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Warding magic was, apparently, a really complex thing, at least to hear Amaryllis tell it. I didn’t care so much about the low level aspects of warding, like how shapes were defined, just the high level stuff, like (hypothetically) how a fortress would be warded against intrusion and how intruders would get around those protections. Amaryllis had complained that I was asking her to describe centuries of cat and mouse games between warders, then mostly not indulged my need to know on the theory that I probably wasn’t going to think up anything clever in the next ten to fifteen minutes.

I found that really frustrating, so I’ll lay some knowledge on you so that you’re not as annoyed as I was.

Wards provided generalized, rules-based, countermagic. This was really, really powerful in Aerb, where “magic” included abstract categories and concepts, like ‘blood’ or ‘bones’ or ‘water’ or even ‘velocity’, especially since wards could act on so-called latent magic. Trying to explain all the rules
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