Raven Iron
Ragnarok's Wrath
All ProjectsVersion v0.27.4
ReleasedWorld Simulation ModValheim / UnityC#

Ragnarok's Wrath

The land remembers who walked it — seasons, storms, creeping plague, fire scars, and ground that holds a grudge.

Platforms:Client, Dedicated Server, Linux, Windows
Release:September 23, 2026

Ragnarok’s Wrath is a server-authoritative world simulation for Valheim. Seasons turn, storms rage, plague takes root and creeps, fire leaves scars, farmed soil tires, the wild wages war on the blight, and the land holds grudges against the people who hurt it. Every zone quietly keeps score of what has happened there, across restarts, forever.

It is not a tracker, dashboard, or HUD mod — there is no UI. The world tells you itself: a sickly fog in a blighted valley, ash drifting over an old burn scar, a deer that staggers, a bush that refuses your hand specifically.


What It Does

🍂 Seasons

Spring, Summer, Fall and Winter on a configurable clock, driving gameplay and never visuals: fire risk, plague growth, frost and farming yield all swing with the season. It runs its own clock, or defers automatically to Seasonality (RustyMods) or Seasons (shudnal) when either is installed — no second clock, no conflict. The server broadcasts the season to every client on its own cadence, so a joining player, and any other mod that asks, gets the same answer on every machine.

⛈ Devastating Storms

Real vanilla events — banner, music, timer — fired on our schedule, positional and local: plague spreads faster inside the storm’s area and nowhere else, and the storm’s own lightning falls only there. The fire-risk and wind multipliers are bound in config but inert for now — they are wired for a later version, and changing them today changes nothing. A storm over contested ground escalates the war beneath it. With FireFront installed a storm can strike: a rare bolt lands near someone caught under it and starts a real fire, never near anything player-built. The sky is left alone by default. A toggle exists for server owners running no weather mod who want the storm to look like one, and with it on each storm rolls wet or dry — a coin flip by default. The wet storm soaks the ground and never strikes; the dry one, dark sky and thunder with no rain, is the one that can.

Storms anchor only on players out in the wild, never on one safe behind their own walls — lightning refuses to strike near anything player-built and cleared ground gives fire nothing to eat, so a storm announced over a homestead was a storm that could never deliver. If everyone online is indoors, an overdue storm quietly holds and breaks the moment somebody steps outside.

🦠 Plague — In The Land, And In You

A spreading, curable sickness that lives in the ground and starts on its own — likelier on corrupted or burnt land, carried by storms. It grows where players linger, creeps along its frontier, feeds on corruption, and dies back through winter or neglect. Clients see a grey-green miasma where it runs deep: no marker, no map icon, just the land looking wrong.

Stand in it and it gets into you. Exposure builds over tens of minutes into real sickness — stamina first, then healing — shown as a vanilla status icon. Leaving drains it, rest drains it faster, poison-resist mead slows the intake. Relogging is not a cure.

🔥 Fire Scars

Paired with FireFront, fires char the land itself: burning zones accrue Scorch, which suppresses recovery and outlives the flames, and gray ash drifts over old burn scars, thinning as the ground heals. Ragnarok’s Wrath ships no second fire simulation — without FireFront the system simply sleeps.

🌱 Land That Keeps Score

Fertility tires under dense crops, and tired fields grow slow — crops in depleted soil take up to double the time, so resting a field genuinely pays. Blighted and burnt ground corrupts, corruption feeds the plague, and the world derives its own condition — Flourishing, Stable, Ailing, Stricken — announcing the turning points to everyone on the server.

💀 Consequences

Sick land acts like it. Berry bushes and mushrooms stop yielding on plagued or burnt ground, wildlife staggers visibly ill, crops in deeply blighted soil wither and die, and creatures born on corrupted ground come up starred. Player structures are never touched.

⚔️ The Land Takes Sides

Every act is remembered, per zone and per player. Planting and healing presence book care; arson books harm to the arsonist by name, since FireFront identifies who lit it across the fire’s whole spread. Grudged ground drifts harsher under your feet, refuses you berries it gives freely to others, and marks you. Tended ground heals faster for its keeper and sheds their sickness sooner. Where blight and genuine care collide, the zone goes to war: the blight’s spawns star harder, the wild pours in to answer, and storms escalate it.

🐗 The Nemesis

The creature that kills you is marked in that moment. It climbs a level with each repeat kill, up to a configurable cap (two stars by default), and its nameplate remembers — slayer of Nomad, counted on repeat offenses. A boss that kills you is marked the same way — its health bar carries the same story — but never climbs a level, so a boss fight stays the size it was built to be. The mark lives in the creature’s own body and survives server restarts. The mark is the creature’s, not yours: kill it and the mark dies with it, and if it despawns it got away.

🗿 Relics

Where a story completes, a stone rises: a great fire fully healed or a plague driven out raises a blessed stone; a war lost to the blight raises a cursed one. Standing stones carry real auras and wear glowing runes, gold or blood-red. They can be broken — but the land books the vandal, and it does not forget.

🏅 Titles

Earned from what happened to you, never from tracked stats: Stormrider, Plaguewalker, Winterborn, Ashbringer, Warden, Despoiler. The latest earned shows under your nameplate.


Technical Specifications

Parameter Detail
Runs On Client & Server — one role-aware DLL
Target Runtime BepInEx 5.4.2350+
Engine Target Valheim (Unity Engine)
Current Version 0.27.4
Persistence World-scoped plain-text stores, atomic writes, survive restarts
Configuration Every system has an on/off toggle; every rate and threshold is tunable
Packaged With FireFront 1.0.0+ — installed automatically by mod managers; soft-dependent in code, sleeps without it

Console Commands

Open the console with the tilde key.

Command Effect
wrath status World condition, season, active storms, live settings
wrath zone Everything the land remembers about the zone you stand in
wrath relics Standing stones the world has raised, and where
wrath zone set Set a zone’s drift values directly (server, admin)
wrath care set Adjust a player’s standing with a zone (server, admin)
wrath harm set Adjust a player’s grudge with a zone (server, admin)
wrath save Flush every store to disk now (server, admin)

Admin commands typed in-game forward through vanilla’s own admin gate, execute where the world lives, and reply to your screen. Server owners never need to hand-edit a save file — though they can: every store is plain tab-separated text.


Installation

Via mod manager: install and play. FireFront comes with it.

By hand: drop RagnaroksWrath.dll into BepInEx/plugins/ on the server and every client. The same DLL does both jobs — the server runs the simulation, clients render what it pushes and act where they stand.

Config appears at BepInEx/config/com.raveniron.ragnarokswrath.cfg. Keep it identical on the server and every client: several client-side gates read local values, and a client with a diverging config behaves differently on the same world. A version mismatch warns once on screen and fails safe.

Requires Valheim 1.0.7 or newer — it does not run on 0.2x.


Plays Well With

FireFront — a listed dependency, installed automatically by mod managers. It unlocks fire scarring, arson attribution and storm lightning. Removing it is safe: those systems sleep.

Seasonality (RustyMods) and Seasons (shudnal) — either is detected and deferred to automatically, so the season you see is the season the simulation runs on.

AwayFromHome (Wubarrk) — deliberately compatible: drift never ticks on zone load state, storm lightning refuses to strike near an unattended base (general fire spread there is FireFront’s own simulation, not this mod’s to control), and our sweeps are staggered off its rescan.


Known Limitations

On a Steam Cloud singleplayer world, the mod’s world-state files live beside the local save and do not travel with the cloud — move machines and the land starts a fresh memory. Dedicated servers and local worlds are unaffected.

The mod adds no prefabs, no assets, no bundles — every visual is generated in code. This is deliberate and load-bearing; it will not change.


Download on Hexium →

Part of the RavenIron Suite

Ragnarok's Wrath reads FireFront's fires to scar the land and book arson against whoever lit it, and its Devastating Storms hurl the lightning that starts them. FireFront installs alongside it.