Part 26: 14-1: King of the Ashes
UPDATE 26: KING OF THE ASHESBack to Alette's caravan.

You're testing your bowstring and only half-listening to the man when Hakon walks up. The baker, unaccustomed to varl, falls quiet and backs up.



You laugh a little but notice the distant look in Hakon's eyes as he looks toward the varl tents.



The thought of fighting Hakon and his varl makes you shiver.


Hakon looks at you, the confusion leaving his face.

You give the varl an encouraging smile. It's the best you can do.

The caravan remains in sorry shape. Poor morale, low food supplies, and decimated by the Serpent's attack. The 161 varl in the caravan are probably the majority of all living varl.





Without allowing you to refuse, she puts a spoon and a bowl with cooked eggs in your hands.

You take a bite. They're good, but you don't taste anything special.


Her eyes look down with embarrassment.


The archer starts smiling.







Here's Brenna's Lock, which we got from the last godstone. There's a distinct lack of Iver and Eyvind in the caravan now. We're a lot more fragile than we used to be.

Just before we head out, this happens.
Husbands run out to their wives, and children scream in excitement for the parents they believed to be dead. You make your way out to greet the group as well, but Rugga holds up his hand as you near.











Dagr's such a weirdo.



Rugga scratches the scar around his neck.



This sounds like something he has rehearsed, along with his smile.




Dagr shifts slightly and you almost jump back, unaccustomed to him moving. Your heart beats quickly.



His smile is genuine, and you feel more at ease.

The governor and his guard walk toward the village.
So...Rugga.
At various points in the journey, we made decisions that gained or lost us points in Rugga's favor. Specifically:
1.) Deciding what to do with the burned village on the Ormsa River. We didn't let the thieves into our party, but neither did we kill them after trying to rob us. Rugga didn't like that.
2.) When we had the chance to cross the bogs, we didn't go traipsing through a graveyard and instigate a needless war with the kragsmen. Rugga liked that. It's worth noting, however, that had we instigated a needless war, Eirik would have had the chance to capture a war bear named


3.) When we had the chance to split the party at Lundar, we didn't. Rugga approves of that. (Note that you can split the party once you're in the city. It's just the split between horseborn/dredge (which is a war battle) that he objects to.
4.) When we were in the Old Wood, we attacked the horseborn and stopped them from wrecking Ettinbekr. He approves of that.
If you do #4 AND at least 2 of (1, 2, 3), Rugga will decide Alette/Rook is a competent leader and align himself with you.
In all other cases, he will betray you in this event. Dagr tries to kill you, but Oddleif never trusted Rugga and she shoots Dagr before he can get in an attack. Then you fight a little battle with the handful of folks who want to go with Rugga. After the fact, Rugga flees with a bunch of fighters and clansmen to Arberrang, leaving Dagr. You can kill him, make Hakon kill him (which loses you morale; you don't look decisive), or let Dagr go. Letting Dagr go just has him kill a bunch of people on his way out.
It's also worth noting that had we let Dagr and Ludin go behind enemy lines in Lundar, Dagr survives but Ludin dies mysteriously. If Ludin's dead at that point (from Banner Saga 1), Dagr and Aleo go behind enemy lines and both survive. It's only Ludin who can die there. Pretty sure Dagr either murders him or just doesn't bother to lend aid when he gets in trouble.
In our version of this Saga, though, Rugga's on our side. So we gain a shitload of clansmen--he really did get together most of the survivors of the Serpent's attack.

And we're now over 1600 strong on the march to Arberrang.

Of course, that means a LOT of mouths to feed.

So we're going to let the caravan drink their fill. If it's clean, great. If not, well...that's one way of thinnig the herd.

Turns out just fine.

Scanning the woods, you hear and see nothing. As you approach the deer, you can tell the kill was recent. A black stone, half the size of your fist, lays beside the animal. You pick it up, knowing it to be a dredge weapon.
A rustle in the underbrush nearby reveals two hurlers who immediately create deep noises. They are communicating, then one lashes out and attacks you.

We've come full circle. Rook and Alette's first encounter with dredge was when a starving one tried to steal their kill.
Now Alette unknowingly tried to steal some dredge's food.

There's not really much of interest. Despite being solo, we don't fight in PILLAGE! mode. Because Alette will get a turn every other turn, Overwatch is useless here. But she's still strong enough to take care of two pretty weak slingers.

By the way, she now has Mend as an extra ability. Works the same way as Zefr or Eyvind's did. But with only 10 max willpower she's never gonna be amazing with it.


"They've killed enough of ours, haven't they?" the woman asks. "Do you think they feel bad about it?" A few clansmen cheer their agreement. "I don't know what they feel," you say, "but they weren't looking for a fight. They were hunting, same as me."
The clansmen seem unsure of what to make of your words. "Take the deer," you command. "Let's get moving." They all agree with that sentiment.

Almost to Arberrang. The outer gates are just atop that next hill.

Another random event. We really don't have the supplies to have a big party.

This gets us some renown and improves morale, at least.

Before we can reach Arberrang, however, we run into more horseborn.

And, like most horseborn, they attack.

With Iver and Eyvind out of the party, it's time to level Hakon and Gunnulf up to 6. The best defense is a good offense, and now that Hakon can tempest and Gunnulf can forge ahead, we will have a great deal of multiple-target flexibility.

Some of these horseborn have just insane ranges. Longer than Alette can overwatch. This is actually a kind of tough battle, made more difficult by the gaps in the bridge that Hakon and Gunnulf will need to walk around.

Oh, and these horseborn have a leader.

Who speaks...gaelic, I guess, given the names and such?

So if anyone knows what this stuff means, lemme know.

This battle gets a little weird when some of the tiles glitch out and things end up standing ON TOP OF Gunnulf and Hakon and we can't target them. Causes us a couple injuries unfortunately.

So I eventually get tired of dealing with it and just have Hakon smash their leader into little pieces.

Oh hey, yellow and blue.

And this horseborn seems to have a better command of our language.

We're treated to a cutscene. I get the feeling the horseborn were a bigger part of The Banner Saga 2 originally because honestly, she ends up something of a minor character and not one worthy of a cutscene.

But she makes a big show of surrendering.

She speaks your language with confidence.


The next word is long, shrill, and confusing, but certain sounds stand out.

Canary smiles and stomps the ground rhythmically with a hoof.



She points to the horseborn in your ranks.




She issues a slew of sounds in her native language before translating.



The Serpent. It certainly could be a god.






She bows again, motions to her people, and all the horseborn join your ranks at a respectful distance.

Well, that's that. Canary and her horseborn join the retinue as we grow even larger. And now we approach our final Godstone on the way to Arberrang.


That's how. It's carved into the underside of a rocky tunnel.

The skald is not the only one smiling. A quick look around reveals grins throughout the caravan. "I see why Arberrang has grown so quickly over the years," you say, and the skald laughs.

Aleo skips away to find his wife. You hear the unmistakable clank of Egil's shield behind you.


He isn't looking at the godstone.


Egil shrugs.

His wonder is refreshing. You smile at him. He looks up at the godstone and takes a deep breath.




The two of you laugh a bit and Gil relaxes.

His tone is sincere. His eyes hold no expectations.






Your eyes feel wet as you smile and nod. Egil grabs your hand and kisses it before leaving.
And that's that for now. We'll have to stay alive if we want the romance to have any more entries.
In Rook's scenario, there's an event here too. Oddleif comes to find Rook and they have a discussion about both being widowed and how that doesn't mean they both have to be miserable. As with Egil, you can decline, but if not, Rook and Oddleif hook up and also find some comfort with one another at the end of the world.

The time at Lauga's stone over, we head off. Next stop: Arberrang.

Oh, I also forgot to do the final training scenario and I might as well go get that renown. It's a little weird since the scenario includes Iver and Eyvind, but whatever.

It's not terribly difficult. Probably the toughest thing to do is to remember to use Aleo's Tale Worth Telling on a wounded unit, then go attack a full strength varl with it.


Awesome. This again.

The biggest threat has always been other humans, never the dredge. People just can't get along.

And at the first sign of opportunity, Rugga walks off. Not defecting--at least not obviously--but he's not so much following Alette as seeing her as an equal partner. He'll do what he wants.

In short, everything Juno said about Arberrang is true. Even at the end of the world, nobody gets along.

At least Ludin's still alive. That should help.


Some of the folks around the fires look half-starved and gladly join, making their way toward the supply carts. Others pack their meager possessions and fall in line.
Uh...we don't really have food, guys.

Still, the caravan numbers nearly 2000 now.

"What is this?" you ask, confused by all you are taking in. "That's the Peaceful Bit," an older fighters says near you. He looks the type who has seen enough things to lack enthusiasm for much of anything. "The king's men can't kill us from the walls and we can't kill them from here."
Cheerful.


Arberrang is already falling apart.

This is Frostvellr and Boersgard all over again.



It really is Boersgard again. We can only choose one even though all 3 are important. We'll go with Oddleif.


The fighters do not respond well to your threat and immediately charge.

We're surrounded and also don't have Hakon, Ludin, or Canary available to us. They've all gone on to do various things inside and outside the city.
But we do have Alette, and that's really all we need.

No great strategy needed here.

As son as you find a stump on which to sit, you spot Rugga coming toward you, backed by Dagr and nearly fifty fighters. Everyone watches out of curiosity more than concern.

He laughs at your incredulous look.

You nod and the two of you enter a large, empty tent. The tent flaps close, leaving you and Rugga alone, both armed.









The governor just shakes his head.



The governor just smiles.


His tone is not exactly threatening. Not exactly. You move to the tent flaps and both of you open them simultaneously so that no fight breaks out.
Well...great. End of the world on one side, humans vying for scraps on the other.

A bit of good news, though! Stravh's Bond appears in the market and we can upgrade Alette.

And heck, while we're at it the Mask of Andevettr is a upgrade for Egil, too.
Before we head to the Rugga/King Meinolf dialogue, maybe our party members have some useful advice.




He looks disappointed.

He reaches into his tunic and grabs something, pauses, releases whatever it is, and shakes his head.


Tryggvi thinks about what you are saying, tapping a fingernail against his teeth. He looks at his finger, sneers, and spits.


As you watch him crouch back down to the hole, you wonder what possessed you to speak to him.

Maybe our horseborn friends have better advice?
Ro'Ech patrols around the two a short distance away, nodding to you briefly.


You stop to look around at the thousands of tents in the fields and hundreds of homes beyond the capital's walls.


Scathach stomps the ground and says a few shrill notes to Derdriu before turning to you.


The male horseborn looks up at Arberrang for a few moments while swishing his tail in thought.

He points up to Arberrang.

You thank them for talking and offer them a few calming words before departing.
That was no use. Maybe Aleo?









Aleo's words flood your thoughts as you walk away.

Maybe it needn't come to that. Maybe we can talk our way out of war. We'll head to the meeting tent.

This is screaming "THIS IS THE FINAL SAVEPOINT" basically.


You smile, and make your way past the line of clansmen marking the boundary of the Peaceful Bit.
BGM: Walls Like Mountains




The king's cheerful mood lessens. He is about to say something when he sees you approaching.


Ludin steps forward.

King Meinolf glances at you and sighs.

You and Ludin both turn red, but you temper your anger as the king addresses Hakon.


The king says nothing, contemplating the news.




Hakon looks at you and shrugs.






The king stares at you and finally nods.

Only now do you see Rugga, Dagr, and two dozen fighters approaching. The king's guards look concerned.

















Hakon growls and flexes his grip on his axe. All parties look angry and tense...and then they look at you.


War seems inevitable. Which side will we be on?
A.) "My banner, my people are my only concern." We can't save everyone. The king has offered to take in our whole caravan--including Hakon's varl. That'll still leave thousands if not tens of thousands to die.
B.) "Rugga's right: too many will die here for so few inside." Just because we can't save everyone doesn't mean we shouldn't try! Though Ludin, Yrsa, and possibly Hakon (who can accept/reject Meinolf's offer of safety independent of Alette) will be really pissed off.
What's it going to be?