Part 2: 1-1: A Giant Problem
PART II: A Giant ProblemEditor's Note: Hey, I haven't done an LP in forever and I gather I fucked up some of the batch processing here. Images will get better once I'm clear of the initial upload (which is probably 1 update from now). Thanks for your patience. This is a long series of games; we'll all get there together.
When we last left off, Ubin had helped the governor of Strand keep the peace in his town, only to learn it was largely because important guests were due in town any minute. Today, we'll meet the guests.


This is Vognir. He's kendr to the varl--the closest thing to "next in line for kingship" that the giants have.



A 3rd varl enters the conversation, but he's kind of obscured in the conversation screenshots behind Ubin's shoulder. We'll be seeing a lot of Hakon, so don't worry too much about it.





Hakon motions to the other ships in the bay, sails still fluttering. Golden wolf head emblazoned on red. The king of men, then, or someone on his behalf.








A host of giants depart in his wake. You recognize a few, others are strangers to you.


The young prince of men ambles from his ship. He brushes off his tunic, scanning the beach with low eyelids. Ludin looks for all the world the sort of boy who grew up pulling the legs from spiders. The road back to Grofheim should be more interesting than most years, you think.
Now would probably be a good time to explain a bit. The governor touched on a bit during his speech last update, but there are 3 major races in this game:
Men: Humans. Easy enough.
Varl: Giants. Half man, half yox. Note that this isn't some Piers Anthony creepy Xanth shit where a yox banged a human and made a giant. Varl in this game were literally created by the gods. Gods decided "hey let's make a half man half yox" and presto, varl. Meaning there are no women varl, nor can varl reproduce. Literally every single varl was created by the gods. And with the gods dead per the first update, well...that's not great news for the varl. They're exceedingly long-lived (none of them has yet died of old age; it's a plot point) at least.
Men and varl warred for a good long time, though--what the varl lacked in number, they made up for in strength. At some point the gods got pissed off at the two sides constantly fighting with one another and created...
Dredge: Stone men who came from underground. The dredge attacked man and giant alike, and only through an alliance (and some other shit we'll get to later) were the dredge defeated. There have been two great wars betweeen dredge and humans/varl. At the end of the second great war, the dredge were driven underground and have not been seen in meaningful numbers since then.
Man and varl apparently have tried to maintain their alliance despite no longer having a common enemy. Enter this diplomatic mission with Vognir and Ludin, both second in line for the throne of their respective race. Worth noting that while human succession is hereditary--Ludin is the son of the king, varl succession is basically just "the king picks a badass warrior and names him kendr, that badass warrior names his own kendr, and so on." After all, since they can't procreate you can't have hereditary anything.
Varl are cool as hell and really got a raw deal.
There's a 4th race, the horseborn (centaurs, basically; created the same way as varl but apparently WITH the ability to procreate) but they fucked off to the far south centuries ago. They got pissed off looking at regular horses, and murdered them all in a fit of pique. Then, ashamed, they fled south.
We will not be seeing any horseborn in this game, but for good measure I figured best to cover them.

On the other hand, if you're going to join Vognir's caravan tomorrow it might not hurt to share a drink with Hakon, or introduce you to the prince they spoke so highly of.

We'll get screens like this a great deal. Click on a portrait to initiate a conversation with a hero. For the most part it's just world and character-building and not on the game's critical path. But given that you should only play this game if you're into world and character-building, it'd be a shame not to.
I'll obviously be talking with people at all times. We'll start with Hakon.


You find Hakon in a mead house surrounded by other varl. Strand is no stranger to varl but rarely sees this many. Hakon waves you over.







Hakon lets slip a low chuckle. Any varl could recount his deeds, known as he is for cutting a swathe through dredge at Vognir's side in the second great war, and regularly since then.


You drink until the mead house becomes overbearing, then step back into the cool air outside.

We'll go see Ludin next.

You find the prince at an inn. Guards blanket the building, including a sharp-eyed varl who must be working for Ludin. A woman in red eventually waves you over and stands nearby, arms crossed.



Ludin looks up for the first time. The woman doesn't react.




All of these lead to different dialogue, but you can only choose 1. I'll go with option 3 since it seems the most in-character for the world's most literate varl.



Ludin takes a deep sigh. Whether tired on ungracious you aren't certain. Maybe both.




You get the sense he's struggling not to complain outright. You take the opportunity to excuse yourself.
With nothing else to do, we'll retire for the night.

...your guards take the treasure wagon down to the gates. Vognir is already here. A while later Ludin and his men appear, groggy and disheveled.

You follow Mogr and join the others.
Usually the smaller doors set into the gates would be enough to enter or leave the city, but the twon guards have been told to push them open entirely. They mutter things under their breath that are best not heard. Perhaps the governor expected you to draw a crowd, but there's nothing of the sort. Just frustrated, tired people. It summarizes strand well as a whole, you think.

And finally, we're on the road. There's not going to be much difficulty in Ubin's caravan, given that he's traveling with a varl and human army combined and that they're well-resourced. Still, best to go over all of this.
That module at the top reports the status of our caravan.
The red 36? That's RENOWN, the resource we will use to level up, buy supplies, and maybe buy items in shops. Items are kinda random and level ups are almost always better than an item. There are a couple items in this game that if they show up I'll be buying immediately, though, as they're so good that they can carry you into BS2 and even BS3 and I'd rather have that than a level 5 Gunnulf or whatever.
The yellow 67? That's DAYS OF SUPPLIES, an all-purpose counter for food/water/medicine/whatever else you need to be out on the road per day and not die of starvation/dehydration/exposure/whatever. It scales to how many people you have in your caravan. We don't have 67 supplies. We have enough supplies for 85 fighters and 366 varl to survive for 67 days. When supplies get low, morale tanks. When supplies hit zero, you have people die every day until you manage to resupply. There is an achievement for not having anyone starve to death in this game.
I have not gotten this achievement. I will likely not be getting it this playthrough either.
The brown 1? That's day of the jouney. Not really much to report there. There's an achievement for reaching the final destination of the game in 120 days. I will 100% not be getting it this playthrough. Or ever.
The smiling green face? That's MORALE, and it has a different face/color combo for each of the morale levels. Remember how health in Oregon Trail was Good/Fair/Poor/Very Poor? It's like that. Great morale gives you bonuses to willpower. Good morale gives you smaller bonuses. Fair gives you nothing. Poor and very poor morale give you equivalent maluses to willpower relative to good. Continued travel without rest with sap morale, as will starvation. As will fucking up certain events. Doing well in certain events can boost morale.
There is an achievement for reaching the final destination without ever going into bad morale. Given what I just said about the starvation achievement, rest assured we will not be getting that achievement either.
Then there are the 3 person-types composing the caravan.
CLANSMEN are human non-combatants. Civilians, if you will. They do nothing useful other than eat your food. They get more useful in later games.
FIGHTERS are human combatants. The 85 here are Ludin's retinue. They will take part in large-scale war battles, which we can worry about when we get to one. Also, if your fighter count dips below certain levels, bad things tend to happen to you (the most obvious of which happens at the very end of the game.)
VARL are, well...varl. All are combatants by definition. They behave the same way as fighters. Despite being strong as an ox, the game counts a fighter and a varl at 1:1 when it comes to determining war strength.
And that's about it! We'll worry about all this stuff later on.

We'll toast to Vognir.
You raise your drink, toasting the alliance between man and varl. The others join in. Ludin's expression is like a stone wall, but the others laugh at your exaggerations. Eventually you sit down beside Vognir. "Thanks for the speech," he slurs.









You down your mead instead of replying. Vognir slouches and shakes his head.




Vognir stares into the campfire, lost in thought. You leave him to it.

This is the camp screen in the background, but we're still sort of in a tutorial. We'll get to explore a bit later on.


Vognir releases a caged yawn, and receives a hard-eyed stare in return.



The game's map is interactive. You can click any named area and learn a bit about it. Which is impressive since we'll only ever see like 15-25% of the game world directly. They really did a neat job building up the world and its lore.

Like Dalalond, for example. Allegedly this is where the horseborn are. We'll never see it in any of the games. But it's on the map and you can learn a bit about this lush but empty area.







Ludin exhales through the nose, a poor disguise for his contempt. He turns and bats aside the tent flaps as he goes, barking at his company in the distance.




With that, we're taken back to the Camp screen where you can manage your heroes, rest (no thanks), or do training battles (also no thanks). We have 4 heroes at present--Gunnulf, Hakon, Mogr, and Ludin. We'll be seeing a lot of all of them; they're all very good units.
When Varl get injured they take injuries of 6 days (-6 strength). Gunnulf's counter is down to 5 because we technically spent a day in Strand after he got beat up a bit.

His injury notwithstanding, Gunnulf is a good unit. We'll promote him. He needs 2 kills to promote (the 2/2 at the bottom) so no worries there. Varl warhawks will almost always have more kills than you have renown with which to promote them; the ability to attack multiple units in a single turn is unparalleled. We'll worry about "item rank" once we actually get some items.
Apparently I didn't screenshot it, but I gave Gunnulf 2 points (you get 2 points at level up) in armor so that he gets maimed slightly less easily going forward.

As we approach Vedrfell, Ubin narrates some more.
Vedrfell. Even the name means bad weather, where frozen wind sweeps in from the bay. They tend livestock, but most are just men driven from Strand, with nowhere else to go. Why else would anyone stay? We won't stop long.




He looks pleased with himself, until it sinks in that you aren't here on his behalf.




The peasant spits, his eyes anxiously darting about as the caravan sets up tents.
...Were this a different game, we'd go on a cattle rustling sidequest. But that's not The Banner Saga. The Banner Saga is a story where everyone has bad shit happening to them, and most of it is small-potatoes enough that it'd be absurd to get involved. I thought I'd be spending time in Vedrfell hunting down some bandits as a benevolent giant. But no, that's not at all where things are going.





It's faint. Sounds like fighting and...something else. Hakon takes off at a run.

We're immediately taken to a battle screen against 3 Dredge. Ludin will learn how to make waypoints--good for avoiding hazards.
Also in the background, Vognir's down.

Ludin, as a spearmaster, can attack from 2 panels away--which means diagonally. Very useful! But not here, where the tutorial forces a 10 strength character to attack a 15 armor dredge. Ordinarily it's an attack that'd have a 50% chance of doing 1 damage. Pretty useless. But it's hard-coded to deflect here. Essentially a waste of a turn.

The dredge responds by one-shotting Ludin. Now both second-in-lines are down.

Hakon, Gunnulf, and Mogr arrive on the scene too late.

Hakon has the ability "sundering impact" which isn't nearly as useful as Gunnulf's "tempest," but it has its uses. It modifies the "heavy impact" skill most varl warriors have so that adjacent enemies take extra damage. But more imporantly, it does a guaranteed 1 armor, 2 strength MINIMUM damage on attack, wholly independent of your strength vs. the enemy's armor.
Guaranteed strength damage is very useful, especially early on. So that's what he does here.

Gunnulf is gonna be pretty useless here. Note that he has only 10 of 15 strength in this screenshot. That's his 5 day injury rearing its head.

Mogr is a shieldmaster. He's never gonna be big on dealing damage, but he can break armor like a champ and tank reasonably well. His special skill is "return the favor," which modifies his passive.
His passive does 1 armor damage to any adjacent enemy that hits him. It's still not great to get hit. Even with return the favor enabled and that 1 armor damage becoming 2/3/4. Best to not get hit.

Anyway, a bunch of shit happens until I maim all the dredge to the point that I'm willing to kill one and fuck with turn order. Killing something puts 1 star in THE HORN at the top of the screen. It's a good way to spread willpower around late in a battle.

Anyway, I fed 2 kills to Hakon and 1 to Mogr. I want Hakon to be level 2 by the next time I have to use him in battle, since he ALSO has shitty armor by default and I can't have both him AND Gunnulf running around getting maimed at the first opportunity.


(remember what I said about in-combat deaths usually just resulting in injuries rather than death?)


(To be fair to Ludin, he probably hasn't seen a dredge before.)


Hakon goes to where Vognir lies face down. The future varl king lies motionless, aside from a spreading pool of blood.

And on that cheery note (Vognir didn't fall in combat, he was already fallen by the time we got there), we reach the end of the chapter.