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7 Qualities of Mystara

by Not a Decepticon

I may soon be starting a second campaign and I'm writing things to propose for presenting players possible games to run. Since this means the agents of Darokin game I asked for before (and I'm still reading through all linked material, work has been eating my time lately), I wanted to put a list of 7 aspects of the setting, something I found very effective way to communicate what the world is like in Primeval Thule sourcebook. I have a bit more knowledge than when I asked you to help me sell Mystara to new players long time ago and used your advice from there to put on a list, but I would like a second (and third and fourth etc) opinion on them, how acurrate do you find below points as 7 qualities of Mystara Campaign Setting:

1 The world Is a strange reflection of our own. the nations of Mystara are based on real-life cultures, but often mixed and mashed up, or placed together with little regard for geographical or historical accuracy. However, there is also room for things that are just different or even weird when compared to other settings or our world.
2 The world is huge and full of secrets. There are whole expanses of unknown lands and even the so-called "civilized" ones have areas full of secrets and remnants of old civilizations, great in magic and technology alike.
3 There is no clear divide between good and evil. The cosmology is divided in the lines of Order vs Chaos and in mortal realms point of view changes depending on the nation, with heroes of one land being bad guys in the other.
4 World is divided. Races and countries are often isolated or share a history of violence and atrocities. As such, there is more distrust but it also means race and nationality of PCs and NPCs will shape the interactions much stronger than usual.
5 The World is Reactive.. The setting is constantly influenced by the intrigues of high political powers. The greater the party's deeds, the more likely they will be noticed and gain enemies, allies or other unintended consequences of their actions they may initially not be aware of. If not careful they may end pawns on the political chessboard.
6 The world is malleable. It is expected with time PCs will gain high positions themselves, gaining noble titles and land or control over some other group. These dominions will allow players to shape the setting and truly leave on it their mark.
7 The world is ruled by Immortals. They aren't gods, though their power is comparable. They work subtly, through their agents and worshippers. Most importantly, you can join their ranks, though this privilege is extremely hard to attain and consists of crowning achievement for the greatest adventurers.

What do you think? Did I miss anything important? I wanted to avoid things I want to make a surprise for players like Hollow World, so I merely allude to them for now.