Skyrim: A Nord’s Tale, Part 2

Alchemy in Skyrim is vaguely unpleasant at first, since in order to
discover the first alchemical property of something, you must taste it.
This is all fine and good, but some of these ingredients are less than
appetizing – skreever’s tails, for example.

On the other hand, blacksmithing is a real gem. I’ve learned how to
create steel items now, though I don’t yet have steel ingots. I
discovered something interesting – iron ore deposits. I didn’t have a
pickaxe with me at the time, and apparently that’s required to mine
ore. I’m excited about this development, though – it means I don’t
have to buy ingots or ore!

I became a Thane of Whiterun by helping defeat a dragon, and the Jarl
assigned Lydia to me as my own housecarl. She’s come in very handy,
though her pathing AI has been very irritating at times. She was
probably the only reason I survived an encounter with an ice troll,
though she herself didn’t remain conscious for the entire event. Trolls
are brutal, especially if left to heal for a few seconds.

After ascending the Throat of the World to meet with the Greybeards,
they gave me additional Words of Power to give me one new Shout and beef up my existing one. I like the Norse feel of the draconic language; very
different from the usual Elvish/Latin draconic languages.

Returning from Hrothgar, I solved the mystery of a ghost in a nearby
barrow, only to discover a very complex dungeon hidden beneath it. As of
this writing, I’m stuck on a puzzle in its depths. Supposedly, I should
be able to rotate four stone pillars to lower a wooden bridge, but
despite doing what I thought was the correct pattern based on clues in
an adjacent room, the bridge remains stubbornly vertical. No idea how
I’m going to fix this one.