The Against the Giants series gets sold as three big houses and a lot of hit points. Hill. Frost. Fire. Kick the door, stack the bodies, collect the jewelry. That is the dungeon reading, and it works. ACKS has a worse reading sitting underneath it.
Those steads are domains.
A hill giant hall is a border nuisance with a larder. A frost giant hold is a winter that has an address. A fire giant hall is industry: forges, captives, a war machine that does not care about your party’s character arcs. The modules already tell you this. Steading, glacial rift, hall of the fire giant king. Those are not room titles. They are places that eat hexes.
5E runs giants as boss ladders. Each house is louder than the last. An ACKS Judge sees tribute networks, slave pits, mercenary math, and a reason the human lands have been paying quietly. You are not clearing a theme park. You are interrupting a policy. When a hall falls, the survivors do not vanish because the chapter ended. They go to the next hall. That is why the series is a series.
You can treat G1–3 as a tournament of rooms.
Or you can treat it as the moment the campaign stops being local. The map gets a northern problem with names, and the gold you drag out of a giant’s pantry is the same gold that used to buy peace from people who could have flattened your keep in an afternoon.
