Viking Rise

Fenrir’s Judgment

The Season Schedule, Node by Node

The season hub's body is a dated schedule timeline, and it is published from the first day. Fourteen nodes are on it. Read it as day numbers counted from Campaign Begins and it works for your kingdom's run whatever the calendar says.

Do this
  1. Open the hub and drag the timeline all the way right on day one. It is the season's whole plan, and nothing else in the game lays it out in one place.
  2. Read your own “Battle ends in” countdown in the hub header. That clock is the only authority for when your run ends. Write the date down.
  3. Plan against the day number, not the date. Your kingdom's calendar dates are its own; the order and the spacing below are what every run shares.
  4. Mark the four stone nodes in your Tribe's calendar. Days 5, 9, 13 and 22 are when the map's objectives arrive, and each one is a scheduled fight.
  5. Treat day 24 as the hinge. Single-direction access finishes at day 20 and full access begins at day 24. The map stops being a set of corridors and becomes one battlefield.

The fourteen nodes

Day numbers are counted from Campaign Begins, which the timeline shows as its first node. The dates are the ones one battlefield's run printed, kept here so you can match the shape against your own hub.

DayNodeWhat it means
0Campaign BeginsThe map opens
4Level 4 Passes — single directionThe first route out of your corner
5Howling Sacrificial StoneFirst stone. Contestable every 1 day thereafter
8Level 5 Passes — single direction
9Shadowy Sacrificial StoneSecond stone. Every 1 day
12Level 6 Passes — single direction
13Wolf Guardian Sacrificial StoneThird stone. Every 2 days
20Level 7 Passes — single directionThe last of the one-way openings
22Fenrir's PurgatoryThe center of the map. Every 3 days
24Full access through Level 7 Passes⭐ Two-way movement starts here
32Full access through Level 6 Passes
34Full access through Level 8 Passes
37Full access through Level 5 Passes
40Season Summon OpenThe 5-day Season Summoning at the Hall of Valor

The shape of the season

  • Days 0–4 · your corner, no route out yet
  • Days 4–22 · one-way Passes open by level; four stones arrive
  • Days 22–40 · the center is live and full access opens

Three things the schedule tells you

1. The stones arrive in order, and they get slower

Howling on day 5 and Shadowy on day 9 both reopen every single day once they are live. Wolf Guardian on day 13 reopens every two days. Fenrir's Purgatory on day 22 reopens every three. The later the objective, the longer you keep it — so the early stones are a daily grind and the center is a prize worth planning weeks for.

2. Access arrives twice, and the second wave is out of order

Each Pass level opens for single-direction access first, then for full access much later. The first wave runs in level order — 4, 5, 6, 7 — and the second wave does not: 7, then 6, then 8, then 5. That is what the game prints. Level 8 Passes appear only in the second wave, at day 34.

3. The Season Summon is a node, not an afterthought

Season Summon Open sits on the timeline as its own node and runs for five days at the Hall of Valor. How many pulls you get is set by the level and quantity of Sacrificial Stones your Battalion occupied — so the work that pays out on day 40 is the work you did between days 5 and 39. See settlement.

What runs alongside the nodes

  • The two periods. The whole season alternates between [Strife Period] and [Rest Period], on their own cycle rather than on the node list. See periods.
  • The Chronicles. A numbered stage track with its own timers, each stage carrying Solo, Tribe and Battalion quests. See Chronicles.
  • The Eclipse Stones. Not on the timeline. Lunar is contestable every 48 hours for 2 hours, Solar every 72 hours for 2 hours, from whenever they first come up.
  • The War Merit Shop's own clock. Its banner carries a closing countdown that is not the same number as the hub's battle countdown. Check both.

For a tribe leader

  • Publish the day numbers in your Tribe announcement, not the dates. Members in different time zones all agree on which day it is.
  • Book the four stone days in advance. Days 5, 9, 13 and 22 are the only fights on this map you can schedule weeks ahead.
  • Warn your Tribe before day 24. Full access means the enemy can reach you as easily as you can reach them, and a Tribe that is forward-deployed for a one-way map is exposed on a two-way one.
Video (Viking Rise Chronicles), from 2:41: the hub’s schedule timeline dragged across its dated nodes, a Pass unlock alternating with a Sacrificial Stone unlock all the way along.
Don't
  • Don't assume your dates match the ones above. Battlefields run in parallel on their own calendars. The day numbers transfer; the dates do not.
  • Don't treat single-direction access as the Pass being open. Full access to the same level is days or weeks later.
  • Don't wait for the center to matter. Fenrir's Purgatory goes live at day 22 and reopens only every 3 days, so there are few chances at it and they are all late.
  • Don't stop playing when the battle countdown ends. Season Summon opens after it and runs five days.

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