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Pete the Necromancer. Chapter 2


Fuzzy_Fox

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After a long and difficult fight the dragon that was attacking Whiterun now lay dead at Pete's feet, the surviving guards all cheering as they congratulated each other for a job well done. Pete smiles and gives a yell of victory but what comes out of his mouth is a language he has never heard before "Fus" the celebrations from the guards stop mid flow. They explain to him that was a shout from legends and that he could be Dragonborn.  Irileth tells him he should head back to Whiterun and inform the jarl at once while they tidy the dead skeleton away from the road. ?interpolation=lanczos-none&output-forma

 

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And so Pete the intrepid Necromancer heads back to Whiterun relieved that he survived the encounter and silently vowing not to trust Jarl Balgrulf anymore after the man had obviously sent him to die. As he reached the gates to the city the ground shook as a thunderous shout echoed all across Skyrim that seemed to carry a voice upon it the words meaning are lost to Pete as it sounds like "Dovhakiin". He shrugs are enters the city once more to inform the jarl of the battle. 

 

Balgrulf tells Pete to head to the Greybeards that live in seclusion high up on the mountain known as the Throat of the World and that he maybe able to catch a carriage to Ivarstead which is a small village at the base of the mountain. He also assigns Lydia to him as his personal Housecarl and protector as well as calls him Thane of Whiterun. Pete asks the jarl what he can expect on the road up to the Greybeards and is told wolves and some goats. Pete smiles and thanks the jarl as he turns and leaves to meet up with Lydia. 

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Seeing the beauty before him Pete lays on the charm only to rebuked by Lydia saying she isn't into sin, he eyes her lustfully but shrugs his shoulders and tells her they should get some better armour and weapons for her if she is to protect his legendary life. Wanting not to complain she agrees and so they head off to the blacksmith near the gates of Whiterun. 

 

At the gates of Whiterun Pete arranges with Adrianne Avenicci to help her with some supplies and in return she would outfit Lydia in her best armour, and so a trip to Darkwater Crossing is needed. Although Lydia complains that Pete is flirting with Adrianne the whole time he tells her she is a grown woman and knows its just for fun. 

 

Pete hires a carriage that would take them both to Riften with a quick stop to Darkwater Crossing first. 

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Once there he meets up with Annekke Crag-Jumper who is longing for some adventure, Pete starts to talk with her and she mentions some bandits that maybe a problem to Darkwater if they are not dealt with. He assures her that they will be dealt with by his own hands, he also hands over Adrianne's letter about some supplies which she packages up and places on the carriage for Pete. While Lydia asks Pete to step to one side to have a quiet word with him. She tells him she is starting to like what she sees and wishes for more, not wanting to pass up this opportunity Pete grabs her by the hips pulls her close and kisses Lydia. 

 

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This rouses Lydia the passion and warmth from Pete ignites a flame of passion inside of her as they wander off hand in hand to find a quiet spot to be together. Pete casts a magical light as they make love under the stars overlooking the steam marsh. 

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Happy and fulfilled they both make their way back to the carriage and continue onto Riften then head to the Dawnguard fort to sign up to help with the growing vampire problem that seems to be plaguing Skyrim at the moment. 

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Isran gives Pete a mission to Dimhollow Crypt to see what is going on, Pete smiles to himself thinking Vampires are undead which is what his speciality is as he starts to wonder what secrets they hold in summoning the dead. What ever they are he intends to steal them for himself to become more powerful. 

 

On the way back to Riften Lydia and Pete see a dragon flying around the peaks overlooking the city, Lydia explains it maybe a threat and that as the Dragonborn Pete is duty bound to take care of the problem. Pete tries to steer clear of the Dragon and by pass it as they make their way to Ivarstead, but he gets lost on his way as he picks the wrong mountain path which leads him directly to where the dragon has made its lair. Fighting for his life he and Lydia manages to slay the dragon and retrieve its hoard of 20 gold a staff of frostbite and a leather helmet, along with a dragon word that Pete writes down in his journal. Pete is starting to wonder if its worth the supplies in killing dragons as he looks at the messily hoard it had. 

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With a sigh he and Lydia head back down the path and pick another one hopefully that leads to Ivarstead. 

After some time they reach the small village Pete hires a room for himself and Lydia as she organises with the landlord some food and drinks for them both which costs 20 gold, plus the 10 gold for the room. Looking into the nearly empty coin purse Pete hands over the leather helmet as well as part of the trade with a sigh. 

A man called Klimmek starts to complain in the tavern about his knees and that he has to make his way up the seven thousand steps to the Greybeards tomorrow, sensing some coin to be made Pete says he is heading that way and that he could take them for him. Klimmek always one to shirk off his duty agrees and hands the supplies to Pete saying there will be some gold to be made if he did. 

Pete asks Klimmek what kind of threats one could face on the way up the mountain, Klimmek tells him all he needs to worry about are some wolves that maybe on the path. Pete winks at Lydia and says "Easy money." 

 

Wolves are not a problem Pete thinks as they both slay a small pack on their way up the mountain the next morning, this is going to be a doddle. Latter on he is cursing Klimmek and Balgrulf all the names he can think of and some new ones as he is chased around a small narrow path by a snowy sabertooth cat. Lydia is yelling to stand still so she can shoot it, but Pete ignores her crazy yells as he screams like someone possessed casting flame magic at the creature. Eventually and with some scars they defeat the wild beast and continue their journey up the path. Pete is starting to think that the people of Skyrim may not like him as they keep sending him to his death or try to. 

 

A troll..... no one mentioned a sodding troll on the path. Lydia take care of it while I run to the monastery ahead. That does it Pete thinks Balgrulf is trying to kill me as he runs ahead to the Greybeards. 

 

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Lydia manages to catch up with him and gives him a reprimanding look as she heads off to get some refreshments while Pete listens to the Greybeards and their knowledge on dragon shouts and power. They give him a task to retrieve the horn of Jurgen Windcaller after teaching some new words and opening up the meaning of them so he can use them as and when needed. Happy with this now completed task Pete hands over the supplies Klimmek had given him, and with Lydia in tow head back down to Ivarstead village. 

Pete tells Klimmek about the troll and how he had to kill the creature while Lydia stands a gasp at his audacity in taking the credit for the fight. Klimmek apologises and hands over 100 gold septims for his trouble. "humm delivery of items carries more gold that slaying dragons." Pete thinks "no wonder there are so many blasted couriers in Skyrim." 

 

Outside of the Inn Pete and Lydia are faced with two strange people dressed in garb of the dunmer, both wearing a metal mask that is held in place by tentacles that reach round to the back of the heads. They tell Pete he is a false Dragonborn and then try to kill him. Pete and Lydia make short work of the two nutters and find a note on one of them. 

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Pete says "There are now three people in Skyrim that want me dead."

Lydia asks "Who are the other two?" 

"Klimmek and Jarl Balgrulf." replies Pete. 

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Not bad for a start. However, it's midway amidst a playthrough and a story. If it's a story, then taking screens without the interface (using tm console command), and rewriting the events in a more realistic way (for example being more realistic in the behavior of characters, on the possible loot, on times, distances and plots) might improve the read. Plus it would allow you to create your own scenario, instead of just telling the one each of us has played several times. Anyway, it wasn't an unpleasant read. ?

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