The Good
Succinct rules. There is absolutely no waffle text. Everything is sharp and to the point. Every word is chosen with care. The basic player facing rules are explained in three pages. There are optional rules that cover extra situations like Warfare, which we never needed to use. About 10 pages explain to the GM how to build the world and run the game. I've noticed that many players (myself included!) are reluctant to want to read a 400 page book. This approach is perfect for easy accessibility.
Beautiful art that keeps a consistent style. Each piece is quite detailed and reveals details when you study it for a few moments.
72 Knights. A ton of knights are provided. Each knight is presented on a single page, which could also be your character sheet. You can pick the knight you want to play, or roll randomly. Each page is numbered with a d6 and d12 if you want to select one randomly. They are each very unique and give only broad ideas to suggest how you might play them.
72 Myths. Each Myth is a threat to the realm and a mini adventure seed, presented on a single page. They covered every traditional monster I could think of, as well as a number of predicaments that require more than muscle to overcome. Each is presented as an escalating situation, using a list of Omens that count up from 1 to 6. The stats for NPCs related to the situation are on the same page.
Combat has a number of tactical options. The rules are very light. You do not have a stack of abilities that you can call upon, and the differentiation between each knight is not in their combat abilities. Rather the difference is the gear they carry. When in combat, every player rolls their attack dice, which might be (2d6 + 1d4, for a shortsword and shield) or (1d10, for a lance). You are looking for 4+, which allows you to move one of the special moves called a Gambit. You want as many as you can get. If you manage to get a 8+, which is only possible with the biggest weapons, then you can do a Strong Gambit. In play, this meant that we rolled our dice, bemoaned some of them and celebrated others, then leaned forward and spoke together. "Okay, how about you use your 5 to Impair the monster, then I will use my 4 to Bolster damage, and we save your 7 as the damage dice." This process feels fun and tactical, and simultaneously actually paints a little combat montage in your mind's eye. You can visualise the three knights doing those activities and working together as a team.
Spark tables. There are 36 small tables, 2d12 each, which are lists of adjectives to describe people, places, things, combat, and more. Very handy! I am going to include them in my random generators library. Here is a random NPC, created by rolling on the Appearance, Personality, Background, and Task tables: "Youthful gaudy, Spiritual craft, Academic escape, Transport gold". So I imagine a young student who has been studying religion and is now on a return journey home carrying funds for his tuition.
Mandatory downtime. At the end of each session, you choose how much time advances. You can also roll. If you want, a year or more can pass. In our game we advanced through the seasons of the year and it felt great to add a sense of scale and the movement of time.