|Ron Lundeen Contributor|
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This looks quite promising, and I'm looking forward to seeing more.
I think a rewrite of the characters to be evil is an interesting take, and the mythic demoniac for all characters seems powerful. It's a lot more active than the current mythic paths, which I like. Whereas the current mythic paths trivialize many checks, your mechanics trivialize many easy combats, which is also a change I like.
I wouldn't worry overmuch about the lore; you're making your own lore here and few readers are lore-expert enough to cry "but that's not how X is!" I've certainly taken a lot of liberties with my variant APs. That said, though, the Worldwound is a great resource for you here. I was recently re-reading the Sarkoris section of Lost Kingdoms, and that had some insinuations about cult activity prior to the advent of the Worldwound that you might find relevant.
I agree that you can just use many of the existing WotR cards, locations in particular. Deciding on locations is pretty straightforward. You can just throw together your own location lists based on what makes sense (this is in the mountains, so I'll take Canyon, and Cavern, etc.), then lay them next to each other and look them over to confirm there isn't too much overlap of location powers, not too much homogeneity in close conditions, and a mix of "hard" vs. "easy" locations (e.g., the Marketplace is merely a shopping mall later in an AP). I also keep a spreadsheet of the APs I design to ensure the same locations don't appear for the same number of players too often.
I think you'll want to examine how to revise the scenario rules to make this "feel" like an evil AP, and you might even want to create a few unique villains or henchmen--angels in particular, probably--for this AP's theme. But even some scenario rules can transmit this flavor, such as:
When you would acquire an ally, set it aside in a sacrifice pile next to the scenario. When a villain or henchman would deal damage to you, you may banish a card from the sacrifice pile to reduce that damage to 0. At the end of the adventure, you may either gain all allies in the sacrifice pile as loot, or return all allies in the sacrifice pile to the box to allow each character to gain a skill feat.
Just the wording of that scenario power makes you seem like pretty evil folks.