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This article is about the Discovery Tour for Norway and England. You may be looking for for other Discovery Tours.
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Discovery Tour: Viking Age is the Discovery Tour mode for Assassin's Creed: Valhalla. It was released as a free downloadable add-on on 19 October 2021[1] and is available for free to those who own the base game, or for purchase as a stand-alone version on PC.

Gameplay[]

In the game, players are able to freeroam and explore the maps of Norway and Anglo-Saxon England and learn about both countries' histories. Unlike previous installments which employed the use of guided tours, Discovery Tour: Viking Age will see players assume the roles of various characters and take on quests with the aim of bringing them closer to the material by putting them at the center of it.[2]

Memories[]

DTVA Quest Banner - Oaths and Honour DTVA Quest Banner - Through Faith and Fire DTVA Quest Banner - Seaworthy DTVA Quest Banner - Into the West
Oaths & Honour Through Faith & Fire Seaworthy Into the West
DTVA Quest Banner - A Barter For Peace DTVA Quest Banner - Aelfred's Legacy DTVA Quest Banner - New Life, New Lands DTVA Quest Banner - Where Fates Align
A Barter for Peace Aelfred's Legacy New Life, New Lands Where Fates Align

Codex[]

Learnings[]

War & Politics[]

A Familiar Battleground A "Heathen" Army? A Warrior's Tools Alfred and the "English"
Anglo-Saxon Warfare Baptism and Victory Horses and Warfare Keeping Allies Close
Kin and Household King and Clergy King Harald Fairhair Military Leadership
Military Organization Peacemaking, Peacebreaking Scouts Before the Storm The Battle of Edington
The Burh The Clan The Félag, or Fellowship The Fyrd, or Militia
The Gift of East Anglia The Great Hall The Rise of Alfred The Roman Fortress
The Seven Kingdoms The Treaty with Guthrum The Truce of Wedmore The Witan
Trust and Oathkeeping Viking Warfare What is an "Anglo-Saxon"? What was a King?

Daily Life[]

Alrekstad Anglo-Saxon Homes Chippenham Conditions on Board
Cook and Kitchen Curing Fish Dividing the Land Dividing the Spoils
Do You Speak "Viking"? Fashion: A Status Symbol Games and Sports Grooming and Hygiene
Gunnhilda Household Slaves Marriage Between Peoples Monasteries: Many Roles
Naming the Land Nutrition on Board Seafaring Stavanger
Staying the Winter The Boender, or Freemen The Ceorls, or Freemen The City of Winchester
The Ealdormen The Freewomen The Land of Ice and Snow? The Thegns
The Town of Jorvik Thorsteinn Silvertongue Who Was in the "Army"? Why Leave Scandinavia?

Religion & Magic[]

A Life of Prayer A Strict Diet Bishops: A Divided Duty Blessing the Ship
Christianization Church Power Structure Church Testimonies Destiny and Ancestry
Ely, a Monastery for All Hamingja: A Family Spirit Magic and Medicine Monasteries: A Quiet Place
Norse Religion Relics and Saints Ships: Between Two Worlds The Church Altar
The Cross and the Hammer The Hours of the Day The Megalith The Move to Christianity
The Old Minster The Old Norse Idea of Self

Myths & Legends[]

A Sacrifice for Wisdom Across the Rainbow Bridge Animal Taboos Divinities of the Sea
Giants: Children of Ymir Lands of the Dead Lands of the Dead II Loki the Trickster
Mystery of the Shore Odin: The All-father Taboos on the High Seas The Elk, or Elgr
The Goddess Freyja The Horse, or Hestr The Iron Will of Fate The Legendary Brothers
The Nine Realms The Norns: Keepers of Fate The Sacred Mead of Poetry The Sea: A Spiritual Being
The Snake, or Ornir The Völva: A Soothslayer The Well of Mimir Thor, God of Thunder
Yggdrasil: The World Tree

Science[]

Anglo-Scandinavian Farming Bioarchaeology Medicines and Medics Medieval Christian Medicine
Parchment: Made to Last Telling Time The Art of Making Charcoal The Cargo Ship: The Knorr
The Coastal Trader The Four Humours The Hull and Mast The Navigator
The Sail The Ordeal of the Copyist

Law & Justice[]

Feuds and Vengeance Justice and Honour Mannhelgi: A Sacred Space Mannjafnadr: A War of Words
The Art of Illumination The Gothi, or Lawkeeper The Horror of Banishment The Thing, or Assembly

Art & Culture[]

A New, Mixed Identity Anglo-Scandinavian Fashion Old English Literature Runes and Runestones
Stone Sculptures The Scriptorium The Figurehead The Skald and His Art

Trade & Economy[]

Alfred's Silver Coins Bartering and Hacksilver Destinations of the Voyagers Jorvik: Conquest to Boom
Raiding the Monasteries Slavery The Longship, or Langskip The Market of Coppergate
The Mint of Jorvik The North Way The World Comes to Jorvik What's a "Wic?"

Behind the scenes[]

England[]

DTVA - Jorvik's Architecture

Jorvik—now called York—is a great example of how Anglo-Saxon and Norse civilizations merged over time. Its multiple docks and narrow streets filled with exotic supplies welcomed international traders year-round

To represent this thriving hub, Level Artists and Level Designers used Coppergate one of the city's most notorious landmarks.

Known at the time as the "Cup Street"—where merchants sold handmade cups and pots—it was taken as a reference and extended to the rest of the town. With its small wooden houses and stalls built tightly together Jorvik contrasts with stone-built Anglo-Saxon towns.

Production insights kindly provided by Associate Level Design Director Junjie Lin, Level Artist Danny Hung, and Level Designers Israel Chua and Julien Koch (Ubisoft Singapore).

DTVA BTS - Landscaping England

To replicate England's diverse flora was no small feat. The developers wanted it to be accurate and help players navigate the map.

First, the World Design team created a Season Map: England was divided into four areas, each allocated a season.

Each season had its own variety of vegetation, from grass to trees, and its own Humidity Layer, which helped determine the type of soil in each area: lush, dry or wetland.

With these in hand the Level Artists and Designers could implement the right type of flora in the world, and created different landscapes using rocks and trees. Therefore, each region has diverse but coherent scenery, engaging players to explore the map meticulously.

Production insights provided by Level Artists Joël Pelletant and Adrien Paguet-Brunella, Technical Artist Pierre-Alexandre, and Assistant Artistic Director Vladimir Eskandari (Ubisoft Montréal).

DTVA BTS - York the Haunted

Rumor has it York is one of England's most haunted cities!

Built by the Romans, it is said that ghosts of fallen soldiers still roam the city, inspiring a locally-brewered beverage—the Centurion's Ghost.

To emulate this mystical atmosphere, Level Designers took the opportunity to place an underground location reusing Roman-era abandoned sewers. It's a way for players to walk around unnoticed...

But what if the ghost rumors are true?

Immersion[]

DTVA - Colouring the World

As it turns out, early medieval times were full of colours, from paintings and clothing to flowers and vegetables! To break the prejudice against the this time period, Artists, Modelers, and Texturers made sure to implement vivid colours where they could.

But as always, it's a fine balance to find between gameplay needs and historical accuracy. In some cases, developers chose to stick with one colour despite Historians' complaints.

For example, pigs and carrots in AC Valhalla are pink and white respectively; although pigs at the time were brown-ish in complexion and carrots had a wide range of colours, from white to purple.

This choice helps with comprehension of the world, but also for consistency when certain objects are used in gameplay, such as the explosive red oil jars. Hence, one distinct colour makes items easily identifiable.

DTVA - Mysterious Forests

Level Artists and Designers used different types of forest to structure England's king:

- oak trees, ivy, and rowan in Wessex
- heather fields, Scots Pine trees, moss and willow trees in East Anglia
- beech trees, bluebells, and autumnal birch trees in Mercia
- tundra bushes, Western gorse, with dead and frozen trees in Northumbria

Ubisoft Sofia even recreated Wistman's Wood in Hamtunscire using the pictures the development team took during their scouting trip!

To do so, they integrated old medium-sized trees, a smattering of rocks, a soupcon of moss, and a bit of fog to complete this ominous atmosphere.

Production insights kindly provided by Assistant Artistic Director Vladimir Eskandari, Artistic Director Raphael Lacoste, Art Director Eddie Bennun, Level Artist Adrien Paguet-Brunella (Ubisoft Montréal).

DTVA - On Liquid Gold

"Honeymoon" referred to the Scandinavian practice of giving newlyweds a moon cycle's worth of mead (a beverage brewed with honey, water, and yeast).

But honey was valued by Angles and Norsemen alike, it was then vital for the developers to represent the bee-keeping practice as faithfully as possible.

Depending on each region's real flora, fields of flaxseeds, poppies, and heather were designed and implemented by Modelers and Level Artists—the flowers used a seamless way to guide players through their environment.

The beehives, seem from afar, also act as a natural marker (a beecon?), and are surrounded by NPCs collecting the honey.

Production insights kindly provided by Modeler Laurie Durant and Level Artist Stéphane Joncas (Ubisoft Montréal).

DTVA - Photogra-wha

Photogrammetry is an innovative technique for in-game textures.

Determined to illustrate accurate surfaces, the Graphics team travelled to England to capture every inch of stone walls and pavements, sometimes for twelve hours straight! A three-metre wall would take 250 pictures, stitched together by specialized software.

The final result is a 3D file with colours and depths, designed into tileable textures. These textures are then used by Level Artists and Modelers to add onto buildings.

To push this realism further, the Graphics team also added uneven silhouettes with protruding stones, slate angles, and damaged areas.

Information kindly provided by Graphics Team Lead Alfredo Cristinziano and Modeler Olivier Carignan (Ubisoft Montréal).

DTVA - Safe and Sound

Creating an immersive world also includes the sounds triggered when Eivor interacts with her/his surroundings.

Shown here are coloured surfaces that play a specific sound when the player walks on them. Yes, every item with sound and animation is labeled in the game's engine!

A brown square indicates a wooden sound, while yellow squares signal a fabric-like sound. When the player walks on or touches one of these hidden squares, the noise it's linked to triggers automatically.

But there's another side to this coin: with this system, developers were also able to create noise traps that can reveal the player's presence to nearby enemies!

Production insights kindly provided by Modeler Benoit Lebel (Ubisoft Montréal).

DTVA - The Assassin's Armory

200 unique weapon models were designed for AC Valhalla.

After thorough historical research, Modeling Artists had the difficult task of designing realistic but spectacular weapons. Talk about a brain-twister!

The flail was also added to the arsenal as a unique form of weaponry, even though flails weren't used by soldiers in battle but by peasants during harvest.

To enjoy these weapons even more, new fighting styles were created. Players can now fight with a weapon in each hand—the dual-wielding—or hit foes with their shield!

Production insights kindly provided by Assistant Artistic Director Vladimir Eskandari (Ubisoft Montréal) and Art Director John-Paul Tan (Ubisoft Phillipines).

DTVA - The Musice of AC Valhalla

Music is at the core of AC Valhalla's experience, defining territories and moods. To create an acoustic dichotomy between Norsemen and Angles, Norway's music borrows sounds from rituals and daily life, while England's music revolves more around the Church.

In total, it's 5 hours of music that were composed through the collaboration of Jesper Kyd, Sarah Schachner, and Einar Selvik.

But the music doesn't stop there!

To the uncontrollable delight of AC Black Flag fans, sea shanties were also added to AC Valhalla. They are sung as Eivor sails on the longship, by none other than Einar Selvik—skald Bragi in the game!

Production insights kindly provided by Audio Director Aldo Sampaio, Music Supervisor Simon Landry and Audio Designer Alexandre Poirer (Ubisoft Montréal).

DTVA - Use Protection

Shields played an important role in the Viking and Anglo-Saxon fighting techniques, and in AC Valhalla as well.

Used in the game to differentiate clans and factions, each one has its own shape, paint model, colour pattern and emblem.

A new gameplay element was also added: the shield degradation. With each hit, an enemy's shield loses a piece until it's destroyed, and players can also now attack using their shields.

Little known fact: it was common for vendors to walk around the battlefield, supplying clients with replacements shields and weapons! What an we say, Vikings were resourceful!

Production insights kindly provided by Modeler Benoit Lebel (Ubisoft Montréal).

DTVA - Asgard Storyboard

Being the land of mighty gods], Asgard had to be scaled accordingly.

To create this sense of magnitude, Level Designers played on heights, with towers that reach up into the sky to meet the immense branches of Yggdrasil, the mythical world-tree.

The wolf Fenrir went through the same fate. Indeed, the infamous beast is ten times the size of a normal wolf, thanks to the Character Modelers.

To set AC Valhalla's Asgard apart, developers focused on depicting the myths of the Viking sagas, with doors to other realms, well of Norns, and so on, combined with glimpses of Eivor's past life and memories.

A shame it will all be destroyed come Ragnarök!

Production insights kindly provided by Level Deisng Assistant Director Eric Porowski (Ubisoft Montréal).

Research[]

DTVA - A Humble Abode

The castles of England were meant to be seen from afar by anyone seeking refuge. Except, rulers didn't really account for their castles also attracting Vikings!

All fortified areas in AC Valhalla were inspired by the castles the development team visited while in England: Portchester, Derby, Goodrich, Housesteads Roman Fort at Hadrian's Wall... The Castle Trefaldwyn in Wales inspired the fictional Caustow Castle, a fort in the Scriopescire region.

In AC Valhalla, castles are a telltale sign of great bounty to collect during raids, and lords will often retreat behind a castle's protective walls when fleeing from Eivor.

They can run but they can't hide!

Production insights kindly provided by Raphaël Lacoste, Vladimir Eskandari, and Oliver Carignan (Ubisoft Montrëal).

DTVA - Animus Translate Skal

It seems that Vikings and Ango-Saxons could roughly understand each other at the time, as both of their languages sounded similar and had diverged only a few centuries before.

To help actors during records, the Voice Design team relied on linguists, such as Runoloist Maja Bäckvall (Uppsala University).

Lines were then written in three versions: in English or context, in the original language (Latin, Old Norse, Old English), and in phonetics for accurate pronunciation.

Interestingly, it felt quite natural for Icelandic actors to pronounce Old Norse. They wouldn't need a dictionary if their great-great-great-great-grandparents were around to translate!

Production insights kindly provided by Voice Designer Nicholas Grimwood (Ubisoft Montréal).

DTVA - Checkmate

AC Valhalla is set during a tense political climate. English kingdoms were fighting one another as well as trying to ward off Viking attacks.

Hence, maps are displayed in the game as battle plans. To help players visualize friends and foes, chess pieces were designed.

The 3D Modeling team first created items inspired by an early Scandinavian chess set, the Hnefatafl, which was combined with the Lewis chess pieces. Found in Scotland, they were crafted out of walrus tusks and whale teeth in the 12th century.

This design merged English and Scandinavian heritage into a unique item.

Production insights kindly provied by 3D Modelers Audrey Murray, Katy Bouvier, Gabriel Blanchard, and Benoît Lebel (Ubisoft Montreal).

DTVA - Long Live the King

As King Alfred is a historical figure, Artists and Modelers had a lot of documentation to help with his design.

With pre-established features (age, height, backstory) kept as accurate as possible, his appearance had to represent his royal demeanor but also his weakened state—he suffered from Chron's disease.

This contrast was made through the design of his clothes, hair, and facial features.

As one of the main characters in AC Valhalla, seen up-close in multiple cinematics, it was imperative to design every detail meticulously. So much so that it took ten days to design his hair!

Production insights kindly provided by Artists Jeff Simpson, Yelim Kim, and Pierre Raveneau (Ubisoft Montreal).

DTVA - Take a Leap of Faith

As the monastery of Ely has been destroyed. Level Designers and Artists had to draw their inspiration elsewhere. More specifically, from the Saint-Martin-du-Canigou Abbey in France.

Despite the construction being two centuries older than AC Valhalla's time period, it offered interesting architecture for the players to enjoy: atop a hill for great scenery, a cloister to clear the perspective, and the bell tower to provide an iconic viewpoint.

Finally, an underground tunnel was added, a unique feat perfect for a surprise attack.

But some things remain accurate! Several eels were placed in the waters circling the monastery—a nod to the feature that gave its name.

Production insights kindly provided by Level Artists Sébastien Maingot and Sébastien Genest (Ubisoft Montreal).

DTVA - The Die is Cast

Even warriors get some playtime.

Indeed, it seems that Vikings played board games that involved throwing small objects, such as carved wooden figures. However, the team couldn't find any clear rules for these games.

But all hope wasn't lost; the developers at Singapore Vengdu and Montreal studios all came together to invent new rules and mocked-up their prototypes in a tabletop simulator.

Everyone on the team could experience (and enjoy!) the evolving versions of the Orlog 2.0.

A first physical prototype was also made, using real dice that were painted over. The game of Orlog was (re)born.

AC Valhalla's version of the Orlog was so loved by fans that Ubisoft partnered with PureArts to produce real life Orlog sets!

Production insights kindly provided by Game Director Benoit Richer, Technical Design Director Oliver Bodwell, and Game Director Eric Baptizat (Ubisoft Montreal).

DTVA - The Longhouse

As longhouses were at the centre of Norse communities, it was only natural that they'd be at the forefront of AC Valhalla.

Just like any true Viking, Eivor hosts feats, plans battles, and sleeps in her/his longhouse. But what about its design?

The Art Direction team first took a scouting trip to Lofoten, Norway, to immerse themselves in the land and bring back references. From these pictures, Modelers and Artists designed variations of paint patterns, carved animals, frescos etc. for players to enjoy and use to customize their settlement.

Anglo-Saxon longhouses, on the other hand, were designed with different materials, such as hay and lime, and less detailed engravings. Can't have them steal the show!

Production insights kindly provided by Brand Artistic Director Raphaël Lacoste, Assistant Artistic Director Vladimir Eskandari (Ubisoft Montreal), Level Artist Janice Leng (Ubisoft Singapore), and Environment Artist Martin Bonev (Ubisoft Sofia).

DTVA - The Myth of Horned Helmets

To make it short: Vikings did not, in fact, wear horned helmets.

The misconception came from the Wagnerian opera, The Ring of the Nibelung (1876). Horned and winged helmets were then part of the actor's costumes, a way for the warriors to seem more grandiose on stage.

Ever since then, depictions of Vikings wearing big horned helmets were in plentiful supply, and this wrongful image has persisted to this day.

Beside the fact that horned helmets would have been anything but practical on the battlefield, it seems that the very few ones found by archeologists were only used for ritual purposes.

- Who's ready to be the party pooper come Halloween?

Production insights kindly provided by Historian Patrice Hamel (Ubisoft Montreal).

Scandinavia[]

DTVA - Creating Eivor's Longship

Can't make a Viking game without an awesome longship!

After all, Norsemen are renowned for their boat-building craftsmanship to this day.

To do it justice, Modelers (Montreal) built the dimensions and shapes, while Artists (Singapore) created 48 different variations of longboats with stunning designs inspired by Norse mythology.

The outcome speaks for itself: a slick, clinker-built hull for hydro-dynamism, shallow keels to sail in low waters, and even a removable mast to pass under bridges!

May you have fair winds and following seas!

Production insights kindly provide by modeler Katy Bouvier (Ubisoft Montréal), Art Director Yeau Choong Yap (Ubisoft Singapore).

DTVA - Designing Stavanger

Stavanger, as with many cities in Assassin's Creed: Valhalla, is based on an existing city.

To reconstruct it, Level Designers and Artists used maps, pictures and drawings by Archaeologist Jean-Claude Golvin as references, adding alterations for gameplay purposes.

While not all towns resembled Golvin's drawings, some iconic details helped give a "Scandinavian signature" to the towns and settlements of the game, easily recognizable by players.

Narrow streets, docks, and a salient longhouse in the distance... They all incite exploration and the need for adventure.

Production insights kindly provided by Brand Artistic Director Raphael Lacoste and Assistant Artistic Director Vladimir Eskandari (Ubisoft Montréal).

DTVA - New Game, New Crest

It's difficult to set oneself apart in a sea of Viking-themed media. But it was the challenge Marketing and Art teams faced when creating AC Valhalla's visual identity. Together, they designed logos and crests, and selected fonts, colours, and interfaces.

As a result, fifty different logos were created for the brand to find the right fit: the two-axes logo on the bottom right of this picture.

The turquoise colour was added early-on, as a nod to the aurora borealis that illuminate the Norwegian skies.

Two axes (for dual-wielding) form the the A of Assassin's Creed.

At their end, the outline of a longhouse rooftop, with delicate engravings to underline Norse crafting skills.

Finally, the faded grid in the background serves as a reminder of the Animus simulation.

Production insights kindly provided by Artistic Director - Visual Conception Nicolas Rivard (Ubisoft Montréal).

DTVA - The Creation of Eivor

Every detail matters when designing a main character. Personality, backstory, mannerisms... Eivor the "Wolf-Kissed" must have a noticeable scar and tattoos to represent past events, beliefs, and clan affiliation.

A mood board was made with various references, from Mad Max's Furiosa to Major Motoko Kusanagi in Ghost in the Shell, which allowed Concept Artists to create composition (silhouettes, shapes) and concepts.

Then, the Character Modelers designed the details (hair styles, tattoos, outfits, an even leather stitching), while Animators focused on body movement and facial expressions.

Finally, actors Magnus Bruun Nielssen and Cecile Stenspil were cast to give Eivor a voice, tailored to her or his personality.

- It's alive! Alive!

DTVA - White Landscapes

For player's to recognize their surroundings easily, developers wanted to create a clash between the English and Norwegian maps.

Thus, Norwegian landscapes are covered with ice and snow, with little road to travel by land. While ancient Scandinavia wasn't as barren as we're made to believe, the harsh and uninviting land depicted in AC Valhalla means to push the players towards England and continue Eivor's journey.

To do so, Level Artists, Tech Artists, and Level Designers used the Lofoten Islands as a visual reference to emulate its rough landscapes. Through shapes and outlines, the designers made the world feel treacherous, while England's flora is lush and lively.

The grass is always greener on the other side of the sea!

Characters[]

Image Name Description Availability
ACV DB Aelfred
King Alfred Protected Wessex against Vikings and promoted literacy amongst his people. Visit 70 Discovery Sites
DTVA Basim
Basim Ibn Ishaq Basim is calculating, an agent of chaos, a fickle trickster, and capricious. Visit 5 Behind the Scenes stations
ACV DB Ceolbert
Ceolbert The son of a noble, he finds himself embroiled in his father's political affairs. Visit 30 Discovery Sites
ACV DT - Ealric
Brother Ealric Ealric is a kind, determined monk, whose aim is to share his faith and love for his God. Unlocked by default
Wiki noimage
Eivor (Female) Protagonist of AC Valhalla, Eivor is a skilled fighter and strategist. Unlocked by default
Wiki noimage
Eivor (Male) Protagonist of AC Valhalla, Eivor is a skilled fighter and strategist. Unlocked by default
ACV DB Freyja
Freyja Goddess of fertility and magic, she rules over Fólkvangr. Visit 90 Discovery Sites
ACV DB Fulke
Fulke Clandestine member of the Order of the Ancients. Visit 20 Discovery Sites
ACV DT - Gunnhilda
Gunnhilda Gunnhilda is a weaver. Tenacious, practical, and married to Thorsteinn. Visit 5 Discovery Sites
DTVA Hytham
Hytham Basim's disciple, Hytham is incurably optimistic and endlessly curious. Visit 10 Behind the Scenes stations
Wiki noimage
Ivarr the Boneless An historic Viking conqueror and the inspiration for many a saga. Visit 15 Behind the Scenes stations
ACV Layla Hassan
Layla Hassan Member of the Brotherhood and former employee of Abstergo Industries. Unlocked by default
ACV DB Loki
Loki Loki is the god of mischief. And mischievous he is indeed. Complete the Where Fates Align quest
ACV Odin Database Fullbody Render New
Odin As the mightiest god of all, Odin seeks exemption from any binding fate. Visit 50 Discovery Sites
ACV Randvi render
Randvi Randvi is a War Chief and wife of Sigurd. She's ruthless but boisterous. Visit 80 Discovery Sites
ACV Rebecca Crane render
Rebecca Crane She is the creator of the Animus 2.0. Visit 20 Behind the Scenes stations
ACV Shaun Hastings render
Shaun Hastings Gives tactical guidance to numerous Assassin cells across the globe. Visit all 25 Behind the Scenes stations
Wiki noimage
Sigurd Styrbjornsson Eivor's adoptive brother, he is strong, fearless and charismatic. Visit 60 Discovery Sites
ACV DB Soma
Soma Soma, Jarl of Cambridge, is friendly, determined and empathetic. Visit 10 Discovery Sites
Wiki noimage
Stowe Stowe has a strong sense of purpose in helping others, despite his temper. Visit 40 Discovery Sites
ACV Thor
Thor God of thunder, god of the people, giant slayer... Which is the most accurate? Visit all 92 Discovery Sites
ACV DT - Thorsteinn
Thorsteinn Silvertongue Patient, honourable, Thorsteinn yearns to be a great merchant. Married to Gunnhilda. Unlocked by default
ACV DB Valka
Valka Valka is a seeress. She practices Seidr [Magic] and brings counsel to Eivor Complete the Aelfred's Legacy quest
Wiki noimage
Young Sigurd Eivor's adoptive brother, as a child. Unlocked by default

Gallery[]

References[]

  1. Twitter Assassin's Creed (@assassinscreed) on Twitter "Experience life in the Viking era like never before. Discovery Tour: Viking Age releases as a free expansion for Assassin's Creed Valhalla players on October 19th! pic.twitter.com/zLpP9ZHLlD"
  2. Ubisoft white swirl only Assassin’s Creed Discovery Tour: Viking Age Launches on October 19 on Ubisoft's official website (backup link)

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