Part 41: 21-4: The Last Stand of Arberrang
UPDATE 42: THE LAST STAND OF ARBERRANGSorry for the cliffhanger there, folks.

Eventually we will run out of ways to triage a dying Arberrang. But it is not this day.
Not everybody survived the scramble to safer ground, and you can see the lurching bodies of the fallen, just beyond the black veil. Gone, but not dead.

Lots of things to check out, including Hogun, who we really haven't heard anything from for a while.



He looks a little embarrassed about snapping at you, and looks back into the distance.



Hogun goes back to staring quietly into the darkness.


















We'll check out the houses next.


Rugga loyalists? Have fun burning to death, assholes.
This is beyond your control, and you're starting to learn how to live with that. Even Rugga's men give up and cut their losses. Flammable debris is dragged out of the fire's path and eventually it burns itself out, but not before taking whole streets with it.
So...this is good example of what happens in Arberrang as the doom timer runs out.
We can make decisions that will gain us more time, but typically at the expense of one or more of our heroes. Had we tried to put the fire out we would have succeeded and gotten a bit more time added to our doom counter, but it also would have gotten someone killed. Typically it's Griss, but since he's dead I'm guessing it kills Mogr. Or maybe Egil; who knows.




The crowd panics. Horseborn trample anyone in their way as they beat a path. Amongst the bodies left in their wake is Derdriu, poisoned by her own blade. You never find out what happened.
Well...shit. I didn't see that coming. RIP Derdriu, you were...largely inconsequential.

I've been delaying a visit to the wall because that's when we have our check against Ludin. Did he succeed? Did he fail? Did it cost him his life either way?


You stop, noticing a pile of dead guards and a panicked mender holding his light against the approaching warped.

Ludin yet lives. And he's done a great job at the wall, even.

Here's the other problem with triage in Arberrang: your injured heroes remain injured since there's no time to rest. Meaning we'll have to swap out chunks of our roster. Alette and Egil can stay because Overwatch is that broken and Stone Wall doesn't need strength. But Ubin and Petrus have seen their last battle.

The children of King Meinolf will defend Arberrang's walls, or die trying.
BGM: FEET AND SHIELDS PLANTED

Another close-quarters fight. But this time we have an advantage: Hakon can walk through allies.

This battle would be scarier if it was something like "prevent the enemy from reaching a certain tile." But since it's just "kill everything or be killed" we can stack everyone up on one side and start tempest/overwatch comboing them to death.

And nothing is going to get past the wall that is Bastion.

Yrsa would get one-shot by basically anything here, but her ability to do splash damage and completely melt the armor of one opponent is invaluable.

Ludin puts down the last attacker, a warped horseborn. Poor bastard must not have made it to higher ground while we retreated to the next wall in.

I don't really care about the item, but I *do* care about repelling as many enemies as possible to get more time for Iver to save us. We continue.

Do NOT mess with Hakon, folks.

Despite being relegated to back bench for a while, Hakon is rapidly approaching the kill lead for team Arberrang, this time smashing another warped horseborn to end the fight.

We won't be using this. It's bad.

Despite the victory, the writing is on the wall.


In case you were wondering: our timer is measured in hours, so while the "Arberrang Spared: 1 Days" counter uses a floor function, we do get credit for all 45 hours we got back.
But more importantly, you can see that we're getting back tiny chunks of time. Last time we got back nearly a full week for Iver. Now it's not even 2 days.





We don't have any time to waste with clever tactics. I know we can win a battle, and if charging gets someone killed, so be it. Better that one person than all life remaining.


Not a particularly threatening group.

Nor is it a particularly memorable fight. My tactics haven't changed. Apostate umbrage, Krumr forge ahead, Eyvind mends armor, Iver (and now Bersi) start spinning around and mangling everything. Repeat.




Indeed, we are getting close. But 2 days crossing that bridge means we're back to Arberrang. This time for the 3rd return. Eventually we'll hit a point where the timer hits zero and we don't get pushed back to Arberrang. That's when we'll know we failed.


Things are getting truly desperate now. We've fallen back to the final ring of Arberrang, though the one that's most defensible. Nothing has ever breached the black walls, and they're reinforced with magic.
Basically imagine this as the Louisiana Superdome during Katrina--we can fit all the remaining hundreds of thousands of dredge, men, varl, and horseborn up top. But it's not sustainable and people are going to start dying if Iver doesn't stop the darkness soon.
You wonder how many families sewn upon your banner are just memories now. Then you note how strange the silence sounds. The clans have lost their taste for trouble-making, and even the warped have withdrawn. Maybe you're safe up here. Maybe the menders are right.

Spoiler: there is no safe. But we'll take the reprieve where we can get it.
Fatigue draws you into a stupor.


Three conversations. We'll save Egil for last.


























The Valka retreives an item from the folds of her cloak and hands it to you.




We're reaching "Gandalf telling Pippin that there was never any hope, only a fool's hope, and talking about how the afterlife isn't so bad" levels of grim. The Clasp of Kyn, by the way, is a great item but we don't need it in this party. Would've been nice to have it in the Iver caravan, but

Also, worth noting that the dredge attacks were possibly just motivated by revenge lust on the part of Bellower and Ruin. It's fair to wonder if Iver--even as he regretted killing the dredge child and Raze--could have saved more lives had he consigned himself to death rather than gone into hiding. Or if Bersi hadn't chosen to respect his choice and ratted him out.

Scathach halts whatever conversations he and Ubin were having.



The old varl stops scratching notes to talk.


Ubin says a few words to Scathach, who nods. Ubin translates the best he can.



He looks a little wistful, and nods his head to say he's done.



Scathach says something in his own tongue and Ubin laughs









Ubin's smile suddenly falls from his face as he realizes it'll become warped.




OK, Egil.










Egil hesitates, sweat hanging on his brow.











Gods, Egil. It's like pulling teeth with you. Does Alette really have to do all the work here?

Egil's face goes bright red.






Egil waves, as he stumbles back into the Great Hall. You smile to yourself.

Let's check out the tower.

Trying to be egalitarian is going to get someone killed. The people able to fight should fight. The rest need to stay back. It's why Petrus and Ubin are done fighting.

Had we tried to keep everyone fighting, we'd have gotten some more time, but Hogun would have died of exhaustion. You can only push a man so far.

However, after doing all those events, it opens up this "Basement" option.



Well. That's why we hadn't heard from the warped--they really can cross the black wall, but they can go under it.
We'll save the supplies--they're too valuable to use as weapons.

More warped drag themselves up into the basement. An eternity later, backup comes clomping down the stairs.




No changes.

We get Tryggvi as a bonus unit in this fight. He's drunk off his ass, mind you.

His being drunk means he can barely move, though he does gain 1 strength resist. All told, not bad, I guess.

No major issues. Yrsa takes out the last attacker of the wave with time to spare.

We'll face the second wave here. No worries.

If we hadn't killed Eyeless with Bolverk at the end of Banner Saga 2, she'd show up here. Warped and dangerous as hell. But she's dead, so instead we just get a generic warped stonesinger.

Nothing major to report. Ludin has really come into his own nicely, though. He works pretty darn well if you can come up with a way to keep pressure off of him.

Let's take out a 3rd wave and get even more time. We drop Egil for Canary; he's too beat up to continue.

Ah...whoops. Should have moved everyone further back. The warped scourge gets first turn and one-shots Alette.

Alette was already injured, though, and my DPS is coming from Hakon along with DOT effects from Ludin, Yrsa, and Canary. It's fine.

Another crummy item we don't need.

You're suddenly glad you saved the mead, because you could use a drink right now. Someone is telling Zefr that only half the menders have survived.
Crap. That's going to hasten our demise.

Rather than try to hold the outer wall, we'll pull back into the great hall. There, we'll cram the remaining few hundreds of thousands into the building and pray Iver comes through. Because if the great hall is breached, we're doomed.

5 days left. Go swiftly, Iver.