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KvK · season S9
⚔️ KvK S9 — «Jormungand's Calamity»
Jormungand, the World Serpent — Loki's second child, cast by Odin into the sea; it grew so large that it encircled the whole world, biting its own tail. At Ragnarok the Serpent will churn the seas and sink Midgard — twice Thor tried to slay it, and both times the Serpent slipped away. Now it lies coiled in the mountains of Jotunheim, feeding on the fading essence of Ymir, the primordial Ice Jotun. The Norns foretold: having gained this power, the Serpent will become invincible — the Vikings must set out for Jotunheim and slay it first.
Entry
You need a Chief's Hall of a certain level (the exact number is parameterized in the texts). Entry into Jotunheim is free, leaving back costs 1 random relocation; ordinary relocations within the map are forbidden.
Format
2 Teams — "Sun Radiance" and "Moon Shadow," with an equal number of Kingdoms. Matchmaking through preference registration: Kingdoms are split by power into tiers S/A/B, kings vote (cooperation — up to 2 Kingdoms, confrontation — up to 3); there are balanced and asymmetric modes. The winner is the Team occupying the Ruins lv. 10 "World Serpent" by the end of the event.
Map
Jotunheim: 39 named regions, of which 8 are Team air-docks (paired West/East by 4 "serpent" valleys), i.e. 31 land regions. Passes lv. 4–10 with three states (protected → one-way → full access); resource points are a higher level than in the home Kingdom.
Season reward
To the Battalion that finally occupied the World Serpent — the "Jormungand's Calamity Victory Emblem" (Tribe Honor); to the winning Team — settlement rewards from Odin, plus 1 extra reward for each Ruin of any level occupied by the Team (at 0 merit no reward is given).
Season periods
- Election Period. The kings of the Kingdoms vote for their Team's captain.
- Preparation Period. Gathering combat preparation points (donating "Cold Shackles" in the front event "Frosty Cleansing") for Team buffs.
- Path Stage. The Team captain manually sets the starting zones of the Kingdoms in Jotunheim.
- Battle Period. War on the map by the chronicles; the divine realm shop is active, and at the end the Seasonal Summon starts.
- Settlement Period. Handing out Team rewards based on the capture of the World Serpent (at 0 merit no reward is given).
Chronicles — 25 stages
Chronicles are the spine of a season: each stage unlocks new content on the map. Key milestones:
- "Beginning of the Oath" — the starting stage, then Battalions, fortresses, cities and passes open in stages
- "Breakthrough I–III" (stages 5–18), "Capture of the City I" (stage 6) and "Capture of the Citadel II–IV" (stages 9/15/19); cities lv. 4–9 open over the course of the chronicles
- "Temple of the Serpent Egg" — Ruins lv. 7 open
- "Temple of the Serpent Spirit" — Ruins lv. 8
- "Palace of the Serpent" — Ruins lv. 9
- "World Serpent" — the central Wonder lv. 10 at the center of the map, then the lifting of its zone restrictions
- "Rally Counterattack I–III" — the final battle series
- "Settlement Finale" — the 25th, concluding stage
Key objects
- World Serpent — the central Wonder (Ruins lv. 10): the strongest buff of Jotunheim, its capture by the finale = the Team's victory
- Temple of the Serpent Egg, Temple of the Serpent Spirit, Palace of the Serpent — Ruins lv. 7/8/9; capture and cleansing grant buffs to the whole Battalion
- Kingdom Fortress — 8 fortresses in the outer regions: 2 repair stages, buffs, sets the territory color for Kingdom relocation
- Legion Fortress — a periodically contested fortress; full control grants Battalion and Team points, buffs add up
- Manor — shared Battalion spoils: +campaign points per hour; the guardian is Ironhoof (not raidable, does not respawn)
- Chapel — a tower in the fortification zones of strategic cities (lv. 6–10), built from magic armor shards, strengthens the garrison
- Blockade Tower — controls part of the city's territory like a flagpole; you can relocate inside, building is not allowed
- Serpent Altar and Lair of Scaled Serpents — a small and a large temporary battlefield with guardians; they open side pass-passages
Season mechanics
- Battalions — unions of tribes of one Team: shared rallies and reinforcements, first-capture bonuses, sharing of the manor; leaving has a 12-hour countdown
- Divine Awakening — a choice of 1 of 3 deities: Heimdall (rally attacks and garrison), Tyr (map battles), Freya (resource gathering and Team buffs)
- Two-stage center boss — first kill the King of Ice Serpents, only then attack the World Serpent; the Ruins are taken by whoever deals the last hit
- Ruins' Fighting Spirit — NPCs around the Ruins (reapers, walkers, serpent kings) buff the defenders: they are cleared first
- Tribe Jotun — arena trials unlock a summonable NPC troop: the Stone Jotun strikes buildings, the Fire one — troops
- Rune Beetle — attacked by 1 battalion without spending energy, respawns at 00:00 and 12:00 UTC, drops rune scrolls for temporary buffs
Building marches for the season? The builder picks commander pairs and skills per slot for your barracks — by proven combat mechanics. Free demo available.
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