Guest Menu

The Keep
Site Rules
Legal Info
Join Us...

Forums Index

Walkthroughs
Design Corner

Game Versions

Stronghold 2 (SH2)
Forums
Multiplayer
Gallery
Tutorials

Stronghold Crusader (SHC)
Forums
Multiplayer
Gallery
Tutorials

Stronghold 1 (SH1)
Forums
Multiplayer
Gallery
Tutorials

Multiplayer
Forums
{SHK} Clan

Other Places
FAQ's
Galleries
Links

About SHK
Your Hosts
Website History


News On...
Announcements
1. Introduction
2. Landscape
3. Nature
4. Resources
5. Buildings
6. Castle
7. Units
8. Scripting
9. Distribution
10 Game Mods
Glossary

Quest History: Quest #26 A Date with History
Sunday, February 15, 2009 - 07:37 AM


It is the year one thousand two hundred and thirty-six of our Lord. The Magdalen knights and the Listibaldian Knights have been hired to fight for the survival of the Norman people against a vicious Pictish onslaught. King Reynald of Normandy has requested the Magdalen and Listibaldian Knights to fight for Normandy for a great amount of wealth. Castle Branhill on the Bran River in Normandy is the only way the large Pictish army can pass into mainland Normandy. The battalion has been given much gold to prepare for the siege. The Pictish army true numbers are unknown but many claim it could be in the thousands. Steel yourselves, say your prays, and shop smart...

Submitted by the Quest Authors

The valiant lords prepare for the grim battle ahead of them, Two battalions have been formed to deal with the threat - the Magdelen and Listibaldian regiments have been reformed.

The Squire receives bad news - Sir Everett Malkem is indisposed and will not reach the battlefield til much later. Nathan prepares the mangonel crews to fire on the forest, attacking the trees with fire and rock to try and slow the enemy's progress.
Sir Grumpy bolsters the defences of the civilian homes, and the gates of the city are reinforced with thick logs.

With a blast from a trumpet, the enemy have arrived, charging for the North Gate bearing ladders, and supported by arrow fire. Over a hundred macemen rush forth, threatening to overwhelm the Questor's forces.
Frankoman's archers and Old Saint's crossbowmen let fly at the approaching Picts, sending many to their doom.
As ladders connect with the walls and the macemen and archers begin their ascent, Sir Joseph's loyal pikemen knock them off, sending many souls tumbling to the rough ground.

General Matthew has marshalled a peasant militia to aid in the defence, and moves to support Lord Paul and his crossbowmen.

A scouting force of Pictish knights are approaching nearer the city using the trees as cover, however, an ambush has been set for this eventuality.
The Squire and his macemen leap from cover and attack! A swift and deadly melée ensues, and the Picts who survive flee the scene, while the Squire returns to the gatehouse.

Yet more picts manage to scale the walls, but Yarrum is ready for them! Sir Grumpy and Sir Jent barricade the streets in preparation should the enemy breach the gate.

At the eastern gate, the enemy's seige equipment is deployed, and rams, a seige tower and a trebuchet begin their approach...
Lord xetas leads a valiant charge, he and his cavalry sallying forth into the ranks of pictish archers, scattering them in a blind panic.
Sir Everett arrives on the scene but has to fight his way past a pict camp to reach the battlefield.

The picts change tact and withdraw their infantry in favour of heavy seige engines, then charge their cavalry on the northern front. The trebuchets and catapultsbegin scouring the walls, sending archers to their deaths. The Questors have little choice - duck and cover!

Fortunately, some of the Lords, Kaelin'gra and Joseph among them, had snuck out to the enemy position to try and sabotage the catapults. But the breach of the Northern and Eastern walls seems inevitable.

The only hope is to remember Thermopylae - if the Questors keep their heads, the enemy's numerical advantage will count for naught in the cramped streets and alley-ways.

Indeed this is such, and through many eventualities, the battle reaches deadlock until a mysterious figure arrives - an assassin agent, delvering not death, but a message from the Pict Warlord:
"My Enemy! Heed me for this shall be your offer! I respect your valour and courage! We Picts support such strong arm and resolve. As you can see my army swarms the city and yet flee you do not? My champions wishes to challenge all your Lords to single combat, I shall pull back my troops onto your walls for the time being, you have but one hour to decide or we continue the attack!"
A debate erupts - trickery and deception, or an honest challenge?

The challenges are accepted, and each lord fights single combat with a chosen pictish champion.

The duels are accomplished with honour, no interference and no trickery, The Lords acquit themselves bravely....until it becomes clear to the Pictish warlord that his champions are no match for Listibaldia's finest, and treacherously he orders a massed charge, forcing the Questors to withdraw to the keep!

The situation is so dire it warrants the unthinkable, and once all are safe within the keep, Lord Branhill orders that the city be set ablaze. All except for Joseph, Paul and others, who find themselves locked out, and are forced to seek entry via hidden tunnels (there's always hidden tunnels!)

This desperate tactic proves to finally be the undoing of the picts, and the survivors (including the warlord) retreat, their advance into Normandy halted - Victory! (...Just.)

Medals Awarded for this Quest


Quest Author:
Lord Amik
This medal was awarded to Amik for authoring this quest


Brotherhood Award:
Yarrum


Medal of Valour:
Sir Everett..


Grand Marshal Award:
Lord Xetas and Lord Widowmaker
This medal was awarded to the Grand Marshal of each batallion


Marshal at Arms Award:
Sir Everett and Nathan
This medal was awarded to the Marshal at Arms of each batallion

  




 
Login
 



 


 Log in Problems?
 New User? Sign Up!