Fjords of Hrafnvik

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.
Sky and weather
Section titled “Sky and weather”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.

Levels by difficulty
Section titled “Levels by difficulty”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
Stages
Section titled “Stages”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. |


Crossing
Section titled “Crossing”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.
| Zone | Name | Objective | Waves | Enemies | Chests |
|---|---|---|---|---|---|
| 0 | Hrafnvik Village | Follow the fjord coast | — | none — starting point | — |
| 1 | Wolf Coast | Drive off the wolf pack | 3 | 11× Wolf of Fenrir, Champion Wolf of Fenrir | 1 |
| 2 | Ruins of Ýdalir | Cleanse the ruins | 3 | 11× Draugr Thrall, 4× Wandering Draugr, 1× Draugr Warrior, 3× Draugr Crossbowman | 1 |
| 3 | Dead Grove | Silence the sorcerer of the grove | 3 | 7× Wolf of Fenrir, 2× Draugr Sorcerer, 1× Draugr Warrior, 2× Draugr Crossbowman, 3× Draugr Thrall, Champion Wandering Draugr | 1 |
| 4 | Shrine of Tyr | Retake the shrine | 3 | 1× Draugr Warrior, 5× Wandering Draugr, 4× Draugr Thrall, 4× Draugr Crossbowman, 1× Draugr Sorcerer, 2× Wolf of Fenrir, Champion Draugr Warrior | 1 |
| 5 | Jarl's Fortress | Defeat Hrafnkell, the Draugr Jarl | 1 | 2× 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.
Enemies
Section titled “Enemies”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.

Wolf of Fenrir
Section titled “Wolf of Fenrir”Fast and hunting in packs: they come in from the flanks and make short lunges at the hero.
| Species | Behavior | Life | Damage | Weak to | Resists |
|---|---|---|---|---|---|
| Melee | ×0.7 | ×0.75 | — |
Draugr Thrall
Section titled “Draugr Thrall”The weakest of them, but they come in groups — and they’re the ones the Sorcerer and the Jarl summon.
| Species | Behavior | Life | Damage | Weak to | Resists |
|---|---|---|---|---|---|
| Melee | ×0.55 | ×0.7 |
Wandering Draugr
Section titled “Wandering Draugr”The common draugr: melee, no tricks.
| Species | Behavior | Life | Damage | Weak to | Resists |
|---|---|---|---|---|---|
| Melee | ×1.4 | ×1.15 | — |
Draugr Warrior
Section titled “Draugr Warrior”Armored: takes less damage. Before the Fortress Gates, he only appears as a Champion.
| Species | Behavior | Life | Damage | Weak to | Resists |
|---|---|---|---|---|---|
| Melee · takes −15% damage | ×2.2 | ×1.3 |
Draugr Crossbowman
Section titled “Draugr Crossbowman”Shoots from afar, and each bolt is telegraphed before it’s fired.
| Species | Behavior | Life | Damage | Weak to | Resists |
|---|---|---|---|---|---|
| Ranged | ×0.9 | ×1.15 | — |
Draugr Sorcerer
Section titled “Draugr Sorcerer”Casts area ice and summons thralls. Silence him first.
| Species | Behavior | Life | Damage | Weak to | Resists |
|---|---|---|---|---|---|
| Caster | ×1.05 | ×1.6 | — |
Lieutenant: Grímr Tongueless
Section titled “Lieutenant: Grímr Tongueless”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.
Boss: Hrafnkell, the Draugr Jarl
Section titled “Boss: Hrafnkell, the Draugr Jarl”
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.
| Species | Behavior | Life | Damage | Weak to | Resists |
|---|---|---|---|---|---|
| Boss | ×12 | ×1.5 | — |
The relic: Black Gold Ring
Section titled “The relic: Black Gold Ring”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.

In the myths
Section titled “In the myths”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.
