In the east, the tiny settlement of Skogr becomes one of the first to fall to the Dredge, with hunter Rook and his daughter Alette leading the remainder of their people south towards safety. In the west, a group of Varl - a race of all-male horned giants, who are slowly dying of old age and battle injuries since the god who made them has died - escort a human prince towards a negotiation at their capital. A Norse-inspired fantasy set in a world bursting at the seams with history, Banner Saga follows a group of unlikely heroes as they flee from what appears to be the end of the world: the sun has stopped in the sky and the Dredge, a race of unintelligible metal-clad humanoids, are pouring south in droves, destroying human settlements along the way. The Banner Saga, a trilogy of games whose closing chapter was released in July this year, is full of these sorts of moments. But when I get to this point, I almost always make the same - extremely off-brand, to those who know my narrative preferences - decision, and it never fails to break my heart. I've made the choices that get me to Boersgard enough times now that I know what the big ones will do, but there's still an element of luck in how things go: sometimes more of my clansmen make it, sometimes I play more recklessly or accept help from those who turn around and betray me, and end up paying the price.
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