TEXT: �
  Who is Merlin?�
  Let’s get down to brass tacks. 
  Merlin is a time traveler. He’s not saying 
  where he came from or if he’s even 
  human, though he looks close enough to 
  pass. He has been around just about 
  every where and when.�
  That is, until his time machine’s 
  power core fell out over Wales in the early 
  6th century. Merlin crash-landed near 
  the encampment of a Celtic war-chief 
  named Arthur. The traveler took it upon 
  himself to mold this man into the 
  legendary king and to build up the 
  Knights of the Round Table so that one 
  might ﬁnd his power core (what they 
  called the Grail).�
  Unfortunately, Merlin came to care 
  a great deal for Arthur and his 
  burgeoning kingdom. When Percival 
  came back with the Grail, the “wizard” 
  didn’t just take oﬀ again into the time 
  stream.�
  One of Merlin’s students, Morgana, 
  was too bright for anyone’s good. She 
  managed to figure 
  out the power core 
  and used it to banish 
  Merlin to another 
  time and place. �
  It’s up to the 
  player characters to 
  recover the Grail and 
  return it to Merlin, 
  wherever 
  and 
  whenever he might 
  be.
  ARTHURIA
  A campaign micro-setting�
  for Fate Accelerated Edition
  In the Year of Our Lord 510, the great 
  wizard Merlin brought to King Arthur his 
  ageless wisdom. His aid took many forms, 
  from showing Arthur how to ﬁnd (some say 
  forge) the sword Excalibur to granting insight 
  into the King’s enemies. He showed Camelot’s 
  craftsmen how to build suits of Shining Armor 
  with coiled springs that increase a knight’s 
  strength threefold. He taught sages secrets of 
  mathematics, science, and engineering that 
  propelled the kingdom into a Golden Age.�
  Nearly 25 years have passed since the 
  coming of Merlin. Arthur’s court has grown to 
  nearly 200 Knights, and Camelot has spread 
  peace across Britain. Many from the Round 
  Table have set out on the most Holy of quests, 
  even recovering the Grail of Christ, not a cup 
  but a stone with an unearthly green glow. The 
  Grail whispered further secrets to those 
  Merlin trusted to study it, powers to drive 
  darkness from men’s hearts, to cure all Earthly 
  ills, to master the beasts of the ﬁeld.�
  But portents grow dark. Merlin has 
  disappeared. The King’s sister, Morgana, has 
  stolen the Grail. An army gathers under the 
  banner of the dark knight Mordred. And the 
  King’s mind is bent by the possibility that his 
  most trusted Knight is dallying with the 
  Queen.�
  What will become of Camelot, of 
  Britain, of the World? If there is no more 
  Merlin, no more Arthur, who will rise to the 
  call of history? Will it be you?�
  CAMPAIGN ASPECTS 
  A KINGDOM AT WAR; ANACHRONISMS 
  ABOUND; SHADOWS OBSCURE
  SAMPLE HIGH CONCEPTS AND WHAT THEY’RE GOOD FOR
  • Artisan (designing Wonders, fixing machines, 
  understanding deceptively advanced physics and maths)�
  • Bard (reciting poetry, singing songs, telling tales, 
  earning free drinks)�
  • Courtier (giving compliments, ﬂattering, politicking)�
  • Knight (dueling, being chivalrous, looking dashing in 
  shiny suits of clockwork armor)�
  • Man-At-Arms (getting down to the actual dirty 
  business of war)�
  • Mystic (reading the hearts of men, controlling beasts, 
  healing the sick)�
  • Physick (healing the sick, concocting medicines, 
  explaining to the peasants what “germs” are)�
  • Quaestor (traveling across the land, enduring 
  hardships of the environment, solving insidious riddles)�
  • Sage (gleaning knowledge of the future from Merlin’s 
  writings, spouting lore on any number of topics)�
  • Scout (skirmishing, sneaking, reconnoitering)
  
  Beast Speech: Because I learned the tongues of animals from 
  meditating with the Grail, I get +2 when I Quickly create an 
  advantage involving animals.�
  Dutiful Squire: Because I am responsible for a young knight-
  in-training, once per session I can call on my squire to assist me 
  as a mook with 2 stress boxes and stats created by the GM.�
  Future History: Because I have studied the strange writings in 
  Merlin’s workshop, I get +2 when I Carefully create an advantage 
  based on my knowledge of history yet unwritten.�
  Greenwood Stealth: Because I am adept at disappearing into 
  the undergrowth, I get +2 when I Sneakily overcome obstacles 
  using plants and other natural features for cover.�
  Poison Tongue: Because I know the secrets of everyone at 
  court, I get +2 when I Flashily attack other courtiers 
  emotionally.�
  Quaestor Visions: Because the Grail speaks to me in dreams, 
  guiding me to it, I get +2 when I Cleverly create an advantage 
  based on my visions.�
  Shining Armor: Because I have a suit of spring-powered 
  armor, I get +2 when I Forcefully defend against physical 
  attacks.�
  Wonder-Worker: Because I have learned the secrets of 
  engineering from Merlin himself, once per session I can pull out 
  an item of advanced technology that will help me in the current 
  scene.
  SAMPLE STUNTS
  LEGALESE�  �
  Arthuria is © Paul Stefko. This work is licensed under the Creative Commons Attribution 3.0 Unported License. �
  This work is based on Fate Core System and Fate Accelerated Edition, products of Evil Hat Productions, LLC, developed, 
  authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda 
  Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported 
  license.�
  Fate™ is a trademark of Evil Hat Productions, LLC. The Powered by Fate logo is © Evil Hat Productions, LLC and is used with 
  permission.
  FOES & FOILS
  AMBITIOUS COURTIER 
  PLANS WITHIN PLANS; PRACTICED BEAUTY�
  Skill (+2) at: Spinning falsehoods, discovering secrets, 
  exploiting weaknesses�
  Bad (-2) at: Physical violence�
  Stress: 1 box�
  The discord in Camelot has created opportunities for scheming 
  nobles to advance themselves. Some secretly work for the 
  enemy; most are just in it for themselves.�
  BLACK KNIGHT 
  EMBITTERED WARRIOR; STILL NOBLE AT HEART�
  Skilled (+2) at: Attacking fearlessly, holding ground�
  Bad (-2) at: Keeping his temper, resisting appeals to his honor�
  Stress: 2 boxes�
  The knights that have been tempted to Morgana’s service are 
  those with great anger in their hearts. They are also some of the 
  strongest warriors in Camelot.�
  FAE SOLDIER�
  OTHERWORLDLY WARRIOR�
  Skilled (+2) at: Creating illusions, dueling�
  Bad (-2) at: Withstanding attacks with iron weapons�
  Stress: None (or 1 box per 2 members of a group)�
  Morgana made a deal with the princes of the Sidhe. These fairy 
  warriors wield silver blades and ﬁght in a whirling, ﬂuid style. No 
  human is aware that they are actually extra-dimensional aliens 
  who have opposed Merlin for centuries.�
  MORGANA LE FEY 
  High Concept: I Will Take What Is Mine�
  Trouble: Trust No One�
  Other Aspects: Dark Sorceress; Merlin’s Greatest Student; Pact 
  with the Sidhe�
  APPROACHES 
  Careful: Average (+1)�
  Clever: Good (+3)�
  Flashy: Fair (+2)�
  Forceful: Great (+4)�
  Quick: Fair (+2)�
  Sneaky: Great (+4)�
  STUNTS 
  The Grail Itself: Morgana possesses the Grail. She gets +2 
  when she Forcefully attacks or Sneakily overcomes obstacles 
  using magic.�
  Morgana Le Fey is the half-sister of Arthur Pendragon. She grew 
  up in the shadow of her brother’s destiny. When Merlin arrived, 
  she threw herself into study, eventually uncovering the secrets of 
  the Grail. She decided that Camelot belonged to her, and she set 
  out to claim it.
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/Arthuria (Fate Accelerated Edition).pdf