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Tom Knauss wrote:
In addition to being an environment book, Fields of Blood has some strong Native American influences.
What Tom, said. The book is influenced by and builds off of themes from the plains peoples of North America, Africa, and Asia.
Is there a S&W version of Fields of Blood? Or is that PF only?
Yeah, it doesn't make much sense as a S&W book. Most of the rules in it our built off of existing PF mechanics that don't exist in S&W and aren't needed because of the nature of the game. The parts that could be useful would probably fit in a decent-sized pamphlet, so there's not much point in it.
The adventures, however, will be converted and put into a S&W compilation as a future product, so you'll be able to get a S&W version of those.
Okay, you guys are officially killing me, dancing so tantalizingly close to unlocking Fields of Blood yet staying just out of reach like a horrible tease. Let's get this thing over the line. Tom has written a pretty freakin' cool book, and you are going to want us to print it. So let's take a look at some of the stuff in it.
For starters, here is your Table of Contents:
Introduction............................................................... .............. 3
Here's a new monster out of Chapter 6 that I think is kind of cool and different:
Jagged barbs protrude from the elbows of a leprous humanoid with two faces on its head. A kind, human face looks forward, while a sinister, demonic face looks backward.
HESTOVATO CR 8 XP 4,800
The tribal peoples of the plains generally refer to the malevolent hestovato by a more colloquial name — two-face. The wicked creature’s first appearance in folklore practically dates back to the dawn of man, yet despite its lengthy history, its origins remain shrouded in uncertainty. The most plausible myth claims that an angry god transformed a traitorous mortal into this wretched creature as punishment for his betrayal. Other legends relay a similar tale with subtle nuances. Whatever their history, there is no doubt that the grasslands’ nomads greatly fear the hestovato and always keep a wary lookout for this hideous monster in the glow of their evening campfires.
Hestovatos roam the open plains under the cover of darkness. They avoid large humanoid communities, preferring to stalk small parties of men and women from afar as they travel across the vast prairies. Like predatory animals, hestovatos target the group’s weakest members, particularly children, pregnant women and the injured. The creature moves through the grasses with great stealth as it approaches its prey. In the warm light of the dying flames, the hestovato turns its back to its victim and gazes at the terrified creature with its demonic face. The ghastly sight is enough to paralyze the bravest of men, let alone a frightened child or expectant mother. The hestovato then uses its barbed elbows to finish the deed, tearing its target into pieces. Though carnivorous, these monstrous humanoids kill other sentient beings for the sheer thrill of doing so. They take greater delight mutilating the corpse than consuming the raw flesh.
From the front, hestovatos look no different than the average man. During the day, the creatures keep their distance from other humanoids and often wear loose fitting clothing to conceal their blotchy skin and elbow barbs, as well as a headdress to cover their demonic face. Hestovatos caught spying on their future victims quickly concoct a bogus explanation for their odd behavior. They typically claim they are lost merchants, hunters and even holy men en route to a sacred site. Hestovatos are usually encountered alone, but small groups of these asexual monsters occasionally band together to pursue a large, humanoid party. These alliances never last long. The greedy creatures soon squabble over their choice of victims and the allotment of spoils.
And here's an interesting new druid archetype (one of many new archetypes in the book):
When the moon is full and a bloodcurdling cry rings out in the distance, the moon stalker springs into action. He is all too familiar with the sound of a tortured creature undergoing an involuntary and accursed transformation into something no longer human. Whereas other druids defend the wilderness, the moon stalker spends his nights hunting his unnatural quarry — lycanthropes. In his mind, the very existence of these monstrous men and women blasphemes nature itself. Though druids can and do transform into animals, the moon stalker believes that nature granted this gift to her willing servants. Lycanthropes, on the other hand, are cursed beings that nature condemned. As members of a damned race, he sees them as scourges that he must rid from the world. In this pursuit, the moon stalker makes no distinctions between good and evil or law and chaos. There is only one absolute in his mind — that all lycanthropes are a blight to nature that he must destroy. None may be better suited to eradicate these monsters than the moon stalker.
Nature Bond (Ex) A moon stalker may not select an animal companion. Instead, he must choose from the Darkness, Madness or Trickery domains in addition to those normally available.
Detect True Form (Sp) At 1st level, a moon stalker can detect the presence of creatures with the shapechanger subtype, including lycanthropes. This ability functions like detect undead. This ability replaces wild empathy.
Track Prey (Ex) Starting at 2nd level, a druid gains a bonus on Perception and Survival checks equal to his druid level on skill checks made to locate and follow tracks made by creatures with the shapechanger subtype, including lycanthropes. He also gains the same bonus on any Knowledge check made to identify a creature with the shapechanger subtype and their special powers or vulnerabilities. This ability replaces woodland stride.
Resist Shapechangers (Ex) Starting at 3rd level, a druid gains a +4 bonus on saving throws against the exceptional, spell-like and supernatural abilities of creatures with the shapechanger subtype, including lycanthropes. He also gains a +2 dodge bonus to AC against creatures with the shapechanger subtype and a +2 morale bonus on attack rolls and weapon damage rolls against such creatures. These bonuses increase by +2 at 9th level and every six levels thereafter. This ability replaces resist trackless step and nature’s lure.
Natural Purity (Ex): At 9th level, a moon stalker gains immunity to all curses, including lycanthropy. This ability replaces venom immunity.
Enemy Tactics (Ex): At 13th level, a druid gains DR/silver equal to 1/2 his druid level. This ability replaces a thousand faces.
So hop on board and get this book to print. If you play Pathfinder, you're going to want to see it. If you don't want to buy the full hardcover on top of the existing pledge, you can just get the pdf. I'm trying to get that updated on the KS page (this has now been done).
Let's get Fields of Blood out of the dugout and onto the field!
Richard Pett wrote:
Yep, what Rich said. I am in fact looking at it enviously right now. The part I'm most envious of is the intro theme that Richard put together for when we launch the KS this fall. Between the music, camerawork, and period props, I think Richard really captured the "Frankenstein meets Alice" aspect perfectly.
Watch this glimpse into the vault of disturbia that is Richard Pett's brain here.
All it took was Alistair Rigg swimming all the way here from Australia with his game books and playtest materials in a waterproof knapsack! I hadn't known he was going to when I answered you before KarlBob, but we're excited he is. Now I'll just have to find an excuse to sneak out of the banquet and watch the mayhem. :-)
Just a note, you can't find the KS byt typing Pathfinder in the KS search engine. This may hinder some
We have rectified this. Thank you for the heads up.
My players never did kill The Usurer. They hated him and talked about it from the beginning, but by the end they allied with him to battle some heavy-duty threats from Tsar that had turned their attention towards the Camp after the PCs started mucking about inside its walls. It actually like it made it even funner that they never went toe to toe with him.
And, yes, the adventure was written with more-or-less only the Core rules, so it's difficulty level has been reduced with the introduction of a lot of the stuff since then. I'd be much more likely to enforce a 4-person party limit with the option s out now. Alternately, feel free to beef it up. At one point in my playtest/campaign I had 14 players at the table for a span of a couple years. I can guarantee that everything they fought mysteriously had an inordinate number of hp to its name. And I did manage to kill a dozen or so PCs when all was said and done. As the skill and/or power levels of the players/PCs goes up so generally does my nastiness in playing the bad guys. I'd recommend play it to the level/skill of your party rather than feel constrained as written if it's making it less fun.
simon hacker wrote:
I'm not sure how that got there. We are kickstarting Northlands in July, so it actually ought to be out by then but not until after the KS and not unless it funds. Maybe they're just getting a jump on it? I don't have a big problem with a preorder I guess (maybe it's something Bill and Lisa worked out?), but if everyone preorders instead of backing the kickstarting, then we can't print it...and preorders don't get filled and then no one gets it. Admittedly that is a worst-case scenario. Still it seems a little irregular. I'm not sure that it's not actually a mistake.
I sent a message to Bill to try and get some clarification. I'll let you guys know what I find out.
Alas, there are no theatre productions in Shades of Yellow, unless perhaps you consider the danse macabre as a form of theatre. I personally think of it as more of a flash mob with more spilled blood. ;-)
Question, FGG people - Are the stretch goals that are not add-ons available to all pledge levels?
The unlocked stretch goals will be available to all backers, though if a backer is a pdf-only backer, then the shipping charges not covered under a print copy pledge would still have to get added to ship the print copy add-on book. If that is the case, let us know and we can figure out what that would be for you. Adding on print copies of the player's guide is unlikely to add to the book shipping charge unless somebody decided to but a whole bunch of them.
Matrix Sorcica wrote:
We totally understand, Matrix. I wouldn't want to pay that either. That said, I don't know the specifics on who all carries our products in Europe, though I believe there are several who do. Bill would have to answer that question. You can ping him at bill_at_talesofthefroggod_dot_com.
Just saw the Complete Northlands S&W for pre-order on the Paizo site. I thought there was going to be a kickstarter on this...
There is. We'll be kickstarting Northlands in July. I don't know what that's about.
El Ronza wrote:
Bill would have to tell you the exact numbers (I don't know them), but the Dunes pdf is normally 16.99 on our website, so I'd guess it'd be in the $10 range, probably a couple bucks less. The pdfs usually run about half of what the print edition costs. The Fields of Blood would then probably be $16.99 since it's not at a discounted price like Dunes is for this KS.
So I'd think if you budgeted about $25 for the two pdfs, you'd be pretty close to spot on. In the meantime, I'll see if I can get Bill to post something about the prices on the KS page. He's out of town on business for much of this week, so he's a little tough to catch right now.
Sorry, Silverhair. I answered Auxmaulos before I saw your post. Yeah, the same answer for you. Whichever you prefer. One gives us slightly more of the money, the other boosts the KS and potentially contributes to giving us more money. It's really a win-win for us with you guys backing at all. So you'll get no complaints from us. Many thanks to you too!
Thank you for your question, Auxmaulos. That level of thoughtfulness means a lot to us. This community is great in that there are so many people who aren't just fans of the products but are fans of the company itself and its personnel. That's what makes this game great. Plus then we can go to cons and get to meet and hang out and simulate killing each other with dice rolls and sheets of paper. :-)
Financially FGG pays fewer fees for Backerkit add-ons than for KS pledges. I think the difference is something like 5% of what one pays versus the other (I haven't seen the actual numbers but I think it's something along those lines). Ideally, we'd make plenty of money through the pledges and easily hit all the stretch goals, and then at the end everyone would add an equal amount in Backerkit. :-) However, the reality is that we're grateful for pledges and purchases regardless of how they come. So if you'd like your higher pledge to go towards bumping towards stretch goals, we're cool with that. If you'd like to hold out the Backerkit amounts until the end to maximize what we make, we're cool with that too. Like you said, it's a catch-22. One pays us a little more, but one gives us a little more exposure and momentum which potentially pays us a little more if it ramps up the excitement just that much. So really just do whichever you feel most comfortable with. We wholly appreciate your support either way. Thanks!
I'd like to thank Nick Logue for bumping me to Celebrity Game "#2" AND clearly paying some Paizo staffer to purposely misspell the unusual elongation of my last name with its far more commonly encountered, truncated form in the event title. He truly is a diabolical fiend.
Nevertheless we shall soldier on. I gave Wes the spiel on the game so he has probably by now rightfully shredded it and burned the shredded bits while frantically looking for a Celebrity Game #2 replacement. But in the event that we somehow slip through the cracks in the system I look forward to seeing Eric Mona*, Jason Bullman*, Jessica Price**, Stephen Randy-MacFarland*, and Brandon Hodges* for our game.
(Haha! See? Two can play at your little game, Nick Louge! Two can play!!)
*With sincerest apologies to Erik, Jason, Stephen...but not Brandon, seriously, screw that guy. :-)
See you all there! (maybe...)
Okay, I don't think I've missed anyone. If I have please post it again. I'll keep coming back to check for questions.
Thanks, everyone!!! You guys are rocking this KS!
El Ronza wrote:
Backer #5 (was a spur of the moment thing) and first-time FGG pledger. Any chance of picking up just the pdf versions of stretch goals? International shipping costs an arm and a leg. :/
Thanks for taking the plunge, El Ronza!
All stretch goals and add-ons will have pdf options available in Backerkit at the end of the campaign.
I think I will have to wait until it comes to retail - $55 shipping is just too much
Vectorious, I totally understand. Shipping costs ruin cool stuff a lot of times. I don't know how people can do it when the shipping is as much as the product; they certainly have my deepest respect for finding a way to do so. I hope it turns out to be well worth your wait when are able to get it locally. We're printing extras so they'll be available.
Eric Smith 184 wrote:
I've sent an e-mail to Chris (our tech guy) to see if we can get that fixed. Ideally it should pull up for keyword searches for Pathfinder or Swords & Wizardry.
Like brave Sir Robin, my favorite color is also yellow...no, blue! AAAAAAAAaaaaaaaaahhhhhhhh!
I can neither confirm nor deny the involvement of any kings tattered or in any other states of disarray.
So this is an adventure path?
It's a total of 6 connected adventures taking PCs from 3rd level to 15+ with a gazetteer full of supplemental information. It's not exactly how Paizo does them, but I'm calling it an adventure path. You could also pull the adventures out and use them as stand-alones if you want to; that's what three of them originally were.
Yeah, we got pretty ambitious on the writing time for those 2 books when we first put them up for sale. Matt just finished writing CD2 a few weeks ago. Sorry for the long delay. I know that's frustrating.
We've adjusted our strategy to make sure everything is fully written or at least mostly written before we start actually kickstarting them. For this KS Cults is completely written already. This year is going to seem like we're just churning out big books all over the place, but I've been working on Cults and Northlands for the last 2 years, Tom has been writing Fields of Blood since last summer, and Richard's been writing The Blight since forever, so it just so happens that all of these big books are converging on completion at once. I don't know that we'll usually do this many big books in one year. The smaller books are not as difficult to pull off.
Also I don't know if we'll do anymore of those subscription things. I think that was in the wake of the surprise and enthusiasm over our Rappan Athuk kickstarter a few years ago, and we got caught up in it. I'm not sure we have the staffing to really pull that sort of thing off very well/timely. FGG has been an adventure the last few years trying to figure out what works for a company our size. Hopefully we're getting better. :-)
Added the PDF and print of the Players' Guide.
Don't pledge for both. If you order the print, you get the pdf free. If the print stretch goal isn't met but the pdf goal is, you can always lower your pledge for just the pdf before the end of the campaign.
The vellum map will be rolled up and shipped first class mail in a sturdy cardboard tube. This should protect it pretty well. As always, let us know if it experiences damage in shipping.
You only need to add $5 for the print player's guide, the pdf will come free with it, so you don't need to add the $2 pdf price. I hate to turn down your money, I just don't want you to get ripped off by an honest mistake...only by my dishonest ones! Mwahahahahahaha!
I think the spines not being embossed was probably an oversight thing that just didn't get noticed among the million other details. We definitely want to have it embossed.
I've have forwarded this on to Bill so he'll be sure and have them do it.
Hey, Greg, I noticed they don't list Backers anymore. Any idea why? Just curious.
I don't know. It's a Kickstarter thing as opposed to an us thing from what I can tell, but I'm not tech savvy enough to give any sort of insight unfortunately.
Eating breakfast and pledging to the FGG Kickstarter. Good start to a Friday.
It's funny that you say that; Tsathogga is currently eating a breakfast of pledgers to the Kickstarter and also says it's a good start to a Friday. :-)
Steve Geddes wrote:
I've included addons in my pledge - I'm getting the vellum map, a few player guides and the next environment book. I was a little unsure about postage - I included that too, but in my summary page it seems to be adding it on top a second time. :/
It should calculate the postage for you when you specify the country. Don't add the postage amount in as part of your pledge.
Steve Geddes wrote:
Steve, I'll forward this to Bill to make sure the spine gets labelled.
The final manuscript came in at around 315,000 words so I'm guesstimating the book will be around 400 pages (maybe a little less) when all is said and done. Not one of our patented shelf busters, but we wanted to give your furniture a little bit of a break before we unleash The Northlands Saga Complete on it later this summer.
Awesome! Glad you like it. I still haven't seen the finished version.
Hey, don't feel bad. I didn't know for sure it was launching tonight until it did. It got approval from KS super fast and then went right through. We had intended originally to launch yesterday, so we only missed our target by 1 day. I thought it would be worse than that.
The walls of Endhome provide sanctuary for many who dwell on the Sinnar Coast: a place to conduct trade, a warm bed at night, and a fire to sit beside with a jack of ale into the late hours of the evening, but across the Gaelon River lies chaos.
The Lost Lands Return!
First introduced with the Lost City of Barakus Kickstarter, the Sinnar Coast region map detailed thousands of square miles of territory stretching from Rappan Athuk in the north all the way to the Domain of Hawkmoon far to the south. While many locations on the map are familiar from old Necromancer Games titles and more recent Frog God Games products, the map itself did little to tell the story of this region and even less to answer questions that it raised: Who rules beyond the Gaelon River? What hazards and ruins await south of the well-known dungeons of Rappan Athuk and Barakus? And, what has led to this land becoming known as the Sundered Kingdoms?
As part of the ongoing strategy of Frog God Games to take older and hard-to-find Necromancer Games products and update them not only to new Pathfinder Roleplaying Game and Swords & Wizardry Complete rules but also to incorporate them into the Lost Lands setting as a way to introduce them to fans old and new alike, Cults of the Sundered Kingdoms takes three classic Necromancer Games adventures: Patrick Lawinger’s Morrick Mansion, Casey W. Christofferson’s Aberrations, and Dave Brohman’s Crystal Skull and integrates them into a continuous plot for an adventure path that takes PCs from level 3 to 15+, perfect for the party that has finished exploring the dungeons beneath Barakus and is looking for the next road to adventure.
But Cults of the Sundered Kingdoms is much more than just an update of those three previously published adventures. To the adventure path it adds three new original adventures written by Greg A. Vaughan called The Beast Within, Shades of Yellow, and Vengeance in the Hollow Hills that both tie in with the three older adventures and also move the plot from one to the next to create the continuity of the adventure path. While you could play any or all of the six adventures as standalone sessions, you can also use them as a single contiguous campaign to explore a large region of the Lost Lands.
The First Lost Lands Gazetteer
In addition to the updated and expanded adventure path, Cults of the Sundered Kingdoms includes a campaign guide that expands upon the regional map of the Sinnar Coast. The central portion of that regional map is called the District of Sunderland, known more colloquially as the Sundered Kingdoms. Cults of the Sundered Kingdoms includes a full-color poster map that focuses on the Sundered Kingdoms from Endhome in the north to the southern extent of the Duchy of Southvale in the south, from Grollek’s Grove in the west to the farthest reaches of Ramthion Island in the east. The adventure path takes players from one end to the other with many a stop in between, but the included gazetteer details the dozens of nations, cities, wilderness areas, ethnicities, and geographic features of note within the area as well. It also provides a regional history including more global events of the Lost Lands that had a direct bearing on the area, giving the first sneak peak at the Lost Lands bigger picture hinted at and referenced throughout more than 15 years of Necromancer Games and Frog God Games products alike. This detailed history and timeline extends back more than 3,000, years telling the history of not only a significant portion of the Lost Lands but also the unknown back stories to classic Necromancer Games products.
Finally the Cults of the Sundered Kingdoms campaign guide also includes a chapter dedicated to the 13 insidious cults that are endemic to the Sundered Kingdoms region and are, perhaps, the true reason for its centuries of strife. This guide includes not only a write up of some of the most iconic and some not-so-well-known evil powers of the Lost Lands (yes, Orcus and Tsathogga are both there…along with 11 others) but also provides details of their individual cults, where they are located, and how they operate in and affect the Sundered Kingdoms as well as the rest of the Lost Lands.
Old School Bonus!
And as one more bonus for those old-time Necromancer Games fans (and new Frog God Games fans!) who followed all the releases in order to maintain a complete collection — even the hard-to-find stuff — we’ve got something you’ve never seen before. When Crystal Skull was first published back in 2005, a secret level was written as bonus material but was never released. We’ve dug back through the Necromancer Games archives and uncovered this gem; we’ve dusted it off, updated its rules, and incorporated it into the book so that it now serves as the climax of the entire adventure path! Now on the 10th anniversary of its original release, you can experience Crystal Skull as Orcus originally intended but with the bonus of it serving to cap off an entire campaign incorporating three classic Necromancer Games adventures, three brand new adventures, and a whole host of Lost Lands legends, lore, and deepest, darkest secrets.
Be the master of your Lost Lands campaign; buy The Lost Lands: Cults of the Sundered Kingdoms and remind your players that there’s more to fear in the Lost Lands than just the dungeons.
Check it out here!
Cult of the unspeakable might be right in line with something for my long standing campaign....any mucus involved with those tentacles?
You really should. It's pretty inexpensive, not too big, and a lot of fun.
Greg, how do you pronounce Foere? Is it "fore / four" or more like "foe-err"?
I've been pronouncing it fo-AIR. Foeredwaith is pretty close to how it looks, FOR-ed-with.
Dark Sasha wrote:
I took pity on you, Greg, and signed up for one of your events. :)
Haha! Thanks! I tried to sign up for one of your games but it ran concurrently one I had already signed up for with Erol Otus. :-( Probably for the best; it'd be difficult to sit in on two games at once, but I was really hoping to play some Grimmsgate.
I saw that davrion. Thanks!
P.P.S. Registration for games at North Texas RPG Con opened last night and the non-Pathfinder games are filling up. Sure it's an old-school con, but even the 5e games are filling up. I've got to save some face here. If any of you are planning to be in Dallas Jun 4-7 and want to play some Pathfinder games FGG preview material, register here. Help me out; I'm looking bad in front of all these old guys!
P.S. The Lost Lands: Cults of the Sundered Kingdoms KS launches very soon...maybe as early as tomorrow. More news on that as it comes.
Had a little time to kill so I thought I’d drop a short deity tidbit (a lot of it is not new but frames it within its own pantheon).
The Foerdewaith Pantheon
This cute little pantheon (it’s likely to grow a little, but not much since most of the Foerdewaith subscribe to the Hyperborean pantheon’s “common” deities—see my previous list) comes from the Kingdom of Foere. Once one of the many states of the Hyperborea, after that empire’s abandonment of the West for its eastern capital at Tircople, the Kingdom of Foere was one of the many that arose in the vacuum and began to expand and gain power. The difference between it and all the other contenders was the it won and its king, Macobert I, became the first overking of the Divine Hyperborean Monarchy of the Foerdewaith (yeah, they were a little verbose). The Kingdom of Foere expanded and absorbed what became informally known as the Foerdewaith Empire--aka the Kingdoms (plural) of Foere, and Macobert I laid down a dynasty that ruled most of Akados for 700 years. It really wasn’t until the catastrophe of the Battle of Tsar fast on the heels of the last hereditary overking. Graeltor (see The Slumbering Tsar Saga) was an uncle of the last overking rather than a direct descendant of Macobert and therefore always struggled with his right of ascension after the death of Oessum VIII (too bad Oessum wasn’t more oessum in battle, badum bum. It would actually be pronounced Oh-sum, but hey close enough). As a result after the humiliation of Graeltor from the loss of the entire Army of Light, the Foerdewaith Wars of Succession began and brought about the end of the Divine Monarchy. The Kingdom (and Kingdoms) of Foere still exist is a powerful nation that occupies much of central Akados, but it is no longer an empire after 3 centuries of successful rebellions. A peace of sorts exists between and its many former subsidiaries, but there are certainly elements within the capital at Courghais who would like to see a new overking rise.
Anyway, because of Foere’s unusual continental influence over a 700-year period. Their own personal pantheon has gained some staying power. Here it is for you (you’ll note that there are many repeats from among the Common deities):
Quell - The Sea King; Lord of the Blue; Razor Coast (this guy is the chief deity of the pantheon and according to legend Macobert was directly descended from him).
Belon the Wise - God of Travel; Wanderer in White (Foerdewaith); Bard’s Gate, Razor Coast; a god of arcane knowledge, Belon is beginning to overtake worship of Jamboor among arcane casters.
Kudrak - Lesser God of Guardians (Foerdewaith); Morrick Mansion, Cults of the Sundered Kingdoms; a little like a lesser version of Vanitthu.
Stryme/Strym - Stryme the Mighty, God of Strength (Foerdewaith, Dwarven); Aberrations, Cults of the Sundered Kingdoms; A dwarven god that was able to make the jump to human worship as well.
The Green Father - God of the Wilds, The Huntsman/Herne the Hunter (Foerdewaith), The Horned God (Erskaelosi), Cernunnos (Tuatha De); Crystal Skull, Cults of the Sundered Kingdoms; A primordial nature deity that found his way into Foerdewaith folklore and tradition and remains hanging around after millennia. (You’ll note some development on him. His Herne/Huntsman aspect is very Foerdewaith, but The Horned One is an aspect picked up by the Erskaelosi so he is officially a barbarian god as well. Cernunnos is his aspect worshipped by the Ancient Ones from their Tuatha De pantheon. He has a great and timeless rivalry with the Hyperborean Pan which he has been getting the worst of for the last 300 years with the Foerdewaith decline.)
Freya - Goddess of Love and Fertility; Freyja (Vanir, Foerdewaith); Bard’s Gate and everywhere; Probably the single-most popular deity used in NG/FGG books next to Orcus. She is a transplant from the Aesir/Vanir pantheon of the Heldring/Northlanders and has found immense popularity in Akados. She is single-handedly slowly but surely replacing the Hyperborean goddess Zadastha (who is herself a transplant from the Gohtra pantheon of Far Jaati) as the goddess of love. The fertility aspect has some uncomfortable competition from the ancient dark goddess Cybele (aka The Magna Mater).
Archeillus - God of Rightful Rule; Protector of the Nobility (Foerdewaith); Doom of Listonshire; a favored god of the old gentry.
The Path of the Shattered Sword – a little-known religion dedicated to Peace and Accord (Foerdewaith); Trouble in Durbenford; one of the newer faiths that have been springing up around Akados that are what are often referred to as “deity-less”. The Shattered Sword reveres no specific deity but rather adheres to their philosophy and peace and nonviolence. Yet they still receive divine spells. Only females may become clerics of the Path of the Shattered Sword. It originated among the Foeredewaith in recent decades as a branch sect of the much older Church of the Blessed Tesseract (an ancient faith and probably the first of the Deity-less religions, but not Foerdewaith so no more info here.)
Cult of the Unspeakable – a pseudo-intellectual of hedonism and alien vistas (Foerdewatih); Trouble in Durbenford; the newest of the Foerdewaith deity-less faiths (at least in its current incarnation), these secret cult of hedonism and excess was started by a loan visionary (some would say madman) and has been working its way among the upper crust of Foerdewaith society. It is not yet large or powerful, but how deep its tentacles reach is not truly understood. Oh, did I say ‘tentacles’? Yeah, you know there’s more going on with these guys. ;-)
Castilonium, I was thinking about your query and just a few minutes ago it occurred to me that we put out a neat little adventure by Lou Agresta and Nick Logue called "Scorned!" a few years ago that may be exactly what you are looking for. It is chock full of strange and interesting NPCs to roleplay, has a well-delineated plot-line to follow, and pretty much every major encounter includes a fairly detailed map to allow you to lay out your tactical situation.
It had a fairly small print run and I hadn't thought about it in some time, but I looked and it is still available here at Paizo and received some glowing reviews from Endzeitgeist and others.
Note: The cover image is a generic one for our One Nights Stands product line at the time and does not reflect the contents of the adventure. The reviews posted with it do a really good job of telling you what it's about though.
The Mires of Mourning, available here at Paizo sounds like it'd be right up your alley.
In Endzeitgeist's excellent (as usual) review that he posted here, he correctly pointed out its brevity, as it was essentially designed for con play and had to fit in the usual 4-5 hour time slot, but it gives many opportunities to expand and slow things down (if you want) or play it at the up-tempo pace used at cons (if you'd rather do that).
Anyway, the whole thing revolves around the still-active portions and in-ruins portions of Mourninghaven Sanitarium deep in the Creeping Mire, so I think you'd find it useful for what you're looking for.