Mythic Bastionland, an Arthurian RPG by Chris McDowall
Mythic Bastionland, a spiritual prequel to the same author's Into the Odd and Electric Bastionland, moves away from those games' industrial, urban strangeness toward a world of Arthurian-style knights, strange myths, and a wild, dreamlike wilderness known as the "Deep Country." Players take on the role of Knights bound by an oath: seek the Myths, honor the Seers, protect the Realm. Rather than greed, it's the pursuit of Glory that drives characters, eager to perform great deeds to earn a place at court, lead warbands, and eventually rule their own holdings.
72 knights, 72 myths, and a system with no to-hit rolls
Mythic Bastionland offers 72 unique Knight archetypes, each with their own equipment, ability, and defining Passion, alongside 72 Myths, strange narrative entities that shape the Realm's reality and manifest through Omens to investigate rather than simple monsters to slay. True to McDowall's signature system, the game has no to-hit rolls: damage is resolved directly, for fast, decisive combat. Three attributes (Vigour, Clarity, Spirit) and Guard, replacing hit points, structure resolution, enriched by Feats and Gambits for added tactical depth.
Time is measured in Seasons, punctuated by 20-year Ages that let knights age, progress, or pass on their legacy to a successor. The Realm is explored on a 12x12 hex grid, with dedicated rules for domain management and mass battles.
For GMs seeking a light, modular system
Mythic Bastionland is aimed at GMs who want to build their own Realm, populated with holdings, barriers, and half a dozen active Myths, within a fast-to-learn, rules-light system.