Part 24: 13-1: Prelude to a Bloodbath
UPDATE 24: PRELUDE TO A BLOODBATH
Well...that's not ominous given who's (metaphorically) caged in Bolverk's caravan...

The POV switches now use the updated map.

Bolverk remains closer to Arberrang than Alette.


You growl, feeling less like talking than ever, but knowing the shieldmaiden won't let it drop.

Folka watches you, listening closely.




When you don't laugh, she just shrugs it off.






You hold up your hand, sensing something amiss. Folka and you both scan the trees.

You point to an archer loosing her arrow and dodge it, roaring a battle cry.

As in the start of the previous Bolverk chapter, we don't get a chance to re-equip. It's Folka and Bolverk vs. a bunch of humans.



We're grossly outnumbered, and given the way turn order works, they're at a huge disadvantage. Especially because Folka regenerates 2 armor per turn and can't take strength damage until all her armor's gone.

On easier difficulties, you can do this whole fight with one extraordinarily long Cull the Weak with Bolverk. Here they need to be softened up a bit. And I actually get greedy and Bolverk goes down before the fight wraps up. But in general this is a piece of cake.
...it's not like Bolverk getting injured will cause me problems.

Folka finishes the final 4 enemies on her own.

Cool, we killed a bunch of starving civilians.

Back in town, we can talk to Sigbjorn and Zefr. Zefr first.






The Valka's eyes fill with tears.

You stare at her blankly.





Silence spans a few moments.








Let's move on to Sigbjorn.







You are about to walk away when Sigbjorn speaks again, quieter.




You walk off, shaking your head.
Another nice scene. Sigbjorn, like Bak, is a relative nobody. But this does a nice job showing that the Ravens aren't a bunch of battle-crazy drunken loons. And also that Bolverk, asshole that he is, genuinely cares about the well-being of his Ravens.

Ooh, look at that. I can't really afford it, but hey I've got 6 days worth of supplies and I can just have Bolverk sleep for a little bit, buy the Clasp of Kyn and just power through the rest of the game. What could go wrong?

Before we head out, we get this.

"I've got a suspicion you actually like humans more than any other varl alive," Sparr says, chuckling until he starts coughing and wheezing for air.
We gain some more fighters. We're dangerously low on supplies, but we're well armed at least.

For a world where the sun has stopped overhead, it's getting...ominously dark.

Random event.





Morale improves. I'll play Bolverk like an evil mercenary, but he's no child killer.


The scouts search in various directions but a day passes before another route is found. The clansmen don't seem to mind the rest, though.

Day 82. We're down to the last of our supplies. We're going to start starving if I can't resupply.

There are no supplies to be found at this godstone, but Bolverk intones as they arrive.


You know the godstone routine by now.

The pieces of Bygglaerer's godstone, put together without mortar or daub, represent the mastery of the god's own skill. In life, he traveled the land, laying the world's cavernous foundations and raising mountains. He was ever regarded by the other gods with a wary respect, for one who knows how to put things together will also know how to take them apart.

Buzz off, kids. Bolverk is more a "take things apart" kind of guy.


Huh. Wasn't expecting that. I figured giving the kids a stone would be what got us the item. Anyway, it's another good item for armor break and I'll give it to Oli if ever he gets high enough to use it.

Hey, another banner. But Alette's too far away. Who's left that has a banner?

Whoever it is, they're in trouble.

Another random event.

"We couldn't tell," a scout says. "No trees around, just a deep hole in the ground around four yox-length across. My arms were like chicken skin just looking at it.


You ignore her and head for the hole.



Hah. Look at that. We get another Clasp of Kyn. A pity we have 0 level 10s in the caravan, much less 2.

Day 83. Our clansmen can't forage fast enough.

Bolverk's right, though. This is gonna be awful for everyone.


Einartoft. You grimace as the town's name floods your mind with images. A giant bridge. Hundreds of varl. Iver in your way. Your anger focused just beyond him.
(That's not Bolverk's memory, y'all.)

"Stick with him," you growl to the few fighters you allow to join. "If he's still as lucky as he claims, we'll grab the others and get back in one piece."

And so we set out to meet the Einartoft caravan. Normal setup. Folka tanks, Zefr lays down some Runic Gale, Bolverk picks it up and attacks, Krumr either follows up or gives Bolverk another turn, Dytch moves in front of Bolverk to block enemy movement, Oli softens up. What could go wrong?

For starters, "the enemy has a million gloomwardens" could go wrong.

As could "Runic Gale gives a bunch of willpower spots instead of something useful when the caravan is maxed out on willpower since the battle just started."

Let's also not forget "a gloomwarden is smart and drumfires on Folka and Bolverk so that she can't tank anything, and Bolverk will take 1 strength for every square that he has to walk on drumfire." That could go wrong too.

Not to be outdone by "another gloomwarden gets the same idea so that Bolverk is maimed before he even gets his second turn."

Short of leaving Bolverk back entirely there's nothing I could have done about this. I probably should have let him fall in order to get him out of the turn queue.

Krumr still has his strength, but gloomwardens have huge armor break and Folka can't get to Krumr easily thanks to there being an ENORMOUS hazard on the map.

Once Folka drops, it's all over. I don't have anyone left to absorb hits and there are several high strength units still on the map.

This helps a little bit and repairs Krumr's armor.

And, briefly, it looks like I might be able to snatch victory from the jaws of defeat.

But Krumr crits someone to death by accident, which moves up this gloomwarden in the queue before Zefr can patch his armor back up. Now Krumr is maimed and I don't have anyone who can do sufficient damage. Oh well, maybe I can block pathing with Dytch and have Oli axe throw them to death?

Fucking smart AI uses drumfire on a stealthed Dytch. Very clever.

And that's gonna be that.

Everyone falls. Anyone die?

Amazingly, no. You can lose this battle and not take any deaths.
Once back in the village, the deep tones of the scarred varl utter curses you've never heard before. Then he sees you.
Hey, I know that guy.


The varl stares at you and then cracks what might be a smile beneath all the facial wounds.


Hey, Fasolt's not dead! Somehow.


The scowl leaves Fasolts' face for the first time, a distant look in his eyes.




He holds you stare for a moment before laughing an unexpected, cruel laugh.



Why do you feel proud?











His question makes you tense, though you're unclear why.


The varl's demeanor changes. He's growling.



Fasolt's eyes, accented by the torn skin, look deadly.
EDITOR'S NOTE: I think the flag for how the bridge of Einartoft fell is set incorrectly. Or read incorrectly. Fasolt seems to think Rook brought it down rather than Jorundr agreeing to it. Or maybe Fasolt, who was "dead" before the bridge fell, assumes that the humans did it. I don't know. In any event, he's pissed off.

You have more questions, but decide to leave the varl to his brooding thoughts.

So...here's the problem. All our best units are injured. Some for 6 days. Some for 4. There are very few worthwhile units elsewhere in the caravan. Even Fasolt, who is an incredibly good tank, starts at level 3 and we don't have the renown to promote him.
And we only have 2 days of supplies. I rest 2 days, and then we head out. Hopefully clansmen can forage the rest for us.

Except...I forgot that this is the last rest opportunity of the chapter.

Now it is time to outrun the dredge and the ever-encroaching darkness. While starving. And wounded. A death march indeed.


(We need them to forage, if nothing else.)
The caravan responds to the command without complaint. You even see a few smiling at you as if you've done something good just by getting them moving. Stupid humans.
BGM: The Twilight Flight

And almost immediately we're accosted by dredge.
VOTE TIME! PAY SPECIAL ATTENTION!

Bluntly: we're not strong enough to fight off the dredge in most battles. I can try to get away with one here and there, and Folka, Dytch, and Zefr don't need strength to be effective. Mogun, Fasolt, and Bersi can probably fill in in a pinch, and Sparr's not bad either. If I play this really well I might be able to do all the fights without disaster striking. But the A team is injured to the point of ineffectiveness, and the B team, well...it's a rough fit.
So, 2 things to vote on.
A.) HOW DO WE HANDLE THIS EVENT WITH SPARR
1.) Let Sparr have his glorious moment with a few others. Old man has been through worse scrapes; maybe he'll survive.
2.) Send a dozen unnamed fighters to keep them at bay. Fighters before heroes!
3.) Do it ourselves, and damn the injuries.
4.) Not even sure what this does. But you can vote for it!
5.) Ignore them and see if Fasolt is right about being able to avoid fights with dredge.
B.) This will not be the last time that one of the Ravens tries to play hero. Some of the Ravens are more competent at leadership than others. If someone offers to lead a charge instead of the main force doing it, who should we let try? You can vote for multiple characters. If that character has a heroic event and you all vote in favor, we'll try it that person's way. If you vote against it, we'll do a standard fight and cross our fingers. This genuinely isn't a trap choice--some of the Ravens are more apt to leadership and war than others. This is like a "send Thane in the vents Mass Effect 2" kind of situation. There legitimately are correct choices.
WHO SHOULD WE SUPPORT IF THEY ASK TO LEAD A FIGHT THEMSELVES?
Folka
Sparr
Oli
Krumr
Zefr
Mogun
Bersi
Sigbjorn
Fasolt
Gudmundr
Dytch
Bak