Barid and Eivor supposedly share a deep bond, as his family took her parents into their home when no one else would, allowing Eivor to be born safely. It's a backstory delivered entirely through stilted exposition, missing the mark in establishing any sort of believable kinship between the two Vikings. The same sort of exposition regurgitation is used for Flann and Azar--Wrath of the Druids tells you to care about these people, but it never delivers a compelling reason as to why you should. Ciara, again, is the one exception. You spend a lot of the DLC with her, learning about why she, a druid, is choosing to side with a Catholic High-King like Flann. Additionally, she and Eivor share several moments together that establishes a repertoire between the two women; both left their home to escape unwanted fates, only to settle among people who view them as savages. The best music in Wrath of the Druids also comes from Ciara, who regails Eivor and the other characters with enchantingly beautiful songs at certain points in the DLC. It's unfortunate that more of the characters aren't like Ciara, and are largely not all that fun to talk to and follow along, because the background to these conflicts are interesting. Eivor finds herself living through the moment where druid mysticism and Catholic faith are battling it out for supremacy over Ireland, temporarily sparking a war where the underlying question is whether it is even feasible for two wholly different cultures to coexist. Much like the other first DLCs of the prequel trilogy (Origins' The Hidden Ones and Odyssey's Legacy of the First Blade), Valhalla's Wrath of the Druids is presented to the player as an impactful event that plays a hand in shaping how the protagonist came to help found the Assassin Brotherhood. But the DLC never follows through on what it was setting up, instead delivering an uneventful story. Although the majority of Wrath of the Druids is a smaller variation of what you get in the main game, this DLC does shift Valhalla's overarching gameplay loop in a few minor ways, most notably trading posts and royal demands. Both invoke aspects of Assassin's Creed that were abandoned when the franchise adopted its heavier open world RPG focus. Trading posts are a lot like the conquering aspect of Rogue and Syndicate--killing the enemies in certain areas, claiming them, and then investing into them.