Walkthrough

Six quest walkthroughs sit in this bucket and five of them are the same questline. Read in the order the game unlocks them, they form a single chain that starts with a building project at Ravensthorpe and ends with a two-handed sword taken off a champion in a Roman ruin. The sixth is a Siege of Paris assassination that has nothing to do with any of it.

This matters because River Raids quests do not appear when you want them. Each one is gated behind the last, so following the chain in order is not a preference, it is the only way through.

The chain, in order

StepQuestWhat it needs firstWhat it opens
1River to RaidBarracks built, power level 131The River Raids mode itself
2Treasures of River ExeThe tutorial raid doneTwo St George Armor pieces
3Legacy of Saint GeorgeAccess to Exe and SevernRiver Dee
4Treasures of River DeeRiver Dee unlockedMore of the St George set
5Sword of Saint GeorgeRiver Dee unlockedSaint George's Holy Sword

Step one is the only part that happens on dry land. River to Raid asks for a Barracks at Ravensthorpe and a Jomsviking built inside it, then sends you to the Old Dock to meet Vagn, and the reward for finishing the first raid is a Jomsviking Hall that costs 100 foreign supplies to build north of the River Raid dock. The suggested power level is 131, which is the real gate: this is not early-game content.

Steps three onwards all turn on two pieces of paper. Legacy of Saint George is a fetch quest for two river map clues, one in the Escanceaster Monastery on River Exe and one in the Northern Monastery on River Severn, both found with Odin's Sight behind a barred door you have to shoot open. Take both back to Vagn and River Dee appears. Everything after that is on the third map.

What the chain is actually paying you

All four of the quests after the unlock are collecting one thing: the Saint George set. Two armour pieces on River Exe, two on River Severn, more on River Dee, and the sword itself from the champion at Deva Victrix. The set is spread deliberately across all three maps so that no single raid finishes it.

Treasures of River Exe is the one with the least certainty attached, and our page is honest about why: the pieces do not always spawn in the same place. It names the Eastern Fortification for St George's cape and the Western Fortification for the shield as the most common results, with the Fortress on the Exe and a small camp in the southeast as the alternatives, and tells you to sweep military locations with Odin's vision rather than trusting a fixed marker.

Treasures of River Dee is the opposite, a fixed route through the biggest targets on the map. Raid the Staging Camp, climb the staircase and take the chest in the small room to the left. Then take the raid marker near the fortress on the northeastern side, which is the Hillview Outpost, and find the chest in the red-lit hut.

The Sword of Saint George is the end of the line and the only quest in the chain with a boss at the end. Sail the full length of River Dee to Deva Victrix, push into the Keep with your crew rather than running ahead alone, and the champion who owns the sword comes out. It is a superior two-handed great sword whose passive knocks enemies down on a critical hit, which suits exactly the aggressive style the raid mode encourages. If you want the maps themselves rather than the quests, our locations guide covers all three.

The one that is not part of any of this

Sister of Sorrow belongs to the Siege of Paris expansion and follows The Missing Queen. It is included here because it is the one walkthrough in the folder built around a choice rather than a route.

The quest opens by letting you go straight to Aquila or stop at the tavern in Evreux first, and the tavern is the correct answer even though nothing forces it. Talking to the tavernkeeper and sitting with the guards leads you to Little Mother's house in south Evreux, roughly 150 metres away, where shooting an arrow through the window gets you inside and the plan out of it: the Queen is in a crypt beneath Aquila and Little Mother intends to perform a deliverance ritual.

That intel is what makes the assassination possible rather than the rescue merely difficult. In Aquila you take the missing crypt key from the three guards searching for it, work down to the ritual chamber, and let the nun hand you her role in the ceremony. Take the dagger, dip it, and when Little Mother asks for the knife you use it on her. Escaping afterwards involves a rat swarm, a sewer grate you block with a movable pillar, and an exploding jar aimed at a breakable wall.

It is worth reading as a template for the expansion's other assassinations. The pattern is always the same: the game offers you a direct route and an information route, and the information route is the one that turns a fight into a kill.