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Norns may also express to the player how they are feeling.
Some of the items in the world are dangerous to norns.
High goes on to describe that there are other norns, and their nature.
Death has real consequences - the individual norns do not return after they die.
Norns are always present when a child is born and decide its fate.
A number of theories have been proposed regarding the norns.
The language aspect was incorporated to promote a relationship between norns and players.
The section adds that "they are called norns who shape necessity".
The maidens shape the lives of men, and "we call them norns".
By breeding certain Norns with others, some traits could be passed on to following generations.
Norns arrived at the dwelling to shape his future as a hero.
They were dubbed "the three Norns" by the company.
When he was born, three Norns arrived and had foretold the child's destiny.
Legend has it that during every man's birth, the three Norns come to discuss his destiny and time of death.
The dísir are also equated with or play the role of norns.
Some of the legendary sagas also contain references to the norns.
It is not enough to have sentries running through the camp looking for signs of invading Norns.
In 2000, Steve Grand described the intelligence level of norns as being like ants.
It also suggests that the three main norns were giantesses (female Jötunns).
The hero asks Fafnir of many things, among them the nature of the norns.
Norns are playful, all-trusting, naive creatures that love to explore.
Norns are Norse and weavers of fate rather than smiths.
Again, dísir is used as a synonym for the norns:
The more immediate destinies of men are assigned by the Norns (Section 15).
Early concepts of the Shee included them as being merely a more advanced life form than the norns, not their creators.