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Hellfrost Land of Fire Calendar

Hellfrost Land of Fire Calendar


This product is a game world calendar for Hellfrost: Land of Fire. Each month fits on one landscape page. There isa page of general notes relating to the calendar at the start and a blank sheet for GMs who like to plan ahead (or players who want to keep a diary) at the back. A print friendly version is included. Please note that it does not list festivals held in specific cities in the Kingdoms...   [click here for more]
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Hellfrost: Land of Fire FREE sampler

Hellfrost: Land of Fire FREE sampler


Welcome, oh noble stranger, to a land of flying carpets, bound jinn, glittering palaces, scheming wizirs, regal sphinxes, and trapladen tombs bloated with fabulous treasure! This product is a free sampler for Hellfrost: Land of Fire. It is not a complete product, and contains only excerpts from the book to give you a taste of what is to come. As such, some sections may end abruptly midway...   [click here for more]
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Ubiquity Guide to Elite Nazi Units

Ubiquity Guide to Elite Nazi Units


A staple of the pulp genre, Nazis are foes characters love to hate. This [i]Ubiquity [/i]supplement details three unusual Nazi units: SS-Sturmbataillon Fenrir, an all-female SS unit better known as the Valkyries; the high-flying Zeppelintruppen, protectors of Hitler's airship fleet; and the collection of psychotics that form Stahl-Mask's Doom Squad. Each unit has its history, uniform, purpose, and...   [click here for more]
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Daring Tales Guide to Elite Nazi Units

Daring Tales Guide to Elite Nazi Units


A staple of the pulp genre, Nazis are foes characters love to hate. This Savage Worlds supplement details three unusual Nazi units: SS-Sturmbataillon Fenrir, an all-female SS unit better known as the Valkyries; the high-flying Zeppelintruppen, protectors of Hitler's airship fleet; and the collection of psychotics that form Stahl-Mask's Doom Squad. Each unit has its history, uniform, purpose,...   [click here for more]
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Hellfrost Calendar

Hellfrost Calendar


Fed up of getting calendars for Christmas? Well, you might enjoy this one! Need help remembering all those holy days your character should be honoring? Maybe you're a GM trying to plan out a campaign. The Hellfrost calendar presents a sheet for each of the 13 months, detailing the season, typical activities, and the holy days and high holy days of the minor and major gods. A notes page allows you...   [click here for more]
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Hellfrost Land of Fire Realm Guide #18: Jubbah, City of Monkeys

Hellfrost Land of Fire Realm Guide #18: Jubbah, City of Monkeys


Unknown to the outside world yet claiming to exist for millennia, and populated by talking simians mentioned in no musty records, until recently Jubbah was isolated from the outside world by its fearful citizens. Slowly, it has to come to accept its part in the greater world, and its gates are now open to traders and sightseers of other races. Come now and explore Jubbah, City of Monkeys! Inside...   [click here for more]
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Hellfrost Land of Fire Realm Guide #23: Al-Korsar, City of Corsairs

Hellfrost Land of Fire Realm Guide #23: Al-Korsar, City of Corsairs


The southern coast of Al-Shirkuh is plagued by corsairs. Some of these pirates and smugglers are independent. Most are denizens of Al-Korsar, an infamous warren of villainy and scum that lies at the edge of the known world. Here, so the stories go, murder is commonplace, citizens are ruled by tyrannical corsair captains, and possessions kept safe only by guile and threats. Al-Korsar is indeed a city...   [click here for more]
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Leagues of Adventure #01: Dreaming Spires

Leagues of Adventure #01: Dreaming Spires


It’s a time of revolution! A time of exploration & discovery.A time when science itself stands poised to usher in a new golden age, or doom the world to terrible war. In the ancient university of Cambridge, the scion of an aristocratic family has gone missing, unearthing a plot which threatens to plunge the British Empire into chaos Can the intrepid globetrotters solve the Cambridge conspiracy...   [click here for more]
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Hellfrost Land of Fire Realm Guide #0: The Bedu

Hellfrost Land of Fire Realm Guide #0: The Bedu


The divisions of the great desert into distinct regions are the invention of modern cartographers. To the nomads that live in the wilderness, borders are meaningless, for the landscape ebbs and flows with the wind, and no one rules here. Similarly, while it is not uncommon for scholars and sages to define Bedu tribes by their homeland, they are as varied as the dunes, sharing only their love of the...   [click here for more]
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Leagues of Gothic Horror Appendix 1: Edgar Allan Poe

Leagues of Gothic Horror Appendix 1: Edgar Allan Poe


This mini-supplement for Leagues of Gothic Horror adds more from the works of Edgar Allan Poe. It includes Bloodline Talents (first found in Leagues of Cthulhu), allowing you to play a Pym or Usher, visit places like the House of Usher or Valley of Colored Grass, and interact with Prince Prospero, who while dead still haunts his abbey still sealed off after the Red Death. ...   [click here for more]
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Leagues of Gothic Horror Appendix 3: Guide to Walking Dead

Leagues of Gothic Horror Appendix 3: Guide to Walking Dead


This mini-supplement for Leagues of Gothic Horror expands on the Guide to Walking Dead, adding more options for ghouls, revenants, flesh golems, zombies, skeletons, and the intrepid globetrotters dedicated to hunting these abominations. Contents: Motivation: Creation Talents: Bloodline: Christie, Bloodline Frankenstein Diabolical Powers:...   [click here for more]
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Hellfrost Land of Fire Realm Guide #13: Jadid, City of Trade

Hellfrost Land of Fire Realm Guide #13: Jadid, City of Trade


Welcome, noble strangers, to the City of Trade! Portrayed by storytellers as a city of endless opportunity, Jadid, City of Trade and Gateway to the Jade Empire, is nothing of the sort. A few citizens have prospered on the blood and sweat of others, and it is they who have the only voice. For most, Jadid is like any other city—a place to live, work, and die a pauper. It is not a city without...   [click here for more]
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Hellfrost Land of Fire Realm Guide #16: Realm of the Medusae

Hellfrost Land of Fire Realm Guide #16: Realm of the Medusae


For thousands of years the medusae have slumbered beneath the Statue Hills, waking only once every century or so to check on their minions and put their long-term plans into action. The return of the ophidae has given them new hope, for now it is possible to sire a new generation. Soon their eggs will hatch. Soon the hatchlings will grow to adulthood. Soon the medusae will emerge from the subterranean...   [click here for more]
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Hellfrost Land of Fire Realm Guide #17: The Snakelands of Old

Hellfrost Land of Fire Realm Guide #17: The Snakelands of Old


For two millennia the snakemen of old have been spoken of only as ghosts, for it has long been known they were destroyed by the armies of mighty Hekata. If only such tales were true. Entering a state of self-imposed exile, the ophidae have waited patiently for the signal for them to emerge once and rebuild their once glorious empire. At long last the stars have aligned. Nomads in the surrounding regions...   [click here for more]
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Hellfrost: Sellswords & Soldiers

Hellfrost: Sellswords & Soldiers


Sellswords, dogs of war, profiteers, battle crows—mercenaries are hired soldiers, and the northern continent has its fair share of them. Some belong to respectable units with a history of integrity and loyalty to their paymaster. Others happily switch sides if a better offer is made. This supplement looks at a number of mercenary and regular army companies, as well as their more notable commanders....   [click here for more]
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Hellfrost Land of Fire Realm Guide #10: Plains of Ash

Hellfrost Land of Fire Realm Guide #10: Plains of Ash


Once the home of the cakali, once a center of enlightenment and invention, once a green and pleasant land, the Plains of Ash is now a blasted wasteland, a testament to the unearthly might and fury of the jinn. To most it is a featureless waste, a stain on the landscape to be avoided out of fear of what might lurk there. To the cakali, it is their spiritual home, and a reminder that freedom requires...   [click here for more]
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Hellfrost Land of Fire Realm Guide #11: The Grazelands

Hellfrost Land of Fire Realm Guide #11: The Grazelands


Once a verdant landscape of grass and flowering plants, the Grazelands are slowly being swallowed by the relentless sands. Trade, which brought great wealth to the inhabitants, has declined sharply, though there is still some money to be made from making the long trip to the northern lands. The shrinking grass is placing the tribes under greater strain, and tensions are high. The times are changing,...   [click here for more]
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Hellfrost Land of Fire Realm Guide #12: The Mirrorsands

Hellfrost Land of Fire Realm Guide #12: The Mirrorsands


The Mirrorsands is one of the holiest sites in Al-Shirkuh. Here Suleiman single-hand­edly defeated the jinn, bringing an end to the War of Copper Jars. Pilgrims flock here in great numbers, but the journey is not without hardships. Glare so bright it can sear one’s eyes, a total lack of food and water, and blistering heat test the spirit as well as the physical strength of those who wish...   [click here for more]
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Hellfrost Land of Fire Realm Guide #14: The Scorpion Lands of Old

Hellfrost Land of Fire Realm Guide #14: The Scorpion Lands of Old


Older than the race of men, the scorpionmen have haunted the wide valley and steep hills for millennia. Countless times they have risen to power and fallen into slavery. Once again they are on the ascent, for a new power has arisen, one whose will has united the divided tribes under his banner. Once again, the shadow of the scorpion has fallen across the central desert. Few outsiders explore the realm,...   [click here for more]
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Hellfrost Land of Fire Realm Guide #15: The Salt Marsh

Hellfrost Land of Fire Realm Guide #15: The Salt Marsh


The verdant landscape of the Salt Marsh has lured many a curious traveler to his death. For sure it is rich in ruins untouched by human hands, but it is also home to fierce gator­men whose ancient civilization is threatened by civil war, as well as more dangerous foes. Inside you’ll find: * Insight into the problems besetting the gatormen. * An overview of the many perils facing explorers....   [click here for more]
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Hellfrost Land of Fire Realm Guide #2: The Jinn Lands of Old

Hellfrost Land of Fire Realm Guide #2: The Jinn Lands of Old


For 800 years the Jinn Lands were the center of a vast, aggressive, magic-rich empire. For 800 years they were the home of countless slaves, forced into servitude by their unearthly masters. But now they are a land of blasted ruins and distant memories, of lone caravanserais and remote oases. Although their cities are gone, reduced to dust by the rebellious slave, the jinn still lurk here in small...   [click here for more]
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Hellfrost Land of Fire Realm Guide #3: The Great Northern Desert

Hellfrost Land of Fire Realm Guide #3: The Great Northern Desert


Although considered a desolate wasteland by the settled races, the Great Northern Des­ert is the cradle of many civilizations. Although now considered separate lands, the spheres of influence of the gatormen, ophidae, scorpionmen, not to mention fallen Hekata, rose, clashed, and fell here. Even the jinn lorded over the northern desert once. Yet for each of these known ancient cultures a dozen more...   [click here for more]
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Hellfrost Land of Fire Realm Guide #4: The Great Southern Desert

Hellfrost Land of Fire Realm Guide #4: The Great Southern Desert


The area encompassing the Great Southern Desert may be but a fraction of the continent, but it remains a vast, largely unexplored realm. While the ruins common in the Great Northern Desert are scarce, there are still many places where men have not trodden in centuries, and many dangers awaiting the unwary traveler. This supplement explores the origins of the sand goblins, expands the cult of Marqod...   [click here for more]
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Hellfrost Land of Fire Realm Guide #6: The Heart of Fire

Hellfrost Land of Fire Realm Guide #6: The Heart of Fire


In the center of Al-Shirkuh lies a burning wasteland of choking ash, boiling mud pools, chocking sulfur, scorching winds, and rivers of bubbling lava. In the core lies a vast crater, fed by lava rivers, its heat the enemy of flesh, its glow a beacon that illuminates the desert for countless leagues. Never conquered, it is home only to fire giants, elemental beings, and a handful of hardy orc tribes....   [click here for more]
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Hellfrost Land of Fire Realm Guide #7: The Salt Basin

Hellfrost Land of Fire Realm Guide #7: The Salt Basin


The Salt Basin, a vast depression devoid of water and vegetation, ranks as one of the most inhospitable places in Al-Shirkuh. And yet there is life in this blistering hot wilderness. Strange creatures immune to the need for water haunt the interior, while slaves toil under the whip to extract slabs of precious salt for sale in the great markets. Inside you’ll find: * Expanded information on...   [click here for more]
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Hellfrost Land of Fire Realm Guide #8: The Empty Zone

Hellfrost Land of Fire Realm Guide #8: The Empty Zone


West of the Southern Trade Road lies the Empty Zone, so named because there are no oases and no permanent settlements. A desolate, arid wasteland of sand and ruins, it was once a vibrant center of civilization. For many who dare walk the shifting sands, all that awaits is death, and yet adventurers and opportunists are drawn here, for the countless ruins are supposed to hold wondrous treasures. Inside...   [click here for more]
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Hellfrost Land of Fire Realm Guide #9: The Great Dune Sea

Hellfrost Land of Fire Realm Guide #9: The Great Dune Sea


A land of howling wind, monstrous sand dunes, no standing water, and an ever-chang­ing landscape, the Great Dune Sea is widely regarded as a wasteland. Yet nomads make their home on the outskirts, tending their flocks on the sparse vegetation of the desert and eking a living as traders and guides. Within the dunes, so legends say, lie several ruined cities, mostly covered in sand, but occasionally...   [click here for more]
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Leagues of Gothic Horror Appendix 2: Guide to Vampires

Leagues of Gothic Horror Appendix 2: Guide to Vampires


This mini-supplement for Leagues of Gothic Horror expands on the Guide to Vampires, adding more options for bloodthirsty fiends and the intrepid globetrotters dedicated to hunting these abominations. Contents: Talents: Bloodline: Bathory, Bloodline: Murray, Bloodline: Renfield, Bloodline: Van Helsing, Zoophagous Healing Occult Relics: Blood...   [click here for more]
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Hellfrost Land of Fire Realm Guide #1: Hekata

Hellfrost Land of Fire Realm Guide #1: Hekata


Once a rich and mighty empire, Hekata was brought to ruin by the pride and fear of its mightiest ruler. Had it not succumbed to corruption, it might have gone on to conquer the entire continent. But that was not its fate. Cursed by the gods and shunned by the living, Hekata is now a realm of death and damnation, a place where the wise do not tread. This supplement expands on material in the Hellfrost:...   [click here for more]
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Hellfrost Land of Fire Realm Guide #5: The Southern Oceans

Hellfrost Land of Fire Realm Guide #5: The Southern Oceans


Due to the geographic layout of Al-Shirkuh, trade between the disparate major regions is carried across the burning interior. Yet the turbulent seas remain a vital link between cities sharing the same coastline, well-travelled routes along which men and cargoes are ferried. Despite their skill as navigators, the mariners of Al-Shirkuh avoid the deep ocean, for here dwell fearsome giants, voracious...   [click here for more]
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Sundered Skies Island Guide #01: Gateway

Sundered Skies Island Guide #01: Gateway


Gateway; The scavenger isle, the pirate isle. Gateway floats on the fringes of the monster haunted ruins of the Shattered City, and is the first port of call for those seeking to make their fortune. Gateway is home to a transient mass of scavengers, criminals, pirates, gangs and thrill seekers. However, Gateway is not a total haven from the dangers of the Shattered City, it holds dangers of...   [click here for more]
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Sundered Skies Island Guide #02: The Shattered City

Sundered Skies Island Guide #02: The Shattered City


Sundered Skies Island Guide #02: The Shattered City The Shattered City is a dizzying maelstrom of islets and fragments of ruins rich in both salvage and danger. The Shattered City has chewed up, and spat out countless scavengers and adventurers, but enough have returned battered, and wounded but with valuable, and vital salvage that it still remains the Sundered Skies primary source of salvage....   [click here for more]
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Ubiquity Guide to Rocket Rangers

Ubiquity Guide to Rocket Rangers


Strap on your rocket-pack, grab your guns, and take to the sky to help defeat the vile Nazi horde! Set a few years ahead in the Hollow Earth Expedition timeline, this supplement presents a fictional military unit that lets your heroes blast around the skies in the fashion of The Rocketeer.    Contains details on and stats for the elite US Rocket Rangers, their SS counterparts,...   [click here for more]
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Daring Tales Guide to Rocket Rangers

Daring Tales Guide to Rocket Rangers


Strap on your rocket pack, grab your guns, and take to the skies to help defeat the vile Nazi horde! This supplement introduces rocket packs to the Daring Tales of Adventure high-octane pulp series, letting your heroes blast around the skies in the fashion of The Rocketeer. No additional Savage Worlds supplements or setting (aside from the core rules) are required to use...   [click here for more]
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Daring Tales of the Space Lanes: Battlefield Hazards

Daring Tales of the Space Lanes: Battlefield Hazards


The battlefield is a dangerous place. Blaster bolts sizzle through the air, psions launch bolts of psychic energy or try to manipulate your mind, and sooner or later you just know someone is going to start throwing grenades. But hey, it can’t get any worse, right? Wrong! This supplement gives the GM an arsenal of tools he can use to spice up combat encounters. They are not designed to be the...   [click here for more]
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Daring Tales of the Space Lanes: Galaxy Guide Sector #01

Daring Tales of the Space Lanes: Galaxy Guide Sector #01


Daring Tales of the Space Lanes (DTSL) is a series of adventures set in a distant galaxy. This supplement, while designed to let GMs expand the DTSL universe to include their own adventures, can be used with most any sci-fi setting with only a little work, regardless of rules system. Each Galaxy Guide supplement includes data on ten planets, as well as new rules suitable for most...   [click here for more]
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Daring Tales of the Space Lanes: Starships of the Galaxy

Daring Tales of the Space Lanes: Starships of the Galaxy


From nimble fighters crewed by lone pilots to bulk freighters laden with cargo to colossal battleships bristling with weapon batteries, starships of all shapes and sizes ply the space lanes. Whether your characters want to fly, plunder, or destroy starships, you've come to the right place! This Daring Tales of the Space Lanes supplement correlates and expands on pertinent information relating...   [click here for more]
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Leagues of Adventure - Globetrotters' Guide to Dramatic Developments

Leagues of Adventure - Globetrotters' Guide to Dramatic Developments


A globetrotter must crawl out on the wing of an airplane to fix a broken strut while the pilot struggles to avoid crashing into the rapidly approaching ground. A thief snatches the map that leads to the lost city from their hands and disappears into the crowded market, forcing the heroes to give chase. Trapped in a small farm with a band of soldiers, the globetrotters are forced to join the defense...   [click here for more]
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Leagues of Adventure Appendix 1: Cads & Cultists

Leagues of Adventure Appendix 1: Cads & Cultists


This mini-supplement for Leagues of Adventure expands on the Globetrotters' Guide to Cads & Cultists, adding more dastardly foes for your Leagues of Adventure and Leagues of Gothic Horror campaigns. Contents: * Four new cads (Clockwork Copper, Delphine LaLaurie, Henrietta Waverley, and The Jester) * Five new vile organizations (The Frighteners,...   [click here for more]
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All for One GM Screen

All for One GM Screen


All the All For One vital information at your fingertips! A selection of tables and important game information for players and GM's alike to fit your Customizeable GM Screen. ...   [click here for more]
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Leagues of Adventure - Globetrotters' Guide to Cads & Cultists

Leagues of Adventure - Globetrotters' Guide to Cads & Cultists


While the many Leagues of Adventure and their members are largely benevolent organizations and individuals with noble ambitions, there is a plethora of villains who seek to cause chaos, persecute others, amass wealth, or rule the rule (among other fiendish objectives). This supplement increases the Gamemaster’s arsenal by giving him 11 unique villains and 13 sinister organizations with which...   [click here for more]
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Leagues of Adventure - Globetrotters' Guide to Expeditions

Leagues of Adventure - Globetrotters' Guide to Expeditions


Undertaking an expedition to the distant parts of the world is not simply a case of packing one’s bags and heading off into the wilderness in the hope of having a jolly time. Underfunded, poorly equipped, and badly planned expeditions will encounter many hardships, with most never returning to civilization. To help ensure the best possible result, a significant investment must be secured, supplies...   [click here for more]
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Leagues of Adventure - Globetrotters' Guide to the Ancient World

Leagues of Adventure - Globetrotters' Guide to the Ancient World


The Near East is a timeless land, with a heritage stretching back to the dawn of recorded history. The cradle of civilization, it was home of the ancient Babylonians and Sumerians, whose cities and monuments stood proud in an age when Europeans were clubbing each other with stones. The cradle of three great religions, it was the home of the great prophets, whose teachings guide and inspire millions...   [click here for more]
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Leagues of Adventure - Globetrotters' Guide to the Dark Continent

Leagues of Adventure - Globetrotters' Guide to the Dark Continent


To the natives of Africa, the land is their sacred home: while it can be cruel, it also provides for their every need. To the European governments, the continent is a vast stock of natural resources and manpower waiting to be exploited. To both it is a land of mystery and superstition, with crumbling cities older than recorded time, natural wonders of amazing beauty, and living cultures whose stories...   [click here for more]
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Leagues of Adventure - Globetrotters' Guide to the Far East

Leagues of Adventure - Globetrotters' Guide to the Far East


Far to the East, beyond the edge of Europe, lie towering peaks, endless steppes, vast deserts, mighty rivers, and impenetrable jungles. Amid this magnificent wilderness are the great civilizations of the Orient, whose antiquity rivals or exceeds that of any Western country. Links between the East and West stretch back over 1,000 years, but the peoples and their customs of these strange lands remain...   [click here for more]
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Leagues of Adventure - Globetrotters' Guide to the New World

Leagues of Adventure - Globetrotters' Guide to the New World


Named by European mariners, the New World is home to cultures whose monuments and scientific accomplishments rival anything in the Old World. Stretching from the edge of the Arctic to the boundary of the Antarctic, the Americas are realms of endless forests and jungles, towering mountains, sun-blasted deserts, myriad islands, featureless snowfields, earth mounds of unknown origin and purpose, crumbling...   [click here for more]
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Leagues of Adventure - Globetrotters' Guide to the Old World

Leagues of Adventure - Globetrotters' Guide to the Old World


European colonialism stretches back to the days of the Roman Republic, though its modern history begins with the voyages of the great 15th century Portuguese and Spanish navigators. Today, many of the European powers have colonies across the globe. Some, like France, Germany, and Great Britain, are on the ascent, while the superpowers of old, Portugal and Spain, are waning. Aside from occasional clashes...   [click here for more]
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Leagues of Adventure - Globetrotters' Guide to Unusual Places

Leagues of Adventure - Globetrotters' Guide to Unusual Places


The world is vast and wondrous place. An entire ice-sheathed continent and the fathomless depths of the ocean floor have yet to be explored beyond cursory expeditions, and miles of dark, dank caverns have never echoed with the footsteps of man. While explorers prepare to penetrate these last truly unexplored regions, others cast their eyes to the heavens, wondering what might be found on the Moon,...   [click here for more]
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Necropolis 2350: GM Screen

Necropolis 2350: GM Screen


All the Necropolis 2350 vital information at your fingertips!

A selection of tables and important game information for players and GM's alike to fit your Customizeable GM Screen.

...   [click here for more]
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Sundered Skies: GM Screen

Sundered Skies: GM Screen


All the Sundered Skies vital information at your fingertips!

A selection of tables and important game information for players and GM's alike to fit your Customizeable GM Screen....   [click here for more]
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