RavenIsle
BETA. A late-game island beyond the edge of the world: four regions, the game's own dungeons, gates and keys, a raven keeper's quests and the Barrow Warden. Reached by a Raven portal built from a rare stone.RavenIsle
A late-game island beyond the edge of the world. It has four regions, the game's own dungeons, gates that need keys, a raven keeper with a quest line, and a boss who holds the way home.
Beta. RavenIsle is still being tested on a live two-player server. Expect rough edges, and back up your world before you first step through. Bug reports are welcome.
Find a rare Raven stone in an early chest, build the Raven portal, and step through to Raven Isle: Jarl Hrafn's last hold, sealed by his undying Warden. Light the beacons, clear a dvergr mine, storm a charred fortress and brave a frozen hall to recover Hrafn's three heirlooms. Then climb to the summit and wake the Barrow Warden.
Features
- An island of its own, off the map. About 1.1 km across, in its own sea beyond the edge of the world. It has five areas:
- The Landing: meadows and the keeper's camp.
- Mistwood: dvergr ruins in the mist.
- The Ashfields: charred ruins, and lava that burns.
- Frostpeak: the frozen north.
- The summit: the Warden's barrow.
- Its own map. On the isle your map shows the isle, with its own fog of war and markers for the places you've found. At home your world map is untouched.
- The game's own places. Thirteen of the game's buildings and dungeons stand on the isle, each with its creatures and loot: an infested mine, a charred fortress, the frozen hall of Mörkhalla, a Morgen's pit, watchtowers, ruins and more.
- Gates and keys. Ridges divide the regions. The Ember gate and the Frost gate stay sealed until someone finds their key. The ravens' blue ward fires burn along the ridge crests, and a warning shows when you start climbing one. Climbing around a gate doesn't help, because sealed regions burn or freeze anyone inside.
- Munin's tasks. Munin, Odin's raven, keeps the isle. Five tasks lead from lighting the beacons to the Warden's fall, plus a side quest for six ravens' hoards hidden in high places. Each task pays coins, and the last one also gives the Raven cloak, which softens falls, heat and cold.
- Harder the deeper you go. Creatures gain extra stars, health and damage in each region past the Landing.
- The Barrow Warden. A towering draugr lord with a boss health bar and 20,000 health. It raises its dead at two-thirds and one-third health.
- After the Warden falls.
- Hrafn's watch: lay the Warden's skull on the barrow altar to get a new forsaken power. Ravens circle over you, nearby enemies show on your map, and the first blow that would kill you leaves you at 1 health instead.
- Hrafn's ravenstone: a trinket from Munin. When your adrenaline fills, it heals you, gives you stamina and speed, and slows your falls.
- A raven on your shoulder while you wear the Raven cloak. The other players see it too.
- Ravens' fire: the isle's blue ward fire, now yours to build. It never needs fuel.
- A rematch: an offering on the altar wakes the Warden for another fight and its loot.
- Players who finished before these existed get them too: talk to Munin.
- The nightmare rule. Die on the isle and you wake in your own bed: "It must have been a nightmare..." What you carried stays on the isle. The Raven portal takes you back for it. Until the Warden falls, beds can't be built on the isle.
- Optional one-way trip. When switched on, the isle's portal stays dark until the Warden falls. After that it works both ways for good.
- Shared progress. Lit beacons, found keys, opened gates and the Warden's fall count for everyone in the world. Each player collects their own rewards from Munin.
How to use
- Find a Raven stone. It turns up rarely (about 1 in 12) in Meadows and Black Forest chests, burial chambers and troll caves. Each of those chests gets one roll the first time it loads with the mod installed, so in an older world even chests you emptied long ago are worth checking again.
- Build the Raven portal. Hammer > Misc, next to a Workbench. Default cost: 1 Raven stone, 20 Fine wood, 10 Greydwarf eyes and 2 Surtling cores.
- Step through with your best gear and food. You arrive at the Raven stones at the Landing.
- Talk to Munin by the fire at the keeper's camp. The task tracker under the minimap shows what to do next.
| Key | Action |
|---|---|
E |
Talk to Munin, use the Raven portal, light a beacon (with wood), open a gate, read a lore stone, lay the heirlooms on the altar (the game's Use key) |
Console commands (the cheat ones need the game's cheats or Server devcommands):
| Command | What it does |
|---|---|
ravenisle |
Shows the isle's progress: beacons, keys, heirlooms, the Warden, hoards and the current task |
ravenisle_give [stone, emberkey, frostkey, heirlooms, cloak, skull, ravenstone] |
Cheat: gives you a Raven stone, or the named item |
ravenisle_goto [place] |
Cheat: takes you to the isle, or to a place on it (camp, mine, fortress, frosthall, altar, ember_gate, frost_gate) |
The quest, step by step (spoilers)
- Light the beacons. Feed wood to the three beacons: one on each hill of the Landing and one on the Mistwood shore. When all three burn, the isle's main places appear on your map.
- The mine under the mist. In the Infested Mine under Mistwood, the deepest chest holds the Ember key and Hrafn's Eye. Carrying the key unseals the Ember gate for everyone. The task is done once both are out.
- Through the Ember gate. In the Ashfields, the Charred Fortress keeps the Frost key and Hrafn's Heart in one of its chests. Mind the lava on the way. The task is done once both are out.
- The frozen hall. Past the Frost gate, the Frozen Hall (Mörkhalla) hides Hrafn's Tear. Its jötunn gate opens for you once the Frost gate is unsealed.
- The Barrow Warden. Climb the Warden's stair from Frostpeak to the summit and lay the three heirlooms on the barrow altar. Anyone can lay any of them, one at a time. The Warden wakes once all three are down. When it falls, the Raven stones at the Landing and on the summit carry you home.
Side quest: six ravens' hoards are hidden across the isle, one at the Landing, two in Mistwood and one each in the Ashfields, Frostpeak and on the summit. Open them all for Munin's own reward.
- After the Warden. Lay its skull on the barrow altar, then take Hrafn's watch there (use the altar again). Munin gives you Hrafn's ravenstone, and the ravens' blue fire appears in the Hammer's Furniture tab (needs a stonecutter). To fight the Warden again, hold the alternate place key (Shift) and use the altar with the offering in your bag (5 elite draugr trophies by default).
Lost an heirloom? Talk to Munin. His brothers bring back any heirloom that was found but isn't on the altar yet.
Configuration
Settings are in BepInEx/config/anwo.RavenIsle.cfg and can be changed in game with a configuration manager. Server settings come from the host or dedicated server; Client settings are each player's own.
1 - Island
| Setting | Default | Scope | Description |
|---|---|---|---|
| Island on | true |
Server | Raven Isle exists. Off: the isle's terrain is gone, the portal stops working, no Raven stones turn up and nothing about the isle is written to the world. Only turn it off when nobody is on the isle |
| Building | LandingUntilWarden |
Server | Where you may build on the isle: LandingUntilWarden, LandingOnly, Everywhere or NowhereUntilWarden |
| Camp build radius | 90 |
Server | How far from the keeper's camp you may build while building is limited to the Landing, in metres (20-250) |
| Sealed regions hurt | true |
Server | The Ashfields burn and Frostpeak freezes anyone inside before their gate's key has been found |
| Curse damage per second | 20 |
Server | Health the curse takes every second in a sealed region, the same for everyone (1-200). Armour, resistances and meads don't reduce it. At 20, a player with 250 health falls in about 12 seconds without healing |
| Protect island objects | true |
Server | The isle's own gates, walls, portals, altar, beacons, lore stones, ward fires and quest chests can't be damaged or taken apart |
| Ward fires on the ridges | true |
Server | A line of blue ward fires along the ridge crests around the sealed regions, so you can see the ridges aren't a way in. Off: no new ones are built; ones already built stay |
| Lava burns | true |
Server | The Ashfields' lava burns like the game's Ashlands lava. Heat resistance (flametal armour, the Raven cloak) slows it, fire resistance doesn't. The roads stay clear of it. Off: the lava is only for show |
| No beds before the Warden | true |
Server | No beds on the isle until the Warden falls, and a bed already there isn't a spawn point until then, so dying on the isle always sends you home |
2 - Creatures
| Setting | Default | Scope | Description |
|---|---|---|---|
| Tougher creatures | true |
Server | Creatures past the Landing get the extra stars, health and damage below. The Landing, the sea and tamed animals are left alone |
| Mistwood extra stars | 1 |
Server | Extra stars in Mistwood (0-2). Stars stop at two, the most the game shows |
| Mistwood health | 1.5 |
Server | Health multiplier in Mistwood |
| Mistwood damage | 1.25 |
Server | Damage multiplier in Mistwood |
| Ashfields extra stars | 1 |
Server | Extra stars in the Ashfields (0-2) |
| Ashfields health | 2 |
Server | Health multiplier in the Ashfields |
| Ashfields damage | 1.5 |
Server | Damage multiplier in the Ashfields |
| Frostpeak extra stars | 2 |
Server | Extra stars in Frostpeak and on the summit (0-2) |
| Frostpeak health | 2.5 |
Server | Health multiplier in Frostpeak and on the summit |
| Frostpeak damage | 1.75 |
Server | Damage multiplier in Frostpeak and on the summit |
Creatures in a dungeon count as the region above it. The multipliers apply on top of stars.
3 - Portal
| Setting | Default | Scope | Description |
|---|---|---|---|
| Raven portal recipe | RI_RavenStone:1,FineWood:20,GreydwarfEye:10,SurtlingCore:2 |
Server | Cost of the Raven portal, as Item:Amount pairs with prefab names. Needs a restart |
| One way until the Warden falls | false |
Server | On: the isle's Raven stones stay dark until the Warden falls, so the trip is one way. Dying still sends you home |
| Teleport rules apply | true |
Server | The Raven portal follows the game's teleport rules (no ores or metals) |
| No portals on the isle | true |
Server | Players can't build their own portals on the isle until the Warden falls |
4 - Raven stone
| Setting | Default | Scope | Description |
|---|---|---|---|
| Found in early chests | true |
Server | The Raven stone can turn up in the chests listed below. Off: it's only available through the ravenisle_give command |
| Chance per chest | 0.08 |
Server | Chance that a listed chest gets a Raven stone on its one roll (0-1) |
| Early chests | Meadows, Black Forest, burial chamber and troll cave chests | Server | The chests (prefab names, separated by commas) that can hold a Raven stone. Each gets one roll, the first time it loads with the mod installed |
5 - Quests
| Setting | Default | Scope | Description |
|---|---|---|---|
| Reward scale | 1 |
Server | Multiplies Munin's coin rewards (100 to 500 per task; 0-10) |
| Warden health | 20000 |
Server | The Barrow Warden's health (1,000-200,000) |
| Warden stars | 2 |
Server | The Warden's stars (0-2); each makes its hits half again as hard |
| Warden damage | 2.5 |
Server | Damage multiplier for the Warden's hits, on top of its stars |
| Warden calls its dead | true |
Server | The Warden raises draugr at two-thirds and one-third health |
6 - Display
| Setting | Default | Scope | Description |
|---|---|---|---|
| Island map | true |
Client | On the isle, the map shows the isle with its own fog of war |
| Task tracker | true |
Client | Shows Munin's current task under the minimap while you're on the isle |
| Tracker height | 0.36 |
Client | Where the tracker sits, as a share of the screen height from the top |
| Region names | true |
Client | Shows a region's name when you walk into it |
| Ridge warning | true |
Client | When you start climbing a ridge towards a sealed region, a message says it is warded and which gate is the way in |
| Arrival intro | true |
Client | Shows the isle's intro text the first time you arrive |
| Nightmare message | true |
Client | Shows "It must have been a nightmare..." when you wake at home after dying on the isle |
| Ask before stepping through | true |
Client | While the trip is one way, the Raven portal asks you to press use a second time |
| Raven on the shoulder | true |
Client | Players wearing the Raven cloak have a raven on their left shoulder, on your screen |
| Shoulder raven size | 0.3 |
Client | How big the shoulder raven is (0.1-0.8; 0.3 is about a real raven) |
| Shoulder raven height | 0.1 |
Client | How far above the shoulder joint it sits, in metres (-0.3 to 0.6). Raise it if it sinks into bulky armour |
7 - Rewards
| Setting | Default | Scope | Description |
|---|---|---|---|
| Forsaken power at the altar | true |
Server | After the Warden falls, its skull goes on the barrow altar and the altar gives Hrafn's watch to anyone who asks: for 5 minutes (20 to recharge), ravens circle over you, enemies within 60 m show on your map, and the first blow that would kill you leaves you at 1 health. Munin replaces a lost skull |
| Ravenstone from Munin | true |
Server | After the Warden falls, Munin gives each player Hrafn's ravenstone. When your adrenaline fills, it gives 100 health and 50 stamina at once, then 20 seconds of extra speed and slow falling |
| Ravens fire to build | true |
Server | After the Warden falls, the ravens' blue fire can be built (Hammer, Furniture, next to a stonecutter: 10 stone, 5 feathers, 1 surtling core). It burns without fuel |
| Warden rematch | true |
Server | After the Warden falls, an offering on the altar (Shift + use) wakes it again for another fight and its loot |
| Rematch offering | TrophyDraugrElite:5 |
Server | What waking the Warden again costs, as Item:Amount pairs with prefab names |
Multiplayer
- Everyone needs RavenIsle, including a dedicated server. Jotunn checks the version when a player joins and turns away a missing or mismatched mod.
- The host sets the rules. Every Server setting comes from the host or dedicated server.
- Progress is shared. Beacons, keys, gates, heirlooms on the altar, hoards and the Warden's fall are saved with the world and count for everyone. Rewards, the found-places list and the isle's fog of war are saved on each character, separately for each world.
- The isle is built by the host the first time anyone goes there, from the same terrain on every computer.
Compatibility
- Map-sharing mods. One Map To Rule Them All keeps sharing your world map while you're on the isle, and the isle's own map is never shared as world map.
- World generation mods that change the edge of the world or place the world far outside its normal size may clash with the isle, which lies about 14 km south of the world's centre.
- Teleport mods that move you between portals or to map pins can take you off the isle even while the trip is one way.
Uninstalling
The isle sinks back into the abyss. Anything you built or left there stays in the world save, out of reach, and returns if the mod is installed again. The Raven portal pieces and the isle's items no longer load. Your world map, the rest of the world and your characters are not touched.
Found a bug?
Report it at github.com/Anwo91/valheim-mods/issues (pick "Bug report"). Please attach your LogOutput.log from the game session where it happened: it's in your mod manager's profile folder, under BepInEx. Ideas are welcome there too.
About
This is a beta release: tested with automated checks and simulations, still being tested in game.
Made with Claude (Anthropic's AI model) and tagged AI Generated, as Thunderstore's rules ask. Built for Valheim 1.0.17 (Deep North) with BepInEx 5.4.2351 and Jotunn 2.30.2.
