Population:65,630 (50% Saxa, 15% taiga elves, 15%
dwarves, 9% Anari, 8% frostborn, 2% engro, 1% Finnar)
Ruler:None (independent settlements)
Because each settlement is independent, each has its
own stat block.
LOCAIS / CIDADES / VILAS / ALDEIAS
Heligioland lies north of the central Icebarrier, within what are now called the Low Winterlands. The territory has no single ruler, and the boundaries are marked by the extent of the Hearth Knights’ regular patrols. The boundary line follows a rough line from Hellfrost Keep out to Eastwatch Fort, then up to Icewatch Fort, across and down to Watchgap Fort, and back to the Keep.
Aside from the towns detailed here, there are around 200 Saxa steads and 20 Anari villages in Heligioland. The Anari Empire captured only part of the region and never settled it in force. Heligioland suffered greatly during the reign of the Liche-Priest, and it never truly recovered
before the Blizzard War came.
Many ruined steads, villages, forts, towers, and castles dot the landscape, long abandoned by civilized races, and now home to ferocious beasts.
Heligioland takes its name from an ancient culture, the Heligi, who lived here long before the Saxa and Anari settled the region. A few ruins have been attributed to the Heligi, but nothing substantive supposedly remains.
The Hearth Knights usually refer to the land as the Scieldlands (“Shieldlands”), because this is the extent of the Shield Knights’ activities.
The settlements of Heligioland are joined in loose confederation. Each settlement maintains its own gov-ernment and is responsible for its own defense, taxation, and trade agreements.
Every few years, the various leaders meet in council to discuss matters of security and trade. A Hearth Knight representative is always invited out of courtesy.
The greatest military force in the region is the Hearth Knights. Well-armed and disciplined, the Knights exist to prevent incursions by Hellfrost beasts and their orcish allies. The order cares nothing for border or trade disputes, though they do keep a very careful eye on Cul and
its high percentage of frostborn.
Most settlements maintain a permanent town guard and can call upon a peasant militia in times of need. Light infantry and skirmishers are the preferred troops, as this negates the expense of having to manufacture or purchase heavy armor.
Southern Heligioland is marked by the rolling foothills of the Icebarrier. While the center quickly flattens into a broad, flat valley, the east and west rise into rugged hills. Only in the extreme north do the hills drop away into flat ground.
The Temujin Marsh, a lowland area, lies to the south and east of the eastern hills. In the northeast stands the jagged loop of the Whitedrake Mountains.
Population:8,000+ (95% dwarves)
The largest mountain chain currently known, the Icebarrier stretches from one side of the Hearthlands to the other, forming a natural wall. The warmer air behind the mountains, combined with the height of the range (an average of four miles) has slowed the advance of the snow and ice, but it has not stopped them completely.
There is permanent snow as low as 3,000 feet, even in summer, and in winter, the snows extend far into the foothills on the Hearthland side. The population (not including frost dwarves) consists mainly of trappers and hunters, who hunt bears and wolves for their fur and teeth, and mountain deer and wild goats for their meat.
Hellfrost Pass: Hellfrost Pass is the main route through the Icebarrier. Rarely more than half a mile wide, it snakes its way to altitudes of over 3 miles before descending again. Other passes do exist, but these are treacherous even in summer and impassable for as much as 11 months of the year.