Should I finish Valhalla before Wrath of the Druids?

The short answer is no – you do not need to complete Valhalla‘s main story quests before starting the Wrath of the Druids DLC. While there are small crossovers, Wrath of the Druids features a self-contained narrative centered around Ireland that runs parallel to events in England.

As an avid gamer and content creator focused on all things Assassin‘s Creed, I‘ve put over 200 hours into Valhalla and its expansions. Here‘s my in-depth perspective on how Wrath of the Druids fits into the bigger picture, when you should play it, and what to expect from the new content as a Viking fan.

Weaving Into the Broader Tapestry of Norse Lore

Wrath of the Druids sees Eivor journey to Ireland, summoned by their cousin Barid mac Imair, King of Dublin. The Ireland depicted is fractured into petty kingdoms, allowing you to manipulate rivalries between druidic and Christian factions vying for control.

According to the developers:

“History tells us that the real Ivarr Ragnarsson disappeared from English records around 870 AD, the same year our Eivor first met him. His fate remains a mystery. But if Ivarr did leave England, what would have called him away?” (Source)

This establishes Ireland as an intermediary stage in Ivarr‘s saga between fleeing England and his eventual legendary death. While Ivarr plays only a minor role in Wrath of the Druids, locating the expansion within existing lore adds depth. It strengthens Valhalla’s commitment to crafting an intricate Viking world true to history and myth.

From a narrative standpoint, the DLC also expands on Eivor’s family ties introduced early in the main story, deepening our understanding of their maternal Norse heritage. These ancestral bonds fuel much of Eivor’s personal quest and renown as a warrior in Valhalla. I found it gratifying to unearth another branch of their background.

Barid himself proves an intriguing addition to the cast – his humor and camaraderie with Eivor adds levity between bouts of conflict. He makes a suitably hot-headed, larger than life foil to the more grounded and pensive protagonist.

The tone and style of the Ireland chapters infuse the aging Viking epic with a renewed sense of adventure, exploring Eivor’s ties to legends that are already modern history to us as 11th century Assassin’s.

Optimal Starting Point for the Expansion

Wrath of the Druid’s recommended power level is 55, meaning as soon as you‘ve started conquering England and established your settlement, the DLC content becomes available organically through exploration or speaking to Azar in Ravensthorpe.

I tackled it roughly halfway through the alliance map at power level 90 and found it provided a nice change of scenery without feeling overly easy even on Normal difficulty.

The map itself is around 2/3 the size of England, taking me around 25 hours to fully complete, compared to over 90 for the base game. You’re looking at fairly condensed 10-15 hour main story, with additional arcs and side content fleshing things out further.

ExpansionLengthPower Level
Wrath of the Druids15 hours (Main Story)55
Siege of Paris10 hours200

So in terms of sheer scale or playtime alone, Wrath of the Druids should not disrupt core progression. Dip in organically when you need a change of scenery without worrying about Railroading the main narrative!

New Features and Mechanics

Aside from the Irish location, Wrath of the Druids introduces some neat new features and alterations to classic AC mechanics worth touching on:

Trade System

  • You can invest silver to upgrade Dublin into a trade hub and unlock new merchants, items etc. Provides additional progression system and gold sink for late game.

Children of Danu

  • Druidic cult that use poison and nature magic in battle. Requires different tactics to standard bandits.

More Mythical Bosses

  • Epic confrontations with dark sorcerers, giant wolves et al. Ubisoft continue upping spectacle factor.

No Modern Day Segment

  • Purists may approve removing distracting segments entirely separate to Eivor‘s journey. But lays sequel groundwork.

These add welcome variety to core raiding and fighting without steering too wildly from the longship’s course. Keep the formula fresh 30 hours in without alienating fans who enjoy Valhalla‘s gritty historical foundation.

That said, Wrath of the Druids story ranks among the most steeped in Celtic mythology – if your favorite part is talking corpses and prophecies, you’ll be well served here!

Verdict: A Must-Play Expansion for Fans

To summarize, you absolutely do not need to finish Valhalla to enjoy Wrath of the Druids – its standalone story and mechanics mean you can jump in within first 10 hours without confusion.

But more importantly, it remains faithful to the Viking epic origins of the series whilst pioneering new ground in both lore and features. The rich Celtic roots woven into tales of Ragnar‘s sons anchor fantastical elements in a world that feels alive, lethal and bursting with adventure.

I wholeheartedly recommend all budding Jarls check it out sooner rather than later!

As a hardcore fan myself, I‘m champing at the bit to dive into the Siege of Paris next. But that‘s an epic saga for another saga! Skàl!

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