But making it more playable is tricky, because in doing so we risk losing the edge of its cosmic-horror theme. If we know too much about those mindflayers, we risk no longer being so afraid of them.
However, I think this already happened. We already have a tone of lore on mindflayer biology. The best you can do now if you want your players to be shocked by the octopi guys is to keep their involvement as a plot twist for later on. Or use player-character knowledge seperation.
So there are two ways to actually use Bluestpur in your campaign:
1) Get some clue as to what they're up to
2) My probably-controversial idea: Play in Bluestpur... As abberrations. Contrary to humans, you are a creature that is built for this envoiroment. Maybe you're a flump. Maybe you're a gnome mindflayer who preserved some of their original personality (This is a thing. Or Pointy Hat lied to me.) and now struggles to maintain your identity inside the hivemind. Maybe you're something beyond even my lore-savvy comprehension.
Both of these ideas take detailing out what we prefer to keep vague. You might not want your players to know these details, but I think even if the players have no idea what's going on, the DM should know, or else the mystery is not real.
So it occured to me to perhaps write a guide to Bluetspur, expanding lore on the domain, shedding light on it while still maintaining a sense of wrongness and incomprehensibility?
Introducing ways to customize your eldritch horrors the same way the VRGs let you customize your undead? Maybe even including some playable abberration species so you can do idea 2?



