Monday, January 24, 2022

[Now Available] Isle of Eldisor Hexcrawl Campaign Cyclopedia & Gazetteer

By James Mishler & Jodi Moran-Mishler
Designed for use with Labyrinth Lord
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.
  • 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 (also available as a separate file), is 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!

76 Pages (70 pages of content), PDF format with PNG Map, $15.

Click here to buy the Isle of Eldisor!

The map is also available separately PWYW!


  1. Very nice! I read through it last night and I'm already looking forward to the northern half. Can you release a version of the map without labels that might be more suitable to show players in an online game?

    1. Brian, do you want something that includes the terrain or more of an open, empty space for the players to fill in as their characters explore? Say, include the hexes and locations in the colonies and perhaps a hex or two further in-land, then all else is blank, or do you want the whole map, just without locations and names?

  2. I was thinking the second option. The whole map without any names, icons, or mountain passes. That way I could cover the whole map with fog of war except for the southern coast, and then reveal one hex at a time as the party explores. Then I would just manually add labels to things as the party finds them.

    1. I will get to that soon, then. Thanks!

    2. I have now added three different versions of the map to the full product: one with no locales, names, or mountain passes with hex numbers; one as above without hex numbers; and one with locales, names, and mountain passes but no hex numbers. Hope this works for you!

    3. Thank you for your purchase!

      If you have any other questions or concerns, please do not hesitate to ask!

  3. We're having a lot of fun with this so far! My players are currently battling the undead in Newquay.

    What are the Deep Ones supposed to be? (HD, etc) Are they Koa Toa?

    1. Glad to hear you are enjoying adventuring in Eldisor!

      The Deep Ones are the "original" kuo-toa; they are the fish-men from Lovecraft's works, from which Gary took inspiration to create the kuo-toa. If you are using BX, AD&D 1E or 2E, Labyrinth Lord, or some other OSR clone, you can get the details on the Deep Ones from two sources:

      The original edition of Deities & Demigods (with the Cthulhu Mythos) has an entry of the Deep Ones (p. 45).

      Also, Realms of Crawling Chaos, from Goblinoid Games, includes the Deep Ones (p. 21), as well as Father Dagon and Mother Hydra (p. 31).

      If you do not have access to those, Kuo-Toa will work just fine, as would Sahuagin.

      Good gaming!

    2. Thanks! We're playing our own B/X fork so I will look for Crawling Chaos.