
Game intel
Norse: Oath of Blood
Norse is a turn-based tactics and combat game for PC and console. Set against the rich backdrop of the Viking Age, join Gunnar, a young warrior, on a relentles…
After finishing chapter 3 in Norse: Oath of Blood, the game suddenly dumps the world map, a half-built camp, and a stack of projects and missions on you. My first run, I wasted several in-game turns and resources on the wrong buildings and walked into Little Magpie under-geared and half-prepared.
This guide covers exactly what I wish I’d done instead:
I played on Normal with patch 1.01, which has the smarter enemy AI, so if you’re on the same version your battles should feel similar.
Right after the chapter 3 mission “Settling In”, you get the Makeshift Camp project. The game explains very little, and I initially clicked random resources and wondered why nothing finished. Here’s the clean way through it.
From the top menu, go to Projects → Makeshift Camp. Your immediate goal is to build four tents/shelters, which completes the camp’s basic framework.
You should have enough starting materials from the Jarl’s parting gift. For the tents, use:
Select the required resources in the project screen, then confirm the turn. The key step I missed at first: you must then go to Home → Advance Turn to actually progress construction. Once you advance, the framework finishes and the Makeshift Camp project resolves.
After that, the game quietly opens up a lot of systems, so don’t rush straight to the map yet.
Next, go to Hirdmen. This is where you unlock the first real power spike for your party. My choices, which felt very strong for the next two missions:
I tried more defensive or “cute” options first run, and fights dragged on. The setup above gives you enough damage and control to finish encounters before attrition kills you.
Before you leave this menu, go to the Seamstress tab. Craft upgraded clothes for anyone still in basic gear. Even small boosts to armor or movement matter, especially for Sigrid and your flanks. I ignored this the first time and really felt it in the Ullr’s Arrow boar fight.
After Makeshift Camp, you’ll see a pile of new projects: things like Western Reach, Master Loomhall, Large Room, Drop Spindles, and soon after, settlement expansions like Dock and Fishing Hut. You won’t have the resources to blitz all of them, so the trick is sequencing.
Here’s the order that worked best for me:
Now advance the turn from Home. After a bit of progression, you’ll trigger the “Struggling Stranger” event and a cutscene with Sigrid. This is your signal that the longhouse-related progress is on track and that the next story beat (Little Magpie) is about to open up.
Pro tip: as new buildings like the Smithy and Healing Hut appear in later turns, prioritize them over decorative or comfort upgrades. Smithy weapon tiers and faster warband recovery have a bigger impact on these early hard fights than rushing prestige structures.

Once the Sigrid training scene ends, you’ll see Little Magpie on the world map as a story mission. Don’t slam “Depart” immediately; the prep screen matters.
On the mission screen, hit Prepare first. Here’s what I do every time now:
Once everyone looks good, hit Depart.
The mission opens with a simple objective: Investigate the trail. Walk forward, but don’t rush the main path too fast. Off to the sides you’ll find:
After the third chest, look left for a runestone and a nearby skeleton. Check the skeleton first to get the Golden Eagle Feather, then interact with the runestone to gain the Blessing of Loki. This immediately triggers the wolf ambush.
This fight looks scarier than it is. Regular wolves only have around 3 HP; the real threat is the Alpha Wolf with its much bigger health pool and damage.
When the fight ends, backtrack to any untouched berries to top off HP before progressing further down the trail.
Next you’ll find the source of the commotion: a trader about to be torn apart by a group of outcasts. This is the first fight that actually wiped me a few times. The dangers:
Here’s the positioning that finally gave me a consistent clear:
On turn one, move Sigrid toward the right high ground. If you can kill or push off the enemy standing there early, you control that vantage point for the rest of the fight.

For the frontline:
On the next player round, continue focusing the biggest brute near the trader:
Once the main brutes fall, the fight becomes cleanup. Use Buldi’s Leap (or equivalent mobility) to chase down the archer who retreats north, then mop up remaining enemies. When the last outcast drops, a cutscene ends the mission.
Before you exit, walk the whole battlefield:
Only then leave the mission and cash in your rewards.
Back at camp, you should now continue Western Reach. Go to Trade → Village Market and assign tasks:
This stuff runs over turns, so while it’s cooking, keep talking to your people. From Home, you’ll see characters with conversation icons:
In between, I like to hop back into the Seamstress and craft better clothes as new materials trickle in. It’s easy to forget, but those small stat bumps really smooth later fights.
Advance turns on the map until the story pushes you into the next main mission: Ullr’s Arrow.
Ullr’s Arrow is mandatory – the game gates your settlement progress behind it, so you can’t ignore it. When you start the mission, your main goal is simple: Hunt the Elk. A sub-objective tells you to look for signs of it.
Follow the main path, looting as you go. Early on, make sure you open the barrel you pass; it has extra supplies you’ll be glad to have if you tackle the side fight.
Eventually you’ll reach another runestone. Interact with it to gain the Blessing of Ullr, which is themed around hunting. From here, move east/right following the path until you see old tracks. Keep tracking forward, hoovering up any loot on the way.
At a fork, the path splits left and right. The left path leads to another runestone and a nasty boar encounter. I strongly recommend doing this, but only if you’re comfortable with tough fights.
Why it’s rough:
What finally worked for me:
Clearing this fight feels great and sets you up with more resources and another blessing, which helps later.

Continue the main trail and you’ll hit a cutscene where Gunnar shoots the Elk, but it escapes. Your objective switches to Chase the Elk. Push forward a bit more and another scene plays, introducing a new party member.
From this point, you’re committed – you won’t be heading back to the village until the mission is done. The objective updates to searching for signs of the Sons of the Wolf.
Move straight ahead, grab the provisions on the path, and watch for a wolf darting off to the side – it’s just flavor, but it tells you you’re on the right track. Keep following the trail until a cutscene triggers and your objective updates to Find the Sons of the Wolf.
From here, it’s basically a straight shot: follow the path until you see their ritual camp in the distance. Step close enough and the final cutscene before the big fight begins.
The Sons of the Wolf encounter can vary a bit, but the pattern is consistent: a mix of melee fanatics (often backed by beasts) with a dangerous frontline. On my runs they loved to focus vulnerable characters and dogpile anyone who overextended.
Once the last enemy falls, you’ll get another story scene and the mission wraps, kicking you back to the settlement with solid momentum and a stronger roster.
After completing Little Magpie and Ullr’s Arrow, your camp starts to feel like a real settlement. From here, I recommend:
If you follow this order, you’ll hit the mid-game with a stable resource flow, upgraded weapons, and a party that can handle the tougher tactical encounters the game throws at you. I stumbled through this sequence my first time; running it this way on a second save was dramatically smoother. If I can drag this ragtag warband into shape, so can you.
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