Journey to Boersgard | Chapter 6 The Banner Saga Guide
Last update: 11 May 2016
Most important moments of the journey
The first new location, where the caravan stops, is a small Village. The caravan will be joined by a group of clansmen. Apart from that, you will be able to buy supplies in the market and promote your heroes.
The next location on your path is Bjorulf. I recommend that you inspect the godstone, thanks to which morale in the caravan will increase. If Hogun and Mogun are still travelling on the caravan, you will also have an option to join Hogun, who is busy gathering berries. Selection of this variant will reward you with the Tistelberry artifact. Unfortunately, it is not particularly powerful, because its only power is adding willpower points, if the character decides to take rest in a given turn.
After several days, the caravan will reach a village called Reynivik and it will turn out that it has been seized by monsters. You can do one of three things here:
- Leave quickly, while your luck holds - this is not the recommendable variant because, although you will avoid fights, you will gain nothing.
- Rush to help - this is the best variant, because your party will be joined by a giant - Sigbjorn (the above screenshot).In one of the buildings in the village, you will have to fight against monsters and it is a good idea to take advantage of the fight that Sigbjorn is strong. After the fight is over, listen to the conversation with Sigbjorn (the selection of dialogue options has no particular bearing on the story), who will follow you in your journey. Note - Sigbjorn already has, from the beginning an allotted item - Scarlet Feather. I recommend that you replace it with something else, because this is not too powerful an artifact - it only enhances mobility in the battlefield.
- Lead the dredge away - Selecting this variant equals the necessity to fight a battle with the monsters in one of the fields near Reynivik. As a reward for winning, you will receive thanks from the villagers (unfortunately, Sigbjorn will not join the caravan) and 10 renown points.
This chapter will end as soon as you reach Boersgard.
Additional events
If, in spite of my warning, you decided to join Onef and his people to the party, in chapter four, soon after you leave Sigrholm an event, connected with this character, will occur. Regardless of the dialogue options selected by you, Onef will betray the trust of the rest of the caravan. You need to come to terms with the fact that Rook will be wounded. What is even more, Egil, Oddleif and a group of Clansmen, may die and you will not be able to do anything about this. This is not the end to problems, though, because you will also have to defeat Onef in fight.
After the successful fight, you will learn that Alette managed to murder Onef. Listen to the conversation with Iver, whose end result will not matter that much. If there also is Ekkill, travelling on the caravan, you will meet him right after you start a camp. You can let him stay with the caravan, free him We could use a good fighter" - only if he was a prisoner earlier) or have him leave the caravan (I want you to leave). Of course, I recommend that you leave Ekkill alone, because he will not follow in his colleague stead.
The caravan may encounter a single Varl ambushed by a group of fighters. You can do either of the two things here. Variant one assumes that you defend the giant (Defend the varl), thanks to which he will join the caravan, and you gain 5 renown points. The second variant assumes that you do not get involved in the fight (Return to the caravan without interfering or Let them settle their own dispute). Also this variant assumes that you receive 5 renown points, although the morale of the caravan will drop slightly.
There is one event connected with Unnarr and it pays off to watch out while taking your decision, because you can gain a lot from this decision. Accepting the old man's help (We'd appreciate any help) will mean that you get to listen to his poem and gain 20 units of supplies. All of the remaining options will not influence the caravan in any way and will not let you receive additional supplies.
If, during one of the earlier events, you have not moderated the argument between the two women,, after some time you will have part two on your hands. The end to this argument will be fatal, because the corpse of the daughter of one of the two will be found. You can react to this situation in four different ways:
- Put it to a vote - As a result, the woman found guilty of the murder, and her family, will be driven away.
- Try to discourage further violence - the mother of the murdered girl will murder the woman accused of having done that, and will commit suicide afterwards. The morale of the caravan will drop, as a result.
- Investigate the death - this is the best variant, because it will help you determine that the girl was not murdered and she died from an illness.
- Banish the accused and her daughter - three people will permanently leave the caravan.
If your stay in Reynivik ended in Sigbjorn's joining the party, soon after you leave that village, an event connected with him will start. The problem of the drunken giant can be solved in three ways:
- Help Sigbjorn (Help him recover) - as a result of this choice, you will receive a new item - Bjorulf's Blessing (a good artifact for a varl or a well-trained fighter).
- Put guards near Sigbjorn (Post some guards nearby, just in case) - the situation in the caravan will not change.
- Expell Sigbjorn (Leave and make sure he doesn't follow) - the Varl will permanently leave the caravan.
If, in one of the previous events, you have helped a freezing girl, after some time you will learn that her name is Aukfrosta and an event connected with her will occur. You can take a look at her drawings (Study Aukfrosta's drawings) and take one of the actions:
- Keep her away from the others (We don't need a panic, keep her from making a scene).
- Try to talk to Aukfrosta.
- Leave the child alone - the caravan's morale will deteriorate a bit.
The Varl on the caravan may organize a competition in telling stories and drinking mead in large amounts. You can join the giants
(Join the giants in drinking), and caution them (This will only make things worse), or ignore this event (Leave the others to their drinking game). Personally, I recommend that you select either 1 or 3 because, this way, the caravan's morale will improve.