Valkyon Wants You

Oblivion Woods is one of those mid‑teens zones in TERA that quietly does a lot of heavy lifting. Sitting north of Crescentia and the Valley of Titans, it links Velika to Arcadia’s farms and timberlands, and the lore makes it clear that the Valkyon Federation’s ability to move supplies through this corridor is one of the things keeping the wider war effort going. Devan forces and cultists have taken advantage of the forest’s cover to choke the route, leaving undermanned outposts and worried merchants calling for help.

​“Valkyon Wants You” is the story chain that drops you into that situation. Officially the second major story questline after the introductory arc, it picks up once you have proved yourself around Velika and sends you north to Bulwark Camp and Vanguard Outpost to meet Federation officers on the ground. Those early steps are framed as a recruitment pitch: you have shown enough skill to be worth the Federation’s attention, and now they want to see if you can hold your own in a warzone rather than a controlled tutorial space.

The work itself is a mix of familiar tasks and hints of something larger. You clear out sporewalkers, stonebeaks and bandits on the shaded forest paths, deal with Devan raiding parties and their “strange new allies”, and thin numbers in places like Berzerad Cemetery and Bestial Vale, where undead and basilisks present more of a challenge. Along the way, you report to officers like Hendry and move between camps, getting a sense of how scarce manpower is and how stretched the line has become.

​As the chain progresses into quests like “Isolated Town” and “Devan Uprising”, the tone sharpens. You help investigate missing settlements and uncover evidence that Devan activity in Oblivion Woods is not just opportunistic raiding but part of a broader plan, with weapons and support being funneled towards other fronts such as the kulkari insurgents in the Valley of Titans and the cultists holed up in the Bastion of Lok. That link onwards – the order to report to Lumbertown and then to Hendry for the Bastion scouting mission – marks “Valkyon Wants You” as both a local clean‑up and a bridge into the game’s first proper dungeon arc.

​You get practical benefits out of it – experience, gear upgrades, and a clearer route through the level 15–17 bracket – but the more lasting effect is how it frames the Federation. These are not faceless quest-givers but overstretched soldiers trying to keep roads open while hostile empires, bandits and old magics all push in on their patch. Stepping into their ranks at this point gives you a first sense of belonging to something beyond your starting island or city, even if the cracks in Valkyon’s authority and the more uncomfortable questions about its decisions are only hinted at here and explored more fully later on.

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Neverwinter: A City Reborn

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The Flight to Velika City