Mythic Bastionland – First Read
Critics don’t hate the subject they write about it, though many see us that way. Critics love their subject. That passion means we can get caught up in the hype, with some of us embracing that. I personally don’t but that doesn’t mean that I am immune to the ‘hotness’ part of our tabletop culture.
I had been eyeing Mythic Bastionland for a little while before Quinns review burst out onto the scene. I’d owned the Fria Lagan printing of Into the Odd for a while, so it made sense to finally dive into this spiritual prequel from the same designer, Chris McDowall. It is a beautiful book with some of the best art I’ve seen from Alec Sorensen.
First Read articles represent me going through the book in question for the first time. It is my initial impressions of the mechanisms, themes, and setting presented within its pages. I have not played the game at the time of writing.
Mythic Bastionland sees players taking on the role of Knights in a strange realm. That place is beset by Myths that trouble the people and the land. The Knights are compelled to tackle these Myths, earning Glory to eventually be given permission to visit the far off City, which may turn out to be just a legend.
The first thing that will strike you about Mythic Bastionland is how svelte but flavourful the systems that run the game are. With 206 pages in the book, only 15 are dedicated to rules. Within these few pages is everything from combat, to realm creation and exploration and even how courtly intrigue and running your own little fiefdom might work. The rules feel simple enough to learn and hold in the head, while being evocative of the myth focused stories the design is interested in.
In a 200+ page book having only 15 pages dedicated to rules is either bold or foolidh. It feels like the former here. There is a strong direction and purpose to the design. Nothing extraneous, everything deliberate. Even creating a whole realm to explore has a lightness of touch. These rules are backed up by comprehensive examples of play at the back of the book.

The rest of this tome is dedicated to the Knights and Myths that will populate our stories. These are beautiful spread with a Knight on one side and a Myth on the other. There are 72 of each of these which is a huge creative effort. A d12 and d6 can guide our fates to the Knights we will play. I have not read every single one, but in prepping the game for play I have read a good few. Each is interesting, evocative, and packed full of potential for play.
Each Knight comes with literal baggage, unique abilities, and a gorgeous piece of art. At the bottom of each Knight page is a Seer that annointed them. Of course they can be randomly generated as well, and some of them will be found around your new realm. Like the rest of the book there is a light touch to these protagonists. The names are evocative: The War Knight, The Iron Knighht, the Temple Knight. Their abilities set them apart, their unique equipment makes them stand out, but all of it leaves room for interpretation from the players.
The Myths are similarly evocative with names like The Wyvern, the Crown, The Sun (yes you might have to fight the Sun). Each comes with 6 omens that increase in severity as time marches on, eventually resulting in some huge change to the realm if not dealt with. The Myths may come with their own antagonists as well, should such a thing be relevant.
All of this action takes place over a hex map that Chris only spends a single page describing. It is enough inspiration to make something that looks like my own realm below.

Throughout the book the inspiration for the GM is ever present. Spark tables allow for filling out details of hexes as you see fit. The bottom of each Knight and Myth is full of names, threats, occupations, moods, and more. The book makes it very clear that while the protagonists will journey far and wide, the people they encounter may never leave the hex they grow up in. Each hex can be a source of danger, adventure, and clues to the next Myth’s location and solution.
Everything in this book is just enough, and no more. It is an incredibly thoughtful and well designed product that feels like it is begging you to play it. I hope to do so as soon as possible!
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[…] take on Mythical threats. Set pre-Into the Odd, the tone is one of legends and lore. I’ve done a first read of that game and despite the different focus both show the same considered approach at their core: […]