The heroes escape the witches domain, but land into deeper trouble. Finding themselves suddenly deep under ground, the group must find a way to escape the underground city of Mazaranth and get to Rosara above.
Karl, Ambrose, and Chrysanthemum are trapped by the mysterious witch and her odd familiar. Truths are withheld about her reason for tormenting the countryside, but Chrysanthemum discovers hidden secrets about her own family.
It's been a year and a day since our heroes began their training in Soala'Sar. Stronger than before, they venture back out into the realm of men to take on Ogorian's evils. As they near closer to Rosara however, they re-encounter a witch they hoped they never see again.
Karl faces his most challenging trials that cause him to question his relationships with those he loves and respects. How will these visions affect how he sees his companions in the future? Only time will tell.
The day before his Trials, Karl reminisces on his travels with Ambrose and Chrysanthemum and and ponders all the ways his life has changed in ways he never would have expected. Time goes by quickly on this restfully day, and our heroes make their final preparations before they take their next step towards their true destiny.
After meeting a new Veera, the heroes finally receive answers to many questions they have had about their journey. To prepare for a future battle with Ogorian, the group must undergo a series of elven trials that will awaken their innate potential. But there is a taint in Ambrose that prevents him from participating. Chrysanthemum and Karl must find a way to sever Ogorian's connection to Ambrose through his recurring nightmares.
The journey to the elven city Soala'Sar gave Ambrose time to think about his past and all of times he had actually met an elf. He reminisces on the time an elven dignitary arrived at the Triskelion just as he was meant to begin an expedition to the kingdom of Corvallis. Along side his professors Ambrose was supposed to study the Warp, a magical event that happens every twenty-five years, but instead had the misfortune of being a teenager with someone to impress.
After Dalibor's exit, the party descends the mountain and reveal that the water has returned to the Goodlands. Receiving praise from the local farmers, the heroes make their way back to the king to warn Rosara of the looming threat of the worm and Dalibor.
Gideon and his entourage have invaded the Heart Queen's Castle and intend to steal the Mythril Rose. But the castle's "unusual" layout provides some setbacks, until they are able to find the Lab of Gideon's archrival and perfect doppleganger, Noedig.
Their boat takes the group down the stagnant Olt Channel through the Sunset Spires. After inciting a mild massacre on a hidden human encampment, the trio arrives at Castle Cathice just as the Queen's celebratory masquerade is beginning.
Gideon and the gang arrive at the Baths of Szaczard to meet with a contact who will procure them a boat. They have time to kill while they wait for it to arrive, so Gideon decides to wait at the bar in the nearby brothel.
Court alchemist Gideon has been called on by the Red King to steal a mystical rose from the Heart Queen. Accompanied by the faithful soldiers Tybalt and Iago, Gideon begins the trek to castle Cathice by taking a shortcut through the Garden of Pests.
Karl has found an unearthed grave site for the dark wizard Dalibor. As the group works together to find out what is happening at this mountain keep, a march of the spear-wielding creatures is approaching from higher on the mountain led by a hooded figure.
The keep at the end of the river is populated only by a single blind wizard. He reveals to the party that there have been silent visitors at the keep for some time. In the basements of the ruin, the party uncovers a hideous experiment.
On a quest to cure the land of a long drought, the heroes ascend a mountain to find the source of a critical river to Rosara's farmland. The mountains are dangerous and populated with a strange breed of wretched tongued monsters.
After defeating the monstrous hunter the group discovers a secret that forces them to seal off the cave. Afterwards they part with their new friend and find their way to the Kingdom of Rosara; where the king is hiring mercenaries to solve a dire problem.
Working to find the killer Karl spotted hiding in the trees, the group hatches a plan to draw it out of hiding. However their plan is foiled when they instead are found by a red-haired woman who is well aware of the problems in her woods. She offers to help the heroes if they agree to rid the area of the mystery archer. Together the group come across a bandit camp who may know more about the issue.
Some time passes after the event's of Torvold's Mountain and the trio is surprised by a compony of elves who have arrived at the manor with a calling from their Elder. An opportunity to distance themselves from the troubles in the city and find some true answers about what happened that night in the rain. Their journey will be lengthy, and not without new horrors to hinder their path.
The events on Torvalds' Mountain has left Ambrose with some extra time to reminisce on his past. Away from the city and the manor, Ambrose rests under a tree and again remembers his youth spent at the Triskelion. The otherworldly occasion when he help his friend Sera find her mage's familiar.
Ambrose, Karl, Veera, and Chrysanthemum arrive back in Illivan and plan to reseal the lantern the following evening. A storm is rolling in, but the heroes agree that they should perform the ritual as soon as possible.
After stepping through the portal in the woods, the heroes quickly discover that the origin of the creature and Veera's word of power are seemingly related. Ambrose and Karl confront a enigmatic woman who has been secretly mentoring Chrysanthemum. Something is horribly wrong with the situation and the two plan to get Chrysanthemum and her brother away from the Lady of the Woods.
Leaving Grayditch behind, Ambrose and Karl continue to follow Veera further away from civilization and towards their goal. After sundown the trio begin to search for a campsite when they encounter a young boy crying in the road just as a mysterious creature bounds out of the trees and kidnaps him. A brief chase ends with the heroes losing the creature and starting a search for the child's whereabouts.