Clearly AS&SH derives from antecedent literary sources that inspired D&D initially. If one reads the works of Lovecraft and Howard grim worlds are on display for the reader, and in many regards Hyperborea continues this tradition. It's great, I like it.
It brings me to my question though, how gritty is your actual gameplay experience? At times I will initiate a D&D campaign with the intention of a dark twisted world; yet come 6 months in we have the usual elves and Halflings leaping around in joy, and something of the original intention gets lost. The removal of playable Demi-races is a good move in my opinion and the detailing of dwarfs in Hyperborea brings tears of joy to my eyes. Likewise, the only adventure I've read, which Jeff sent me 'charnel crypt of the sightless serpent' maintains a good dose of terrifying. All of these seem to go a good mile towards setting the stage for horrifying, gruesome and amoral adventure, with a dash of Conan-esque heroism thrown in for good measure. But I'm wondering how people's experiences translate the intention of the game with the reality of play.
Oh and if it is the things you want it to be, how have you ensured it remains thus?