I'm setting up an ACKS campaign, set between
Jutland(Norse but mediterranean climate) and Rorn (England but mediterranean climate).
Gonna be a sandbox type of hexcrawl, still adding points of interest and such. Being late antiquity norse Jutland is still in a tribal/clan structure with petty kingdoms that rise and fall with the success of their leaders. Wave-cutter is the biggest, it's the jomsviking type of thing, mercenaries and pirates that have been highly successful. Players will start in Holgirsson.
The "plot" is an underlying situation. The sorcerer king Sebek, way off the map to the southeast, is doing That Which Sleeps shenanigans to bring about the Awakening, where the chthonic (underground, not cthulhu) gods manifest on earth and destroy all the enemies of Chaos. He's got agents in Jutland, he doesn't see it as a threat to his plans but Rorn would fight him and he's hoping to subvert Jutland and use it to neutralize Rorn. There'll be some opportunities to interact with this conspiracy and as the PCs become bigger players in Jutland the conspiracy will eventually come to them.
Mimic Farmstead is what I'm most excited about. When/if the PCs arrive they'll find the 13 people living there having some kind of conniption. They've found these empty pods full of undifferentiated human tissue, seven of them. One of them had a guy's ring in it, and they're convinced that guy has been replaced with some kind of imposter, body-snatchers style. They're correct, and six more of them are pod people too.
The pod people are mostly identical, except...
-The pod regrows lost body parts. This is apparent on the guy with the ring if they look close enough and ask around, and that'll help them identify one or two real people.
-The pod recreates their personality perfectly, but their memories of the night they got podded are scrambled, either swapping memories completely or swapping characters. So for example, Bob went to the market with Bill, and Joe played cards with Jim. Joe and Bob got podded, and now Joe thinks he went to the market with Bill, and Bob thinks he went to the market will Jim. It's obvious that some of the memories are wrong, but since everyone is sus you can't say who's telling the truth.
So the players will have to identify at least one real person and work backwards to identify whose memories are incompatible with the confirmed true memories, alongside any more traditional detective work they do. If they fail, or ignore it, eventually they'll get the entire farmstead and go after the players or just start hitting other villages and farmsteads around the area.
I'm excited for it, it'll be fun.
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Snorri's Bane is just a mini-dungeon, the lair of a grendel-type monster that killed a locally famous hero Snorri the Iron-Skinned. His magic shield Sword-Shame is still there, you can use it to sunder weapons if they fail an attack roll against you. Another big early dungeon will be an artificial dungeon created by a local wizard, he lets monsters take up residence and hires adventurers to clear them out and bring him back corpses and magically-contaminated organs for his spell research. He's also part of Sebek's conspiracy, and uses his access to build a register of local adventurers and mercenaries to forward to other conspirators. Useful ones might be approached, others might be eliminated or ignored.