The Banner Saga, known for its stunning visuals and tactical gameplay, also presents players with a wealth of choices that impact the narrative and the survival of their caravan. These choices are often presented through random events, moments of crisis, and moral dilemmas. Navigating these events successfully requires an understanding of the potential outcomes. This guide aims to provide a “cheater’s” (or more accurately, a strategist’s) look at some of the random events encountered, focusing on the consequences of each choice so you can build characters with depth and navigate the storyline effectively.
Abandoned Hall
Early in your journey, “Up ahead!” a scout shouts. “Some giant hall, but it’s empty.” You approach the structure but recognize none of the markings. The walls seem unsteady at best. “Finally, sleeping beneath a roof,” you overhear. Several families begin unpacking.”
- “We sleep in comfort tonight!” = peasants-11 & morale-10 (a typo prevents any loss of clansmen though, bug?)
- “Keep everyone back until you’re certain it’s safe” = nothing
- “It was abandoned for a reason. Leave it.” = morale-10
- “Look for any clues about why it was abandoned”
Alt text: The Banner Saga caravan approaches an ancient, abandoned hall, its stone walls weathered and worn.
This event presents a risk/reward scenario. Sheltering in the hall offers comfort but carries potential danger. A cautious approach preserves resources, while investigating could uncover valuable insights or hidden perils.
The Expectant Mother
“A woman’s stifled screams fail to overly concern anyone; it was only a matter of time before the expectant mother gave birth. The caravan is simply excited by this first sign of new life since the trip began.”
- “Call for a day of rest and celebration” = morale+20 & supplies-10 & renown+15 & day+1
- “Congratulate the new parents privately” = morale+10 & renown+5
- “Offer the family extra rations as gifts” = supplies-5 & morale+15 & renown+10
- “Do nothing special, allowing the mother and child some peace” = morale+5 & renown+5
This event tests your leadership. A public celebration boosts morale but strains supplies. Private gestures offer smaller benefits, while inaction risks appearing indifferent.
Blizzard’s Fury
“It quickly becomes apparent that not everybody is where you last saw them, and a quick search of the area is not enough to recover all the missing clansmen.”
- “Make a thorough search for lost clansmen” = day+1 & peasants-21 & morale-5
- “Ask volunteers to scout the immediate area” = day+0.5
- “Create a bonfire and wait for people to find you” = day+1 & peasants-32 & morale-15
- “Move on, saying a blessing for the lost” = peasants-42 & morale-15
- “Commit to an hour more searching before departing” = day+1 & peasants-32 & morale-15
- “Make a bonfire and wait for missing members to return” = day+1 & peasants-32 & morale-15
- “Move on, saying a blessing for the lost” = peasants-42 & morale-15
- “Commit to an hour more searching before departing” = day+1 & peasants-32 & morale-15
A blizzard forces tough decisions. Searching risks more lives but offers hope. Moving on ensures survival but leaves others behind.
Alt text: The Banner Saga caravan battles through a blinding blizzard, with snow swirling around the figures.
Bribery Attempt
“Ahead, you find what appears to be a good number of peasants surrounded by brigands. One of the armed men looks over his shoulder and says, ‘Gods be damned, this is all I need. Listen! Don’t interfere and one of these supply wagons is yours.’ While remaining silent, the peasants plead to you with their eyes.”
- “Accept the offer”/”Take the supplies and leave” = morale-10 & supplies+20
- “Back away from these people or die”/”Draw your weapon” = Battle & supplies+22 & peasants+37
- “What’s going on here?” = return to same options
- “Don’t get involved at all” = nothing
This tests your moral compass. Taking the bribe compromises your integrity, while intervening risks a fight. Neutrality avoids conflict but ignores the suffering of others.
Cornered Varl
“The sounds of a skirmish alert you to a varl surrounded by half a dozen armed fighters. One man spots you and shouts, “Leave us to our business! This varl killed my father without reason!” The varl is about to respond when a man attacks. The giant swats the blade aside and silently watches for the next assault.”
- “Defend the varl” = varl+1 & morale+5 & renown+5
- “Let us hear what the varl has to say.” = return to same options
- “Return to the caravan without interfering”/”Let them settle their own dispute” = morale+5 & renown+5
Do you intervene in a personal conflict? Defending the varl gains an ally. Hearing their side shows fairness. Ignoring the situation avoids involvement.
Family Feud 1 & 2
“Harsh words from one mother to another draw the attention of the entire caravan. “My daughter marries Ragni, or no one! That reed-thin tramp you call a daughter won’t provide sons!” The insulted mother bares her teeth, ready to attack.”
- “Let the argument play out on its own” = morale-5
- “Worry on marriage another time!” = morale-5
- “Explain yourselves.” = nothing
- “Keep the women separated” = morale+5
“Murder, over a marriage? In these times? Something must be done!” The accused woman remains silent.”
- “Leave it to a vote” = peasants-3 & morale-5
- “Try to discourage further violence” = peasants-2 & morale-10
- “Investigate the death” = nothing
- “Banish the accused and her daughter” = peasants-3 & morale-5
These events test your ability to maintain order. Intervention can quell disputes but may lead to unintended consequences. Ignoring them risks escalating tensions.
The Lonely Farmstead
“A well-tended farm with plenty of livestock draws the caravan’s attention. Upon your arrival, the farmer and his workers stand defensively within plain sight, crude weapons at the ready. Their crossed arms make their thoughts clear without a word.”
- “Offer some kind of trade for the livestock” = return to same options
- “Intimidate the farmer into giving you livestock”/”Threaten the farmer”/”Take the food by force” = supplies+36 & morale-10
- “Come with us, it’s not safe here.” = return to same options
- “Leave the farmers and their animals alone”/”Leave the farmer and his livestock alone” = morale-5
This event presents an opportunity to resupply. Trading is fair. Intimidation is effective but unethical. Leaving them alone preserves morale (slightly).
Fire in the Camp
“As you’re nodding off to sleep, shouts of “Fire!” pull you back to attention. Flames quickly consume a supply wagon and a few tents. A woman cries out, “My boy!” and points to a burning tent closest to the outlying varl. Two of the giants are motionless, staring at the spreading fire with terror in their eyes.”
- “Command the varl to help” = peasants-1 & morale-10 & supplies-28
- “Organize the peasants to put out the fires” = morale-5 & supplies-16
- “Go in after the boy yourself” = supplies-41
- “Make an effort to save the rest of the supplies” = peasants-1 & morale-5
A fire demands quick action. Saving the boy is heroic but costly. Prioritizing supplies is pragmatic but heartless.
Alt text: A chaotic scene of a caravan camp engulfed in flames, with people scrambling to put out the fire.
Human Ambush
“Stop!” a resolute voice calls from somewhere in front of you. The surrounding terrain comes alive with armed fighters surrounding the caravan. “No need for bloodshed,” the leader says. “Leave a couple wagons and pretend you never even stopped here.”
- “Attack immediately” = Battle
- “How about you leave what you’ve got, instead.” = morale+5 w/ Krumr -OR- Battle w/o Krumr
- “Inform them about the coming dredge” = Battle
- “Do what they ask” = supplies-20
Facing bandits requires a strategic choice. Compliance avoids conflict. Aggression leads to a battle, which can be rewarding or devastating.
The Lost Child (Aukfrosta)
“A scout returns with a nearly-frozen child. “I almost stepped on her in the snow. Looks like she must’ve been running from something,” he says. Patches of blue mottle her pale skin, but her chest rises and falls ever so slightly. ‘Even just carrying her along could kill her in a state like this,’ says a woman. ‘We could be in danger here,’ points out another.”
- “Keep moving, but let the healers tend to her” = morale-5
- “Stop the caravan for a rest and tend to the girl” = morale+5 & day+1 & unlocks further events
- “Stop and look for other survivors” = day+1 & unlocks further events
“Several women are talking expressively at the young girl found nearly frozen to death, now called Aukfrosta. The quiet child’s face expresses quiet terror, aggressively jabbing at the dirt with a stick with which she clearly used to draw on the ground.”
- “Study Aukfrosta’s drawings” = return to same options
- “We don’t need a panic, keep her from making a scene.” = nothing
- “Try to talk to Aukfrosta” = morale+5
- “Leave the child alone” = morale-5
“Aukfrosta, the young girl who joined your caravan after being found nearly frozen, suddenly stands still, refusing to move. She points off to the side of the trail and stares, her eyes full of fear. ‘This again?’ remarks one of the clansmen nearby.”
- “Ignore her and move on” = danger+1 & peasants-66 & varl-16 & day+1 & fighters-21
- “Show me.”+”Lead a full party to ambush what you suspect might be dredge” = morale+20 & danger-1
- “Stop the caravan and find an alternate route” = morale-5 & day+1
- “Send scouts ahead to check, just in case” = morale-5 & fighters-19 & varl-8
Aukfrosta’s storyline is complex. Caring for her is compassionate and unlocks further events. Ignoring her leads to tragedy. Her visions can be heeded or dismissed, with significant consequences.
Conclusion
These are just a few examples of the many random events you’ll encounter in The Banner Saga. By understanding the potential outcomes of each choice, you can shape your characters into nuanced figures, balancing compassion, pragmatism, and strategic thinking. Remember that every decision, no matter how small, contributes to the overall narrative and the fate of your caravan.