Now, fetch the map! Avalon, Camelot, and what else? Fill it up, as you wish, with castles and magic wells. And likewise, the Elements shall follow: Chivalry, Nature, Love, Fantastic and Macabre; of authority, none can stay hollow.
Before creating the characters, you need to take care of the elements and the map. During this part of the game, you can always use all the key phrases, except That Might Not Be Quite So Easy.
Start by deciding who owns the authority on the five elements of the game (Chivalry, Grim, Love, Nature, and Wondrous).
Don’t worry if someone will be responsible for a number of elements greater than the other players; instead take care to assign authority over a particular element to the right person, the one who is able to provide integrity to the story and a unitary vision of the element.
After you have assigned the elements, those who have authority can start using it. Players can use a veto to say that a specific story aspect or event related to the element they own is not going to happen and that they either want to move forward without it or make up something new to replace it. Therefore, while creating the map and the characters, the players can intervene to describe the element they own or to put a veto. Remember: you are always free to discuss your veto with the other players, but the last decision is for you. You don’t have to justify your veto.
Print the game map on a large paper sheet (two A4 paper sheets are perfect). As you can see, this is a pretty bare map that presents only two important places for the Arthurian legend (Avalon and Camelot). The rest is at your disposal. Remember that the map will affect the Fate cards you will be playing during the game, but the map will also be affected by the cards.
Start by creating a place, one for each of you. Draw each place on the map and give it a brief description, if you want to, but remember that adventure and search are branches of the chivalric literature, so allow space for the story to fill in the details.
Two valiant knights duel each other nearby Tintagel, before Merlin the Wise: the Periwinkle Knight and Sir Cararant, each with the heart full of courage and loyalty towards their own sovereign. Between the two of them, the more worthy will be honoured with Tyrhung, a sword forged by Wayland the Smith, of Saxon ancestry and supreme amongst the mortal makers. Palostram, the talking horse, whispers to the wizard: «I see those two sundered through iron, but joined through blood» and, in that moment, Merlin knows the future, and a great bleakness seizes him.