Attention turns to the last remaining Protectorate. Garstang was of a similar construction to Sleat but where the latter was protected by water features, Garstang is built upon a high motte with a stone-built keep and a temple upon its summit. It is held by a High Priest or black wizard known simply as The Master and believed to be harbouring a number of refugees from the other Protectorates, all of whom have sworn vengeance upon Grettir. The village within the bailey is also found to be harbouring two orc bands as well as human defenders.
Grettir’s forces, are reinforced with fyrdmen from all over Sequarl. There are many Rangers, several elves, adventuring wizards and even a contingent of gnomes from Redhill. Ivar Forkenbeard arrives from Ringrond with a band of dwarves. Grettir, valuing the lives of his men above stored treasure, hires three mercenary captains and an artillery train of mangonels, ballistas and arbalests. They surround and invest the bailey, enclosing it with a turf bank and bringing to bear their archers and artillery upon the village within. The mercenary captains oversee the construction of a siege tower and a great ram in preparation for a frontal assault upon the keep. Meanwhile, the dwarves and gnomes begin digging exploratory tunnels into the motte upon which the temple and the Keep are built. After nearly three weeks of siege, Ivar comes to Grettir to say that they have broken into what appears to be a maze of tunnels honey-combing the mound and leading upwards.
So as at Sleat, it was devised that a full frontal assault upon the bailey would act as a diversion for a penetration attack by Grettir and a strong force of wizards and warriors. This time they would arrive not from the air but from below, through the tunnels. There they meet with strong opposition but nothing that can withstand the sorceries and blades of Grettir and his companions as they fight their way up through the maze, level by level. They encounter demons and many powerful undead, but Osiris is with Grettir and all fall to the blades and the wizardry of his companions. At the top is an evil temple much like the one at Sleat, where Grettir slays The Master with his own hand and overthrows his vile sorceries.
Once more the Witch of Sleat and her werewolf husband, Offley, elude their clutches. They cover their escape by letting loose Yog the Beast, whose soul the witch had enslaved through her arts and the vile influence of the spider venom still coursing through his veins. Thus Grettir comes face-to-face with his old comrade and mentor in a maddened and frenzied state in which he cannot recognise his friends. Grettir certainly does not wish to slay Yog, yet it is hard to deal a disabling blow to a berserker who ignores the effects of his wounds in his battle-frenzy. Luckily (or by skill as he would have it), Grettir contrives to strike such a heavy blow to Yog’s head that he falls senseless. Further investigation shows that while his skull is cracked – which does not improve his general health – he is still alive.
The Witch and the Werewolf flee through the maze until they come to the tunnel dug by the besieging forces, leading out beyond the siege lines. Unfortunately, the guard posted there is the plucky gnome volunteer force come from Redhill to support Grettir. They are completely unable stand against Offley and his sorcerous wife. Almost all the gnomes are slaughtered, their little bodies rent and torn by the werewolf. This pitiful sight awaits the pursuers when they arrive. So Grettir’s final victory over the Protectors was once more tinged with sadness.
Much loot is taken at Garstang, though so large was the host that took it, that the accounting is arduous and individual shares are inevitably modest.
F-5
OE Date: Spring 692
Characters: Grettir, Paradoxides, Wilf, Girindor NPCs: Sequarl Army and Allies inc Elves and Dwarves, Gnomes
Real World: Summer 1999 ; Where: Surbiton?