ISLES of the SHACKLES
Intrepid seafarers seeking glory and gold need look no further than the vast and untamed island chain known as the Shackles. Throughout these isles, undead cyclopes guard eons-old treasure vaults, lycanthropic pirates maraud the waterways, and cannibalistic natives sacrifice trespassers to their otherworldly god-queen. On the treacherous seas surrounding the Shackles, a bold sailor may even rise to become one of the realm’s infamous Free Captains, second only to the bloodthirsty Hurricane King himself—though the rapacious pirates who raid the archipelago’s ports ensure that only the cunning and swift survive for long.
Isles of the Shackles provides a comprehensive overview of the verdant islands that make up this region, complete with buried treasure, dastardly corsairs, and ominous ruins of a fallen empire.
IRRISEN: LAND of ETERNAL WINTER
Far to the north lies a realm that the seasons never touch, where snow lies heavy on the ground all year and winter never releases its icy grip. A country ruled by White Witches with hearts as cold as the north wind—the daughters of the Queen of Witches herself, Baba Yaga—and supported on the backs of a conquered, enslaved people. A place where frost giants and hateful fey are respected citizens, and winter wolves stalk the streets in human form. This is the nation of Irrisen, a land cloaked in unceasing winter for 1,400 years.
Irrisen, Land of Eternal Winter presents a comprehensive overview of this frigid kingdom, where the imperious control of the ruling class stifles the residents just as strongly as the harsh, never-ending winter.
TOME of MADNESS
A definitive source for dealing with maniacal madmen and deranged villains, but also for haunted heroes and their afflicted allies whose minds have been pushed past the breaking point. This lavishly detailed tome examines the nature of mental maladies from aphasia and amnesia to phobias, tics, delusions, dyspraxia, and hysterical blindness. With over three dozen forms of insanity with varying severity and symptoms, you'll find lesser ailments that may accompany your heroes throughout their lives, as well as devastating delusions that can shatter a character's world.
Tome of Madness goes a step further, with abundant information on the treatment of madness, including the use of alchemy and magic (and even occult faith healing) to calm the disturbed mind. Whether insanity is purely organic or an element of addiction, brought on by gradual decline or a sudden, sharp break, you will find a wealth of information for incorporating insanity into your Pathfinder campaign in an in-depth way that does not degenerate into simple stereotypes or leave you with an unplayable character but gives your heroes and villains alike some real depth.