"Knights of myth in a world that remembers more than it tells."
The third and most ambitious game built on the Into the Odd engine. You are wandering knights traveling through mythic lands. Each knight carries their own Myth — a personal destiny woven into the fabric of the world. The world is procedurally generated right at the table: oracles, tables, and hexes create a unique map for each group.
Dark Arthurian fantasy without elves or fireballs. Misty bogs, stone circles, forgotten kingdoms. The world is a blend of The Green Knight, Breton legends, and Norse sagas. Monsters here are mythic creatures, not bags of hit points.
Knight Myths
Each knight starts with a Myth — a personal destiny. It's not a quest from an NPC, but part of the character themselves.
Procedural world
Oracles and tables create the world right at the table. Each hex is a surprise for the GM and players alike.
Seasonal structure
The campaign is divided into seasons. Between adventures, the world changes — peasants build, enemies grow stronger.
Into the Odd core
Auto-hit attacks, saves, minimal rules — wrapped in dark Arthurian myth.
Open in Session Zero to let every player vote and see the results.
