Eirik is one of the first human Hero characters encountered in the The Banner Saga series.
|Base – Max||Stat|
|9 / 11|
|8 / 11|
|5 / 10|
|2 / 3|
|1 / 3|
|Start rank||Free points|
Eirik is the guy who gets stuff done for the governor of Strand, though for a man with a heavy responsibility he seems to have an awful lot of freedom in his methods. Plenty of warring clans within Strand have tried to take him down, none have succeeded. Eventually he earned himself the nickname "The Iron Turtle".
Eirik is the illegitimate son of the Governor of Strand to a bar maid. His mother was poor, which left his family lacking in having basic amenities. She was however secretly gifted enough money at regular intervals for his education. When he was fourteen, she started suffering disease called the "Northern Chills". She wrote a letter and instructed him to take it to the governor at the Great Hall in case she died, which she did a week later.
Eirik went to the Great Hall to honor his late mother's last wishes, but was turned away twice before the governor's steward Olivr took notice and admitted him into the service of Strand after reading the letter. Eirik was able to join the Governor's Guard due to his cunningness and fighting ability. This allowed him a bed and living quarters of his own, something he was thankful for even if the amenities were unremarkable, and came to be reputed as one of the most able agents of the Guard.
During his time at the Great Hall, Eirik formed close friendships with his fellow agent Valgard and Strands official blacksmith Gylfi. About a year before the Third Great War, he traveled with the governor's legitimate son Ragnar for inspecting Karlshus, and saved his life from an attack by the Aetla Hilmir, who had been motivated by the Vak'auga in order to prove they were willing to take over Strand, but was unable to bring down those responsible. Due to his knack for survival, he came to be called the "Iron Turtle".
Under the orders of Strand's steward Olvir, Guardsman Eirik infiltrated one of the gangs in Strand called the "Glotta-Ox", who were locked in a violent feud with another gang named "Oerr-Brandr", in order to destroy both gangs who operated in the slums of Hundgaman. As part of his plan, he disguised himself as a refugee named "Thorgils", asking them for being smuggled into Strand and agreeing to become a member to pay the debt, while Valgard did the same with the Oerr-Brandrs.
When members of the Glotta-Ox and Oerr-Brandr gathered at Veggr's Drinking Hall for a drink, both men pretended to get into a fistfight. Eirik soon shoved Valgard into the Glotta-Oxs, which led to a violent armed brawl. The two men finished off nearly everyone there who hadn't been killed by the opposing gang member, but one of them was able to escape to call for reinforcements, leading both to flee. The killings ignited a gang war, decimating the ranks of both gangs, with the City Watch arresting some of the rest.
Eirik and Valgard were later sent to infiltrate a caravan coming into the city in order to keep a lookout for smuggling, and told to mark carts of merchants involved in bribing the guards. While carrying out the order, they noticed Hallvard, a notorious former member of the Mársmidr who had fled Strand months ago after stealing from his gang's leader Freystein, following the two varls Olaf and Ulfvalgr, and a boy Stefnir. The two men eventually caught up to him and forced him to reveal his motives for returning, learning that Freystein had offered to pardon him in return for following the three people.
Unknown to Eirik and Valgard, Hallvard knew they had been trailing him and planned to get caught in order to save the varls and the boy. As the three men followed them, Eirik recognized they were unwittingly heading into the territory of the "Kollsvein's Kin" gang. As the latter three were ambushed by the gang who demanded their money, leading to a fight breaking out, Eirik elected to wait and see whether they were able to handle themselves against the gang members. Hallvard however instead chose to help them and escaped the grasp of the two men, forcing them to join the fight as well. Valgard was able to kill the gang's leader Kollsvein, forcing the rest to flee.
The three men then pretended to the varls and the boy that they were bounty hunters and learnt their identities. Eirik told them that there were no cheap inns suitable for varls in the area and suggested they stay in one of the abandoned buildings for the night, agreeing to join them with his fellows when Olaf invited them, telling them it would ensure they're more safe. The group decided to spend the night in an abandoned hall.
When Olaf told them what they had went through before Strand, Eirik discovered that Stefnir recognized Hallvard, as he twitched and looked at him during the mention of Karlshus, which was in the same direction they and he came from. Eirik deliberately put Hallvard on the lookout and trailed him when he went to relieve himself, forcing him to admit that he had encountered them before in Karlshus and was told by Ottar to trail them but keep them alive, in order to get the relic they were carrying. Convinced, Eirik left him alone.
Stefnir in the morning encountered Runa, a girl from her village who had been enslaved but was now working for Leiknir, who had freed her. She warned him that Eirik and Valgard were agents of the Governor's Guard and were using him. He later told Ulfvalgr that he didn't trust the two men and he agreed, stating they'll leave without them when Olaf returned. After the varls and the boy left, Eirik followed them along with Valgard and Hallvard, despite the former stating that it was pointless. Eirik insisted that of Freystein was involved, something bigger was going on.
As the varls met their old friend Kjallak at the mead hall called The Shattered Shield, Eirik and Valgard hid in an opposite building alongside Hallvard to watch them. He however recognized that one of the men with Kjallak was Skoegir, a Mársmidr member, and made Hallvard reveal the truth upon realizing the situation was suspicious. Hallvard admitted that Freystein was dead, secretly thinking them knowing the truth wouldn't change anything, and Eirik realized Kjallak was the new usurper spreading rumors that he was still alive.
As Kjallak tried killing his former friends and Stefnir, who had been trapped by the Mársmidr, Eirik and Valgard jumped at him through the window. The others were able to escape from the room in the resulting fight, however Valgard was badly injured. Olaf saved him and Eirik in time, and they were able to escape the mead hall. Carrying Valgard slowed them down but Eirik soon encountered the caravan of a merchant name Frode, and successfully bribed him to protect them from the chasing Mársmidr with his guardsmen.
The party soon reached the Great Hall and Valgard was taken to the menders of Melkorka for healing, while Eirik had his guests lodged there so as to keep an eye on them. Olvir however told him to leave them and go after the Aetla Hilmir, handing a piece of iron ore with the gang's sigil. Eirik showed this to Gylfi, who held him hostage after realizing he was after them. Gylfi revealed he was working with them and they were going to abduct the two varls and Stefnir. Eirik was however able to knock him out and binded him, before going after the gang members inside the Great Hall.
Arriving in the nick of time, Eirik was able to distract the Aetla Hilmir by setting their fur cloths on fire using the hearth of the room the varls and Stefnir were lodged in, and then used the flaming bed sheets to hold them back after they were able to put out the fire on their furs. Knowing he was outmatched, he used the sheets to scare Olaf into breaking a window, sending him sliding along with Ulfvalgr and Stefnir on the slanted roof. Eirik followed them and the four safely landed on a huge pile of snow down the hill on which the Great Hall stood. While sliding, he heard Stefnir call a woman standing in the roof as Runa.
Eirik later went in hiding along with the varls and Stefnir in a ruined temple, located in the slums of Grárgróf. He was soon contacted by Dagny, who had been sent by the Guards' spymaster Vott, telling him they had find a huge amount of unrecorded weapons in Gylfi's smithy and that the Hilmir had escaped, while also stating that they needed to talk. Back at the temple, he convinced the others to stay with him, but they were soon found by Runa, who told them that Leiknir wanted to see him in order to crush the schemes of the triumvirate of Hilmir, Mársmidr and Vak'auga trying to take over Strand, having grown tired of his criminal life.
Eirik demanded to know how Stefnir knew Runa, and was told how she was abducted by the Vak'auga during a raid on his village, before going to work for Leiknir who had freed her, and he had fled his village to take revenge. Despite his reluctance, Eirik was encouraged to meet with Leiknir when Olaf told Stefnir to abandon his vengeance as it was useless. The next day, Eirik went to the Brenna Training Hall with Stefnir, while moving the two varls to another location. There, he learnt from Leiknir himself about why he wanted to help, that one of the men he fought at was the Aetla Hilmir leader Nikolas, and was given directions to a warehouse at the western docks.
Eirik went alone to talk with Vott at his tailor shop called Vott's Consignments and told him about his dealings with Olaf, Ulfvalgr, Stefnir and Leiknir. He also learnt that Gylfi was likely making weapons for the Aetla Hilmir, and insisted on going after the warehouse had Leiknir told him of, despite being told the western docks were unguarded, as the triumvirate were clearly planning something major. He also asked him to arrange new cloths and a yoxen cart for the varls to hide in, and tell Olvir about all they had learnt.
Active Ability | Rally
- The warden is an expert of city warfare, darting in and out to be useful where he's needed.
- Rank 1: grant an ally 2 willpower
- Rank 2: grant an ally 4 willpower
- Rank 3: grant an ally 6 willpower
- While he doesn't use a bow like the hunter, Rally allows him to grant willpower to allies
- when they'll need it most, making an invaluable support character.
- Since Rally grants 2 per 1 spent, using the Horn on this unit can make it more efficient.
Active Ability | Track
Eirik gains Track ability when he is promoted to Rank 6.
- Ducking and weaving among his allies, the Tracker becomes invisible to his enemies.
- He waits for the right moment and finds his target's most vulnerable spot before attacking.
- Rank 1: Ignore 3 armor
- Rank 2: Ignore 6 armor
- Rank 3: Ignore 9 armor
- The effect of the invisibility disappears the instant the Tracker deals damage,
- picking the correct target is critical and can change the entire balance of battle.
- Track can block units' movement (and end their turns!) without being dispelled.
Passive Ability | Light Step
- The landsman uses his superior dexterity to move around bodies, allowing him to pass through, but not stop on, any allies.
- Light step can help a crafty landsman get safely into position behind armored allies before going in for the strike, or escape from a dangerous position.
|Joining the Party|
|Eirik leads the fight against the Skalfings at the Nobleman mead house, in Strand, in Chapter 1. If Ubin treated him respectfully in Strand, he will join Hakon's caravan in the start of Chapter 3. Finally, he might also join Rook's caravan in the end of Chapter 7.|
|TBS 1 Events|
|Eirik asks Hakon to be allowed to go back to Strand. If you let him go, he won't reappear until the third game.|
|TBS 2 Events|
|If you went through the Kragsmen's graveyard and Eirik is in the Skogr caravan, he'll offer to trap a bear, later named Spinegrinder. Unlocks the Call Bear ability.|
|TBS 3 Events|
|If Eirik was sent home by Hakon, he joins up with Iver and crew to stop the darkness. More importantly, he starts a couple of pop-up events with Valgard.|
|If Eirik is present in the Ravens' caravan, he will die in chapter 21 if you lose the battle against Bolverk.|
A save import error can prevent Eirik from joining Iver's party in the third game in case he was sent back to Strand in the first game. This can be resolved by manually editing the save file.
In The Banner Saga 2...
- Eirik can choose between Call Bear and Track when promoted to Rank 6, instead of having both.
- Calling an extra unit, Spinegrinder, makes Eirik an invaluable Hero in the Survival Mode, due to its 'Pillage-locked' Turn-Queue. Moreover, Spinegrinder can be normally re-summoned, even if he was 'killed' (knocked out) in a battle; he is not subject to 'Permadeath' like the regular Heroes, but his 'Death' will count in the final score!
In The Banner Saga 3...
As of 10/11/18, Eirik can't use Call Bear. It's unknown whether this is intended or a bug.
Tips & Trivia
- Eirik's best use is as an on-demand Armor Breaker, so increasing this stat to its max is really helpful.
- Eirik is prickly about his honor and that can be used to manipulate him, when needed...
- He is one of the lead characters in the book The Gift of Hadrborg by James Fadeley.
- His name loosely translates to "One/Alone"+"Mighty".