Season 3 · Asgard’s Trial
The Chronicles
The Chronicles is the season's schedule. Twenty-four chapters, each a timed stage with a hard UTC deadline, each carrying two to four quests scored only while that chapter is open. Nothing rolls forward. This is the page to keep open for 45 days.
Four kinds of quest, and who answers for each
| Family | Pill | Who is accountable | Which chapters |
|---|---|---|---|
| Solo Quest | purple | You, alone | Every chapter |
| Tribe Quest | orange | Your tribe together | Seventeen of the twenty-four |
| Kingdom Quest | red | The whole kingdom | 3, 11, 19, 24 |
| Team Quest | green | All three allied kingdoms | 18, 21, 22, 23 |
Read that column on the right as the story of the season. You start answering for yourself. By chapter 3 the kingdom is on the hook. From chapter 18 the unit of account is the team, and it never comes back down. A kingdom that has not learned to work with its two allies before chapter 18 spends the last third of the season failing quests it cannot complete alone.
The eleven quests that keep coming back
| Quest | What it wants |
|---|---|
| Defeat the Sentries | 50 Fake Sentries, the level floor rising from 46 to 54 across the season |
| Defeat the Patrol Riders | 20 Flower Chief Patrol Riders, floor rising from 16 to 19 |
| Pursuit of Victory | 200 kills by the tribe |
| Tribe Construction | Build a Tribe Fort |
| Occupy Stronghold | A Legion Stronghold |
| Occupy Fortress | The Kingdom Fortress in your starting area |
| Occupy Manor | Manors, climbing from one level 4 to eight at the end |
| Occupy Connector | A Divine Realm's Gate of a given level |
| Invincible | Hold a Divine Realm of a given level |
| Clearing the Battlefield | Creatures in the Divine Beast Garden or the Priest's Residence |
| Merits Galore | War Merits, climbing to 11,500,000 |
All twenty-four chapters
Day numbers are counted from Trial Begins. Check them against your own hub: the four landmark chapters line up exactly with the hub's milestone nodes.
| Ch | Days | Title | Quests |
|---|---|---|---|
| 1 | 0 | The Trial's Beginning | Solo 50 Sentries Lv 46+ · Tribe build 1 Fort |
| 2 | 1 | Stand Firm | Solo 1 Manor Lv 4+ · Tribe 1 Legion Stronghold |
| 3 | 2 | Kingdom's Glory | Solo 50 Sentries Lv 47+ · Kingdom the Kingdom Fortress |
| 4 | 3–4 | Collective Action I | Solo 20 Patrol Riders Lv 16+ · Tribe 200 kills |
| 5 | 5 | Breakthrough I | Solo 1 Manor Lv 5+ · Tribe 1 Lv 5 Divine Realm's Gate |
| 6 | 6 | Paradise of Divine Beasts | Solo 20 Garden creatures · Solo 50,000 War Merits |
| 7 | 7 | Muninn's Sacred Dwelling | Solo 50 Sentries Lv 47+ · Tribe hold 1 Lv 5 Divine Realm |
| 8 | 8–9 | Collective Action II | Solo 20 Patrol Riders Lv 18+ · Tribe 200 kills |
| 9 | 10 | Breakthrough II | Solo 1 Manor Lv 6+ · Tribe 1 Lv 6 Gate |
| 10 | 11–12 | Ljosalfars' Sacred Shrine | Solo 1,000,000 War Merits · Tribe hold 1 Lv 6 Divine Realm |
| 11 | 13–15 | Initial Phase Settlement | Solo 1,500,000 War Merits · Solo 3 Manors Lv 4+ · Tribe 45,000,000 · Kingdom 58,500,000 |
| 12 | 16–17 | Collective Action III | Solo 20 Patrol Riders Lv 19+ · Tribe 200 kills |
| 13 | 18 | Breakthrough III | Solo 2 Manors Lv 6+ · Tribe 1 Lv 7 Gate |
| 14 | 19–20 | Hildr's Holy Temple | Solo 4,250,000 War Merits · Tribe hold 1 Lv 7+ Divine Realm |
| 15 | 21 | Breakthrough IV | Solo 1 Manor Lv 7+ · Tribe 1 Lv 8 Gate |
| 16 | 22 | Center of the Divine Kingdom | Solo 50 Sentries Lv 53+ · Solo 5,000,000 War Merits |
| 17 | 23 | Servant's Residence | Solo 20 Priests or High Priests · Tribe 200 kills Lv 19+ |
| 18 | 24–26 | Valkyrie's Sanctum | Solo 6,000,000 War Merits · Team hold 1 Lv 8+ Divine Realm |
| 19 | 27–29 | Mid-Phase Settlement | Solo 6,500,000 War Merits · Solo 50 Garden or Residence creatures · Tribe 195,000,000 · Kingdom 250,000,000 |
| 20 | 30–45 | Capturing Cities and Lands | Solo 50 Sentries Lv 54+ · Tribe 200 kills Lv 19+ |
| 21 | 30–45 | Collective Action IV | Solo 7,500,000 War Merits · Team hold 2 Lv 7+ Divine Realms |
| 22 | 30–45 | Going Deeper | Solo 8,500,000 War Merits · Team hold 3 Lv 6+ Divine Realms |
| 23 | 30–45 | The Last Battle | Solo 10,000,000 War Merits · Team hold 7 Lv 5+ Divine Realms |
| 24 | 30–45 | Final Settlement | Solo 11,500,000 War Merits · Solo 8 Manors Lv 5+ · Tribe 345,000,000 · Kingdom 445,000,000 |
The three settlements
Chapters 11, 19 and 24 are a different kind of card. Each carries four quests instead of two, runs longer than a normal chapter, and shows a "Quest completion progress: n/4" counter — the rewards come when all four are done, at the end of the stage.
Chapters 11 and 19 are also the heaviest fighting of the season. Attacks come across the bridge hour after hour, and the main rewards are kill points. If you are going to take time off work for Asgard, take it on days 13–15 and days 27–29.
The War Merit climb
Every Solo Merits Galore target, in order: 50,000 → 1,000,000 → 1,500,000 → 4,250,000 → 5,000,000 → 6,000,000 → 6,500,000 → 7,500,000 → 8,500,000 → 10,000,000 → 11,500,000.
These are cumulative season totals, not per-chapter targets. Killing steadily from day 0 is the only way they are reachable; a player who starts taking them seriously at chapter 16 will not catch up.
Reading a chapter card
- The chapter title and art sit on the left, with an Unlock Feature icon row beneath — one or two icons showing what the chapter opens up.
- "Chapter ends:" gives a hard UTC timestamp. A chapter not yet open reads "Has not started".
- The quest rows on the right each show a family pill, the quest name with (current/target), a one-line objective, a reward strip, and a state — Incomplete or Rewards Claimed.
- The numbered rail along the bottom runs 1 to 24, gold up to where you are.
- Don't leave a chapter with quests on Incomplete. The deadline is hard and nothing carries over.
- Don't treat the War Merit numbers as per-chapter. They are a running season total, and they are the one thing you cannot sprint at the end.
- Don't wait until chapter 18 to talk to your allied kingdoms. That is when Team Quests start, and the first one wants a level 8 Divine Realm.
- Don't let Manor holdings lapse between Breakthrough chapters. Every third chapter wants more Manors at a higher level; holding continuously is far cheaper than retaking.