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(1 edit)

First off, the scotch tape on the cover was a nice touch, as was the Made by Humans bar code. I am not familiar with Mythic Bastionland, so I might not be the best person to give feedback on this. 

The writing is super evocative, it reminds me of a prose poem. This is a very vivid location and the imagery is exciting. 

I love the art as well, they look like awesome settings and I think seeing them will be "worth a thousand words" for the player in terms of grasping what you're going for. 

After reading through everything, I'm still a bit confused as to how it all works together. Here is my understanding after reading: The Sea Knight seemed to me to be a player character option. I presumed that there was going to be a strong sea element but it seems like we're kind of in a land of streams and lakes and the Lady of the Lake is presumably in the lake with the Repentant Tears, judging from the image.  The land is called The Tears and there is a cavern with The Sink inside it which is the main area of the adventure. 

I'm not sure what to take from this, "gaping clouded maw delusion urging freedom the boon, at what cost" freedom from the boon? but I'm not seeing any other mention of a boon. 

Again, I'm probably not the best person to weigh in on this because I don't know the system, but I think while the art and writing is very vivid, I would need a little more grounding in terms of how these elements are connected to one another in order to be able to run it. 

Happy to answer questions if you have any for me!

(+1)

Because Mythic Bastionland is so specific, I would hope it’s all quite obvious to anyone that has read or played. 

That’s no criticism of your feedback here, but I’ll use this to explain to any others:

Knight and Seer: A knight (both PCs and NPCs) are knighted by a mystical seer. Both elements can be used separately in a game. There’s usually some tie but also some separation between the two. 

The Tears is a Myth, a mystical feature/element in the realm. A myth traditionally consists of 6 Omens (1-6) that are uncovered throughout play, and generally build in grandeur and scope for that mythThey appear randomly and are loosely tied together (players are guessing what constitutes a myth/omen as they go). The players get to decide when they think a myth is resolved throughout play. These can appear anywhere (you can get forests in the middle of a desert as an example).

The game constains a lot of poems/poetic phrases as the intro to myths/knights. The two haikus in the images are those, evocative elements that a referee may use. In the one you described, the freedom can be both the eel and the fake seer, the boon - the frozen weapon. I decided to go with a haiku for its short, mysterious punchiness. 

Essentially this is a Myth, that contains a site in the omens (the deep). The knight/seer is another flavour/character options that fit with the general theme of trials and water. 

Essentially, all the elements are directly injectable into any Mythic Bastionland setting/game either individually or as a whole