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=Part 3= The last part of the trilogy is split in two intertwined storylines: The Skogr caravan, led by [[Rook]] or [[Alette]], is now stationed inside [[Arberrang]] and struggles with political conflicts, the [[Dredge]] siege and, eventually, the coming of the [[Darkness]]. The [[Ravens]] caravan, from the POV of [[Iver]], escorts [[Juno]] and [[Eyvind]] through the warped Darkness in their attempt to reach its core. The story plays out with the Arberrang defenders struggling to hold out while Iver speeds to stop the Darkness. {| class="wikitable" style="text-align:center;" !Chapter !Title !POV !Main Locations |- |16 |The True Hero Comes Reluctantly |Rook/Alette (R/A) |[[Arberrang]] |- |17 |Raising High Their Shining Light |Iver |Warped [[Strand]] β |- |18 |Alas, The Sea Is Still Deep and Wide |Rook/Alette |Arberrang |- |19 |The Hounds Are A-Hungered |Iver |β Warped [[Ridgehorn]] |- |20 |We Live As We Will Live |Rook/Alette |Arberrang |- |21 |With A Mighty Grief That Was Ours and Theirs |Iver ββ R/A or Oddleif |[[Inner Earth]] ββ Arberrang |- |22 |We Few Remember It Now |Iver β R/A or Oddleif |[[White Tower]] β Arberrang |} ==Chapter 16== ''"The True Hero Comes Reluctantly"'' Our hero tries to secure a place for the Skogr caravan inside the walls of Arberrang, as the Dredge armies approach. In doing so, the hero gets enmeshed in the politics of the city: The two main factions are the supporters of [[King Meinolf]] and [[Rugga]]'s loyalists, who are attempting to usurp the former, while numerous other clans and refugees struggle to survive, picking one side or the other. The presence of humans, horseborn and varl in a city besieged by Dredge and overshadowed by the engulfing Darkness brings relations to an edge. As the leader of one of the biggest caravans, our hero is invited to meet the King in the Great Hall, together with Rugga who has been captured by the city guards, led by [[Petrus]], the Guard Captain of Arberrang. Traversing the city towards the Great Hall, refugees from [[Tolir]] turn upon Canary's horseborn herd, who travels with the Skogr caravan. Moreover, an unexpected party of Varl, survivors from [[Einartoft]] led by [[Fasolt]], join up with the last of their kin, under King Hakon. Shorty before reaching the stairs to the Great Hall, Rugga's followers make an unsuccessful attempt to rescue their captured leader. The hero eventually meets the King where he makes his plea: Try to get an antidote for the poison Rugga used on him during the parley in [[Chapter 14]] in exchange for support graciously offered to the caravan. Moreover, [[Petrus]] is to serve as our hero's guide, at the King's request. A brief moment of respite is to be had, as Rugga is imprisoned and the caravan is protected. * '''Important story-branching events:''' Choosing your stance towards Canary when confronted by Tolir refugees determines if she will stay allied with you throughout the game. ==Chapter 17== ''"Raising High Their Shining Light"'' Iver, Juno and Eyvind are venturing into the Darkness, protected by the Ravens who are seemingly led by Folka. Juno has devised a globe of magical golden light which protects the small band from the corrupting effects of the Darkness. Arriving in the warped remains of [[Strand]], they rescue a rogue magic wielder by the name of [[Alfrun]] banded with a few survivors from the town guard. Alfrun, claiming to have had Mender training, hints that Folka is mind-controlled by Juno, who grudgingly admits it and releases the spell. Despite their initial frustration, the Ravens immediately realize their cruel fate: they need Juno's magic light to survive, so they are left with no option but to follow her into the Darkness. Leaving warped Strand behind, they soon spot a disturbing sight in the distance: [[Bolverk]], the former leader of the Ravens, is pursuing them; this can't be good... * '''Important story-branching events:''' None. ==Chapter 18== ''"Alas, The Sea Is Still Deep and Wide"'' Tension in the besieged city escalates: the Kingsmen and Rugga's loyalists are in open conflict, with the Skogr caravan drawn in the middle while, at the same time, trying to help in the defenses of the city against the Dredge siege. Rugga, despite being imprisoned, still exerts control over his followers harassing everyone who gets in their way. Trying to bargain with Rugga is interrupted by the arrival of the [[Sundr]] general [[Ruin]], sister to the deceased [[Raze]], who tears down the fortifications of the city allowing Dredge to pour inside. Oddleif devises a cunning plan to defeat her, but it requires time to prepare and the combined effort of all the races: humans, varl and horseborn, to succeed. While the preparation are underway, the bells of Arberrang mournfully toll for the passing of King Meinolf. Will Rugga make his move now? In an attempt to avoid chaos during the succession, the hero confronts the imprisoned Rugga who refuses to cooperate reveling in having outlived Meinolf; moreover, he reveals that the poison he employed on the King had no cure, and it was untraceable by Menders as it directly attacked the mind. The hero leaves Rugga in prison, as more pressing matters are at hand: Ruin is preparing another assault on the walls and Oddleif's plan is ready for deployment. The combined efforts are eventually successful, more so with the unexpected aid of a horseborn herd led by [[Ubin]], who attacks the flanks of the Dredge just as Rook/Alette leads the planned sortie. With Ruin defeated, Arberrang is given another small respite, with Dredge armies once again headless, despite their numbers and the ongoing siege. Nevertheless, the Darkness moves south unperturbed... * '''Important story-branching events:''' Offending the Varl while asking for their help in the plan to stop Ruin will lead in a breaking of their uneasy alliance with the Skogr caravan. Before the battle against Ruin, the hero has the option to slay Rugga after he refuses to cooperate and promising to undermine all your efforts. ==Chapter 19== ''"The Hounds Are A-Hungered"'' Bolverk chases down Iver, Juno and Eyvind, commanding warped legions and throwing them at the Ravens, who realize that their former captain is now bent on destroying them all. Folka is forced to cooperate with Iver and Juno, using all her combat experience and knowledge of Bolverk's tactics, in order to fight him back and keep ahead of him. Alfrun privately expresses her doubts to Iver: are Juno and Eyvind really trying to stop the Darkness, or to further exploit/harness its power to their own benefit? Juno's plan is to reach the [[Ridgehorn]] tower, where a portal to the "[[Inner Earth]]" can be found. It is now evident that their destination is inside the "core" of the Darkness. The Ravens travel through many perils, facing off waves of warped abominations while chancing upon clusters of undistorted civilization near [[Godstones]]; humans, varl and dredge all huddle close to the monuments that seem to keep the effects of the Darkness at bay. As they close in on the warped remains of [[Ridgehorn]], Bolverk is almost upon them, so Juno tries to stall him while the Ravens protect Eyvind from the warped, in his attempt to activate the portal to the Inner Earth. The Ravens barely escape Bolverk, plunging into the portal. * '''Important story-branching events:''' None. Iver's decisions only affect supporting characters & secondary events, with respect to heroes in the Ravens caravan. ==Chapter 20== ''"We Live As We Will Live"'' As the world is enveloped in Darkness, Rugga's supporters make their move seizing control of the city. [[Aleo]] informs the hero that they have cornered Oddleif near the gates; with Meinolf dead, it seems that the power struggle is now being you and them. The whole of the Skogr caravan is raised and crosses the city marching towards to gates to confront Rugga's loyalists. There, Oddleif argues that the Dredge can by turned to allies, and should be allowed inside the walls to help defend the city against the Darkness; Rugga's loyalists are openly against this, and soon words come to swords. The skirmishes are ended with the arrival of a high-ranking member of the Valka council, [[Zefr]], in the city. She urges the factions to settle their arguments and cooperate while she speeds off to gather all remaining Menders in the city; their combined power can help temporarily shield Arberrang from the Darkness. Our hero considers negotiating a treaty with the Dredge, allowing them inside the city, and risking open conflict with Rugga's loyalists. Whatever his choice, the Doom of Arberrang, of Life and of civilization as we know it, draws near: Can the forces of all four races hold out long enough for Iver, Eyvind and Juno to complete their mission? * '''Important story-branching events:''' The hero has the option to allow the Dredge inside the Arberrang walls, in a desperate alliance against the upcoming tides of warping Darkness. This is an important turning point in the story which can even lead to the protagonists's death (shifting the POV to Oddleif) and also depends on choices made in the previous games. ==Chapter 21== ''"With A Mighty Grief That Was Ours and Theirs"'' Juno and the Ravens enter the Inner Earth and struggle to reach the White Tower, the "core" of the spreading Darkness, while they sense that it is closing its grip on Arberrang. Meanwhile, Zefr's Menders and our band of heroes try to stall the Darkness, as wave after wave of warped horrors crash into the crumbling city, breaching its walls one by one. Juno finally reveals the sin that she and Eyvind committed, to the world and especially to the Dredge; she acknowledges that the unleashing of the Darkness and the Serpent is their fault, and assures Iver that they can stop it, but not revert it. The Ravens hurry towards the White Tower, witnessing the warped devastation of what used to be the world of the Dredge, as the Serpent assaults them and attempts unsuccessfully, once again, to destroy Juno. Alfrun confides in Iver that she is capable of performing the spell that will stop the Darkness, and urges him not to trust Eyvind's resolve in this matter of life and death. At the same time, the Arberrang defenders are stranded inside the Black Wall and then inside the Great Hall, with the sea of Darkness slowly drowning them; humans, varl and horseborn fight back-to-back against overwhelming numbers of warped; in a desperate cling to survival, they retreat to the cellars and bring down the ceiling of the building, hoping to shield themselves from the Darkness, for just a few more moments... As the Ravens finally reach the White Tower, Iver glimpses Bolverk waiting for them at the stairs... Hope flickers. * '''Important story-branching events:''' In this chapter, the POV will shift back and forth between the march of the Ravens and the last stand in Arberrang. Each time the Ravens run out of time, the story returns to Arberrang where the Darkness has crept closer and the defenders struggle to buy some more time. In this desperate stretch, many heroes will fall in both caravans. ==Chapter 22== ''"We Few Remember It Now"'' Juno, Eyvind, Iver and any Ravens surviving the fight against Bolverk and his warped minions ascend to the summit of the White Tower, and approach the pedestal where the channeling of the Dark Sun's power is strongest. Juno takes her place near the pedestal, seemingly accepting her fate, and waits for Eyvind to cast the spell that will stop the Darkness and save the world. At this ultimate moment, Eyvind falters. He knows that the price he must pay is the life of his beloved Juno: he must seal her immortal body inside the Dark Sun to stabilize it, condemning her in this eternal prison. Adding to his agonizing dilemma, the defeated Serpent emerges and offers a bargain: it promises to consume only "half the world", sparing Arberrang and allowing all of them to depart unmolested, including Juno... The fate of the world is hanging on a thread as Iver considers Eyvind's wavering resolve and the warnings of Alfrun. The remaining Arberrang survivors are sealed inside the cellars, buried under the collapsed structure, and drawing their precious last breaths in the encroaching Darkness. What will Iver do? After the decision is made, the epilogue of the ''Banner Saga'' takes place in Arberrang... * '''Important story-branching events:''' Iver is eventually given three options, which decide the ending of the story: Fully trust Eyvind, or talk him into considering Juno's will in this, or strike him down (and allow Alfrun to attempt the spell, if she is alive). [[Category:The Banner Saga| ]] [[Category:The Banner Saga 2| ]] [[Category:The Banner Saga 3| ]]
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