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RavenIsle

Step beyond the edge of the world: a late-game island with four regions to fight through, a raven's quest line to follow and the Barrow Warden waiting at the summit.

At a glance

  • A new island, off the map. About 1.1 km across in its own sea, with its own map and fog of war: green meadows, misty dvergr woods, burning ash fields and a frozen north.
  • 13 of the game's own dungeons and buildings, with their creatures and loot: an infested mine, a charred fortress, the frozen hall of Mörkhalla and more.
  • A quest line with a guide. Munin, Odin's raven, sets five tasks from lighting the beacons to the final fight, plus a hunt for six hidden hoards. Coins for every task and the Raven cloak at the end.
  • Gates, keys and cursed ground. Two gates stay sealed until you find their keys. Climb around them and the curse burns or freezes you.
  • Harder the deeper you go. Past the Landing, creatures get up to two extra stars and up to 2.5 times their health, and their stars show how tough they really are (up to 10 with a mod that draws them all).
  • The Barrow Warden. A towering draugr lord with 30,000 health that raises its dead as it weakens and answers only to players. Beat it for a new Forsaken power, a trinket, a raven on your shoulder and rematches.
  • Shared progress. Beacons, keys, gates and the Warden's fall count for everyone in the world. The isle's map and its big messages are shared too.

Needs Jotunn. Everyone on the server needs RavenIsle, the host included, all on the same version (1.1.0 players can't play with 1.0.x players).

The story

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

The isle

  • Five areas. The Landing (meadows and the keeper's camp), Mistwood (dvergr ruins in the mist), the Ashfields (charred ruins and burning lava), Frostpeak (the frozen north) and 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 have found. What any player uncovers on the isle is uncovered on everyone's isle map, and it shows in the isle's dungeons too. Your world map stays untouched.
  • Big messages for everyone. A beacon lit, a hoard found, a key or heirloom found, the Warden waking or falling: every player sees it in the middle of the screen, wherever they are.
  • The game's own places. Thirteen of the game's buildings and dungeons: an infested mine, a charred fortress, Mörkhalla, a Morgen's pit, watchtowers, ruins and more.

Gates and the curse

  • Ridges divide the regions. The Ember gate and the Frost gate stay sealed until someone finds their key.
  • No shortcuts. Sealed regions burn or freeze anyone inside. The ravens' blue ward fires mark the ridge crests, and a warning shows when you start to climb one.
  • Lava that burns. The Ashfields' lava burns like the Ashlands'. Heat resistance slows it; the roads stay clear.

Munin's tasks

Munin 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 (100 to 500), and the last one also gives the Raven cloak: fall like a feather, move a little faster, and heat and cold bite less. It never wears out. When he has something for you (his welcome, a reward or a new task) he comes to you wherever you are on the isle, and one talk gives you everything he has, page after page.

The Barrow Warden

A towering draugr lord with a boss health bar and 30,000 health. It raises its dead at two-thirds and one-third health. The summit's wolves, golems and fenrings leave it alone, and only players and their tamed animals can hurt it.

After the Warden falls

  • Hrafn's watch: lay the Warden's skull on the barrow altar for a new Forsaken power. For 5 minutes 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.
  • Hrafn's ravenstone: a trinket from Munin. When your adrenaline fills, it gives 100 health and 50 stamina at once, then 20 seconds of extra speed and slow falling.
  • A raven on your shoulder while you wear the Raven cloak. Other players see it too.
  • Ravens' fire: the isle's blue fire, yours to build. It never needs fuel.
  • Rematches: an offering on the altar wakes the Warden for another fight and its loot.

Dying on the isle

Die on the isle and you wake in your own bed: "It must have been a nightmare..." What you carried stays on the isle, and the Raven portal takes you back for it. Your world map marks the grave at the Raven portal, and the isle map shows where you fell, in its dungeons too. Beds can't be built on the isle until the Warden falls.

Choosing where to go

When there's more than one place to go, the Raven portal and the isle's Raven stones ask where: from home, the Landing or (once the Warden has fallen) the summit; from the isle, the other stones, any of the world's Raven portals (the one you came through first) or your bed.

Optional one-way trip

The host can make the trip one way: the isle's portal stays dark until the Warden falls, then works both ways for good. It is off by default.

How to use

  1. 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, so in an older world even chests you emptied long ago are worth checking again.
  2. 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.
  3. Step through with your best gear and food. You arrive at the Raven stones at the Landing.
  4. Talk to Munin by the fire at the keeper's camp. The task tracker under the minimap shows the task, what to do and where to go, and tells you when Munin has something for you.
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)
  1. Light the beacons. Feed wood to the three beacons: one east and one west of the Landing, and one on the Mistwood shore, further west. When all three burn, the isle's main places appear on your map.
  2. 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.
  3. 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.
  4. 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.
  5. 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.

Hidden chests (side quest)

Munin's brothers hid six treasure chests (the ravens' hoards) in high places around the isle: one at the Landing, two in Mistwood, one in the Ashfields, one in Frostpeak and one on the summit. Look up: on cliffs, crags and the tops of ruins. Until it's opened, each one has a raven sitting on it with a soft blue glow, and it's called "Ravens' hoard" when you look at it. Not all of them look like chests: the one at the Landing is half-buried in a mound of earth, the one on the Mistwood shore is a loose stone slab, and the one in the Ashfields is a stone chest. Each chest holds its own loot, and opening it counts for everyone in the world. The tracker under the minimap shows how many are open, which regions still have one, and roughly how far and which way the nearest unopened chest is. When all six are open, talk to Munin: he adds 300 coins, 5 rubies and 3 silver necklaces. You can hunt for them at any time, before or after the Warden.

  1. 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. The config file has the full description of each setting.

1 - Island

Setting Default Scope Description
Island on true Server Raven Isle exists. Off: the isle's terrain is gone, the portal stops working and no Raven stones turn up. 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 is found
Curse damage per second 20 Server Health the curse takes every second in a sealed region (1-200); armour and resistances don't reduce it
Protect island objects true Server The isle's 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 Blue ward fires along the ridge crests around the sealed regions
Lava burns true Server The Ashfields' lava burns like the Ashlands'; heat resistance slows it. Off: only for show
No beds before the Warden true Server No beds on the isle until the Warden falls, so dying there 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; tamed animals are left alone
True stars on the isle true Server Tough creatures show the stars their strength stands for (their level times the region's health, up to level 11). Health, damage and drops stay as before; above two stars they keep the two-star look. Off: two stars at most
Mistwood extra stars 1 Server Extra stars in Mistwood (0-2); two stars at most
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 prefab pairs. Needs a restart
One way until the Warden falls false Server On: the isle's Raven stones stay dark until the Warden falls. 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
Choose where the Raven portal goes true Client When a Raven portal or the isle's stones could take you to more than one place, you pick from a small list (click or number keys, Esc to stay): the Landing or the summit from home, and the other stones, any Raven portal at home or your bed from the isle. Off: home portals go to the Landing, the isle's stones to the portal you came through

4 - Raven stone

Setting Default Scope Description
Found in early chests true Server The Raven stone can turn up in the chests below. Off: only through ravenisle_give
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 Chests (prefab names) that can hold a Raven stone, each rolled once the first time it loads

5 - Quests

Setting Default Scope Description
Reward scale 1 Server Multiplies Munin's coin rewards (100 to 500 per task; 0-10)
Warden health 30000 Server The Barrow Warden's health (1,000-200,000). A saved 20000, the old default, is raised to 30000 once
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
Warden fights only players true Server The Warden and the summit's other creatures leave each other alone, and only players and tamed creatures (with their arrows, burning, poison and turrets) can hurt it. It rises on the real ground. Off: anything can fight and hurt it
Munin tells it all at once true Client One talk goes through everything Munin has for you (rewards, gifts, the next task), page after page. Off: one thing per talk
Munin comes to you true Client When Munin has something for you he comes to you on the isle and follows if you walk off; in a dungeon he waits outside, then goes back to his perch. Off: he waits by the fire

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 Munin's current task under the minimap while you're on the isle, with hints on what to do and where
Tracker height 0.36 Client Where the tracker sits, as a share of the screen height from the top
Tracker size 1.5 Client How big the tracker is (0.5-3). It grows with your screen's height; 1 is the old size on a 1080p screen
Hidden chest hints true Client While hunting the hidden chests, the tracker says about how far and which way the nearest unopened one is. Off: it only names the regions left
Ravens on hidden chests true Client A raven with a blue glow sits on every hidden chest nobody has opened yet, and flies off when it's opened; hidden chests are called "Ravens' hoard". Only on your screen
Region names true Client A region's name when you walk into it
Ridge warning true Client A warning when you start climbing a ridge towards a sealed region
Arrival intro true Client The isle's intro text the first time you arrive
Nightmare message true Client "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
Isle map ready on arrival true Client The isle's map is drawn in the background when you enter the world. Until it's ready the map on the isle shows plain fogged sea, and while you're on the isle it is checked every second. Off: the map is drawn when you arrive
Isle map forests match the trees true Client Forest and mist marks on the isle's map sit where the isle's trees really grow. Off: the old marks from the isle's own noise
Isle map in dungeons true Client Inside the isle's dungeons the map keeps showing the isle (with your death pins), and exploring there uncovers it. Off: the world map, which shows nothing there
Isle grave shown at home true Client When you last died on the isle, your world map shows "Your grave: Raven Isle" at the home Raven portal. Not saved; shows while the game's death pin there is still on the map, never while you're on the isle
Munin easy to talk to true Client Munin can be talked to from every side: his talk area covers the whole raven. Off: the old, smaller talk area
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 Height above the shoulder joint, in metres (-0.3 to 0.6). Raise it for bulky armour

7 - Rewards

Setting Default Scope Description
Forsaken power at the altar true Server After the Warden falls, the barrow altar gives Hrafn's watch (5 minutes, 20 to recharge). Munin replaces a lost skull
Ravenstone from Munin true Server After the Warden falls, Munin gives each player Hrafn's ravenstone
Ravens fire to build true Server After the Warden falls, the ravens' blue fire can be built (Furniture, next to a stonecutter: 10 stone, 5 feathers, 1 surtling core)
Warden rematch true Server After the Warden falls, an offering on the altar (Shift + use) wakes it again
Rematch offering TrophyDraugrElite:5 Server What waking the Warden again costs, as Item:Amount prefab pairs

8 - Sharing

Setting Default Scope Description
Share big messages true Server The isle's big event messages show once for every player, wherever they are. Messages meant only for you stay yours
Shared isle map true Server What any player uncovers on the isle is uncovered on every player's isle map, live and when you meet again

Multiplayer

  • Everyone needs RavenIsle, including a dedicated server, on the same version: from 1.1.0 both players need 1.1.0. 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. Each player collects their own rewards from Munin; rewards, found places and the isle's fog of war are saved on each character, separately for each world.
  • The isle's map and big messages are shared. What one player uncovers on the isle shows on everyone's isle map (while you're both online, and when you next meet), and the isle's big messages show for every player.
  • 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. RavenIsle shares the isle's map itself.
  • 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 don't load without the mod. 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

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.

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