Hellfrost Region Guides
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Hellfrost #49: The Sunken Realm
The Sunken Realm was once a populous land, though one whose inhabitants remain shrouded in mystery. Today, it is a god-cursed realm
of sundered earth and shattered cities, a devastated wasteland populated only by ferocious orcs and giants, and insane frostreavers
and Vendahl. Few have cause to walk the vast basin, and most who enter never return.
Hellfrost Region Guide #49: The Sunken Realm (PDF)
Hellfrost #48: Dwarven Cities
Beneath the mountains of Rassilon, in magnificent, sprawling cities carved out of the living rock, dwell the insular frost dwarves.
Their realms are a mystery to other races, for dwarves do not welcome guests into their homes. Several of these mighty realms have
been lost to outside forces, and two are currently besieged. It is these dark corridors that heroes are most likely to walk.
Hellfrost Region Guide #48: Dwarven Cities (PDF)
Hellfrost #47: Isles of the Seareavers
Pirates have gone by many names over the centuries, but their goals and motives remain the same. The greatest threat to maritime
trade in the modern age is the Seareavers, a motley brotherhood of sea-raiders bound by a loose code and common faith. They are
greatly feared, and rightfully so, for they are true wolves of the sea.
Hellfrost Region Guide #47: Isles of the Seareavers(PDF)
Hellfrost #46: Godsheim
The nature of the Afterlife and the homes of the gods have kept imaginations fired and fueled debate for millennia. Every race,
culture, and nation has its own opinions. Yet even these are not set in stone, for different generations apply their own
interpretations to holy texts and the myths of old, shaping them to fit current events and mores so they remain pertinent to
worshippers. This supplement provides an overview of Godsheim, a realm shaped by the beliefs of mortals. This Region Guide explores
the gods' halls and the major geographic features of their celestial realm, the nature of celestial events, and the major
constellations. A star chart of the night sky completes the supplement.
Hellfrost Region Guide #46: Godsheim (PDF)
Hellfrost #45: The Abyss
The Abyss is the realm of the damned, where those who commit terrible sins in life or die without a patron deity
are sent to suffer for eternity. This supplement takes a look at the denizens of the Abyss and the depraved,
black-hearted mortals who traffic with them. It is not an adventurers’ guide to exploring the hellish realm or
laying waste to its near godlike rulers. Nor is it a supplement of hard facts and absolutes. Instead, it
presents a variety of commonly held opinions, any of which might be true.
Hellfrost Region Guide #45: The Abyss (PDF)
Hellfrost #44: The Borderlands
The loose confederation of villages and towns that make up this frontier land have weathered the terrors of the
Liche-Priest and the ravages of the Blizzard War. Orcs, giants, and beastmen are constant threats, yet the
Borderlands remains a bustling center of trade. Here there are plentiful opportunities to earn money and glory.
There is also much danger.
Hellfrost Region Guide #44: The Borderlands (PDF)
Hellfrost #43: Angarion
Angarion, the last remnants of an ancient forest, is home to the largest population of hearth elves in Rassilon. Here they dwell
in harmony with the world, shunning contact with other races and defending their homes with lethal efficiency as they have done
for time immemorial. Their numbers are dwindling, but they remain resolute in holding to the old ways of their ancestors. Much
of the material in this work applies to all hearth elf domains.
Hellfrost Region Guide #43: Angarion (PDF)
Hellfrost #42: Sutmark
Once a prosperous realm, Sutmark has seen a rapid decline in fortunes. Political machinations in Ostmark strip it of its
trade routes, while the massive lizardman army batters at the walls of Ostvik. If either trade or army fails, Sutmark
will swiftly fall, overrun by hordes of scaly invaders and their thunderlizards. The fate of the nation hangs in the balance.
Hellfrost Region Guide #42: Sutmark (PDF)
Hellfrost #41: Seithrby
A realm of scattered Saxa tribes and their Anari slaves, Seithrby sits at the crossroads between the High and Low Winterlands.
Conquered a generation ago, Seithrby appears tranquil and stable, yet beneath the surface is a land of competing nobles,
raiding undead, and outmoded attitudes. And lurking deep beneath its rolling hills and fertile plains are dark secrets,
terrible secrets of yesteryear that refuse to die.
Hellfrost Region Guide #41: Seithrby (PDF)
Hellfrost #40: The Vale
A land of green hills and gentle valleys, of small settlements and cheery inhabitants, the Vale is widely regarded as an idyllic land.
Yet all is not well in this paradise. Refugees from Vestmark cross the border in growing numbers, bringing with them disease
and banditry, and within the peaceful valleys lie many dark secrets.
Hellfrost Region Guide #40: The Vale (PDF)
Hellfrost #39: Lakeland
Despite being held in the grip of winter all year round, Lakeland has a small but thriving population. Dour and taciturn,
the hardy Lakelanders survive by hunting and fishing. Every day is a struggle for survival, yet the independently minded
denizens would have it no other way. Here a man lives by his skills and dies by his ignorance.
Hellfrost Region Guide #39: Lakeland (PDF)
Hellfrost #38: Icedale Freeholds
Bound by the deadly Frozen Forest, the impassable Sunken Realm, and the treacherous Frozen Sea, the Freeholds are the most
isolated and remote realm on the continent. Beset by undead and Hellfrost horrors, the rugged settlers and hardy nomads who
call this realm home are slaves to no man, for here all are considered equal. Details on the Finnar culture can be found in
Region Guide #19: The Unclaimed Lands.
Hellfrost Region Guide #38: Icedale Freeholds (PDF)
Hellfrost #37: Heldalund
Heldalund is a demoralized nation. Orcs control the northern reaches and the second largest town, Hellfrost dragons circle in
the west, the army has withered to a shadow of its former self, and trade has been crippled by a loss of exports and high
taxation in Cul. Heldalund stands on the brink of disaster, but all is not yet lost.
Hellfrost Region Guide #37: Heldalund (PDF)
Hellfrost #36: The Glittersands
Surrounded by mountains and sea, the Glittersands is an isolated realm, a cold desert broken only by melted stone ruins and the
great dunes that rise in the west. An inhospitable wilderness of unnatural origin infested with orcs, trolls, and giants,
the frost-covered sands are nonetheless home to sturdy souls.
Hellfrost Region Guide #36: The Glittersands (PDF)
Hellfrost #35: The Giant's Throne
For 40 years the inhabitants of the Giant’s Throne have been gathering their strength in preparation for a major invasion.
Though an ill-fated attempt to invade the western Low Winterlands was recently thwarted at Watchgap Fort, the frost giant ruler,
King Kaldr, has not given up his dreams of stamping his authority over the surrounding lands. From his windswept fortress, the icy
king watches over a frigid domain of rival orc tribes and barren jagged peaks.
Hellfrost Region Guide #35: The Giant's Throne (PDF)
Hellfrost #34: The Frozen Forest
Nestled beneath the Icewall and wrapped around the Scythe Mountains, the vast expanse of the Frozen Forest is a lifeless realm
locked in endless winter. Once a major realm for the taiga elves, it is now a frozen hell, wracked by deadly blizzards and the
maddening Hellfrost Wind. Few venture deep into its depths, and even fewer return to speak of the terrors and secrets they have
witnessed.
Hellfrost Region Guide #34: The Frozen Forest (PDF)
Hellfrost #33: Freetown
Only those looking for trouble or illegal goods bother to visit the wretched den of thieves, murderers, smugglers, and
beggars that is Freetown. Ruled by the mysterious Lord Blackhand, the city-port is a cesspit of civilization, yet it continues to
grow and prosper. This supplement strips away the veneer of civility to explore the infamous city of crime.
Hellfrost Region Guide #33: Freetown (PDF)
Hellfrost #32: Coglelund
Having grown rich on the backs of others’ labors, Coglelund continues to thrive by serving as a mercantile center. Coglelund
promises status to anyone who can afford it, but for most it is a dream. While the rich play and the citizens toil, the cult of
Vali feeds the corruption gnawing at the land’s already rotten core.
Hellfrost Region Guide #32: Coglelund (PDF)
Hellfrost #31: The Cairn Lands
The Cairn Lands were once the home of the Vindari, an ancient culture which exists today only as faded inscriptions on the walls
of crumbling ruins and barrow mounds. Today, this largely unsettled land is a rural backwater, famous for little save the Cairn
Hills, that dark upland amid whose valleys walk the restless dead.
Hellfrost Region Guide #31: The Cairn Lands (PDF)
Hellfrost #30: Barony of Trond
The small barony of Trond is a vital link in the Low Winterlands’ trade network, yet it is one which enjoys only a fragile
existence. Effectively held to ransom by neighboring Cul, resentment is growing at the expanding power of the frostborn.
Racial tension simmers just below the surface, but it could soon spill out into open aggression.
Hellfrost Region Guide #30: Barony of Trond (PDF)
Hellfrost #29: Barony of Cul
Baron Frostweaver proclaims Cul to be a land of freedom and opportunity, but that gracious claim extends only to the frostborn.
Members of other races are subjected to high taxes, harsh punishments, and severe beatings. As Cul grows stronger, the neighboring
realms watch in anticipation, for many suspect the usurper plans to unleash his armies upon them in the near future. And yet at
the same time they must play a game of appeasement, for Cul commands a small but important trade road.
Hellfrost Region Guide #29: Barony of Cul (PDF)
Hellfrost #28: Blackstone Barony
For 15 years Regent Orol Drakestaff has held Blackstone Barony in his iron grip, slowly squeezing the life from its people.
Oppression, tyranny, and misery have wracked the land, but a new dawn is close to breaking. Baron Pendel, the rightful heir,
is coming of age, and there are those who act against the Regent, albeit from the shadows. Blackstone stands at a crossroads,
but whether it will walk into salvation or damnation remains to be seen. This supplement expands on material in the Hellfrost
Gazetteer.
Hellfrost Region Guide #28: Blackstone Barony (PDF)
Hellfrost #27: Angmark
The western most of the Marklands, Angmark is a realm of growing prosperity. But with that new found wealth comes danger,
for orcs are growing in strength on the northern border, seeing in Angmark a rich target for raiding. Isolated from their
Saxa brethren, the inhabitants of Angmark have grown more independent with each generation. This supplement expands on
material in the Hellfrost Gazetteer.
Hellfrost Region Guide #27: Angmark (PDF)
Hellfrost #26: Nordmark
Ravaged by civil war and the subsequent war brought on by the exiled young heir returning to claim his throne, Nordmark has
suffered its share of hardship. On the surface the kingdom appears to be on the slow road to rebuilding, but there are those
who would see Nordmark ruled by others or crushed altogether.
This supplement explores Nordmark's society, expands the cult of Rigr, presents two new Edges, and details an optional setting
rule for heroic deaths. GMs will find six major locales, two new cults, three NPC archetypes, and a powerful servant of the gods.
Hellfrost Region Guide #26: Nordmark (PDF)
Hellfrost #25: Ostmark
Nestled behind the Thunor Range, Ostmark was never conquered by the Anari, and survived the Blizzard War with minimal
damage (though the aftermath caused as much chaos here as elsewhere). Although a Saxa stronghold, the inhabitants of
the realm are unlike any other Markland, for here it is money that determines who rules, not blood
This supplement delves into Ostmark society and explores the larcenous cult of Nauthiz. GM's are presented with six new
locales, four major NPCs, and four monsters to weave into their adventures, as well as the cult of Loki, the great trickster.
Hellfrost Region Guide #25: Ostmark (PDF)
Hellfrost #24: Aspiria
The second most populated country in Rassilon, Aspiria is renowned for its fine wines and steadfast attitude against invaders.
But times have changed, and Aspiria is threatened by orc marauders and the deadly, relentless Scavengers. While the king
hunts and dances, seemingly oblivious to the current events, the great nation slips steadily toward destruction.
This supplement the wine-producing land of Aspiria. eight new locations, for major NPCs, and a number of foul beasts are
provided for the GM, along with more detailed knowledge of the cult of Vali. Two new cults associated with Vali, those of
the gods of dung and rats, are presented.
Hellfrost Region Guide #24: Aspiria (PDF)
Hellfrost #23: The Battlelands
The fierce tribes of the Battlelands have earned their continued freedom in blood. No conqueror has ever subdued this
realm, and while the Tuomi hold power, it is unlikely they ever will. Beset by frequent frost giant and orc raids,
the Battlelands continue to live up to their name.
This supplement details life in the Battlelands, provides rules for the vile soul magic of the Tuomi, explores the cult
of Kenaz in greater detail, provides new cults for the minor gods of giant slaying and forging, and provides stats for
frost dwarf giant killers and the little-encountered storm giants whose homes are the highest peaks.
Hellfrost Region Guide #23: The Battlelands (PDF)
Hellfrost #22: Midmark
Fierce and proud, Midmark is a land beset by internal troubles. The queen rules uneasily, for the nobles supposedly
loyal to her baulk at answering to a women, and the stench of rebellion is beginning to fill the air. Vile denizens from
Spiderfell Wood make constant forays, while orcs and goblins plague the east. Trouble is brewing.
This supplement explores the Saxa realm of Midmark, providing new background information for players and GMs.
The cult of Thunor is expanded, with guidelines for playing clerics and new festivals for heroes to participate in.
As well as new locationa and NPCs, there is a range of elementals, fey, and spiders ready to thwart the heroes' every move.
Hellfrost Region Guide #22: Midmark (PDF)
Hellfrost #21: Chalcis
The hardy citizens of Chalcis have weathered the yoke of the Anari Empire, withstood the terror of the Liche-Priest,
and held strong in the Blizzard War, but now their realm is facing threats that cannot be so easily defeated.
The metallic race known as the Scavengers plague the rich mines, while the borders of Witchwood encroach deeper
into Chalcis each year, bringing with them hard winters.
This supplement delves deep into the realm of Chalcis, exploring it in greater detail. New locales and NPCs provide
adventure seeds for the GM, while for players there is the cult of Eira and its major festivals. Two new minor deities,
the god of the Scavengers, a new species of fey, and an NPC archetype round out the information.
Hellfrost Region Guide #21: Chalcis(PDF)
Hellfrost #20: The Mistlands
Once famed for its prosperous silver mines, the Mistlands are now a haunted realm of perpetual mist and endless
ruins. A realm of ghosts and memories, few adventurers are brave enough to explore the rugged hills, for many
who do are never seen again.
This supplement explores the history of the former realm of Silverdale, and presents rules for adventuring in
the mist-wreathed lands, as well as over half a dozen new locales. The cult of Niht is explored in greater detail,
along with the minor gods of sleep and concealment. Finally there are three new monsters, including the much-feared shadow dragon.
Hellfrost Region Guide #20: The Mistlands (PDF)
Hellfrost #19: The Unclaimed Lands
Below the Icewall, far to the north of the Hearthlands, are the Unclaimed Lands. A vast swathe of forest and rolling
hills wracked by near-constant winter, many southerners consider the wilderness uninhabitable. Yet life prospers
here for those who know and respect the power of nature and winter. Life is hard and a constant struggle against
the elements, but here a man can truly be free.
This supplement expands the Finnar culture, providing information on their social hierarchy, education, religion,
and military. The cult of Ullr is expanded, giving details of its clergy and major rituals. GMs have six new major
locales, two minor gods, and three new monsters to unleash against the players.
Hellfrost Region Guide #19: The Unclaimed Lands (PDF)
Hellfrost #18: The Freelands
The Freelands are a sea of grassy hills and small woods, its scattered communities are islands of civility in a
land plagued by orcs, giants, and undead. It is a land where mighty heroes can carve out a fief and be master of
their own destinies, for no sovereign holds sway over the Freelands; or meet a painful death at the hands, teeth,
and claws of the many horrors that haunt the land between settlements.
This supplement explores the Freelands in greater detail, providing information on religious view, military might,
and the vital trade network, as well as giving GMs over half a dozen new major locales to wave into their adventures.
Expanded information is provided for the cult of the Norns, along with two new minor deities and three new monsters.
Hellfrost Region Guide #18: The Freelands (PDF)
Hellfrost #17: The Great Swamp
In days of yore the Great Swamp was home to the advanced gatorman race. Now reduced to a state of primitive
barbarity, their role as rulers of the swamp has been usurped by the lizardmen, led by the Tyrant Lizard King.
A dank land of ever-hungry thunderlizards, crumbling ruins, and bloodthirsty inhabitants, the Great Swamp is no
place for the weak of heart.
This product explores the dangers of the Great swamp, delves into the crumbling cities of old, details the
bloodthirsty gods of the lizardmen and gatormen, and gives stats for a variety of deadly new creatures.
Hellfrost Region Guide #17: The Great Swamp (PDF)
Hellfrost #16: Alantaris Isle
Long ago Alantaris Isle was the center of the greatest empire in the northern continent. Ravaged during
the Blizzard War and its mainland holdings lost to rebellious natives, the Isle slipped into obscurity.
Centuries have passed, and the once-great isle is slowly rising from the ashes.
This product delves into the culture of the old empire's heartland, explores new sites, introduces new
NPCs, expands the cult of Hoenir and introduces the minor gods of gossip, riddles, and teaching, and
offers new monsters and an NPC archetype.
Hellfrost Region Guide #16: Alantaris Isle (PDF)
Hellfrost #15: Crystalflow Confederacy
The mighty waters of the Crystalflow cut through the central Hearthlands. At each end stand great cities, testament to the
wealth trade can bring, while numerous settlements, bound together into a loose confederacy by trade agreements, line its
banks. Yet the settlements are not clones of each other, and together they create a melting pot of ideas, cultures,
languages, and beliefs.
Explore the Crystaflow Confederacy in more detail! Learn about the cult of the Unknowable One and its unusual festivals,
discover the military might of the Confederacy's Grand Army, explore 8 new locales, study the mysteries of three new
minor gods, and battle two new creatures.
Hellfrost Region Guide #15: Crystalflow Confederacy (PDF)
Hellfrost Region Guide #14: Veermark
Hidden behind the imposing Dragonspine and Brokentail Mountains, ruled by two kings, and divided by its geography,
Veermark is an unusual realm. In the west the land is settled and farmed, while the east is a wide, grassy landscape,
across which the Saxa horse nomads thunder. It is a realm of biting winters, rapacious orcs, and barbaric centaurs and beastmen.
Explore Veermark in greater detail. Learn more about the land of the Saxa horse nomads. Adventure in half a dozen new
locales. Join in the ceremones of Atridr, god of cavalrymen, Epona, mistress of horses, and Hrafn, god of messengers.
Or battle the centuar wild lord, capture a stormhoof horse, or try to out run the deadly swiftlings.
Hellfrost Region Guide #14: Veermark (PDF)
Hellfrost Region Guide #13: Royalmark
The ancestral heartland of the Marklands, Royalmark is home to the High Cyning of the Saxa. A large state with a powerful army,
Royalmark could be a major political and military power in the Hearthlands, yet time has seemingly passed the royal land by, and
the natives remain insular, proud of their ancient ways and unwilling to alter them to fit a changing world. This supplement
expands on the Hellfrost Gazetteer.
This supplement expands on the cult of Eostre and details many of her festivals, provides aditional details on Royalmark,
provides new major locales and persons of note, explains the cults of Veth and K'kroakaa, and gives stats for three new monsters
Hellfrost Region Guide #13: Royalmark (PDF)
Hellfrost Region Guide #12: Witchwood
Beyond the Icewall, the Hellfrost stretches to the top of the world. A land of temperatures cold enough to freeze blood
in the veins and endless blizzards that tear flesh from bone, it is home to many fearsome creatures. Yet within the Low
Winterlands lies Witchwood, a realm just as inhospitable. This is the domain of the Ice Queen, a creature both beautiful
and terrible, whose powers extend far beyond mortal ken.
This product delves into some of the myths concerning the Ice Queen, details her army, explores six new locales,
provides information on clerics of Thrym and the cult's servants, details two new minor gods, and gives stats for
10 new creatures at home in the freezing wastes.
Hellfrost Region Guide #12: Witchwood (PDF)
Hellfrost Region Guide #11: Ertha's Realm
Skalds’ repertoires are full of stories concerning Ertha’s Realm, also known as the Underearth and Erthaheim.
Tales of a subterranean realm of vast caverns all interlinked by countless miles of tunnels, warnings of a
race of exiled elves who seek nothing more than total domination of the surface world, and yarns involving
great cities with populations in the thousands, echo around inns and drinking halls the length and breadth of Rassilon.
This supplement explores the truth and opens up underground exploration beyond the confines of the “dungeon.”
As such, it is less a guide to specific locations than a survival manual for players and GMs alike.
This supplement contains rules for light and sound, movement, rope use, and tight squeezes while spelunking,
details the minor god of underground exploration and the alien deity of the fungals, one new hazard, and 8 subterranean monsters.
Hellfrost Region Guide #11: Ertha's Realm (PDF)
Hellfrost Region Guide #10: Heligioland
Terrorized during the reign of the Liche-Priest and ravaged by the Blizzard War, Heligioland remains
a defiant bastion of civilization in the face of the advancing winters and hostile giant and orc raiders.
Sparsely populated, Heligioland is a dangerous border realm of small settlements amidst a sea of ancient ruins.
This supplement details over a dozen new locations, provides more details on the clerics and ceremonies of Var,
god of merchants, explores three new minor gods and their cults, and gives the GM a few more monsters to use against the party.
Hellfrost Region Guide #10: Heligioland (PDF)
Hellfrost Region Guide #9: The Drachenlands
For centuries the fierce tribes of the Drachenlands have resisted all who dare to invade their lands. In the past their
expansionistic tenendies have been thwarted, but now they have a strong leader, and their eyes are again turning toward
their more prosperous neighbors.
This product expands on the Drachenlands, detailing new people and places of note and providing additional background
information.Clerics of Hothar gain deeper insight into their faith, along with descriptions of key festivals. Three
minor gods, a unique creature, and three monsters round out the supplement.
Hellfrost Region Guide #9: The Drachenlands (PDF)
Hellfrost Region Guide #8: The Ten Seas
The sea, poetically known as the whale-road and Neorthe’s roof, has long fascinated men. An invisible network of trade routes weave
across its turbulent surface, carrying men and cargoes from port to port, yet it is a realm more dangerous than any other. Ships
face attack by terrible beasts and marauding pirates, orc galleys prowl in search of fresh victims, storms batter at fragile
vessels and submerged rocks threaten to tear hulls to kindling.
This supplement takes a look at some of the treacherous waters around Rassilon, delves deeper into the cult of Neorthe, god of
the sea, explores nautical travel and underwater combat, details two new gods, Carcharas, the shark god, and Vegtam, minor god
of mariners and marines, and presents new aquatic and nautical hazards and creatures.
Hellfrost Region Guide #8: The Ten Seas (PDF)
Hellfrost Region Guide #7: Shattered Moor
The most northern of the Low Winterlands realms, Shattered Moor is a distant outpost of civilization among a sea of barbaric
Vendahl and crazed frostreavers. A bleak landscape of broken moors, frozen marshes, steep hills, jagged valleys, and the upland
of Fell Plateau, only the hardiest souls can survive here. This supplement expands on information in the Hellfrost Gazetteer.
This supplement adds new settlements and places to explore to the setting, gives players of Sigel's clerics more background
information to help them play their role in the world, gives adventuring tips and adventure seeds, and details the Hildolfr,
god of berserks, and Ursarix, the bear god of the Vendahl. New NPC archetypes and monsters round out the product.
Hellfrost Region Guide #7: Shattered Moor (PDF)
Hellfrost Region Guide #6: The Withered Lands
The dark realm known as the Withered Lands has been a thorn in the side of the living since its founding. Permanently shrouded in
mist and corrupted by the endless necromantic magic invoked there, it is a land rightly shunned by the living. All save the
cult of Scaetha, that is, for this unhallowed land is their preferred hunting ground. This supplement expands on information in
the Hellfrost Gazetteer.
This product details new places of horror, explores the history behind some of the more notorious denizens, provides expanded
material on the cult of Scaetha and important ceremonies, and offers adventure seeds, a new minor god, Biflindi, Scaetha's Shield,
seven new undead, and a host of zombie variants.
Hellfrost Region Guide #6: The Withered Lands (PDF)
Hellfrost Region Guide #5: Vestmark
Vestmark, once famed for its product silver mines and high standard of living, is a ravaged land. Severed in twain by the loss of Orcmark,
the opulence has given way to privation and starvation. While the inhabitants talk of victory and a quick return to the old ways,
such talk is a mixture of bravado and hope, and many secretly believe the cause is lost. For those who live here Vestmark has become
a living hell, but for outsiders seeking a life of adventure Vestmark promises bountiful opportunity.
This product contains expanded information on the realm of Vestmark, advice for playing a cleric of Tiw and details of the cuult's
major rituals, three minor gods perfectly suited to the battlefield, two new allies, and three varieties of orcs.
Hellfrost Region Guide #5: Vestmark (PDF)
Hellfrost Region Guide #4: Orcmark
Once the agricultural and mining heartland of Vestmark, orcs have ruled here largely unopposed for the past two decades.
Tyrannized and brutalized, the captive population has suffered greatly, toiling ceaselessly to feed and equip the
orc war machine. For now, Orcmark’s expansionistic dreams are held in check, but many plans are afoot to break the
stalemate. This supplement expands on information in the Hellfrost Gazetteer.
This supplement takes a peek at five new locales, examines the armies of the Orcs, Saxa, Dwarves, and Elves fighting
in Orcmark, introduces three new persons of note, provides reasons for adventuring and adventure seeds, gives details
on the cult of the gods of pain, and offers six new monsters!
Hellfrost Region Guide #4: Orcmark (PDF)
Hellfrost Region Guide #3: The Magocracy
The most heavily populated realm in the north, the Magocracy is simultaneously a byword for civil order and despotism.
Though ruled by hereditary mage-nobles, the great realm has its fair share of problems, both internal and external.
Political maneuvering is rife, the seeds of distrust rooted deep in the culture, and power is the ultimate goal of
every house. This supplement expands on information in the Hellfrost Gazetteer.
This product details the social hierarchy, education, religion, trade, architecture, and military of the Magocracy.
Additional material includes descriptions of some of Maera's rituals and handy hints for playing a cleric of the
goddess of magic, two major locales and persons of note, two minor deities (the gods of heralds and divination),
and two monsters.
Hellfrost Region Guide #3: The Magocracy (PDF)
Hellfrost Region Guide #2: The Liche Lands!
The Liche-Priest’s reign of terror ended 524 years ago. Yet half a millennium on, the Liche-Lands of Old remain,
a forsaken wilderness, shunned by all save the doughty clerics of Scaetha. Even they, blessed as they are by
their divine mistress, avoid crossing the borders into the forbidding heartland of the accursed realm unless
absolutely necessary. This supplement expands on information in the Hellfrost Gazetteer.
Contained within are dread places to explore, background details on the Liche-Priest's most trusted lieutenants,
rules of the realm, special herbs, adventure seeds, a new minor deity (Thunn, god of vampires), and two monsters,
the bloodborn and vampire.
Hellfrost Region Guide #2: The Liche Lands! (PDF)
Hellfrost Region Guide #1: Sacred Places
Across the northern continent are many places of wonder. Some are geological, carved by wind and etched by rain over the eons.
Others are architectural splendors, worked by living hands. A small few are elemental loci, concentrated places of magical energy for
one of the four elements. This supplement is concerned with a fourth category—sites inhabited by spirits or elemental beings.
Contained within are guidelines for creating sacred places, fully detailed examples, a new minor deity (Gullveig, god of brewers),
and a new monster, the much feared dread wraith.
Hellfrost Region Guide #1: Sacred Places (PDF)
Hellfrost Region Guide #0: Of Gods and Men
his is a FREE product that acts as a supplement to the Hellfrost Region Guides. It provides expanded notes on the use of minor gods,
takes a look behind the scenes at the pantheon, and provides background information of temple and cult hierarchies.
Also included are background notes for clerics of Hela, two rituals performed by clergy of the Goddess of Undeath,
and introduces a non-human deity, perfect for teasing characters with arachnophobia.
Hellfrost Region Guide #0: Of Gods and Men (PDF)
Hellfrost Region Guide Free Map
Hellfrost Region Guide Free Map (jpg)
Hellfrost Region Guides Cover
Hellfrost Region Guidea Cover (PDF)