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Fjords of Hrafnvik

The warrior battles draugr among broken columns in the Ruins of Ýdalir.
Ruins of Ýdalir: draugr among broken columns.

The journey begins on the shore of a fjord: the sea always on one side, cliffs on the other, two rivers crossed by wooden bridges and a narrow isthmus. Plundered villages, draugr on the beaches — and, at the end of the trail, the fallen Jarl waiting in his hall: Hrafnkell, the Draugr Jarl.

Region Útangarðr (“Beyond the Fence”) — map 1 of 10
Act I — The Dead
Biome Fjord coast
Lieutenant Grímr Tongueless
Boss Hrafnkell, the Draugr Jarl
Relic Black Gold Ring

Defeating Hrafnkell opens the next map, the Barrows of Haugsnes.

The light on the fjord shifts as the hero pushes on. The first three stages are fought by day, on the beach and among the ruins; dusk falls over the Dead Grove and the Völva’s Hut; night arrives with the Moonlit Coast, the Tide of the Drowned and Tyr’s Vigil. Dusk returns before the Fortress Gates, and Hrafnkell waits in his hall. The Crossing is made by day.

Draugr close in on the warrior among dry, twisted trees in the Dead Grove.
Dead Grove: dusk among the withered trees.

Each stage has a fixed level within the map’s range; the boss is 2 levels higher.

Difficulty Enemy levels
Normal 1–3
Heroic 15–17
Mythic 30–32
Ragnarök 45–47

See also Difficulties and Expeditions. beta

Each stage you win unlocks the next; the tenth is the boss fight. Every stage has three stars to earn: win, win without falling, and win under the target time. After your first victory in a stage you can switch on Repeat on loop — the hero replays the stage on his own and only stops after three falls in a row.

# Stage Type What awaits the hero
1 Wolf Coast Advance Fenrir’s pack prowls the beach just beyond the village fence.
2 Ruins of Ýdalir Advance Thralls, wanderers and crossbowmen guard the ruins.
3 The Stranded Drakkar Ambush The drowned rise from the bay while the thralls cut off the path.
4 Dead Grove Advance Wolves and the grove’s sorcerer.
5 The Völva’s Hut Lieutenant Grímr Tongueless, a champion sorcerer who raises thralls and freezes the ground.
6 Moonlit Coast Night Advance A long march by night, from the village to the ruins, with mixed waves.
7 Tide of the Drowned Ritual Runestones kindled on the beach raise the drowned from the tide.
8 Tyr’s Vigil Defense Guard Tyr’s altar until the night is over.
9 Fortress Gates Gates Elites only: champion warriors and crossbowmen before the Jarl’s fortress.
10 Hrafnkell’s Hall Boss Hrafnkell, the Draugr Jarl, waits in his hall by the fjord.
Heimdall's panel: the region's maps, the difficulties and the ten stages of the Fjords of Hrafnvik with the stars earned.
The ten stages of the Fjords on Heimdall’s panel.
Defending the altar at the Shrine of Tyr: the timer reads 0:40 as the warrior holds back the draugr among standing stones and braziers.
Tyr’s Vigil: hold the altar until the timer runs out.

With all ten stages won, the Crossing opens: the whole fjord in one go, from the village to Hrafnkell’s hall, with the waves of every stretch. The hero walks on, and each stretch unleashes its waves, one at a time: the next only comes once the previous one has fallen. Clearing a stretch opens a chest.

ZoneNameObjectiveWavesEnemiesChests
0Hrafnvik VillageFollow the fjord coast—none — starting point—
1Wolf CoastDrive off the wolf pack311× Wolf of Fenrir, Champion Wolf of Fenrir1
2Ruins of ÝdalirCleanse the ruins311× Draugr Thrall, 4× Wandering Draugr, 1× Draugr Warrior, 3× Draugr Crossbowman1
3Dead GroveSilence the sorcerer of the grove37× Wolf of Fenrir, 2× Draugr Sorcerer, 1× Draugr Warrior, 2× Draugr Crossbowman, 3× Draugr Thrall, Champion Wandering Draugr1
4Shrine of TyrRetake the shrine31× Draugr Warrior, 5× Wandering Draugr, 4× Draugr Thrall, 4× Draugr Crossbowman, 1× Draugr Sorcerer, 2× Wolf of Fenrir, Champion Draugr Warrior1
5Jarl's FortressDefeat Hrafnkell, the Draugr Jarl12× Draugr Thrall, Hrafnkell, the Draugr Jarl (boss)—

Wave by wave in the Enemy catalog. beta

  • Hrafnvik Village — the starting point, free of enemies: a longhouse, turf houses, a well, firewood, a cart, the smith’s brazier, a campfire and the pier with a drakkar in the bay. Gates with dragon posts mark the way out.
  • Wolf Coast — the beach where Fenrir’s brood hunts.
  • Ruins of Ýdalir — seaside ruins and a stranded drakkar; this is where the first draugr appear.
  • Dead Grove — a dry, silent forest, where the grove’s sorcerer must be silenced.
  • Shrine of Tyr — runestones and the altar of the god of war; the hardest fight before the boss.
  • Jarl’s Fortress — Hrafnkell’s hall.

The draugr rise from the earth in a fan before the hero; the wolves come running in from the edges. No enemy ever rises in the water or on the slopes, and loot that drops out of the hero’s reach flies to him after 6 seconds. Full entries in Wolves of Fenrir and Draugr.

The warrior faces the wolves of Fenrir on the beach of the Wolf Coast, beside a blue runestone.
Wolf Coast: Fenrir’s pack on the beach.

Fast and hunting in packs: they come in from the flanks and make short lunges at the hero.

SpeciesBehaviorLifeDamageWeak toResists
Wolf of FenrirMelee×0.7×0.75 Lightning -20%—

The weakest of them, but they come in groups — and they’re the ones the Sorcerer and the Jarl summon.

SpeciesBehaviorLifeDamageWeak toResists
Draugr ThrallMelee×0.55×0.7 Physical -20% Ice +20%

The common draugr: melee, no tricks.

SpeciesBehaviorLifeDamageWeak toResists
Wandering DraugrMelee×1.4×1.15 Fire -20%—

Armored: takes less damage. Before the Fortress Gates, he only appears as a Champion.

SpeciesBehaviorLifeDamageWeak toResists
Draugr WarriorMelee · takes −15% damage×2.2×1.3 Fire -20% Physical +20%

Shoots from afar, and each bolt is telegraphed before it’s fired.

SpeciesBehaviorLifeDamageWeak toResists
Draugr CrossbowmanRanged×0.9×1.15 Fire -20%—

Casts area ice and summons thralls. Silence him first.

SpeciesBehaviorLifeDamageWeak toResists
Draugr SorcererCaster×1.05×1.6— Seiðr +20%

In the Völva’s Hut, in stage 5, waits Grímr Tongueless: a champion sorcerer who raises thralls and freezes the ground. Wolves, thralls, wanderers and sorcerers come with him.

Hrafnkell, the Draugr Jarl, summons thralls; the warning “Rise, thralls!” appears over the fight, along with the boss life bar.
“Rise, thralls!” — the Jarl calls up the dead.

The fjords’ former lord has returned from the grave and rules over the draugr of his hall. Throughout the fight he slams the ground with his Quake and rushes at the hero with his Charge. At two-thirds of his life, and again at one-third, he summons thralls; below a quarter he becomes enraged and attacks faster. He resists physical damage. Attacks, phases and tips in the Bestiary.

SpeciesBehaviorLifeDamageWeak toResists
Hrafnkell, the Draugr JarlBoss×12×1.5— Physical +20%

Your first victory over Hrafnkell guarantees the relic Black Gold Ring; after that it can still drop with each win, with better odds on higher difficulties. Its aspect makes every elite you slay (a champion, lieutenant or boss) raise a black gold thrall that fights at the hero’s side for 10 seconds — up to two standing at once. See Aspects and Sets.

The map’s enemies drop Raven Feathers — plucked from the ravens that circle the barrows of Hrafnvik — used for the Huginn’s Flight tempering at Brokkr and to attune set pieces to Hrafnkell’s Armor in Mímir’s Cauldron. The boss drops three at once.

Hrafnkell, the Draugr Jarl, falls in defeat; the messages “Hrafnkell has fallen!” and “Relic obtained: Black Gold Ring” appear on screen.

The Norse split the world into innangarðr, what lies inside the fence — the home, the fields, the law — and útangarðr, what lies beyond it: the wilds, the sea, the dead and everything that answers to no one. That is where the journey begins, just past the village fence.

Hrafnvik means “raven bay” — and ravens are Odin’s birds: Huginn and Muninn, thought and memory, fly over the whole world each day and return to tell him what they have seen. Ýdalir, “the yew dales”, is the name of the dwelling of Ullr, the archer god, in the poem Grímnismál. And Tyr, the god of war, lost his right hand in Fenrir’s jaws when the gods chained the wolf — the very brood that now prowls the beach.