This story takes us a bit into years that we are not used to. Most of it is happening in the mid-to-late 4E 200s (~203-210).
It will take us to a country which we have been enjoying for over a decade now. We will meet people we already knew, and also people who will be new to us. And maybe, of the ones we knew, we will have different opinions. Maybe the years changed them, maybe they acted differently to our Dragonborns. The civil war is not over, and the various guilds of Skyrim have not changed much in the past few decades.
Skyrim, however, is still a place that attracts. It just attracts. Attracts trouble, opportunity, heroes, villains, bandits, adventurers. In the first years of the first decade of the third century of the fourth era, law was weak in Skyrim. In the various Holds of the land, rule of law was mostly confined to the towns. What little centralized power there was, was focused on the seemingly unending civil war, and the soldiers and officers of whichever side had little time to care for the civillians of the land they were fighting over. If that was not bad enough, then, the Dragon Crisis happened, and the guards were killed by the dozens; at least the ones who had honor. There were plenty who preferred to run away to the hills and join with brigands, and prey on the same people they once swore to protect. This state of Skyrim is also known in Cyrodiil, in the Imperial City, where the temples of all the Divines are still filled with orphans, some from the Great War, yet most from a variety of countless reasons. The Temple of Mara, for example, cares for a certain orphaned boy, by the name of Martin. And what is a forever restless boy on the verge of adulthood to do, when he hears of all the heroes and adventures that go on in the frozen province? And it is Martin, who, in his elder years, decided to share his story of his years of living, or often just barely surviving, in the province of Mereth.
Mercenaries of the Gods: Chronicle Two - Adventures
84 parts Complete Mature
84 parts
Complete
Mature
Hey you. Yes, you! The Seer is looking for you again. What? Did you think that was the whole story? That was just part one of three. This is part two. At least concerning the Mercenaries. Anyway, this time the Seer has five stories for you this time. The first one is about Alan. He's talking to some cops about how he got his powers. It's a crazy story with a croc-clam and a Lord of Evil who isn't that bad of a dude really. In the second story, you find out what happen with Grania, Kadlin and Squeaks when they go to Greece. There's a sorority squabble, a Lich Queen and other cool, strange and dark stuff in it too, but I don't want to give too much away. In the third story, you find out what happened to Thrack and Rina when they went to China. There's a lot of mages, a big keg, a few sluts for hire and a bloody fairy. It's a fun and sad story, but it's awesome, trust me. Next, you'll find what happens with Alan in Antartica. That story is insane with lots of dragons, and you'll finally get to see why everyone is so afraid of Alan. Finally, you'll read about all those paths converging, all the old friends, and a few new ones, reuniting and you'll be set up for part three. But seriously, the Seer is expecting you again and, if I've learned anything about the multiverse, it's that you don't keep an infinite waiting. So, it's time to return to the Seer, because if the Seer made time for you, you, and what the Seer wants to show you, must be important...
This story is unedited, and I wouldn't mind a cover.
Thank you for reading the intro if nothing else.