Stretch Goal: Cults of Cthulhu and other Great Old Ones
They worshipped, so they said, the Great Old Ones who lived ages before there were any men, and who came to the young world out of the sky. Those Old Ones were gone now, inside the earth and under the sea; but their dead bodies had told their secrets in dreams to the first men, who formed a cult which had never died. [The Call of Cthulhu - H.P. Lovecraft]
Not all cultists are human, in fact far from. Likewise, not all the cults of Great Old Ones practice in the same manner.
Once we fund this stretch goal, we’ll tackle the cults and savage races of the Cthulhu Mythos, exploring how to integrate the followers of the Great Old Ones into your Pathfinder campaign. We’ll also include information about how elves, gnomes, and the other goodly races interact with and live alongside Lovecraftian horrors.
Additionally, we’ll see how cults of the Great Old Ones differ from one another in their practices, powers, preferences, and when applicable their sacrificial rites.
Mythos cults, even if worshipping the same Great Old One, inside an orc tribe or a hobgoblin society are very different from one another. Also some races have preferences to some Great Old Ones over others. Examples of such are some lizardfolks worship of Dagon or some nagas worship of Yig. The cults themselves vary widely too.
A cult of Cthulhu has very different motivations and practices than a cult of Hastur. This is a great section of the book that will give rich material for Game Masters and insights to opponents for players.