Viking Rise

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

FamilyPillWho is accountableWhich chapters
Solo QuestpurpleYou, aloneEvery chapter
Tribe QuestorangeYour tribe togetherSeventeen of the twenty-four
Kingdom QuestredThe whole kingdom3, 11, 19, 24
Team QuestgreenAll three allied kingdoms18, 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

QuestWhat it wants
Defeat the Sentries50 Fake Sentries, the level floor rising from 46 to 54 across the season
Defeat the Patrol Riders20 Flower Chief Patrol Riders, floor rising from 16 to 19
Pursuit of Victory200 kills by the tribe
Tribe ConstructionBuild a Tribe Fort
Occupy StrongholdA Legion Stronghold
Occupy FortressThe Kingdom Fortress in your starting area
Occupy ManorManors, climbing from one level 4 to eight at the end
Occupy ConnectorA Divine Realm's Gate of a given level
InvincibleHold a Divine Realm of a given level
Clearing the BattlefieldCreatures in the Divine Beast Garden or the Priest's Residence
Merits GaloreWar 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.

ChDaysTitleQuests
10The Trial's BeginningSolo 50 Sentries Lv 46+ · Tribe build 1 Fort
21Stand FirmSolo 1 Manor Lv 4+ · Tribe 1 Legion Stronghold
32Kingdom's GlorySolo 50 Sentries Lv 47+ · Kingdom the Kingdom Fortress
43–4Collective Action ISolo 20 Patrol Riders Lv 16+ · Tribe 200 kills
55Breakthrough ISolo 1 Manor Lv 5+ · Tribe 1 Lv 5 Divine Realm's Gate
66Paradise of Divine BeastsSolo 20 Garden creatures · Solo 50,000 War Merits
77Muninn's Sacred DwellingSolo 50 Sentries Lv 47+ · Tribe hold 1 Lv 5 Divine Realm
88–9Collective Action IISolo 20 Patrol Riders Lv 18+ · Tribe 200 kills
910Breakthrough IISolo 1 Manor Lv 6+ · Tribe 1 Lv 6 Gate
1011–12Ljosalfars' Sacred ShrineSolo 1,000,000 War Merits · Tribe hold 1 Lv 6 Divine Realm
1113–15Initial Phase SettlementSolo 1,500,000 War Merits · Solo 3 Manors Lv 4+ · Tribe 45,000,000 · Kingdom 58,500,000
1216–17Collective Action IIISolo 20 Patrol Riders Lv 19+ · Tribe 200 kills
1318Breakthrough IIISolo 2 Manors Lv 6+ · Tribe 1 Lv 7 Gate
1419–20Hildr's Holy TempleSolo 4,250,000 War Merits · Tribe hold 1 Lv 7+ Divine Realm
1521Breakthrough IVSolo 1 Manor Lv 7+ · Tribe 1 Lv 8 Gate
1622Center of the Divine KingdomSolo 50 Sentries Lv 53+ · Solo 5,000,000 War Merits
1723Servant's ResidenceSolo 20 Priests or High Priests · Tribe 200 kills Lv 19+
1824–26Valkyrie's SanctumSolo 6,000,000 War Merits · Team hold 1 Lv 8+ Divine Realm
1927–29Mid-Phase SettlementSolo 6,500,000 War Merits · Solo 50 Garden or Residence creatures · Tribe 195,000,000 · Kingdom 250,000,000
2030–45Capturing Cities and LandsSolo 50 Sentries Lv 54+ · Tribe 200 kills Lv 19+
2130–45Collective Action IVSolo 7,500,000 War Merits · Team hold 2 Lv 7+ Divine Realms
2230–45Going DeeperSolo 8,500,000 War Merits · Team hold 3 Lv 6+ Divine Realms
2330–45The Last BattleSolo 10,000,000 War Merits · Team hold 7 Lv 5+ Divine Realms
2430–45Final SettlementSolo 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.
Video (Viking Rise Chronicles), from 25:10: the Chronicles open on chapters 8, 9 and 10, with their quest rows and deadlines.
Don't
  • 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.

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