interesting, many revelations in this update....
Turns out, your fire resistance doesn't protect you from having your finger's flesh burnt off by a pot of stupidly hot oil. As a side-note, Time Heals All Wounds is a good spell.
*Takes notes* This makes me want to get ripple(water magic) iron for our armor even more, and a socket stone to ad a protection/dispersal effect to it, like, "Only the wound thaw my flow on this armor" so we are not drenched by liquids of anything...
Also, this gives us a nice tactic against fire resistant enemies. Just boil them alive.
Anyways, the second thing you learned is that while the blood-quenched length of iron was simply a bit more responsive in your hand, in your children's hands it was like they were swinging a sword underwater.
hm...
So, drenching stuff in the wielder's blood makes a personal lock....
Would drenching it in ours and Abjorn's mixed blood make that personal lock into a bloodline one?
Interesting, and worth of note, but not something actionable, for now.
.... Kinda sad we didn't try the healing waters though.... same with the brewing.
Steinarr squints at the seeds as he rolls them around in his palm—his brows shooting high on his head. "I've never seen these particular seeds before, but I've seen more than my fair share of evil plants while I was stationed in Cyprus. You say you got them from that fireball from a few years back?"
hm... So, Cyprus was infested with evil plants, huh?
Man, Steinarr's adventures must have been whacky.
"Probably steals the life from other living things, if I had to make a guess. That's a pretty common theme with evil plants." He pauses as a thought occurs to him. He fixes you with a side-eye. "You're... not planning on planting these, are you? Because if you are, you should do it somewhere far, far away from here. Just in case I need crack open the ol' Botanical Society of Constantinople Special."
hm... This does mean Steinarr has books. Or, at least, a book.
@Imperial Fister , did Halla knew Steinarr has at least one book?
More importantly, what would we need to read them? An AP? or can it be part of training?
Can we use them to furthger study books? Without harming them, ofc...
And... what language are they written in?
You stare at the cat ears twitching on the end of Sagaseeker's head—his saemd in action.
Sagaseeker stares back as his virthing-tail twitches behind him.
You sigh. "I wasn't sure what I was expecting, but it wasn't that."
"A lesson learned then, meowther-mine." Sagaseeker snickers as you groan, his frami-fur rippling with every laugh.
...
CUTE!!! LOL
Also, should we teach eyespeak to our catboy? And what other things...oh.
Orthstirr can be manipulated as temporary constructs, which can be moved by more orthstirr...
He could make a bowl to apply blood or paint to his own runes... AND could make stick limbs to move on his own as well!!!
Tryggr laughs as he ducks under a rock guided by your will. He snatches another off the ground and sends it hurtling back your way. Flicking out a hand, you let the rock bounce off harmlessly against Halting Vortex.
Well, its a nice party trick, for now. but yeah, this will be a menace once it spreads...
We do know we can just cut the string to stop the effect though, right?
"The Gate naturally wants to remain closed"—you frown as her voice gains an odd undertone as she says 'closed'. Something's not right here...—"so it's more a matter of opening their Gate rather than closing it." Her voice didn't repeat that trick when she said 'opening' or 'closing', so what's going on here?
hm hm....
Odd undertone... Perhaps we can figure out something to bypass the filter?
as for what was filtered.... i imagine the Gate wants to be open, because the more Odr or whatever you call the energy gets in, the more lively the soul gets....
Its just the body, or the connection between the soul and the body, can't handle the shock of the initiation and the strain of overflowing Odr, huh?
Hence, why you need to develop both to get more Odr under your control.
Glancing around the village, you spy the market and Gary Tuskpuncher with it. Wait, no, not just one Gary Tuskpuncher, but also an identical-if-slightly-smaller Gary standing right next to the bigger Tuskpuncher. You'll want to talk to one of them as you've got something brewing in your mind, but that might wait for later.
hm... why did we want to talk about with Gary?
Audrikr is standing guard next to the Headsman's hall. His mail gleams in the sun and he leans on his spear as a twelve-year-old boy imitates him. Their hair is the same shade of black and they've both got that friendly air to them—you're looking at father and son right here, there's no doubt about it.
ah, the new generation is already making a new appearance, huh?
Across from the Headsman's hall is a new, grander building. By the looks of things, it's just finished construction and decorations are being painted on the siding. To your slight surprise, Eric emerges from the doorway only to stop and wave as he sees you. This must be the Kyrsvikingar's new outpost.
hm... well, if anything, at least, there will be a hunting party after Drysalt, if things turn to the worse.
Now, lets check the other comments...