After the completion of the Great Journey and the founding of Rosgard’s clan of worries, there’s only more and more to deal with. Successfully finished clan wars and efforts to build an economic base seem like mere trifles compared to the global catastrophe approaching Vальдира—the collision of continents. What will happen—thinking about it is scary. To prevent the catastrophe and, at the same time, in search of new adventures, Rosgard and his team get pulled into an unprecedented gamble that, if it fails, could make them persona non grata for the entire game world. Their path leads to Angar— the mystical City of the Dead…
A close-knit and stubborn five-player team, having created a battle group called the Brotherhood of the Trail, couldn’t have expected that here, in the Forgotten Lands, completely different game laws and rules apply. Here reigns old-school, good-forgotten hardcore—at one time it was too harsh and complex for ordinary players, and it was later replaced by a far more humane system. Here are gathered and exiled those monsters and creatures that didn’t fit into the usual bright Valdirа. Here an almost all-powerful but still just Acmer rules with a steady hand, someone who has done a lot for Valdirа—and once he was no longer needed by the new world, he was locked away here—in the dark and gloomy Forgotten Lands. Through the Forgotten Lands the journey continues…