The episodic nature of Assassin’s Creed: Valhalla means that its narrative is split into chunks. These chunks take place across the many shires of medieval England and vary in terms of length, depth and, well, pointlessness. I thought ranking them would be a fun exercise — a competition of story arcs, all vying for best Viking mini-narrative.
It goes without saying, but I’m about to spoil the whole damn game, so read at your own risk.
21. Wincestre
Wincestre is just another Lunden or Jorvik, accept with more Jesus, more King Aelfred and way less… anything worthwhile. This one was just a total nothing-burger of an experience. Uninteresting, not fleshed out, no stakes, etc, etc. The fact that it comes so late in the narrative really hurts it, too, because by now you’ve experienced arcs that are a similar traditional Assassin’s Creed city-style that at least aren’t this bad. Aelfred’s turning on Eivor at the end also didn’t feel coherent, convincing or warranted to me. Big miss on this one.
20. Lunden
The smaller, denser cities with multiple targets to track down and ‘social stealth’ options are certainly here to attempt to replicate the traditional AC experience, but Lunden fails to do so meaningfully, and even gets a huge points deduction for being misleading.
Upon arrival, you meet Stowe who is honorable and likeable. You can even flirt with him, adding a wrinkle to your connection and understanding of him. His partner, Ercke suspiciously meets you at the scene of a crime — Lunden’s leader has been brutally assassinated. Eivor casts doubt and distrust amongst both her new companions and sets out to uncover who the three Order members are.
The arc is set up to feature twists with Stowe and Ercke (is one a traitor? Will your romancing of Stowe make things complicated?), but after their initial scenes they’re mitigated to what I would hardly even call side characters as Eivor unveils three randos as Order members, kills them and then leaves town. At least there was a cool boss sequence on the river?
19. Snotinghamscire
This arc sees you reunite with Hemmingr Jarl, his son Villi and his compatriot, Trygve. Eivor has an existing relationship with these characters, but the player doesn’t. As a result, nothing that happens with them lands meaningfully.
After Hemmingr passes, this arc boils down to running dull errands to prepare for the burial ceremony. Eivor chooses whether Villi or Trygve will succeed Hemmingr in the end, but the decision is very clear-cut and suggested to the player, lacking the nuance of the game’s other difficult decisions. The only reason not to pick Trygve is if you can’t stand Villi, which would be understandable, frankly. This arc isn’t memorable, doesn’t concern the main quest, and feels like fluffy filler in the worst way.
18. Jorvik
Another version of the Lunden arc, Jorvik fares much better than the nation’s future capital. Jorvik is stronger than its competitors for presenting the Order members to your face before you deduce who they are. There was nothing shocking about their reveals, but each provided an interesting set piece to navigate during assassinations.
Problematically, the arc sets itself up for Eivor to accuse a traitor, only for her decision to not matter at all. You never get to act on your accusation at Yuletide — the Order member interrupts and attacks the feast no matter who you accuse.
The arc loses a lot of points for this and also for relegating Eivor’s main associate — Ljufvina — to sitting at a table in Jorvik’s longhouse for the entirety of the arc while we do all the work. There was a chance to create some relationship there and have Eivor and her friend interact with order members and be presented with interpersonal problems, but instead Ljufvina just sits there and acts as a location to turn your quest completions in at.
17. Cent
The Cent arc sees Eivor team with Basim to track Fulke. It feels important and part of the main story, but it’s all for naught in the end — you come face-to-face with Fulke in what seems like a meaningful story moment, only for her to run away. Your reward is finding out Sigurd had his arm cut off.
This arc earns some points for getting Fulke screen time and tiptoeing the tightrope of Eivor and Basim’s rocky relationship believably, but certainly can’t be called good. This is because once you pull back the veil, you realize you never advanced the plot and were running in circles for nothing the entire time. I’m docking this arc points for making me think it was meaningful when it truly was not. At least the other “filler” arcs were forthright about their (lack of) connection to the main story.
16. Jotunheim
I was fully expecting this map to be twice the size of Asgard’s but mercifully, it is smaller.
This arc has a compelling story to it — Odin running from his fate and bending over backwards to flee from it is interesting, his broken relationship with Loki should be a strong point for the arc, and his moral gray areas (sleeping with a Jotunn, betraying Tyr) certainly make for a complex character’s development.
It has the ingredients of a strong arc, but I just couldn’t shake the why am I doing this feeling I had the entire time. Everything in between Odin’s big moments is a fetch quest and I just felt like I was wasting my life. I found the Fenrir boss fight frustrating and anti-climactic — a shame, because it could’ve given this arc some redeeming qualities.
This one is weird because on paper it feels like there’s a lot of substance here (and yes, there is narrative payoff with Odin’s connection to Eivor), but ultimately, I felt nothing while playing it besides contempt for having drank the potion in Ravensthorpe again.
15. Lincolnscire
Heir to the throne Hunwald is exiled from Lincoln and reaches out to Ravensthorpe for help. Eivor tracks down his sickly and dying father and then must cast the deciding vote for whom the new Ealdorman will be after his death. The decision here wasn’t difficult.
The game wastes your time with one of Hunwald’s competitors, Aelfgar, (who is a dork) and paints the bishop as evil pretty clearly (he turns out to be an Order member). The only reason not to choose Hunwald is that he’s young and annoying — so I suppose this arc could hit hard for someone who accidently put an Order member in charge. For that and for Hunwald at least having a strong drive and personality, this arc earns some marks.
14. Essex
Eivor is brought in to repair a marriage by separating husband and wife naturally without a public divorce. She reunites Ealdorman Birstan with his former lover and sets up a fake public kidnapping to whisk away his wife, Estrid.
In the process, Eivor must pick a traitor from Rollo’s — her kidnapping associate’s — midst. Picking a traitor is compelling, as there’s no clear-cut answer with the evidence provided.
I think many would rate this arc far lower than I have here because it is pure side mission nonsense — but for me, this arc stands strong on the backs of convincing and fun characters in Birstan and Estrid, as well as the tangled web of relationships between the two of them, Birstan’s son, and Rollo, Estrid’s former lover.
13. Ledecestrescire
Ledecestre sees the intros of Ivarr, Ubba and Ceowulf. You team up with the sons of Ragnar to help put Ceowulf’s father on the throne in Mercia.
This arc comes early on, and does a lot of the heavy lifting in terms of setting up the conflict and general distrust amongst Danes and Saxons.
Ledecestrescire earns points for strong, realized characters in the Ragnarsons and Ceowulf, a believable conflict with the Mercian king, as well as the arc’s biggest moment — Leofrith, unaware his king has been captured and given up the fight, attempts to sack Tamworth. Eivor intervenes as he’s about to kill Ceowulf and the ensuing boss battle creates a powerful moment afterwards when the honorable Leofrith can either be allowed to live or have his life taken at Eivor’s hand.
12. Asgard
Asgard looks pretty and hits hard when you first arrive. I appreciate Ubi for creating places like Atlantis and Asgard to run around and explore in.
Unfortunately, both felt supremely empty. However, watching Odin fight tooth and nail to run from his fate was satisfying and Loki is aptly deceptive and frustrating. The Builder gave the arc a nice wrinkle, too and climaxed with a nice boss fight.
I spent too much time tracking down tears, but I think if you look at just the main missions here, this is a solid experience in an incredible environment.
11. East Anglia
In this arc, Eivor works alongside Oswald to fend off violent Dane aggressors and claim his leadership role.
Oswald is honorable and likeable — brave, though soft and not a fighter. His progression over the arc sees him grow into man of strength and disprove the Danes in his company who simply believe that might is right. Watching him teach the Danes in his court that bravery can reveal itself in more nuanced ways rather than physically was powerful, and giving Eivor the decision to allow Oswald to fight his own battles or fight for him solidified the feeling of fathering Oswald through this arc into manhood and leadership.
I did not expect to like the softy, but Oswald has a strong heart & will and was a character I felt more than comfortable fighting for, especially after watching him progress during the arc. I bought into this arc because I felt the story was touching and meaningful and the cast was strong.
10. Vinland
Nothing really happens here aside from hunting down Gorm Kjotveson, but the arc earns major points for how refreshing it is.
I played it late in the story when I was feeling quite a bit of fatigue towards the game and everything about Vinland just landed for me, giving me new energy to actually enjoy what I was doing.
The new landscape is insanely gorgeous and fun to navigate. The stripping down of Eivor’s equipment essentially forces you to start from scratch — but it really makes the four stealth encounters stronger; you have to approach them differently due to being unarmed and unarmored. It made me feel weak and made me tread carefully for the first time in hours.
The whole thing was a little bit of a reset button for the entire experience of Valhalla and it sorely needed it. Lastly, I’m sure lore fanatics will appreciate this arc for the Isu nonsense, so that’s a bonus for them.
9. Suthsexe
Suthsexe is the meeting with Guthrum and the rising action leading up to defeating Fulke.
Weakening her forces around the shire feels like busy work (in part because you’ve done it in at least two other arcs up to this point), but the rest of the arc is fun, feels impactful as well as meaningful and sees you reunite with all the old friends you’ve made up to this point. Fighting alongside Soma and others was a big positive for me. Storming Fulke’s fort at least included some different mechanics than many forts up to this point, so it felt fresh. Her boss fight in the darkness of the crypts was exceptional, as was her confession sequence.
This arc was mostly good, satisfying fun the whole way through, but didn’t include too much intrigue as the ones ranked above it did.
8. Rygjafylke
Look, I’ll be honest. I’m writing this particular paragraph after completing the game and this opening section was so long ago that I don’t have a great memory of it.
What I do know is that Valhalla opened strongly. I believe this arc has you meet Haytham and Basim, as well as hunt down and kill Kjotve. Next, you ditch Norway because Eivor & co. don’t want to be ruled by one king. I found it all pretty compelling. I remember it being atmospheric, believable and driven by strong characters.
I was bought-in very early and Rygjafylke really got the game off to a strong start.
7. Hamtunscire & Epilogue
Technically, the closure with Aelfred and Gunnar’s wedding do not come as part of this arc, they just exist on their own after you complete Hamtunscire. I’ve opted to include them here.
Aelfred screen time is a good thing, and this arc earns marks for his badassery in the face of Guthrum, as well as his manipulation of the Dane army. Ally deaths in the battle at Chepeham give the arc meaningful stakes and ratchet up the tension. This arc is brief and straightforward — there’s not much story to it since it’s really just war throughout the whole thing.
Afterwards, Eivor tracks down the final member of the Order and confronts him in a touching sequence over some burnt bread in a small swampy town in the middle of nowhere. It’s a humble conclusion for Aelfred and the swirling epic that was AC: Valhalla.
It felt nice to have some peace, and the player almost ends up reminiscing the same way Aelfred does as he explains his endeavors to Eivor. A strong conclusion, for me.
6. Hordafylke
The return to Norway contains two things: Eivor & Sigurd finding closure with Sigurd’s father, and the two locating “Yggdrasil.”
I quite enjoyed the pit stop with Sigurd’s father, and the entire Yggdrasil sequence was incredibly interesting. It was a refreshing change of pace from what you’ve been doing for the past 100 hours and featured a nice boss fight at the end. No matter which ending you get, the conversation with Sigurd after the dust settles is impactful and weighty.
I found this to be a satisfying conclusion to Eivor & Sigurd’s journey even though I got the ‘bad’ ending.
5. Oxenefordscire
Finally reunited with Sigurd, this is the arc we learn of his obsession with his ancestry and true nature. Eivor’s reaction of discomfort and distrust towards Sigurd’s change is honest and relatable and she must juggle relations between Sigurd and the Thane they are working to put in charge, Gaedric.
This arc makes you feel like the sensible one while on a wild goose chase for Fulke and assisting Gaedric in securing the shire. A strong sequence of fort storming and a solid bossfight against the late king’s wife, Eadwyn, earns this arc some small marks, but it’s what comes after that gives it its rank.
Negotiations with the approaching King Aelfred are complex and a late intervention from Fulke reveals her true allegiance to the Order and puts Sigurd in enemy hands.
This arc moves the plot along moreso than the last 400 hours you’ve been playing the game, while also establishing and reinterpreting Eivor’s relations with the cast in meaningful ways. It ratchets up the tension of the main quest and narrative, which up to this point had been lagging behind due to a breadth of shire arcs.
4. Glowecestrecire
I’m so surprised to see myself rank this so high — after the first third of the arc, I was considering putting it in dead last. I felt Gunnar’s fiancé’s unintelligible dialogue, the trick-or-treating, the druid encounter, and Eivor’s 400th drunken night of debauchery to be a disrespectful waste of my time this deep (over 80 hours) into the game.
But then the arc turned, with two solid stealth encounters and a stellar boss fight. Navigating the Aelfwood was a gorgeous thrill and the confrontation with Modran is atmospheric and a fantastically fresh take on the typical Valhalla boss or mini boss fight.
When I decided to focus-up on the story and let the Celtic and Welsh mythos shine, the arc became a terrestrial fever dream of satisfying magic, intrigue and character interactions. It made me wish for a whole game built upon similar mythos, structures and ideas. Oh yeah, and bonus points for the brilliant wicker man ending. That’s the kind of thing that lives long in the memory.
3. Grantebridgescire
Eivor looks to ally with Soma, the leader of Grantebridge, but her town’s just been sacked from the inside by a traitor. After saving her three companions in the thick river bogs, you take back Grantebridge and then embark on an investigation to discover the rat.
Its the investigation that makes the whole arc. It has a slew of clues, nuance and red herrings to consider. One of its strengths is how open ended the investigation is — you can follow the quest markers, but talking to the town’s people and hunting down the yellow-painted ship is up to you (at least I think, I played on the most ‘difficult’ exploration setting).
This arc earns big points because the investigation matters — you have to tell Soma to kill one of her closest friends and then watch her do it, living with your right or wrong decision. Getting it right is rewarding, but you can get it wrong and force Soma to slit the throat of a true friend. The arc reveals your correct/incorrect decision later and it hits hard.
2. Eurvicscire
Finally meeting the third of the famed Ragnarson’s, Eivor finds Halfdan a paranoid soul, waxing poetic about friendship and treason (and interestingly, his favorite drinking horn). The arc balances the two on a blade’s edge to tremendous effect.
Halfdan believes he has a traitor in his midst — is it his healer, Moira or his longtime friend and right-hand man, Faravid? Eivor spends time with both in the buildup to Halfdan’s war against the Picts’ final confrontation.
Moira seems innocent enough, but things aren’t as clear with Faravid. His dialogue is expertly written to feign allegiance to Halfdan, but never reveal too much of his true nature. Eivor’s wavering relationship and trust with him are complex and the Wolf-Kissed can lie to both him and Halfdan depending on dialogue choice.
Every decision feels like it carries weight and Faravid is written in such a way that he remains suspicious — or is that just Halfdan’s mad ramblings lingering in your ear? It’s this ambiguity that makes the arc compelling and gives the decisions importance.
The climactic and atmospheric storming of the Pict fortress is one of the game’s best, only lacking a worthy boss fight at the end. The reveal of the (or a) traitor, the king of Jorvik, comes as a surprise, even if it doesn’t feel the most well-crafted, narratively speaking.
Repeated foreshadowing in the form of Halfdan’s coughing fits, goblet imagery and surprisingly, a World Event Mystery in which Eivor can discover ‘the withering’ disease all hint at lead poisoning. But was it intentional on the part of Faravid or accidental due to Halfdan’s love of fine goblets and wine? The arc closes with Eivor making a choice to side with Faravid or Halfdan. The truth of the matter is never revealed.
This arc could feel disconnected (it’s not part of the main plot and Halfdan doesn’t appear in the late game, no matter your decision) and thus appear as pointless fluff, but I won’t fault it for continuing the episodic trend of Valhalla. As a self-contained story, this was flat-out interesting and kept me in anticipation of the next reveal or twist. Imagery and foreshadowing, red-herrings, and great atmosphere all make for an engaging and compelling experience. I only wish every shire arc could’ve reached these heights.
- Sciropescire
Sciropescire’s strengths come somewhat from the arcs that came before it, as it sees Eivor quickly reunited and working with Ivarr and Ceowulf. Your preexisting relationship with both gives this arc an advantage over others where it doesn’t have to establish too much all at once, as well as it starting off with you already having a personal connection of some sort with the main cast. Still, each set piece here is strong enough on its own –
- Eivor & co. join to negotiate peace with King Rhodri. She can offer 600 silver to whomever she chooses to try and quell the peace talks. Each option is mired in obscurity, has obvious pros and cons, and plenty of uncertainty. It felt impactful, difficult and nuanced.
- After peace talks go sour with Ivarr’s outburst, Eivor, Ivarr and Ceowulf sack a village under Rhodri’s control. It’s brutal and takes a long time to burn (on purpose!). You then fight a huge party of Rhodri’s men. The whole scene feels vile, over the top and harsh (on purpose!).
- The twist is that Ivarr kills Ceowulf in cold blood to earn himself the opportunity to get his own revenge on Rhodri — only revealed after you sack Rhodri’s fort (after reaching peace with him). A brutal blood eagle from Ivarr and the game’s best boss fight ensue.
It’s close between the top 3, but this is the best arc in the game, for me.
For once, the game forces you to face the trail of bloodshed and destruction your ‘pacifying’ of England has left in your wake. Additionally, the ambiguous decision-making process in negotiating peace, the brutal village burning sequence, the tangled web of Ivarr’s relationships and motivations, the twists of the peaceful alliance and Rhodri’s fate, and finally, the Ivarr boss fight are just too good all in tandem to not take first place.
I’m conflicted looking back on these.
There’s many that feel even more empty than I remember them being now that I draft them as text. However, a surprising number of highly-rated arcs aren’t actually part of the main quest.
Ultimately, I’m left bewildered at the scale and scope of the epic that this game took me on. I was so fatigued by the end of it, but in hindsight so happy I completed it.