So here's an excerpt from a recent post about it for a recent RPG Blog Carnival:
Key Posts: I've made a number of Mystara-oriented posts over the years; these are the ones relevant to this particular campaign.
- A Mad God in the Machine - how to have a campaign premise that allows for multiple PCs coming and going, but still retaining continuity, and allowing PCs to rub elbows with gods and kings early on in their careers; just have to be careful that they don't get overshadowed by the mad god who runs into them once in a while.
- Dark Corners of Mystara: Strange Waters - when they're being sent on missions by the Mad God, they may not be traveling overland exclusively. This is, of course, inspired by the river-based campaign from WFRP's Enemy Within campaign. Speaking of WFRP...
- Stealing From WFRP: Roadwardens - and yet another campaign premise for the PCs when they've finished their river adventures.
- Some Geography is in order - taking from my Enigmundia posts, I underscore the key elements that I'd like to emphasize for the setting.
- Enigmundia: A List of Ingredients 1 - some talk about getting the essence of Karameikos experience right
- Enigmundia: A List of Ingredients 2 - the major nations of the world that I'd like to focus on, with some substitutions from other sources. Ierendi, in particular, might make a nice place to stick the new Razor Coast material.
- Enigmundia: A List of Ingredients 3 - similar to part 2, but with emphasis on the big leagues of nations.
- Fate, Fortune, and the Adventurer - my own rationale for things like hit points and levels and the movers and shakers of the world being so powerful compared to the normals of the world.
- Gods, Magic, and the World - a series of posts that deal with my take on the cosmology of Mystara's universe
- Spheres, Magical Fields, and Outsiders - the gods and the magical field they created and maintain protects reality from things outside it.
- Dark Corners of Mystara: Dwarves & the Hounds of Tindalos - highlights my preference for a slightly stranger feel for the campaign, preferably lurking just beneath the surface of a normal (albeit tumultuous) campaign world. I like the idea of Old Ones and Ancient Things being something that the Immortals keep at bay while they pursue their own twisted schemes of power.
- Pagan Magic-Users: Pythagorean Mathemagicians - how the magic of the world is skinned, based on a given pantheon. Yes, it assumes that magicians invoke the names of gods in their spells, and 'pagan' ones at that.
- Pagan Spells of Mercury - A sample listing and rationale of several 1st level magic spells attributed to Mercury.
- Pagan Spells of Apollo - A sample listing and rationale of several 1st level magic spells attributed to Apollo.
- Pflarr and Hermanubis - an attempt to merge the Pflarr of Mystara with an actual Jackal-headed Roman god (with a picture of the statue in a museum).
- Cults of Orcus - an attempt to merge the Orcus of myth with his portrayal in D&D's pantheon.
- Sleep, Dream, Fantasy, and Nightmare - the gods of the underworld, where many an adventure spends time, are stranger and more powerful than you think
- Additions and Expansions