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SEASON 2

Expedition to England

A practical field guide to this Viking Rise campaign: objective locations, stage-end unlocks and the native rules you need before drawing your plan.

87 objectives24 stages · 45 days
Draw your campaign plan
Native tactical geometry of Expedition to EnglandNative-geometry tactical render · view 4096px PNG

Plan against your current event. This guide describes the captured configuration. Chronicle offsets begin at Stage 1’s start, and the listed effects apply at stage end. Use the planner’s UTC anchor for forecast dates; verify live Chronicles and objective windows before moving.

THE RULES OF THIS REALM

Campaign briefing

Rules

Relocate+

Chiefs can Relocate their City into England when their Chief Hall reaches level 22. Relocating into England is free, but Relocating out of England will cost a Relocator.

Tribe Territory+

You can only Relocate to valid Tribe Territory in England. As long as your City is within your Tribe Territory, it'll be protected, and other Tribes cannot attack or Rally to it. However, your City will be forcibly Relocated back to your Kingdom's starting area if the Tribe Territory your City is on is lost to another Tribe. (Fixed Relocators are not available in England.)

Tribe Buildings+

Tribes can expand their Tribe Territory in England by constructing Forts and Flag Towers. Tribe Buildings can't be constructed on another Kingdom's starting area.

Special Rules

Points+

You can earn points in England by performing various actions. Points are split into Personal Points, Tribe Points, and Kingdom Points, which determine your rank in the respective Rankings. Points also determine your final rewards, and which Stage reward you can claim from the achievements.

Expedition Summon+

After the Expedition to England, the Chiefs of the major clans will pray to Odin in the Hall of Valor to Expedition Summons for 7 days. The Hallowed Castles occupied by each tribe and Tribe Credits at the end of the expedition will determine the number of Expedition Summons available to Tribe members. During Expedition Summons, there is a chance to obtain legendary Heroes, legendary Mounts, and legendary exclusive skills.

War Merit Description+

Killing foreign troops in England will reward you with War Merits. The number of War Merits obtained will depend on the rank of the troops. War Merits can be exchanged for rare items and battle supplies in the War Merit Shop and Supply Shop.

Supply Shop+

In England, when Chiefs of the same Kingdom gather a certain amount of resources, the Supply Shop will be automatically stocked with the corresponding resources. Chiefs can exchange their War Merits for various resources in the Supply Shop. The Supply Shop has no storage limit. The more resources a Kingdom gathers in England, the more resources the Supply Shop will have. When the Expedition to England ends, all supplies in the Supply Shop will expire . Please complete all transactions in time.

Divine Blessings+

During the Expedition to England, the clans will seek blessings from the totems left by Odin for every Viking Chief. Chiefs can construct Blessing Totems within their cities to obtain Odin's blessings by consuming Blessing Points. Odin's blessings only take effect within England. Blessing Totems will disappear when Expedition to England ends.

Healing Potions+

In England, all Chiefs will receive Odin's protection and will be granted with a certain amount of Healing Potions at regular intervals. Chiefs can heal Heavily Wounded Troops in the Infirmary, and Heavily Wounded Troops will immediately recover without consuming any resources. Every 2 points of Healing Potion can heal 1% of Heavily Wounded Troops. There is a storage limit for Healing Potions, so please use them wisely.

Building Introductions

Manor Description+

In England, Tribe members can attack Manor Leaders when Manors are within Tribe Territory. Defeating a Manor Leader for the first time will grant rich rewards. Tribe members can also challenge Manor guards individually. After a successful challenge, the Manor will then belong to the Chief. Chiefs will then receive Blessing Points at regular intervals, which can be used to obtain Odin's blessings in Totems.

Bloody Monastery+

Bloody Monasteries will open every 51 hours for 1 hours. Occupying a Bloody Monastery will grant points over time. Chiefs can temporarily occupy Bloody Monasteries by driving out all other tribes' troops within the range of the Bloody Monastery.

Desolate Temple+

Desolate Temples will open every 75 hours for 1 hours. Occupying a Desolate Temple will grant points over time. Chiefs can temporarily occupy Desolate Temples by driving out all other tribes' troops within the range of the Desolate Temple.

Kingdom Fortress+

The Kingdom Fortresses are located in the eight outermost regions of England, serving as the shining emblems of the country. However, with the spread of war, these fortresses were destroyed by artillery fire and reduced to ruins. Upon occupying and restoring a Kingdom Fortress, Chiefs can relocate to the Tribe Territory of any Tribe from the same Kingdom. Once a Kingdom Fortress is occupied for the first time, it will become available for contest every Sunday, 00:00 (UTC) to Monday, 00:00 (UTC).

Legion Stronghold+

Originally the vanguard camps of the Vikings, these sites fell to the strong counterattack of the English army and became their Legion Strongholds. Once a Legion Stronghold is occupied for the first time, it will become available for contest during two time periods: every Sunday, 00:00 (UTC) to Monday, 00:00 (UTC) and every Thursday, 00:00 (UTC) to Friday, 00:00 (UTC). Occupy a Legion Stronghold to continuously receive Tribe Credits and Kingdom Points.

Keep+

Keeps scattered throughout various regions of England are small castles constructed by the people of England. After a Keep is occupied for the first time, it will become available for contest during two time periods: every Monday, 00:00 (UTC) to Tuesday, 00:00 (UTC) and every Friday, 00:00 (UTC) to Saturday, 00:00 (UTC). Upon successful occupation, all Tribe members will receive buffs.

Fort+

Forts scattered throughout various regions of England are medium-sized Hallowed Castles constructed by the people of England. Once a Hallowed Town is occupied for the first time, it will become available for contest during two time periods: every Tuesday, 00:00 (UTC) to Wednesday, 00:00 (UTC) and every Saturday 00:00 (UTC) to Sunday 00:00 (UTC). Upon successful occupation, all Tribe members will receive remarkable buffs.

Hallowed Castle+

England has two large Hallowed Castles, meticulously constructed by the people of England. Once a Hallowed Castle is occupied for the first time, it will become available for contest every Friday, 00:00 (UTC) to Saturday, 00:00 (UTC). Upon successful occupation, all Tribe members will receiving amazing buffs.

Windsor Castle+

Windsor Castle is located in the center of England. It was once a sacred castle that every English person thought impregnable. Once Windsor Castle is captured for the first time, it will become available for contest every Saturday, 00:00 (UTC) to Sunday, 00:00 (UTC). Upon successful occupation, all Tribe members will gain Odin's protection and receive significant buffs.

Passes+

Passes are nestled between steep mountains, and are an important transportation hub connecting different blocks of land. Passes enter their contested period as the Chronicles progress, and can be occupied at that time. The first Tribe to occupy a Pass will receive a First Occupancy Bonus and gain access through the pass. The Tribe will also be able to grant temporary access to other Tribes.

Season Restrictions

List of available Heroes+

No English description is included for this rule in the captured data. Check the current in-game season restrictions.

List of available skills+

No English description is included for this rule in the captured data. Check the current in-game season restrictions.

Map Preview

+

No English description is included for this rule in the captured data. Check the current in-game season restrictions.

WATCH THE STAGE END, NOT JUST THE DAY

Chronicles & opening milestones

Add your UTC calendar anchor
01

Expedition Begins

Ends +1d

Duration 1d · offsets from Stage 1 start

Legion Stronghold

Legion Stronghold When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Legion Strongholds in England will activate immediately. Your Tribe Territory must border a Legion Stronghold to attack it.

02

Fortifying a Position

Ends +2d

Duration 1d · offsets from Stage 1 start

Kingdom Fortress

Kingdom Fortress When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Kingdom Fortresses in England will activate immediately. Your Tribe Territory must border a Kingdom Fortress to attack it.

03

Rising Kingdoms

Ends +3d

Duration 1d · offsets from Stage 1 start

Level 12 Glorious Iron Cavalry

Level 12 Glorious Iron Cavalry When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 12 Glorious Iron Cavalry will randomly refresh within England. Glorious Iron Cavalry consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.

04

Cleaning Operation

Ends +5d

Duration 2d · offsets from Stage 1 start

Level 5 Pass (Single Direction)

Level 5 Pass (Single Direction) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 5 Passes in England will enter single direction access state. When in single direction access state, only Kingdoms in the Passes starting area can attack them. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.

05

Forge Ahead

Ends +7d

Duration 2d · offsets from Stage 1 start

Keep (Level 5 Hallowed Castle)

Keep (Level 5 Hallowed Castle) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Keeps in England will activate immediately. You can only attack Keeps bordering Tribe Territory.

06

Occupy the Keep

Ends +9d

Duration 2d · offsets from Stage 1 start

Level 13 Glorious Iron Cavalry

Level 13 Glorious Iron Cavalry When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 13 Glorious Iron Cavalry will randomly refresh within England. Glorious Iron Cavalry consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.

07

Raid Manor

Ends +11d

Duration 2d · offsets from Stage 1 start

Level 6 Pass (Single Direction)

Level 6 Pass (Single Direction) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 6 Passes in England will enter single direction access state. When in single direction access state, only the specified Kingdom's Tribes can attack the Passes. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.

08

Seize the Initiative

Ends +13d

Duration 2d · offsets from Stage 1 start

Bloody Monastery

Bloody Monastery When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Bloody Monasteries in England will activate immediately. Once you defeat all Troops from other Tribes, the countdown for temporarily occupying the Bloody Monastery will begin.

09

Killing Begins

Ends +15d

Duration 2d · offsets from Stage 1 start

Fort (Level 6 Hallowed Castle)

Fort (Level 6 Hallowed Castle) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Forts in England will activate immediately. You can only attack Forts bordering Tribe Territory.

10

Battle of the Forts

Ends +17d

Duration 2d · offsets from Stage 1 start

Level 14 Glorious Iron Cavalry

Level 14 Glorious Iron Cavalry When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 14 Glorious Iron Cavalry will randomly refresh within England. Glorious Iron Cavalry consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.

11

Rest and Recover

Ends +19d

Duration 2d · offsets from Stage 1 start

Hallowed Castle (Level 7 Hallowed Castle)

Hallowed Castle (Level 7 Hallowed Castle) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Hallowed Castles in England will activate immediately. You can only attack Hallowed Castles bordering Tribe Territory.

12

Pushing Four Corners

Ends +21d

Duration 2d · offsets from Stage 1 start

13

Raid Manor

Ends +23d

Duration 2d · offsets from Stage 1 start

Level 8 Pass (Single Direction)

Level 8 Pass (Single Direction) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 8 Passes in England will enter single direction access state. When in single direction access state, only the specified Kingdom's Tribes can attack the Passes. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.

14

Grand Expansion

Ends +25d

Duration 2d · offsets from Stage 1 start

Desolate Temple

Desolate Temple When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Desolate Temples in England will activate immediately. Once you defeat all Troops from other Tribes, the countdown for temporarily occupying the Desolate Temple will begin.

Lifting of Windsor Castle Area Restrictions

Lifting of Windsor Castle Area Restrictions When this Stage of the Chronicles ends, the restrictions in the Windsor Castle area will be lifted, and Tribes can build Tribe Flag Towers in the Windsor Castle area, as well as relocate there.

15

Exorcise Malevolence

Ends +27d

Duration 2d · offsets from Stage 1 start

Windsor Castle (Level 8 Hallowed Ground)

Windsor Castle (Level 8 Hallowed Ground) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Windsor Castle in England will activate immediately. You can only attack Windsor Castle if it is bordering your Tribe Territory.

16

England Fallen

Ends +30d

Duration 3d · offsets from Stage 1 start

Level 8 Pass (Fully Open)

Level 8 Pass (Fully Open) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 8 Passes in England will enter fully open state and Passes can be attacked by all Kingdoms. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.

17

Sweeping the Land

Ends +32d

Duration 2d · offsets from Stage 1 start

Level 15 Glorious Iron Cavalry

Level 15 Glorious Iron Cavalry When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 15 Glorious Iron Cavalry will randomly refresh within England. Glorious Iron Cavalry consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.

18

Encirclement and Suppression

Ends +34d

Duration 2d · offsets from Stage 1 start

Level 7 Pass (Fully Open)

Level 7 Pass (Fully Open) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 7 Passes in England will enter fully open state and Passes can be attacked by all Kingdoms. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.

19

Defend the City

Ends +36d

Duration 2d · offsets from Stage 1 start

20

Battle of Beasts

Ends +38d

Duration 2d · offsets from Stage 1 start

Level 6 Pass (Fully Open)

Level 6 Pass (Fully Open) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 6 Passes in England will enter fully open state and Passes can be attacked by all Kingdoms. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.

21

Full Speed Ahead

Ends +39d

Duration 1d · offsets from Stage 1 start

22

Bloody Battle

Ends +41d

Duration 2d · offsets from Stage 1 start

Level 5 Pass (Fully Open)

Level 5 Pass (Fully Open) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 5 Passes in England will enter fully open state and Passes can be attacked by all Kingdoms. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.

23

Eve of the Final Battle

Ends +43d

Duration 2d · offsets from Stage 1 start

24

Ultimate Glory

Ends +45d

Duration 2d · offsets from Stage 1 start

FIND YOUR NEXT OBJECTIVE

Objective directory

The interactive planner lets you search and focus every mapped objective. The directory below groups game objects by name and level; repeated sites are counted, not silently collapsed into one location.

LEVEL 8

Windsor Castle

1 mapped site

First linked milestone: after stage 15
LEVEL 8

Level 8 Pass

4 mapped sites

First linked milestone: after stage 13
LEVEL 7

Medium Checkpoint

4 mapped sites

Timing: consult the scenario rules
LEVEL 7

Tower of London

1 mapped site

First linked milestone: after stage 11
LEVEL 7

Level 7 Pass

2 mapped sites

First linked milestone: after stage 18
LEVEL 7

Warwick Hallowed Castle

1 mapped site

First linked milestone: after stage 11
LEVEL 7

Desolate Temple

2 mapped sites

First linked milestone: after stage 14
LEVEL 6

Level 6 Pass

8 mapped sites

First linked milestone: after stage 7
LEVEL 6

Leeds Hallowed Castle

1 mapped site

First linked milestone: after stage 9
LEVEL 6

Hammersmith Hallowed Castle

1 mapped site

First linked milestone: after stage 9
LEVEL 6

Kenilworth Hallowed Castle

1 mapped site

First linked milestone: after stage 9
LEVEL 6

Bamburgh Hallowed Castle

1 mapped site

First linked milestone: after stage 9
LEVEL 5

Kingdom Fortress

8 mapped sites

First linked milestone: after stage 2
LEVEL 5

Legion Stronghold

16 mapped sites

First linked milestone: after stage 1
LEVEL 5

Level 5 Pass

16 mapped sites

First linked milestone: after stage 4
LEVEL 5

Small Checkpoint

8 mapped sites

Timing: consult the scenario rules
LEVEL 5

Stirling Keep

1 mapped site

First linked milestone: after stage 5
LEVEL 5

Dover Keep

1 mapped site

First linked milestone: after stage 5
LEVEL 5

Caerphilly Keep

1 mapped site

First linked milestone: after stage 5
LEVEL 5

Anwick Keep

1 mapped site

First linked milestone: after stage 5
LEVEL 5

Highclere Keep

1 mapped site

First linked milestone: after stage 5
LEVEL 5

Pembroke Keep

1 mapped site

First linked milestone: after stage 5
LEVEL 5

Howard Keep

1 mapped site

First linked milestone: after stage 5
LEVEL 5

Arundel Keep

1 mapped site

First linked milestone: after stage 5
LEVEL 5

Bloody Monastery

4 mapped sites

First linked milestone: after stage 8

FOR YOUR TEAM, YOUR BRIEFING, YOUR ANALYSIS

Take the map with you.

High-resolution tactical maps for your team’s plans and briefings.

4096px PNGScalable SVGScenario JSON
Map and timing accuracy

87 locations mapped; 75 objectives have a qualified Chronicle milestone link. Recurring attack windows, current ownership and all declaration rules are not automatically scheduled.