After freeing the Isle of the Forgotten from its curse and returning to his family waiting on Breidhaugr, Einarr takes on a new kind of quest: the quest for knowledge. As he has travelled, it has become plain that he must learn the magic of runes or perish.
- 7.1 – Reunion
- 7.2 – Seeking
- 7.3 – Elf Bargain
- 7.4 – Farewells
- 7.5 – The High Road
- 7.6 – The Shrouded Village
- 7.7 – Apprentice Runecraft
- 7.8 – Syntax
- 7.9 – Temple
- 7.10 – Wards
- 7.11 – Rematch
- 7.12 – Broken Cage
- 7.13 – Lodge
- 7.14 – Search
- 7.15 – Fever
- 7.16 – Runestones
- 7.17 – Practical Magic
- 7.18 – Crone
- 7.19 – Tracking
- 7.20 – Return
- 7.21 – Divination
- 7.22 – Hall of the Fallen
- 7.23 – Layers
- 7.24 – Wards
- 7.25 – Inferno
- 7.26 – Wisdom of Runes
- 7.27 – Eskiborg
- 7.28 – Bells
- 7.29 – The Pewter Pot
- 7.30 – Midnight Assault
- 7.31 – The Bjorn
- 7.32 – The Muspel Shroud
- 7.33 – Leaving Eskiborg
- 7.34 – Master’s Prerogative
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