Viking Rise

Fenrir’s Judgment

The Judgment Hall: Reading the Map

One square map. Four Team starting areas, one per corner. A zoned middle, and a ring road around a circular area at the exact center. That is the shape, and the center is where the season is won.

Do this
  1. Open Rules → Map Preview before you relocate. It is the only whole-map view the game gives you, and it shows you which corner is yours.
  2. Learn your corner and your neighbors' corners. Two of the other three Teams are adjacent to you. One is diagonal. That geometry decides who you fight first.
  3. Use coordinates, not descriptions — and take them off the building's card, not the HUD. The HUD's live X: Y is where your camera is, and it has been measured up to three tiles away from the structure on screen. Tap the building and read the footer of its card. That is the number a Tribe can act on.
  4. Read the region banner when the camera crosses into one. The game draws named regions as large captions. The name is how you say where you are.
  5. Plan outward along a Pass, not across open ground. The Pass is the only route between areas — see movement.

The four corners

Map Preview's own caption, verbatim: “In the Judgment Hall, each Team has a starting area. When Chiefs relocate to the Judgment Hall, they will be teleported to their respective Team's starting area.”

The diagram is one square with four labeled corner areas, each a colored wedge carrying its Team's crest, its name and two kingdom tags. ⭐ A Team is a pair of kingdoms, and there are four Teams. Two separately filmed battlefields have now had their diagram read, and this is both rosters:

CornerTeamKingdoms, one battlefieldKingdoms, a second battlefieldColor
Top leftInferno#139 · #144#195 · #202Red
Top rightHollow#132 · #134#197 · #215Green
Bottom leftBoulder#113 · #128#210 · #212Gold
Bottom rightTorrent#115 · #140#193 · #194Blue

⭐ Read the two right-hand columns against each other, because that comparison is the strongest map fact on this page. Two Map Preview diagrams, filmed in two different kingdoms, put the same four Team names in the same four corners and disagree on every single kingdom number. ⚠️ So the kingdom numbers are one battlefield's pairing on one day, not a rule — yours will be different. The four-corner layout, the two-kingdoms-per-Team structure and the four Team names are what transfers. An independent community map of this season agrees on the corner-to-Team assignment too.

Your Team's names are covered on the four Teams — and note that the game uses two different sets of Team names in two different places.

The middle, and the center

Between the four corners is one continuous neutral mass, cut into zones by thin boundary lines, with a ring road around a circular area at the exact center of the square.

⛔ The Map Preview diagram draws no text at all — no zone label, no Pass label, no building label. So the diagram tells you the geometry and nothing else. What stands in that central circle is the single most consequential open question about this season, and it is handled directly on Sacrificial Stones. In short: the Rules text places Fenrir's Purgatory “in the center of the Judgment Hall”, and the win condition names a Lv 8 Sacrificial Stone [Fenrir's Judgment], and nobody has established whether those are one building or two.

⭐ What the center does have now is a tile: X:450 Y:450. That is Fenrir's Purgatory's own card footer on the live map, re-read at two further timestamps in the same recording by a second person. The Rules text only ever gave you a direction; this is a number you can type into a rally. ⛔ But the tile settles where, not what — the question above stays open, and the game's own description of Fenrir's Purgatory never uses the words “Sacrificial Stone”.

What the geometry does tell you is tactical and it is worth saying out loud: the center is equidistant from all four corners, and it has a road around it. Four Teams arrive at the decisive building at the same remove, along a ring that anybody can sit on.

Video (Viking Rise Chronicles), from 6:32: the Map Preview diagram — one square map, the four labeled Team corners, the zoned middle and the ring road around the center circle.

What the live map actually labels

The Map Preview is a diagram. The live world map is not — it labels things, and this is where the real map knowledge comes from.

  • Named regions. The game draws a large centered caption on a dark bar as your camera enters a region. One is on record by name: Corrupted Highland.
  • Named areas. Larger white titles mark areas within the map — one read as Inferno Expedition Camp, which compounds a Team name with a place. ⚠️ What an Expedition Camp is has never been established: nobody has tapped one.
  • Named buildings with owners. A contested site plates as [tribe]Name with a badge beneath; a Tribe building plates as #kingdom[tribe]Building, run together with no brackets around the kingdom number and no spaces anywhere — the game draws #134[TLO]Main Fort. See Fortresses and ground for how to read one at a glance.
  • A level, on the badge. The badge under a nameplate is the object's level, with one important exception — see below.
  • A live coordinate. The HUD prints #battlefield X: nnn Y: nnn continuously, and every building's tap-card prints its own in the card footer. ⛔ These are two different numbers, and the difference gets its own warning below.
  • A kill ranking and a battlefield timer. During contested play the map carries a Kill Enemy Ranking panel in the upper left and a Battlefield closes in countdown in the lower left.

⛔ That countdown is the battlefield session's own clock, and the game prints it on everything. The Battlefield closes in banner, the timer on a building's tap-card and the timer on a BATTLEFIELD AVAILABLE card are one clock — six readings across one recording all sit on a single straight line, and twice the banner and a tap-card read the same value to the second on the same frame. ⛔ So you cannot read a stone's or a building's own lifetime off it. If two cards show you the same countdown, that is not a fact about those two buildings; it is the battlefield's countdown showing on both.

⛔ Never take a coordinate off the top bar

⛔ The X: Y in the HUD is your camera's tile, not the building's. Eight frames have now been measured both ways at once — a card's footer against the top bar on the same frame — and they produce four different offsets: 0, +1 in X, -1 in Y and +3 in X. The camera sits wherever the player last dragged it. ⛔ A reader who writes the top bar down as the structure's tile will be wrong and will have no way to find out, because a wrong coordinate looks exactly as authoritative as a right one.

Tap the building and read the footer of its card. That line is the structure's own tile and it is the only coordinate worth passing to anyone. ⚠️ And when the card runs off the bottom of your screen, you do not have an approximate coordinate — you have none. Two of this season's structures are known only that way, and this guide prints no tile for either.

The positions that are on record

⭐ The Conquest map is one fixed layout, not generated per kingdom. The same Lunar Eclipse Sacrificial Stone stands at X:454 Y:110 on battlefield #13004 and on #13014 — two recordings, two kingdoms, one tile. ⭐ So a coordinate somebody read on their battlefield transfers to yours, and a map your Tribe builds this season is worth keeping.

Every tile below is a card footer, never a top bar, with the battlefield it was read on.

ObjectTileBattlefield
Fenrir's PurgatoryX:450 Y:450#13004
Pass Level 5X:243 Y:89#13004
Pass Level 7X:562 Y:463#13004
Pass Level 8X:554 Y:96#13004
Lunar Eclipse Sacrificial StoneX:454 Y:110#13004 and #13014
War Air DockX:137 Y:409#13004
War Air Dock, a second oneX:415 Y:135#13014
Tribe FlagsX:367 Y:840—

⛔ Pass Level 6 is missing from that table on purpose. Its card footer runs off the bottom of the frame for the entire time the card is open, so the only number anybody has for it is the camera's: X:660–661, Y:350. That is the camera, not the Pass, and since the camera-to-structure offset is not constant, no arithmetic recovers the tile. ⛔ Do not pass it on as the Pass's position.

Nameplates, badges and the names that disagree

The badge is the level

⭐ The badge drawn beneath a map nameplate is the object's level. Four Passes prove it on themselves, read by two people independently: Pass Level 5 with badge 5, Pass Level 6 with 6, Pass Level 7 with 7, Pass Level 8 with 8 — the words and the digit on one nameplate, four times over. ⭐ And it is no longer only a Pass thing: Manor Lv 4 draws the words Manor Lv 4 and badge 4, the first object outside the Pass family to label its own badge.

⛔ But the badge is not universal map furniture. Legion Stronghold carries no badge at all — the area beneath its nameplate is empty terrain. So a missing badge does not mean a low level or a level of zero; it means the game does not badge that object. Read a badge when there is one. Do not read its absence.

A card's title and its footer can disagree

Tap a building and you can get two different names on one card: the title across the top, and the name printed beside the coordinate in the footer. Legion Stronghold footers as Stronghold. A Corrupted Turtle footers as Monster Rune — a different noun altogether. ⭐ So search on the title, and never treat a footer name as a second object.

⛔ Two Corrupted Turtles on one battlefield carry different rewards — one 90.000, the other 70.000, in the game's own punctuation. A turtle's reward is a property of that turtle, not of turtles, so this page prints no single value and you should not expect one.

⛔ The flag tower has three spellings, one per screen

One object, three strings, and each screen is perfectly consistent about its own. Search the wrong screen for the wrong spelling and you find nothing.

SpellingThe screen that draws it
Tribe Flag Towerthe RULES screen
Tribe Flagsthe building's own tap-card
Tribe Flagtowerthe rally and squad UI

The tap-card at X:367 Y:840 gives the rest of it: maximum durability 12,000, read straight off a tower at full health as 12,000/12,000 rather than inferred from a damaged one, and a Status field that takes at least Normal and Burning.

⭐ War Air Dock on the map, Air Dock in the Rules

The live map nameplate and the tap-card both write War Air Dock, every letter including the final k. The RULES screen's Regular Building list writes Air Dock. One structure, two screens, two names — so search the map for the long form and the Rules for the short one.

⛔ How many of them there are is still not known. Two are placed by coordinate, in the table above, and nobody has ever counted them. ⛔ Any Air Dock count you meet is somebody's guess.

Two Regular Building entries, in the game's own words

The RULES screen's Regular Building tab is where the game describes the map's furniture. Two entries matter for reading the ground, and both are reproduced exactly as drawn.

Legion Stronghold, verbatim: “Legion Strongholds are the foundation for the Vikings to continue their advance, and they hold significant strategic importance. After a Legion Stronghold is occupied for the first time, it will be open for contention every 1 days.”

Kingdom Fortress, verbatim: “The Kingdom Fortress is the main base for each Kingdom to represent their Expedition to Kingdom Mayhem. Occupy and construct the long-abandoned Kingdom Fortress to restore its former glory. After successfully repairing the Kingdom Fortress, Chiefs can relocate to the Territory within the same Kingdom. Once the Kingdom Fortress is first occupied, it will be contestable every 2 days.”

⚠️ every 1 days is the game's own grammar, reproduced as drawn and not tidied up — so a search for that exact string finds the entry. The two cycles are the practical point: a Stronghold comes back up daily, a Kingdom Fortress every other day, and the Fortress is the one that unlocks relocation inside your own Kingdom's Territory once it is repaired. The rest of the occupiable families are on Fortresses and ground.

⛔ The RULES screen carries entries for more than one season, and the Regular Building list draws Legion Stronghold and Air Dock twice. If you go reading it yourself, check which realm an entry names before you believe it applies here. “It is on the Rules screen” is not the same as “it is in this season”.

⛔ The game does not number its regions

⛔ You will see “Zone 3”, “Z3” and numbered zones all over community guides, videos and chat. The game draws no zone number anywhere. Roughly 170 minutes of this season's live map across six separate battle recordings were examined for one, by three people independently, and not one frame carries a numbered zone. What the game draws is names, like Corrupted Highland.

⭐ This matters practically, not just pedantically. If your Tribe plans in zone numbers and the game labels in names, your members cannot verify where they are being sent from the map itself. Give coordinates. Every building card prints one and the rally panel prints one next to the target's name — they are the one spatial language the game and your Tribe both speak. ⛔ Take them from the card, not from the HUD, for the reason set out above.

What is not known about the map

  • How many regions there are. Community figures exist; the game has never shown a count. ⛔ A zoomed-out view of the whole map has now been found on film, and a count was still refused on it — the boundaries are soft dashed lines, so counting them would be counting rendering, not reading the game.
  • Where Pass Level 6 sits. Levels 5, 7 and 8 are placed in the table above. Level 6's card footer is off-frame every time its card is open.
  • How many Air Docks and how many Eclipse Stones there are. Both exist and both are described by the Rules screen. Two War Air Docks and two Lunar Eclipse stones are now placed by coordinate — but neither kind has ever been counted.
  • What an Expedition Camp is. The name is on the map; nobody has tapped one.
  • What stands at the center. ⭐ The tile is known now, X:450 Y:450, and Fenrir's Purgatory's card has been read there. ⛔ Whether that building is also the Lv 8 Sacrificial Stone the win condition names is still open.

So the honest summary: the corners are known, the geometry is known, the labeling conventions are known, a handful of exact tiles are known — and not one count of the map's furniture is. Your own map, on arrival, is better evidence than anything on this page — and the one screen that would settle the big question is the tap-card of whatever stands in the middle.

For a tribe leader

  • Give targets as coordinates with the building name. The rally panel prints both in one row, so that is the format your members will recognize.
  • Make “tap it and read the footer” the rule for every coordinate your Tribe shares. A member who reads their own HUD instead will hand you a tile up to three off, and nothing in the chat will look wrong.
  • Keep a running list of tiles, and trust the ones other battlefields report. The layout is fixed across battlefields, so a coordinate from another kingdom's recording is good on yours.
  • Use the name on the nameplate when you write a target down. Card titles, footers and the rally UI do not always agree, and a member searching the wrong spelling finds nothing at all.
  • Walk your corner on day one and write down what is in it. The public record of this map is thin; your own notes will beat it immediately.
  • Decide which adjacent corner you are pointed at before the Passes open. Two Teams are adjacent to you and one is diagonal; you cannot fight all three well.
  • Keep a Territory map of your own ground. A flip forcibly relocates members' Cities to the corner, and you want to see it coming.
Video (Viking Rise Chronicles), from 19:40: the camera crossing into a region and the game drawing its banner — “Corrupted Highland”, a name rather than a number.
Don't
  • Don't plan in zone numbers. The game labels regions by name and prints coordinates; a numbered zone is community shorthand your members cannot check.
  • Don't assume the kingdom numbers above are yours. The pairing is per-battlefield. The structure is what transfers.
  • Don't expect to cross the middle without a Pass. The game states the Pass is the only route to other areas.
  • Don't read the Map Preview's unlabeled center circle as a particular building. The diagram carries no text, and the identification is genuinely open.
  • Don't write your HUD coordinate down as a building's tile. Four different camera offsets have been measured on real frames. The card footer is the structure; the top bar is you.
  • Don't read a building's lifetime off the Battlefield closes in countdown. That clock is the battlefield session's, printed on the banner, on tap-cards and on availability cards alike.
  • Don't type a nameplate with brackets around the kingdom number. The game draws #134[TLO]Main Fort, not [#134][TLO] Main Fort, and the bracketed form matches nothing in the game.

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