and were labeled as heretics as they strayed from Vedir’s teachings with increasing arrogance and ambition.

The Acher Guard fought to eradicate the Ahib, driving them through the Arid Lands into the dangerous Land of Thorns, home of the fearsome Salun bears. With those of clashing ideologies absent, the Acher restored temporary peace to the realm.

In the Land of Thorns, the Ahib pursued a new source of strength, choosing to indulge in the power of Black Spirits, “a fountain that never runs dry.” This, however, was not without its cost. Their souls and individual identities were utterly consumed by the Black Spirits they tapped into. Some fell to madness and rampaged, attacking everything in sight, while others seemed to behave as though they were being controlled.

Today, the Acher and Lemoria Guard are focused on defending against attacks from the newly empowered Ahib.

You travel closer to the sealed off borders until you come to a waterfall at the end of the river. You see a sealed off stone entrance to the Duzak Tunnel which leads to the Arid Lands and find out it was sealed off because of the recent incident with the Ahib’s attacking.

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You return to Obi Bellen with this newfound information. Surprised that you got as far as the border, the owl explains that throughout the whole Kamasylvian history, there have been always two kinds of Elves. Ganelle and Vedir are the firstborns of Goddess Sylvia, who created Kamasylvia, as we know.

Legend has it that they got along well at the beginning as sisters and dear friends. However, their relationship had gone sour at some point. It was the day when the mountain, as historians record, exploded. And it was also when the dark spirits first appeared in this world.

The Ahibs incited the Ganelles and Vedirs into dispute and the reason outside aid has been called is because the Ahibs have infiltrated the Ganelles and are trying to overthrow Kamasylvia.

The Black Spirit stirs, sensing a great power between the Steppe and the Forest.

‘Can you feel their hostility towards Ahib? As big as it, I can also feel something from the vast steppe. It feels like I'm missing something. Ahib's energy... Manshaum... Griffon...They are complicated emotions. Go to the scout on the steppes right away. I'm sure that he knows more.’

You return to Milden in Navarn Steppe. Milden suspects the anomalies of the grassland to be closely related to the poaching of the Griffons. You observe the poaching activities of the Manshaums and conclude that is why the Griffons have become too aggressive and are trying to drive all of the other animals out of the steppe. Animals on the steppe are the Manshaums main food source, however they have been hunting too much now to the point where it is getting out of hand and upsetting the balance of the forest.

You go to investigate why they are so obsessed with hunting the Griffons. You discover that they are giving the griffons as an offering for Narc, using some form of altar ritual. The Manshaums are a tribal society, in which hunting is a way of life. Sometimes mistaken for the Manshas, the Manshaums are in fact ancestors of the Manshas, who were once Goblins that came to embrace the culture of the Manshaums as their own. Adept with poison and spears, the tribes of Kamasylvia mostly live off of the grasslands’ beasts. While the Ganelle may frown upon needless slaughter, the Manshaums view proof of killing an Elephant or a Griffon serves as a symbol of valor.

Their religion revolves around their devotion to Narc, one of the gods in Kamasylvian mythology, who rules over water and rain. Regarding the falling rain as a blessing and sign of divinity, exult when it precipitates, they will often stand in downpours for hours at a time and sprinkle water over their dead as a funeral rite. If the rain comes during a funeral, they believe that Narc has come to claim the soul of the deceased, themself.

Narc however is in the control of the Ahib’s, which furthers the problem in the current situation. You look to disrupt the abnormal power of the Manshaums by wiping a good number of them out and destroying their totems to Narc. The main totem you find deep within a cave, it has been strengthened by a pure black stone, which is sitting at its base.

You feel the Black Spirit moving at the Black Stone before you.

‘Hey, this power. Isn't it familiar? It's the energy that we always wanted! The guy that took this power from that totem isn't far from here. It is a very strong power. Let's defeat it and take its power. It's not far. And there's a very powerful energy. Let's defeat it and take its power.’

You climb up the large hill in the centre of the Manshaum Forest and begin to read the all too familiar scroll the Black Spirit has given you. A gust of wind picks up around you and a giant Manshaum climbs out of a cesspool off darkness that has opened up in the ground before your feet.

You smite him down.

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The Black Spirit purrs in satisfaction at your success and you head back to the Old Wisdom Tree to report what has happened with the Manshaums to saint Anbelif.

She thanks you for your efforts but expresses her worry that the Vedir are getting stronger and stronger after the situation you came across in Manshaum forest. There has been strange happenings at Mirumok Ruins which are closes related to the status of Kamasylve, so you get sent to meet Neubella at Central Lemoria Camp, which is near the ruins.

She explains that there is a connection between the Mirumok ruins and the Kamasylve holy tree, so that any problems for one would cause a problem for the other. Because of this, she sends you to Martha Kiyen who is in the ruins investigating what is wrong.

You meet up with the familiar face of Martha. After a quick catch up after not seeing each other for a long while, she explains that the ruins were built in ancient times, long before Balenos and Calpheon. It was built along the same time as the Ancient Stone Chambers. Ancient weapons protect Mirumok Temple, although some have lost their power. The size and grandeur of the Ruins, left behind by the Mirumok Temple, remain to this day.

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You explore the magnificent ruins and along your way notice some disturbances in energy in glowing cracks in various places around the ruins.

Martha Kiyen recommends that you report what you've seen at Mirumok Ruins to Lemoria Guards. You go back to Old Wisdom Tree to tell Anbelif what you have discovered at Mirumok Ruins.

Anbelif thanks you for your achievements and your dedicated aid to helping them in their fight against the Ahib. She informs you that she is going to head to the capital to inform the Queen of your actions and that you should wait for the day a messenger will arrive to summon you for a royal audience.

You turn away and stare out across the vast Navarn Steppe, wondering of what is to come.

25 185
Last Edit : Jan 27, 2021, 20:11 (UTC)
# 12

[Kamasylvia Part 2 Story]

‘Look! You can see that gigantic tree from anywhere in Kamasylvia. It gives off a different aura than anything else around here. It smells kind of...familiar. That must be the holy tree Kamasylve. Let's go to Grana City, the capital of Kamasylve to go see Kamasylve up close. To Kamasylve, the centre of Kamasylvia!’

You take the road to the Elven main city. You have seen its outline high on the ridge of the mountain, but only now have you been granted entrance.

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You walk the streets on the magnificent city looking around in awe at the pure white architecture and streams of glistening water running along the paths. You accent the marble steps in the center plaza and Helene Sana of Lemoria welcomes you, introducing you to the Queen.

Queen Brolina Ornette thanks you for your services to Kamasylvia. She explains that Grana City is a holy place as it holds the great tree Kamasylve which is the Legacy of the Goddess Slyvia and suggests that you visit the tree.

You meet a Papu called Lanka at the base of the great tree who tells you that the Kamasylve is currently very weak and instructs you not to harm it further. Kamasylve's power was greatly weakened due to the long war with Vedir, and it was further weakened when the Vedir took a branch to the Arid Land to grow. You stand silently within the large platform in the centre of the tree listening to the leaves of pure light rustling in the slight breeze. There is a sad aura in the air.

After talking to Lanka again, you decide to go to the library to find out more about this war from long ago.

As you found out in your previous adventure, the large civil war between the factions of elves seems to have reached every corner of this land – even the Kamasylve. It seems the entire forest is being weakened by the Ahib’s vines growing in the Arid Land far to the north where the Dark Knights fled after the war.

You discover that Kamasylve is said to exist before recorded history, rooted atop the forest’s highest point by the Goddess. It is at this peak where Sylvia descended from the heavens and created life through the Kamasylve, which gave birth to the lands of Kamasylvia. Before her return to the heavens, Sylvia inscribed upon the Kamasylve her will for her people.

When Black Spirits invaded over the Valtara Mountain Range, the Kamasylve’s immense power became the only source of protection for the land and the languid Elves who knew nothing of battle. As the forest continued to suffer and the spirits laid siege to claim the power of the tree, a Heroine of the Vedir insisted that the only way to repel the spirits was to intensify the Kamasylve's power by burning through its essence.

While the effort was successful, the Elves realised that they had made a terrible mistake. Kamasylve had greatly diminished in strength and then fell into a deep, death-like slumber. The Elves despaired and grieved as they felt the great tree’s presence wane. However, a song of the forest promised that the Kamasylve would reawaken again in the future, at once offering a lesson in remorse and renewing hope in Sylvia’s children.

You are sent to see Helene Sana, a saint who is looking for people to aid in healing the great tree.

The forests of Kamasylvia get their energy from Kamasylve, and in turn the Spirits of Kamasylvia take care of Kamasylve. Helene Sana says that the Tooth Fairies and the Spirits of the Forest can help Kamasylve heal. She sends you to see the oldest spirit within Grana, a Tooth Fairy called Merindora.

You leave the centre of the city and traverse the paths along the outskirts until you come to a great bridge alongside a waterfall, spanning the whole length of the mountain. There you find Merindora.

She says hat the Kamasylve was once a vibrant tree full of life and light but the war with the Vedir was painful to all things living. She sends you to the Queen of the Forest, deep in the magical woodland that surrounds Grana.

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Remitaronsom, the Queen and Chief of the Tooth Fairies, is worried that Spirits of the Forest are leaving one by one. Additionally, the Forest Ronaros who helps protect the forests are becoming more and more volatile.

She explains to you that you will need to get the approval of the Spirits and the Oath of Forest Contracts they hold. The Oath of Forest Contracts symbolizes the promises made between the Spirits and the forest, specifically between the Forest Ronaros, the Legendary Dream Horse Krogdalo, and the Tooth Fairies.

Krogdalo is also known as the King of Celestial Horses and the Legendary Dream Horse who came down to earth at the command of the Goddess Sylvia. It is said that His arrival to earth drew the admiration of more than a hundred spirits, who followed after Him. His procession was truly a spectacle to witness: Krogdalo is described to have a majestic appearance and thunderous hoof beats with music among five-colored clouds floating above his head.

Pulling the hair from His mane and letting it disperse, Krogdalo created the wind, the trees, and fire. Although he, too, eventually returned to the heavens after touring the world, he sometimes misses his children and visits. With his energy, he created three legendary horses: Arduanatt, Diné, and Doom. Traces of his essence still linger within Kamasylvia’s forest.

All three spirits have all gone their separate ways since the Oath was made. You go to the Forest Ronaros to talk to them about the oath.

The Forest Ronaros says that they didn't always live in the Tooth Fairy Forest. They didn't come here by choice, but were forced to come here and that is why they are so enraged. The Forest Ronaros want to go back to their home in the Loopy Tree Forest, the forest that they have sworn to protect. They explain that the Tooth Fairies and Ganelles persuaded them not to go to war with the Fadus, but now the Ronaros will not honour the Oath until they have taken back their homeland.

You got to Loopy Tree Forest to try and settle this conflict. You come across an Acher Guard camp just above the Fadus infested forest who are quietly observing this Cold War between the Fadus and Ronaros. However, after some persuasion the Acher made a tentative decision that they cannot let the Fadus continue to occupy the Loopy Tree Forest. You report this back to the Ronaros.

As a thank you, they gift you with a Forest Bow and tell you the location of their keeper of the Oath of Contract, Tulid, hidden within the mountain. Excited to finally be getting somewhere, you waste no time going to find him.

After breaking through the barrier of Tulid’s riddles he hands you Tulid's Ornament, the symbol of the promise between the Forest Ronaros and the Spirits of the Loopy Tree Forest.

You feel it burning your hands and vibrating, it seems to want to connect with the Forest Bow you hold. In a white flash of light the bow transforms into the Bow of Forest Ronaros. This is the Oath of Contract out of three.

Upon returning to the Tooth Fairy Queen, she tells you that you will need to find the Krogdalo Trace in order to obtain the next Oath of Forest Contract.

You travel south to Polly Forest.

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You speak to a quirky Tooth Fairy called Looney who lives in a hollowed out tree near the edge of this brightly coloured mushroom forest who instructs you to kill some of the mushroom creatures for her in return for her help.

You do as instructed.

She explains that when Krogdalo returned to the skies, he could not take anything with him so he hid a relic called the Forest Hoof somewhere near the trace of his spirit that was also left behind. She points you towards the riverbank and you begin searching.

Upon finding it, Looney then instructs you to find the Energy of Krogdalo that was left behind. Once you combine it with the Forest Hoof you will receive the Forest Oath of Contract. Feeling that excitement again, you stand within a glowing pool of light that is littered around a small lake in the forest. You have obtained Krogdalo’s Oath of Forest Contract. With two oaths in hand, you return to the Tooth Fairy Queen.

Remitaronsom says that you should go back to Grana City to see Queen Brolina Ornette again and warns you that getting the final Oath will not be easy.

You make the long trip back to the great city.

Queen Brolina Ornette says that to heal Kamasylve, we must have the help of the Gyfin Rhasia who live in the southern part of Kamasylvia. The Ancient Warriors hold the final Oath, which was once made between the Gyfin and the Tooth Fairies.

The Gyfin Rhasia is a race of strong Ancient Weapons from a faraway land. One day they came looking for the Tooth Fairies in the forest. They made a special agreement with them, and accepted them into their lands.

This happened a very long time ago, back in the very beginning of Kamasylvia when the Tooth Fairy celebrated the birth of the original Ganelle and Vedir and received the blessings from Goddess Sylvia that allowed them to protect the entire forest. Much has changed since; hopefully the Gyfin will remember that agreement.

You approach the large ruined temple on top of a mountain south of Grana.

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At the entrance you see a lone Ganelle who explains to you she is on a mission to maintain symbolic trees within the region. After sneaking into the temple and aiding her quest, in return she tells you how to communicate with the large Ancient Weapon that is frozen before the entrance.

Vadria, the Ganelle, says she found an ancient artifact a few years ago while exploring the temple. She gives you the location and you bring back a small stone tablet with white light engravings in it. They look similar to the engravings in the chamber deep within Valencia – could it be something Black Spirit related?

You show it to the frozen Ancient Weapon, Tulitua, who immediate stirs and speaks with a haunting, mechanical voice. It demands you hand the slab over before you get punished for taking it. Thinking quick, you suggest a trade of the stone slab for the Oath of Forest.

The Weapon attacks you but you best it, forcing it to retreat.

Tulitua says it will believe me if you overcome two of his trials. Show your courage twice. Let's go to the places that Tulitua informed you of and summon two Ancient Weapons, one who is slow moving with heavy defence and the other, which is nimble. You take them both out with some effort.

You feel the black spirit stirring within you.

‘This is getting more interesting. That slab piece...are you not feeling anything? I can feel it. It feels like it has been with me from long ago. It feels calm. When I look at the slab, I'm getting attracted to some memory. Would you like to go there together? Hurry, let's go. I think something interesting will happen.’

The black spirit leads you down a long steep path to the edge of the beach. The southern ocean seems to span on forever. There is a bridge leading up the temple from this location, and a large glowing artefact near the entrance. It is strangely familiar.

‘Let's go hear about the story of the Temple. What d'you mean who? There's only one! I'm actually scared of this one. But I will gladly take you there if it's for you. There is a path leading to where he is. Over there. Let's go to him quickly.’

You touch the artefact and feel a familiar tugging at your core as you are enveloped in bright light.

Hazy, you open your eyes slowly. You are no longer in Kamasylvia and before you stands the familiar sight of the Guardian of Edana.

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He welcomes you and refers to you as the ‘Great One’. Silently, you think that you still have no idea about what your role is to play here with the Ancients and the Black Spirit.

You say nothing and listen to the Guardian enlightening you on the past of the Gyfin.

The Gyfin Rhasia tribe has survived at a huge cost. They lost everything that they ever had. But the will and spirit of Gyfin Rhasia, however, still remains in the their hearts. The good memories of the old days, and the beautiful tunes they used to play still dwell in them. The Guardian says that it is time for you to awaken them so that their rock hearts can hear their songs once again. But before you leave, the Guardian assures you that this wont be your last meeting with him.

You are sent back to the Temple in another blinding flash of light and head back to Tulitua to tell it what you have learnt. The Ancient Weapon is silent for a long while. It then proceeds to tell you that although they still have no memory, the pact with the Tooth Fairies is the only reason they survived. Tulitua thanks you for helping his tribe and promises to go through with the contract made with the Tooth Fairies.

He instructs you to travel deep within the heart of the temple under the mountain to find the oath. There you find the Sword of Gyfin Rhasia on a platform in the centre of an eerily lit room.

‘Since you've secured the contract between the Tooth Fairies and Gyfin Rhasia, I'm sure both are very happy right now. If you go back to Grana City, you will be returning a hero. I mean, you got the Sword of Gyfin Rhasia, right? Only those who have uncovered the truth can have it, you know. Anyway, let's go back to Grana City. Give the sword to the Tooth Fairy, and become the Hero of Kamasylvia.’

You let the black spirit lead you back to Grana. After speaking to the Tooth Fairy Queen she instructs you to combine all three to receive the Light of Kamasylvia. It shines so brightly in your hands that everyone near the Queens Throne room turns to look in awe. This Light has not been in the land since the Goddess Sylvia left Kamasylvia, and you now hold this power in your hands.

‘The Oath of Forest Contracts contain great energy. The Light of Kamasylvia created from combining them should be enough to heal Kamasylve with its great healing energy. Please bring the Light to Kamasylve. It might even be able to summon the Spirits of the Forests.’

You press the light into the roots of the great tree and you can feel its vitality return, boosting its energy an illuminating Grana City. You return to Queen Brolina Ornette.

The Queen is overjoyed and can feel the life of the forest again, for what you have done has truly saved all of Kamasylvia. She thanks you for your great service and gifts you an intricate green leaf jewelled earring as a reward.

You stand back smiling, looking out across the city now bathed in white light.

25 185
Last Edit : Jan 27, 2021, 20:09 (UTC)
# 13

[Drieghan Story]

“What did you think about adventures so far? It’s great being with me, right? Even those snobby Ganelles in Grána respect you now! Oh, there was a message for you but I took care of it for you. I’ll read it for you slowly, so listen carefully:

I have an urgent request for you. I will be waiting for you at my usual spot below the Sacred Tree.

Wow, the queen is asking for you! How exciting, something out of the ordinary must have happened. Let’s go talk to the awesome Ganelle queen!”

The Queen is waiting for you under the sacred tree at the highest point within Grana, so you make the now familiar journey to the elven city shaded by the great white tree.

She speaks of an unknown land by the name of Drieghan, and how people are venturing there after the rumors of a Dragons return to its lands. Brolina Ornette said that in western Drieghan, the remaining Ganelle troops are in trouble at the place where the most recent boarder war with the Ahibs had been taking place. She asked you to go to the Ahib Conflict Zone and help the Ganelles battling there.

Somewhat excited to be exploring new lands, you take the road east past Old Wisdom Tree up into the mountains. Turning a corner in the road you are met by a stunning sunset skyline of rugged mountains and towering trees, with a river in the centre of the vast valley.

You continue on until you come to a camp that looks like it has very recently seen war. After asking around, you are sent to an elf named Selena Aer who seemed to have knowledge that you were coming. Selena Aer said instead of her filling in you with all the details, you should see the war situation here with your own eyes. What she did say though that is after the Ahibs were pushed back in the war, the Khalk’s seemed to have absorbed some of their power and were continuing the fight, which was problematic.

Exiting the camp for the brief moment, you see a group of menacing looking Khalks up on the hill – their eyes look deranged with evil.

Returning swiftly you are pointed in the direction of Tira, a young Ganelle who explains to you that the Khalks seem to be heading into Dreighan, and not towards Kamasylvia which is unusual considering they are the Khalks and Ahibs enemy. She instructs you to interrogate a captured Ahib to try and glean more information out of the unusual situation.

The woman in a dark robe that hid her face, the Ahib, was unmoving in her responses to your questions. She did however let on about a connection between the Khalks and the Ahib and something about Dragon Blood, which did not bode well. You return to Tira with this information.

Elated, she casts a Shadow Break Scroll on you so that you can now see the Ahibs hiding in the shadow for a short time. You are immediately sent to the Ahib who is projecting the illusion of the Khalk leaders up on the hill near the camp.



You attack the hooded figure and it dissipates, resulting in the end of the Ahibs aura in this area. The Ganelle at the outpost are grateful.

“Was the dragon Brolina mentioned Garmoth? Yikes, what do we do? My heart is racing...yours too, right? To think that those Ahibs were after dragon blood... What awaits us must be something that will make us even stronger! So, we are heading to another unknown land to play at heroes, kekeke. Let’s go to the highlands where a formidable dragon and treasures await! Keh keh, it is your destiny to go! Don’t think twice about going to Drieghan. Go now!”

Eager to find out more about the Dragon and what is really happening, you continue on until you come to Marcha Outpost. You find a man there by the name of Ladar who says that the mountain path is unusually busy since the return of Garmoth, the crimson Dragon had spread through the land. He explains that he and his group are Khalk hunters, however one of his men is missing after following a stray Khalk down into the canyon. To help the man, you follow after his companion’s tracks.

You find the injured explorer sat near the entrance to a cave. After fixing up his broken ankle, you venture into the cave and defeat a strange looking Khalk, which looked like it was infused with magical energy. Maybe from the Ahib like the Khalk you encountered before?

After explaining to the hunters you are following the trail of the Dragon – not Dragon Eggs to their surprise as they fetch for quite a lot of gold – you are informed to go to Gayak Altar to see Yahq who will help you gain access to Duvencrune, Drieghan’s main city.

You travel further into the land of Dragons. After a very brief meeting, Yahq taught you the rules you need to follow while you are in Duvencrune, and gave you instructions to find your way to Duvencrune.

You come to the gates of the large market like city hidden within the mountains of Dreighan. The view is stunning, spanning out across multiple valleys. There is a stream running throughout and you can hear the rush of a waterfall somewhere in the distance. You smile to yourself quietly, you like this city.

A guard at the gates sends you to contact the office of the Duvencrune Mercenaries. After some short errands around the city for them, you are sent to meet Durgeff, the Chief of Duvencrune who is stood out on a ledge surveying the whole of the city and the vast valley below.

Durgeff gets straight to the point of the Dragon and speaks of worry of terror spreading amongst the city folk. After you speak to a few of the inhabitants however, this proves to be true.

Durgeff tells you that they are the legacy of the Sherekhans who broke their nations people free from the claws of the Dragons. They refuse to return to the times where people feared under the Dragons, so Durgeff sends you to the Elders to seek council on what action to take. The aides at the Chief’s office asked you to meet Great Priest Deian, who has extensive knowledge about the Crimson Dragon, and the history of Drieghan.

Dutifully, you travel along the high winding mountain passes to Crows Night Post.

After hearing about a strange transformation of normal wolves into almost like werewolf creatures, it is summarised that the appearance of Garmoth must be affecting the Blood Wolves. You are tasked with hunting down a missing report, and after finding that the courier had met his demise, you were tasked with collecting Intel on the Blood Wolves and why they have suddenly starting attacking people.

“Hehe, it’s been a while since I’ve seen something so amusing. What, are you still clueless as to what’s going on? I see, you still have far to go... These wolves kind of smell like you, you know!”

The Black Spirit told you that it has spotted a Kagtum wolf who looks like it is capable of human speech. You go to talk to the creature. It tells you that the Blood Wolves, or Kagtum’s as they now liked to be called, only answer to the one true master; the Crimson Dragon that is Garmoth. They believe all will fall and all must submit to the dragon. You notice shrines to Garmoth all over their territory.

“They must really like Garmoth. You people also believe in gods but don’t seem to make statues like this. I want to meet this Garmoth now.”

After rescuing some humans from the Blood Wolf Settlement you catch wind of a mighty White Wolf that is with the Kagtum’s by the name of Leebur. You also find out that the Blood Wolves a somehow consuming black stones, which is making them stronger. After hearing that Leebur has kidnapped a merchant, you follow its tracks in hot pursuit.



Like many of your previous battles, you take no time in smiting the giant white wolf down. Unfortunately it was too late for the kidnapped merchant. You feel the black spirit rumbling in satisfaction at your success.

You return to Duvencrune with a report of all that has happened with the Blood Wolves. Durgeff shows concern that the effect on black stones could be this great upon a whole race of wolves and thanks you for your defeat of their leader. After much debate with the Elders, you are sent to Camira, the high priestess guarding Sherekhan Necropolis in up most secrecy to uncover this mystery further.

You travel north to the other side of the Serendian Mountains you are so familiar with. There are ruins there, at the base of a vast mountain with a towering sculpture of a dwarf holding a great axe carved out of rock. You have never seen anything quite like it in all your adventures before.

Once there Camira asks you to investigate shady people around the Necropolis. You run into the Ganelle Tira who explains that she thinks the intruders are the original Sherekhan’s not of this living world. Believing they are the founders, risen again, you travel deep within the Fountain of Origin to confront them and try and communicate with the beings long since dead.

You are given a Gold Decorated Censor and instructed by a priest to take it deep within the temple within the Fountain. You lay it at the foot of a magnificent altar in the centre of a vast cave and after a few moments figures start to appear. They attack you one by one and after a long battle you best each and every one of them. You have proven your worth.



After paying your respects to the fallen founders, you notice a bone chilling draft coming from the entrance of the cave. The founders appeared before you and seemed willing to talk to you. After conversing with them all, they all seem to be desperate to defeat the dragon Garmoth once more.

Somewhat disturbed, you return to the Chief of Duvencrune who upon arrival congratulates you on pasting the founder’s tests. You get wind of a group of worshipers of Garmoth setting up a shrine just outside of Duvencrune, above where the Crimson Dragons nest is said to be. You go to find them.

You play along with there following as to gain more information, and after having to force yourself to bow to Garmoth’s altar, you realize that they are only doing so out of fear hoping that the Dragon will spare them if they worship it.

You are sent to Leon the dragon scholar at the Tshira Ruins to gather information on Garmoth, the Crimson Dragon.

Tshira ruins is a basin filled with swamp like leafy creatures, under a thick fog. Eventually you find your way through the fog to Leon, who tells you that if people bow down in fear of Garmoth, it will spell the end of Dreighan. You hunt down Leon’s lost papers on the Crimson Dragon that were stolen and after bribing the thief with beer, you find out he was working for that same group worshiping Garmoth you were with earlier.

You return to Durgeff who tells you that their leader Deian, has been exploiting scared villagers out of offering and black stones and seems to have placed spells around Garmoth’s nest, which is making the dragon stronger.

Chief Durgeff tells you to use Kiernak Falls spring water to break Deian’s spells. You climb down the large waterfall at the base of Duvencrune and take some water from the Altar hidden in the cave beneath the city. With this pure water in hand, you ride fiercely to Garmoth’s Nest.

Once within the deep crags of the dragon’s nest, you pour from of the water on each of the altars surrounding the inside of the clearing, purifying them of corruption. Once you are done you move to the centre of the clearing and fire the Duvencrune flare to signal for reinforcements from the city.

“Is this all we have to do? Well then, let’s set off the flare to signal the soldiers. By the way... Are you also getting weird vibe from here? I wonder if the soldiers are ready for this.”

Then you see it.

With a almighty roar that shook the very mountains you stood beneath, a dark shadow blocks out all the light in the sky. Garmoth is upon you.



The great crimson dragon towers above you as it smashes to the ground, knocking you from your feet.

In an extremely long battle, with the aid of the risen Founders and the Duvencrune soldiers, together to manage to wound Garmoth enough to make it retreat.

That’s it, it’s over.

Nothing short of a little bit burnt, and thoroughly spent you drag yourself back to Duvencrune and are met with cheers of the city folk. Durgeff congratulates you on your defeat of the dragon and looks at you with newfound awe and thanks you for saving Dreighan.

However in a twist, the head priest that was exploiting people’s fear of Garmoth has fled so quickly that he has left some of his papers behind, according to Durgeff. She tells you that Deian has fled to Sherekhan Iron Mine and that according to his papers; he has been hearing the voice of the legendary Black Dragon – Makthanan.

Makthanan was believed to be defeated long ago, however in truth he resides sleeping deep underneath the Sherekhan Iron Mine, where Deian so happens to have fled.

You feel a cold dread come over you.

Is the fate of the world not yet saved from the Dragons?

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Last Edit : Jan 31, 2021, 22:35 (UTC)
# 14

Thanks for posting. Very well written. Its nice to see what kind of roll Olvia had before they changed the start quest. I've done the story line about 4 times now, but this easily shows you how the story  takes a hard left at Valencia 2. After that you feel no connection to the beginning. 

Last Edit : Feb 6, 2021, 12:21 (UTC)
# 15

Damn, this is look great! Should take the time to read this some time. Thanks for writing this.

Last Edit : Feb 23, 2021, 23:57 (UTC)
# 16

You deserve a cookie, this is awesome!

 

Here you go : )

 

sorry, got a little hungry on the way x'D

Last Edit : Feb 25, 2021, 22:03 (UTC)
# 17

Great Job Clear ;)

Last Edit : Feb 25, 2021, 23:17 (UTC)
# 18

Very well done.

Last Edit : Feb 26, 2021, 02:29 (UTC)
# 19

Holy crap, this is amazing.

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Liusol
Last Edit : Feb 26, 2021, 11:21 (UTC)
# 20

Thank you for your amazing work. I think a lot of players were looking for something like this.

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