I still remember the feeling. My stomach was churning, my fingers hovering over the controller, a cold dread seeping in. It was late, the house was quiet, and on my screen, Eivor stood over the fallen body of Dag, the rain lashing down, obscuring the grim scene. He was defeated, yet still defiant, his dying breath a challenge, his last wish a desperate plea for honor. Should I give Dag his axe? The game presented me with a choice, seemingly simple, yet fraught with immense narrative weight. It felt like a truly personal moment, a gut-wrenching decision that cut right to the core of Eivor’s character and my own sense of justice in this brutal Viking world.

For those of you grappling with this very question, let’s cut right to the chase: Yes, you should give Dag his axe if you want to secure the “good” ending for Eivor’s journey and ensure Sigurd views you honorably. Denying him his axe, while perhaps emotionally satisfying for some players given Dag’s relentless antagonism, contributes to one of the choices that can lead to a less favorable, more conflicted ending with Sigurd. This decision is one of five crucial “judgment” points that influence Sigurd’s perception of Eivor and, ultimately, the ending you receive in *Assassin’s Creed Valhalla*.

But why does this single, rain-soaked moment hold so much power? Let’s dive in deep, because understanding the layers behind this choice is key to truly appreciating its impact on Eivor’s saga.

The Heart of the Matter: Why Dag’s Axe Weighs So Heavily

To fully grasp the significance of giving Dag his axe – or not – we need to rewind a bit and understand the turbulent relationship that led Eivor and Dag to this grim standoff. This wasn’t just some random skirmish; it was the boiling over of simmering resentment, a clash of loyalties and interpretations of honor that had been building for hours upon hours of gameplay.

A Brother’s Betrayal (From Dag’s Eyes)

From Dag’s perspective, Eivor was nothing short of a traitor, or at the very least, an arrogant upstart who had usurped Sigurd’s rightful place. Dag was Sigurd’s most loyal, albeit hot-headed, follower. His devotion to Sigurd, the Jarl and Eivor’s adoptive brother, was absolute. When Sigurd started acting erratically, drawn into the machinations of the Hidden Ones and the Isu, and spending extended periods away from Ravensthorpe, Dag perceived Eivor’s leadership as a betrayal. He saw Eivor stepping up to manage the settlement and conduct raids not as a necessity, but as a power grab, a deliberate undermining of Sigurd’s authority.

He genuinely believed that E Eivor was abandoning Sigurd, or worse, trying to replace him. This unwavering, almost blind loyalty to Sigurd fueled Dag’s incessant criticism, his constant verbal jabs, and his accusations of Eivor being a “glory hound” or a “false Jarl.” He truly believed he was protecting Sigurd’s interests and honor, even if his methods were grating and his temper explosive. To Dag, Eivor’s focus on building alliances and establishing Ravensthorpe felt like a distraction from the one true path: finding and serving Sigurd.

Eivor’s Burden: Loyalty, Leadership, and Lingering Doubts

Eivor’s burden, on the other hand, was far heavier and more nuanced. Eivor, too, was fiercely loyal to Sigurd. Their bond, forged in childhood and tested by fire, was foundational. However, Eivor also carried the immense responsibility of leading their people. With Sigurd often absent and increasingly consumed by his personal quest for glory and understanding his “destiny,” Eivor was left to ensure the survival and prosperity of the Raven Clan in a strange, new land. This meant making tough calls, forging new alliances, and quite simply, keeping the peace and the larders full.

Dag’s constant nagging and outright insubordination were not just irritating; they were disruptive. They sowed discord within the settlement and undermined Eivor’s authority at a time when strong, unified leadership was paramount. Eivor often had to bite their tongue, enduring Dag’s provocations out of a deeper respect for Sigurd and a desire not to escalate tensions unnecessarily. But let’s be real, it was frustrating, enough to make any player want to lash out. Eivor was doing what was necessary for their people, and to be constantly accused of selfish ambition by a man who couldn’t see the bigger picture was a heavy weight to bear.

The Duel: A Climax of Tension and Treachery

The build-up to the duel was a masterclass in narrative tension. Sigurd’s prolonged absence, his increasingly erratic behavior (like the incident with the stolen riches in Norway), and the growing unease among the clan all fed into Dag’s paranoia. He became convinced that Eivor was intentionally keeping Sigurd from returning, or at least not trying hard enough to find him. Eventually, his accusations escalated into an outright challenge, calling Eivor’s honor into question and demanding a holmgang – a duel to the death. There was no backing down. For a Viking, such a challenge, especially one rooted in perceived treachery, had to be met.

The duel itself is a brutal affair, fought in the driving rain, a reflection of the stormy relationship between the two men. It’s a grueling test of skill, and by the time Dag falls, utterly defeated, the player, as Eivor, is likely exhausted both physically (in-game) and emotionally. This wasn’t a glorious battle against a fearsome foe; it was a tragic clash born of misunderstanding and misplaced loyalty. As Dag lies dying, broken but unbowed, he makes his final request: “Give me my axe, Eivor. Let me meet Odin as a warrior.”

Immediate Fallout: What Happens Right After the Fight?

The immediate aftermath of the duel is powerful and somber. Dag lies at Eivor’s feet, his life fading, yet his spirit clinging to the ancient Viking traditions. He asks for his axe, not as a weapon to continue the fight, but as a symbolic tool for his journey to the afterlife. In Viking belief, dying with your weapon in hand, or at least by your side, was crucial for an honorable passage to Valhalla, Odin’s great hall, where fallen warriors feast and prepare for Ragnarok.

This is where the game presents you with the pivotal choice. Eivor, standing over their defeated adversary, has to decide whether to grant Dag this final wish. The dialogue options are stark:

  1. “Here. Take your axe.” (The honorable choice)
  2. “No. You’re not worthy.” (The dishonorable choice)

If you choose to give him his axe, Eivor respectfully places it in Dag’s hand or beside him. Dag acknowledges it, perhaps with a slight nod or a final, guttural sound, and then passes into the next world, presumably to Valhalla. The scene is still grim, but there’s a sense of Eivor upholding a sacred tradition, extending a measure of mercy and respect even to a bitter enemy. This choice usually evokes a feeling of Eivor staying true to their own code of honor, rising above the pettiness and frustration Dag inflicted.

If you choose to deny him his axe, Eivor refuses Dag’s plea. Dag’s reaction is one of despair and anger. He dies knowing he is condemned to Helheim, a dishonorable fate for a Viking warrior, a cold and bleak realm ruled by Hel, rather than the glorious Valhalla. This option, while perhaps cathartic for players who were fed up with Dag’s constant badgering, carries a much darker tone. It implies a vengeful Eivor, one who would deny even a dying man his spiritual peace, and it directly goes against the core tenets of Viking honor.

Beyond the immediate emotional impact and the spiritual fate of Dag, this decision has a ripple effect that extends far beyond the rainy battlefield. Its true weight lies in how it shapes Eivor’s relationship with Sigurd, which in turn, dictates the game’s ultimate ending.

The Scales of Fate: Long-Term Consequences and the Sigurd Ending

This single choice, whether to give Dag his axe, isn’t just about Dag; it’s a test of Eivor’s character in Sigurd’s eyes. *Assassin’s Creed Valhalla* features a unique system where certain key decisions Eivor makes throughout the saga contribute to Sigurd’s judgment of Eivor’s leadership and moral compass. These are often referred to as “Sigurd’s Judgments” or “Pillars of the Honorable Ending.”

Understanding the “Pillars of the Honorable Ending”

Throughout the game, there are five specific decisions that Sigurd will evaluate, consciously or unconsciously. Each decision can be interpreted as either “honorable” (leading to a favorable outcome with Sigurd) or “dishonorable” (leading to a less favorable outcome). To achieve the “good” ending, where Sigurd remains with Eivor and Ravensthorpe, and the two brothers reconcile, you must make at least three out of the five choices honorably. If you make three or more dishonorable choices, Sigurd will eventually leave Eivor and Ravensthorpe, leading to the “bad” ending.

The choice regarding Dag’s axe is one of these five critical moments. Let’s lay out all five for clarity:

Decision Point Honorable Choice (Good) Dishonorable Choice (Bad)
1. Randvi’s Affair Tell Randvi you do not share her feelings, or that it is not the right time (until after her divorce from Sigurd). Pursue a romantic relationship with Randvi before she and Sigurd officially separate.
2. Stolen Riches Leave the stolen treasure in Norway for Styrbjorn (Sigurd’s father). Take the stolen treasure with you to England.
3. Flyting with Sigurd Remain calm and respectful during the argument/flyting with Sigurd and Basim in England. Punch Sigurd (or Basim if he intervenes).
4. Basim’s Fate Give Sigurd his axe, allowing him to kill Basim (or allow Basim to live if Sigurd also lives). Deny Sigurd his axe when he wants to kill Basim (or leave Basim alive when Sigurd is about to kill him).
(Note: This is context-dependent later in the story but essentially about respecting Sigurd’s agency.)
5. Dag’s Axe Give Dag his axe when he is defeated. Deny Dag his axe when he is defeated.

As you can see, denying Dag his axe immediately counts as one of those “strikes” against Eivor in Sigurd’s final judgment. If you’ve already made two other dishonorable choices, denying Dag his axe will tip the scales towards the “bad” ending, regardless of other choices. Conversely, if you’ve already made a couple of choices you regret, giving Dag his axe can help you stay on track for the more positive outcome.

Valhalla or Helheim: The Spiritual Stakes for Dag

Beyond the game mechanics and Sigurd’s judgment, the choice profoundly impacts Dag’s eternal fate within the game’s narrative and, crucially, within the framework of Viking belief. For a Viking warrior, death was not the end but a transition. The ultimate aspiration was to die valiantly in battle, weapon in hand, to be chosen by the Valkyries and ushered into Valhalla, where they would feast with Odin and prepare for Ragnarok.

To be denied your weapon at death was to be denied this glorious afterlife. Instead, you would be condemned to Helheim, a realm associated with those who die of sickness, old age, or dishonor. It was a cold, dim, and dreary place, a stark contrast to the boisterous halls of Valhalla. For a proud warrior like Dag, who lived and breathed the Viking code, being denied his axe would be the ultimate spiritual humiliation, condemning him to an eternity of ignominy. It’s a punishment far worse than death itself, in their cultural context.

Therefore, when Eivor makes this decision, they are not just performing a simple act; they are acting as a gatekeeper to Dag’s soul, determining whether he enters the warrior’s paradise or is banished to the underworld of the dishonored. This makes the choice incredibly potent, adding a deep layer of cultural and spiritual weight to a seemingly simple action.

Making Your Choice: A Deeper Dive into Player Intent

Now, understanding the mechanics is one thing, but making the choice yourself is another. It often comes down to how you, the player, wish to role-play Eivor and what kind of narrative arc you want to experience. There’s no strictly “right” or “wrong” way to play, but there are definitely consequences to each path.

The “Good” Ending Path: Why You Should Give Dag His Axe

If your goal is to experience the most complete and arguably most satisfying narrative ending for *Assassin’s Creed Valhalla*, where Eivor and Sigurd reconcile, and Eivor fully embraces their role as the Raven Clan’s leader, then giving Dag his axe is the clear choice. Here’s why many players opt for this:

  • Upholding Eivor’s Character: Eivor, at their core, is an honorable Viking. Despite Dag’s provocations, Eivor consistently tries to maintain peace, uphold traditions, and lead with a strong moral compass. Denying Dag his final wish feels out of character for the Eivor many players strive to embody. It’s about demonstrating mercy and respect, even to a fallen enemy who hated them.
  • Securing the “Best” Ending: As detailed earlier, this choice directly impacts Sigurd’s judgment. Giving Dag his axe is one of the choices that leads to a positive judgment from Sigurd. If you’re aiming for the ending where Sigurd chooses to stay in England and acknowledges Eivor’s strength and loyalty, then this is a crucial step.
  • Respecting Viking Tradition: Even though Dag was an antagonist, he was still a fellow Viking warrior. Denying him his axe would be a profound insult to Viking spiritual beliefs and a condemnation to eternal dishonor. An honorable Viking, even one who has just bested a foe, would typically grant such a request.
  • Narrative Cohesion: This choice aligns with the broader themes of brotherhood, honor, and leadership that run through Valhalla. It portrays Eivor as a true leader, capable of putting personal grievances aside for the sake of honor and tradition.

For most folks, especially on a first playthrough, this is the path to take. It feels right, it aligns with Eivor’s generally honorable nature, and it ensures you get the most emotionally resonant conclusion to the brothers’ story.

The “Bad” Ending Path: Why You Might Deny Dag His Axe

Now, don’t get it twisted; some players absolutely relish the idea of denying Dag his axe. And you know what? That’s perfectly valid, too! Role-playing is all about player agency, and sometimes, letting Eivor get a little gritty or vengeful is exactly what the doctor ordered. Here are some reasons why you might choose to deny Dag his final honor:

  • Player Catharsis: Let’s be honest, Dag was a pain in the neck. His constant whining, his accusations, his inability to see Eivor’s perspective – it could be incredibly frustrating. For some players, denying him his axe is a satisfying way to express that frustration, to finally shut him up and give him a taste of his own medicine.
  • Role-Playing a Vengeful Eivor: Maybe your Eivor isn’t always the noble, stoic leader. Perhaps they’ve been pushed too far, accumulated too much grief and anger, and denying Dag his axe is a raw, emotional response to everything he put Eivor through. It can lead to a more complex, perhaps darker, portrayal of Eivor.
  • Experiencing All Endings: For completionists or those on subsequent playthroughs, intentionally seeking out the “bad” ending is a legitimate reason. Understanding the full spectrum of narrative outcomes can enhance your appreciation of the game’s storytelling.
  • A More “Realistic” Interpretation: In the heat of battle, after enduring months of insults and insubordination, would a Viking truly always be so magnanimous? Some might argue that a refusal is a more realistic, albeit brutal, response to Dag’s treachery.

Ultimately, this path is for those who are willing to accept the narrative consequences for a more personally satisfying or exploratory role-playing experience. It leads to a different ending with Sigurd, one where he feels betrayed or alienated, but it’s still a part of the game’s story.

A Checklist for Your Decision

Still on the fence? Let’s run through a quick mental checklist to help you settle on what feels right for your Eivor:

  • What kind of ending do you want?
    • If you want the “good” ending (Sigurd stays, reconciliation), then give him his axe.
    • If you’re curious about the “bad” ending (Sigurd leaves) or don’t care about it, then you have more flexibility.
  • How do you feel about Dag, personally?
    • Do you pity him, seeing his misguided loyalty? Then give him his axe.
    • Do you despise him and feel he deserved his fate? Then denying him might feel right for you.
  • How do you interpret Eivor’s character?
    • Is your Eivor primarily honorable, merciful, and guided by tradition? Then give him his axe.
    • Is your Eivor more prone to anger, vengeance, or pragmatic ruthlessness? Then denying him might fit.
  • Have you already made other “dishonorable” choices?
    • If you’ve already made two, then denying Dag his axe will lock you into the “bad” ending. Consider carefully.
    • If you’ve made zero or one dishonorable choice, you still have room to maneuver, but giving Dag his axe provides a safety net.

Take a moment, mull it over. This is your journey, your Eivor’s tale. The beauty of these choices is that they truly make the narrative feel like your own.

My Take: Personal Reflections on a Difficult Choice

I remember sitting there, controller in hand, feeling the weight of the moment. Dag had been such a thorn in Eivor’s side, a constant, nagging presence, sowing discord and casting doubt. There were so many times I wanted Eivor to just shut him up, to punch him square in the jaw. And when the duel finally came, there was a sense of grim satisfaction in finally bringing him down.

But then, there he was, broken, dying, and asking for his axe. That’s when it hit me. All the frustrations, all the anger, it just… faded. Dag was a deeply flawed man, blinded by loyalty and suspicion, but he was a warrior. He believed what he was doing was right for Sigurd. To deny him his axe, to condemn him to Helheim, felt like a step too far for my Eivor, for the kind of hero I wanted to play. It felt unnecessarily cruel, an act that would diminish Eivor’s own honor rather than elevate it.

I chose to give him his axe. I remember the slight tremor in Eivor’s hand as they placed it beside him, the silent acknowledgment from Dag, and then the quiet passing. It wasn’t a moment of triumph, but of somber respect. It felt right, a testament to Eivor’s deeper understanding of honor, even in the face of such bitter enmity. It was a choice that felt consistent with the Eivor who would later guide their clan through countless trials, always striving for what was honorable and just, even when the path was difficult.

The beauty of games like *Valhalla* is that they present these kinds of moral dilemmas. They make you think, make you consider what kind of person your character truly is, and what kind of story you want to tell. So, while I personally chose the path of honor, I totally get why someone else might opt for vengeance. It’s a testament to the game’s writing that such a specific, seemingly minor moment can have such a profound impact on the player’s experience and the overarching narrative.

Frequently Asked Questions (FAQs)

As you wrestle with this big ole decision, you likely have some burning questions beyond the immediate impact. Let’s tackle a few of the common ones folks ask about giving Dag his axe.

Q: Does denying Dag his axe permanently lock me out of the “good” ending?

A: Not necessarily, but it makes achieving the “good” ending much harder. As we’ve discussed, the game tracks five key decisions that influence Sigurd’s final judgment of Eivor. To get the “good” ending, where Sigurd stays with Eivor and Ravensthorpe, you need to make at least three out of these five choices in an “honorable” fashion.

If you deny Dag his axe, that counts as one “dishonorable” mark. If you’ve already made two other dishonorable choices (for example, taking Styrbjorn’s treasure and punching Sigurd), then denying Dag his axe will be your third negative mark, thus locking you into the “bad” ending. However, if this is your first or second dishonorable choice, you still have a chance to make honorable choices in the remaining decisions to secure the positive outcome. It’s a balancing act, and every choice matters!

Q: What exactly is Helheim in Viking lore, and why is it so bad for a warrior?

A: In Norse mythology, Helheim (or just Hel) is one of the nine realms, ruled by the goddess Hel, daughter of Loki. It’s generally depicted as a cold, dark, and gloomy place, a land of mist and shadows, situated far below the other realms. It’s the destination for most people who die of sickness, old age, or non-heroic deaths. It’s not necessarily a place of torture like some Christian interpretations of hell, but rather a joyless and dreary existence.

For a Viking warrior, however, it was the antithesis of their aspirations. A true warrior longed for Valhalla (or Fólkvangr with Freyja), where they would feast, train, and prepare for Ragnarok alongside Odin. To be denied a warrior’s death and entrance to Valhalla was the ultimate dishonor. It meant your deeds weren’t great enough, your death wasn’t glorious enough, and you wouldn’t be remembered among the brave. Denying Dag his axe would explicitly condemn him to this fate, stripping him of the warrior’s honor he desperately craved, making it a profound spiritual punishment in the eyes of his culture.

Q: Does this choice impact my relationship with Randvi or other characters?

A: The choice regarding Dag’s axe primarily impacts Eivor’s relationship with Sigurd and, consequently, the game’s overall ending. It does not directly affect your relationship with Randvi, your romantic interests, or other Ravensthorpe characters in any significant way that is outwardly visible through dialogue or quests. The impact is almost exclusively on Sigurd’s judgment of Eivor’s character and leadership.

While the members of Ravensthorpe might have their own opinions on the duel and Eivor’s actions, the game’s narrative structure ensures that this specific decision is a direct input into the “Sigurd’s Judgments” system. So, you don’t need to worry about Randvi suddenly hating you or your alliances crumbling because of how you handled Dag. It’s a very personal decision between Eivor, Dag, and the unseen judgment of Sigurd.

Q: Can I go back and change my decision if I regret it?

A: Yes, thankfully, you can! Like many decisions in *Assassin’s Creed Valhalla*, the game allows you to revert to a previous save file if you’re unhappy with a choice you’ve made. The game typically auto-saves quite frequently, and you can also make manual saves at any time. If you deny Dag his axe and immediately regret it, you can simply load an earlier save from before the duel with Dag, or even just before the choice prompt appears.

This is a common strategy for players who want to experiment with different outcomes or who simply realize they’ve made a choice that doesn’t align with their desired ending. Just be mindful of when you last saved and how much progress you might lose by reverting. It’s always a good idea to make a manual save before significant narrative choices like this one, just to be safe!

Q: Is there any combat advantage to either choice, or does it give Eivor a special item?

A: No, there is absolutely no combat advantage or tangible in-game reward associated with either giving or denying Dag his axe. Eivor doesn’t gain any special skills, weapons, armor, or even a small XP boost from this decision. It is purely a narrative and role-playing choice, designed to influence the story’s direction and Eivor’s relationship with Sigurd, not to impact gameplay mechanics or character progression.

So, when you make this choice, rest assured that you’re doing so for the story and for Eivor’s character, not because you’re hoping for some secret legendary loot or a powerful new ability. The reward, or consequence, is entirely tied to the narrative and your overall ending with Sigurd.

At the end of the day, the question of whether to give Dag his axe isn’t just a simple binary choice in a video game; it’s a profound moment that tests Eivor’s character, influences the ultimate fate of their brother, and allows you, the player, to truly define the kind of Jarl-in-waiting Eivor becomes. Whether you choose mercy or vengeance, honor or pragmatism, remember that your decision casts a long shadow over the snowy plains of Norway and the green hills of England, shaping a saga that is uniquely yours.

Should I give Dag his axe

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