Myths

Mythic Bastionland · p.27

Open source p.27

Roll and . Read the first. Pages list the in a square, in a pentagon.

Each Myth lists its Omens and the cast of beings who are associated with it.

Entering or exploring the Myth’s Hex always reveals its next Omen, remembering Primacy of Action (p16).

The Hex itself is visually tied to the Myth.

When the group feels that a Myth is resolved the Knights each gain 1 Glory and a new Myth replaces it in the next Season.

Myths may appear at odds with their Realm, such as The Sea in a desert.

Still, these Myths must be brought to pass, so Realm and Myth can shift as needed.

Index (roll d6, then d12)

d6: 1

  • 1. The Plague
  • 2. The Wall
  • 3. The Shadow
  • 4. The River
  • 5. The Wyvern
  • 6. The Goblin
  • 7. The Forest
  • 8. The Child
  • 9. The Order
  • 10. The Dead
  • 11. The Underworld
  • 12. The Wurm

d6: 2

  • 1. The Pack
  • 2. The Eye
  • 3. The Blade
  • 4. The Legion
  • 5. The Imp
  • 6. The Troll
  • 7. The Demon
  • 8. The Sea
  • 9. The Elf
  • 10. The Axe
  • 11. The Dwarf
  • 12. The Tower

d6: 3

  • 1. The Chariot
  • 2. The Desert
  • 3. The Mountain
  • 4. The Star
  • 5. The Sun
  • 6. The Moon
  • 7. The Lion
  • 8. The Wheel
  • 9. The Cudgel
  • 10. The Lizard
  • 11. The Ogre
  • 12. The Spider

d6: 4

  • 1. The Coven
  • 2. The Lich
  • 3. The Wight
  • 4. The Spectre
  • 5. The Wraith
  • 6. The Beast
  • 7. The Judge
  • 8. The Crown
  • 9. The Boar
  • 10. The Eagle
  • 11. The Bat
  • 12. The Toad

d6: 5

  • 1. The Colossus
  • 2. The Fortress
  • 3. The Citadel
  • 4. The Catacomb
  • 5. The Hound
  • 6. The Glade
  • 7. The Tournament
  • 8. The Bull
  • 9. The Hydra
  • 10. The Spire
  • 11. The Sprite
  • 12. The Hole

d6: 6

  • 1. The Mist
  • 2. The Gargoyle
  • 3. The Changeling
  • 4. The Inferno
  • 5. The Harp
  • 6. The Tree
  • 7. The Pool
  • 8. The Elephant
  • 9. The Snail
  • 10. The Cave
  • 11. The Apparatus
  • 12. The Rock