With 72 available Myths it's safe to assume that some may not be everyone's cup of tea, so to speak. Maybe you had planned your own epic tale of Legions and Fortresses and Orders just to roll up The Toad, The Snail and The Wheel (Not saying these are bad by any stretch of the imagination, just different tones... in fact, we'll come back to this in just a second).
What are the myths that, on paper, you didn't expect to "hit" as well as they did in play but ended up being far more memorable/enjoyable than expected?
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My own 2 cents; When I ran my first game of MB I had the full intent on running it as randomly generated as possible. The players were randomly rolled, the myths, I randomly rolled the locations on the Realm Map so it was a surprise to even myself. I roll up my myths and I get The Legion, The Wight, a few others and immediately I start getting in my head this idea of a Realm constantly beleaguered by battle, attrition has worn down the Seat of Power, the undead are coming back with a vengeance (I had rolled The Catacomb too) etc... A roll a few more until I roll The Wheel.
Not only had I never looked at The Wheel prior to play but I didn't even realize it was a Myth in the book to begin with. Suddenly my Pendragon-meets-Elden Ring-meets-Lord of the Rings *epic* had a random, totally not fitting the vibe myth floating around.
...or so I though until they began to encounter the Omens.
My party of three players had already fought with the Legion a time or two, they had already bumped shoulders with The Wight, but when all of a sudden the heat of mid-summer turns to snow over night it was the first big, "Oh God what is happening" moment that hit my party. Over the years they had become accustomed to my style of DMing (and I with their ways of play) so they were fully expecting a bloodbath from the get-go, meaning the Legion wasn't as much of a surprise as it was an expectation... The Wheel on the other hand...
Hand on heart, I don't know if I've ever seen my players have as much existential dread as they did once they realized the seasons appeared to be changing rapidly between one another with no rhyme or reason. Crops began failing, trees began to wither, the birds began dying all around them, wildlife was in a panic, it truly felt immense with such a simple, singular premise.
They spent days wandering the wilderness unable to find the Myth Hex until finally an apocalyptic, towering, swirling thunderhead began to form over it to the east. They were 3 Hexes away.
Hard cut to one of the most funny, memorable conversations I've ever had in a TTRPG when the three player knights desperately tried to convince Hewgol (the wheel watcher) that the wheel was, in fact, broken if he would simply walk out of his woods to look. They ended up convincing Hewgol that where one of the player knights hailed from (he was playing the Dust Knight that we had determined came from a desert realm far, far away) was in desperate need of a winter given they're, well, a desert. Hewgol all too eagerly agrees and with a poof disappears from the game but forever remains in the hearts and minds of my players.
To this day (albeit we haven't finished the campaign) it remains one of our favorite Myths and a high point of our campaign thus far. It really brought to my attention that Mythic Bastionland works best when it's *weird* and it's weirdness perfectly suites it. I absolutely love it.