Isle of Eldisor Hexcrawl Campaign Cyclopedia & Gazetteer
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The Isle of Eldisor Hexcrawl Campaign Cyclopedia & Gazetteer is a 76-page campaign guide describing the Southlands of the Isle of Eldisor.
Jordvann was once a land dedicated to Law and Good¸ until the rise of Eldisor¸ the Devil's-Son¸ who together with his hordes of giants¸ dragons¸ trolls¸ ogres¸ orcs¸ and goblins conquered the land¸ reduced the people to slavery¸ and brought down Fimbul Winter¸ which caused empires to fall world-wide. Eldisor ruled for 400 years¸ until he was slain or brought low during a rebellion of his captains¸ the Old Evils. Fimbul Winter ended¸ and civilization rose again elsewhere¸ while the survivors on the Isle of Eldisor sought to stay alive between the warring Old Evils.
Now¸ descendants (or claimed descendants) of exiled Jordvanner have settled the southern verge of the southern portion of the island¸ building colonies and rebuilding civilization among the monstrous and savage peoples of the isle. Little is known of the Isle of Eldisor¸ and what little is known is merely myth¸ legend¸ and rumor. The adventurers can partake of the return to the Isle of Eldisor in many ways find and recover the lost treasures of the ancient civilization; discover¸ ally¸ and trade with the savage descendants of the Jordvanner; battle the remaining hordes of evil giants¸ dragons¸ trolls¸ ogres¸ orcs¸ and goblins; or seek to re-establish the lost realm of Jordvann and protect the native peoples from the inroads of the colonial factors.
The setting is presented as a Hexcrawl sandbox¸ and includes the following details:
History of the Isle of Eldisor. Details on the Colonial Powers. Geographical information¸ including specific regional encounter options. The Jordvanner (including the four descendant peoples the wild Cavemen¸ the sorcerous Gray Folk¸ the monstrous Morlocks¸ and the savage Tribesmen¸ as well as their cousins¸ the barbaric Kruski berserkers and vikings). 13 Gods¸ Demi-Gods¸ and Demons of the Isle of Eldisor and the Continent. 36 Myths¸ Legends¸ and Rumors. Complete Campaign Notes on making the Isle of Eldisor experience more immersive and unique. Details on the Weather on the Isle of Eldisor¸ still recovering from Fimbul Winter. A complete Hexcrawl Exploration Procedure to determine encounters and the discovery of minor ruins and settlements. A gazetteer detailing 156 major settlements¸ strongholds¸ ruins¸ and lairs. New monsters¸ including the Mammoth¸ Northern Titan¸ Giant Troll¸ and Multi-Headed Troll. An Appendix N detailing literature inspirational to the campaign. There are four separate maps included in PNG format: One map with all the names¸ location symbols¸ and mountian passes with hex numbers (identical to the PWYW map available separately)¸ and one such map without hex numbers. One map without all the names¸ location symbols¸ and mountain passes with hex numbers¸ and one such map without hex numbers. The map is 52 hexes east-west by 34 hexes north-south; each hex is 6 miles across¸ providing more than 50¸000 square miles of adventure! The map is also provided in the book¸ divided into eight sections for easy reading. The Isle of Eldisor Hexcrawl Campaign can provide a Judge and their players with years of adventure!
Designed for use with Labyrinth Lord ¸ easily adaptable to any Old-School RPG or even Fifth Edition!
The Isle of Eldisor Hexcrawl Campaign Cyclopedia & Gazetteer is a 76-page campaign guide describing the Southlands of the Isle of Eldisor.
Jordvann was once a land dedicated to Law and Good¸ until the rise of Eldisor¸ the Devil's-Son¸ who together with his hordes of giants¸ dragons¸ trolls¸ ogres¸ orcs¸ and goblins conquered the land¸ reduced the people to slavery¸ and brought down Fimbul Winter¸ which caused empires to fall world-wide. Eldisor ruled for 400 years¸ until he was slain or brought low during a rebellion of his captains¸ the Old Evils. Fimbul Winter ended¸ and civilization rose again elsewhere¸ while the survivors on the Isle of Eldisor sought to stay alive between the warring Old Evils.
Now¸ descendants (or claimed descendants) of exiled Jordvanner have settled the southern verge of the southern portion of the island¸ building colonies and rebuilding civilization among the monstrous and savage peoples of the isle. Little is known of the Isle of Eldisor¸ and what little is known is merely myth¸ legend¸ and rumor. The adventurers can partake of the return to the Isle of Eldisor in many ways - find and recover the lost treasures of the ancient civilization; discover¸ ally¸ and trade with the savage descendants of the Jordvanner; battle the remaining hordes of evil giants¸ dragons¸ trolls¸ ogres¸ orcs¸ and goblins; or seek to re-establish the lost realm of Jordvann and protect the native peoples from the inroads of the colonial factors.
The setting is presented as a Hexcrawl sandbox¸ and includes the following details:
History of the Isle of Eldisor. Details on the Colonial Powers. Geographical information¸ including specific regional encounter options. The Jordvanner (including the four descendant peoples - the wild Cavemen¸ the sorcerous Gray Folk¸ the monstrous Morlocks¸ and the savage Tribesmen¸ as well as their cousins¸ the barbaric Kruski berserkers and vikings). 13 Gods¸ Demi-Gods¸ and Demons of the Isle of Eldisor and the Continent. 36 Myths¸ Legends¸ and Rumors. Complete Campaign Notes on making the Isle of Eldisor experience more immersive and unique. Details on the Weather on the Isle of Eldisor¸ still recovering from Fimbul Winter. A complete Hexcrawl Exploration Procedure to determine encounters and the discovery of minor ruins and settlements. A gazetteer detailing 156 major settlements¸ strongholds¸ ruins¸ and lairs. New monsters¸ including the Mammoth¸ Northern Titan¸ Giant Troll¸ and Multi-Headed Troll. An Appendix N detailing literature inspirational to the campaign. There are four separate maps included in PNG format: One map with all the names¸ location symbols¸ and mountian passes with hex numbers (identical to the PWYW map available separately)¸ and one such map without hex numbers. One map without all the names¸ location symbols¸ and mountain passes with hex numbers¸ and one such map without hex numbers. The map is 52 hexes east-west by 34 hexes north-south; each hex is 6 miles across¸ providing more than 50¸000 square miles of adventure! The map is also provided in the book¸ divided into eight sections for easy reading. The Isle of Eldisor Hexcrawl Campaign can provide a Judge and their players with years of adventure!
Designed for use with Labyrinth Lord¸ easily adaptable to any Old-School RPG or even Fifth Edition!
