Viking Rise

Season 3 · Asgard’s Trial

The Timeline

Every kingdom runs Asgard's Trial on its own calendar, but all of them run it on the same clock. This page is written in day numbers counted from Trial Begins, so it fits your kingdom whatever date it started. Find today's day number, and the rest of the page tells you what is open and what is next.

Last updated: 2026-10-30.

The three phases

  1. The Matching Intentions Survey. Kings declare a tier — S+, S or A — and the game builds two teams of three kingdoms from the result. Nothing you do as a chief affects this.
  2. Trial for Divine Favor. Preparation. Five stages, one opening every 48 hours, on the hub rail as Day 1, Day 3, Day 5, Day 7 and Day 9.
  3. The war on Asgard. Forty-five days, twenty-four Chronicles chapters.
Video (Viking Rise Chronicles), from 3:03: the preparation rail, with its five Day 1 / 3 / 5 / 7 / 9 nodes.

The war's fixed landmarks

Four buildings open on a schedule the season sets, not your kingdom. The hub's milestone timeline shows them with your own dates on it; here they are as day numbers.

45 days, and when each landmark opens

  • Days 0–6 · the opening: Strongholds, the Kingdom Fortress, the first Manors
  • Day 7 · Muninn's Sacred Dwelling opens
  • Day 11 · Huldra's Sacred Shrine opens
  • Day 19 · Hildr's Holy Temple opens
  • Day 24 · Valkyrie's Sanctum opens · day 45 · Trial Ends
DayWhat opensWhy it matters
0Trial BeginsThe map goes live and your preparation buffs switch on
7Muninn's Sacred DwellingFirst of the four landmarks. Pays 75 Tribe and 75 Kingdom Points a minute
11Huldra's Sacred Shrine350 a minute. The chapter after it opens the Rainbow Bridge, and the season changes shape
19Hildr's Holy Temple900 a minute, held by a 6,000,000 Tier 7 garrison
24Valkyrie's SanctumThe center. 2,000 a minute, and it has healers
45Trial EndsThe war closes

The twenty-four chapters, in day numbers

Each chapter is a timed stage with a hard UTC deadline. Its quests are scored only while that chapter is open, and they do not carry forward. The landmark chapters line up exactly with the four hub milestones above, which is how you can trust these day numbers against your own hub.

ChTitleDaysWhat it asks of you
1The Trial's Beginning050 Sentries, and the tribe builds a Fort
2Stand Firm1Your first Manor, and the tribe's first Legion Stronghold
3Kingdom's Glory2The kingdom takes its Kingdom Fortress
4Collective Action I3–4Patrol Riders, and 200 tribe kills
5Breakthrough I5A level 5 Manor, and the tribe takes a level 5 Gate
6Paradise of Divine Beasts6The Divine Beast Garden, and 50,000 War Merits
7Muninn's Sacred Dwelling7The tribe holds a level 5 Divine Realm
8Collective Action II8–9Patrol Riders again, 200 tribe kills
9Breakthrough II10A level 6 Manor, and a level 6 Gate
10Ljosalfars' Sacred Shrine11–121,000,000 War Merits, and a level 6 Divine Realm
11Initial Phase Settlement13–15Four quests scored together. The Rainbow Bridge opens at this chapter, and this is the heaviest fighting of the season so far
12Collective Action III16–17Patrol Riders, 200 tribe kills
13Breakthrough III18Two level 6 Manors, and a level 7 Gate
14Hildr's Holy Temple19–204,250,000 War Merits, and a level 7 Divine Realm
15Breakthrough IV21A level 7 Manor, and a level 8 Gate
16Center of the Divine Kingdom22Sentries, and 5,000,000 War Merits
17Servant's Residence23Priests and High Priests, 200 tribe kills
18Valkyrie's Sanctum24–266,000,000 War Merits. The team takes over — a level 8 Divine Realm, scored across all three kingdoms
19Mid-Phase Settlement27–29Four quests again, and the second heavy stretch

The final stretch — days 30 to 45

Five chapters share the last sixteen days.1 Every one of them is a War Merit climb, and from here the occupation quests are scored across all three allied kingdoms rather than your tribe alone.

ChTitleWhat it asks of you
20Capturing Cities and LandsSentries, and 200 tribe kills
21Collective Action IV7,500,000 War Merits; the team holds 2 Divine Realms
22Going Deeper8,500,000 War Merits; the team holds 3
23The Last Battle10,000,000 War Merits; the team holds 7
24Final Settlement11,500,000 War Merits, 8 Manors, and the kingdom's 445,000,000

Three chapters that are not like the others

Chapters 11, 19 and 24 are settlements. Each runs longer than a normal chapter, carries four quests instead of two, and pays out only when all four are complete. Chapters 11 and 19 are the hardest fighting in the season — attacks come across the bridge hour after hour. Plan troops, healing and shields around days 13–15 and 27–29 specifically.

What to do with this page

  1. Work out your day number: count from the date your hub's Trial Begins node shows.
  2. Find that day in the chapter table. That is your current chapter and its quests.
  3. Look one row down. That is what you should already be positioning for.
  4. Check the landmark table. If a landmark opens within three days, your kingdom should be massing for it now.

1 Chapters 20 to 24 are not split into individual day ranges. They share the days between the Mid-Phase Settlement and Trial Ends.

Don't
  • Don't plan from calendar dates you read somewhere. Kingdoms enter Asgard's Trial on their own schedule. The day numbers hold; another kingdom's dates never do.
  • Don't let a chapter close with its quests part-done. A chapter is a stage with a hard deadline. Unfinished is unpaid, and nothing rolls over.
  • Don't arrive at chapter 11 without Tier 5 troops. The Rainbow Bridge opens there, on day 13, and it will not take Tier 4.
  • Don't treat days 13–15 and 27–29 as ordinary. They are the two settlements, and they are where seasons are won and lost.

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