Last post I said the shape is mine and the mountains are code. This one is about what that means, and about the world that sits on the map, because a map with nobody on it is just a nice picture, and if I drew it, it might not even be that.
Every time I start a Campaign or a Campaign Setting, or a world or the ultimate goal of a persistent world as a Campaign Setting, I always start with the Map.
Why an island
I wanted an island because I knew I wanted Atalantes. I did not know how big I was going to make it. Big enough to play many different campaigns on, but not so big that it made the world tip over. An Island contains and constrains things, it separates the setting from the world it is in. Things can be different in the Setting and not make the 'Real' world change.
So in September 2026 I opened Wonderdraft and drew an outline. The main island first. Then, in a second sitting, three more large islands around it. That is all it was: an outline of landforms, the way I wanted the coast to run, where I thought the bays and headlands should sit. No relief, no rivers, no names. I am still no cartographer, and this time I did not have to be.
Then two steps. Step 1, place the islands in the Atlantic. Step 2, AI.
What the AI did with it
The map went into code on 21 September. The first run took my coastline and initially we just ran iterations to ensure that the Coast line was evident, real, established and known.
I defined where the top left corner of the map was in Longitude and Latitude in Google Earth and then got some AI workers to research geomorphology and plate tectonics and then adjusted the outputs until they were what I wanted. I knew there would be a long North-South mountain range. I knew one side would be drier than the other. I stipulated that a small desert was to be included "in a logical place."
Now it was an outline of the main map in the Atlantic, with a bunch of Game level geology and geography and geomorphology, not real but enough.
Then we enhanced it, and laid down the first nine mountain ranges. Over the next week came elevation, climate and rivers on the 26th, biomes, resources and wildlife on the 27th, the islands on the 28th, and a clean-up of the mountains against the elevation on the 29th.
The map is 1,330 km from west to east and 1,225 km from north to south. Every place on it is a pair of kilometre coordinates, x running east and y running south from the map's origin, in the top left (it made sense when I was placing it in Google Earth). There are no hexes. There were, and I will come back to that.
I used a bunch of tools to create the elevations and mountains and they were wrong every time. They just didn't work and they just looked wrong.
So now the relief is real, both for me that I found an answer and because I asked AI to go find me some licensable data to use. On 2 and 3 October the terrain was regenerated from real-world elevation data: public satellite elevation of actual mountain ranges, borrowed and reshaped to fit my outline. I think some of the Pyrenees went in. I am not sure, and I find I do not mind not being sure. What matters is that the valleys drain the way real valleys drain and the ridges sit the way real ridges sit, because they were real once, and somewhere they still are.
The look came later, and it came from old maps. On 23 September I decided the relief would be drawn by code in the style of about 1820. On 27 October a research run went through what that actually means: Cassini's survey of France, the first Ordnance Survey sheets, the staff maps that armies carried, and Admiralty charts. The hachured style, the engraver's hatching for slopes that you see on maps of that era, went in on 28 October, and blue rivers were added to it on 3 November. The whole map is now drawn three ways: painted, topographic with contours, and hachured. On 4 November all 16,334 tiles of the hachured map went live on the site, sharp at every zoom. More styles to come later once I get into a campaign. Now that the how to build it is done future styles can be added, not simply, but certainly with ease to start and review.
One more thing is coming because of a habit. When I was in the army the maps had grids on them at set distances depending on the scale. I asked for a grid layer, and it is in a later development cycle. Old habits die hard, and old soldiers die with sore knees and back.
The moment it felt real
On 4 October I asked whether the map's heights could go into Google Earth, so I could tilt the island and fly around it like a real place. They could, with the limit that Google Earth will not swap its own terrain for ours, so Atalantes would sit as a model on the open Atlantic. Then on 9 October, as I was cruising the Mediterranean I was looking at the world floating past and had a thought. So I asked for something better: the topographic map and the terrain in 3D, in a browser, on the iPad. I was given options and picked the one that built our own viewer page. A worker exported the heights, with the satellite, topographic and painted looks aligned to them, in about eight minutes. The Conductor wrote the viewer page itself, and it was live that same morning. Whole island, drag to turn, pinch to zoom, tap the land for a readout in kilometres and metres, and a slider to exaggerate the height up to eight times so you could see what the ranges do. My brain exploded, my wife looked at me like I was crazy (so basically like usual). And it came to me that this was probably going to be doable. If I could get a 3D rendered view of Atalantes in 8 mins, while lazing around on a Cruise Ship using Starlink and WiFi, then I figured AI was at the point where this was going to happen.
That was the moment it first felt real, and the first time I thought this was likely to succeed. Everything before it had been files and reports. This was a place.
The sea was flat that first morning. By the evening the viewer had a sea floor, because the oceanography work landed the same afternoon: real depths on the shelf, canyons running out of the gulfs. On 11 October I asked for a rerun with as much oceanography as existed, and it came back as a chart: a pale shelf, depth contours from 20 m down to 4,000 m, navy deep water, and fourteen named sea features, eight canyons, three banks and three seamounts. That is the render I linked last week.
The honest bit: hexes, and the elevation restarts
Two big things went wrong on the map, and both taught me something.
The first is hexes. On 2 October, hexes were the map's unit. Every wargamer knows hexes, every campaign map I have ever used had them, and the first map contract made hexes the thing a position was measured in. Within days I reversed it: "I want hexes, if used, to refer to coordinates, and for coordinates to be the source of truth." The reason is simple once you see it. A hex is a grid laid over the ground at one scale, and the moment you want another scale, a tactical table or the whole island, the hex is the wrong size. A kilometre coordinate is the ground. Hexes can be an overlay later if anyone wants them. The cost of those few days was an audit, a round of fixes across eight items, and a brief written days later that still said "per hex" because it had been copied from an older plan. The hex index was finally retired at the end of October.
The second is the terrain itself. The first plan for mountain detail was to add it at render time and leave the stored heights alone. That plan was superseded within two hours by the regeneration from real elevation I described above, and the two days of terrain work took at least fifteen worker runs. Then on 8 October I asked to see a village from the side, at eye level, so I could see what a community looked like. Thirteen runs went into eye-level and side views before the geometry was right. The lesson written down afterwards was: check a brief's geometry with one run before fanning out. The lesson I took was that "show me" is the most expensive sentence I can give to an AI. By moving to the real world mountains, merged into new locations, all the rendering of mountains, valleys, cliffs, ridges, rivers and the like (which takes ages in AI terms, like days of compute time each run) was replaced with real data that already works. The rivers could then be put in places that made sense and everything fit and worked.
The world on the map
A map is nothing without the idea that people live on it. That one idea is the thing that carried over from 2024: various peoples arrive on Atalantes at different points in time. Everything else about the world was built again from scratch.
The history runs from 180 BC to 2026. Eighteen eras, each named for its war technology (at the moment), in six periods: Ancients, Medieval, Renaissance, Horse and Musket, World Wars and Modern. The first era is Tribal and the first rules is Tribal 2nd Edition, from 180 BC. The last is the Contemporary. I am starting with Tribal, because it is small, skirmish sized, and gives my first peoples a lot of agency in the history of Atalantes. Though I expect that to change over time and I know the Romans are coming in around 116 AD so my Pre-Columbian North American transplants and the Gauls had better get themselves situated before then!
Atalantes is settled in waves, by sea, by real-world peoples who in our history never met. Each wave carries its own law, its own gods and its own way of war, and each generation remembers the last arrival wrongly or correctly (I mean they know they are right, but what they know may not be based on accurate recall). The first peoples, with their working names are the Dawnland People, who arrived in 180 BC. The River Villagers and the Copper Lineage, some years after. Then the Ship-Kin, from Armorica. Later come other Celts, and in 116 AD a colony founded by the VIIII Hispana Roman Legion. The inspirations are plain enough: the mound builders of North America, the Celts of Brittany, Rome. I want to deal respectfully with the ancient cultures those are drawn from. At the same time the setting is entirely fictional, and it has wars in it, because no war was ever started by everyone getting along splendidly and respecting each other's beliefs and wants.
The World Chronicle is the record of all of it. It started on 24 September as the single record of everything that has happened in Atalantes, and it holds two things: what happened, and, apart from that, what each people believes happened. Earlier events survive as distorted legend. Gaps are allowed. Where the record is silent, the setting says so and does not invent. The Lore is what is known in any era, by each polity. So Chronicle is a record of what actually happened, when and where and by whom, owned by an AI called Chronicler, and Lore is what people of a time and place know and that is owned by an AI called Loremaster. The chronicle and the lore may be close, but they also may not be. That will come in handy later in the 'history' of Atalantes and in the Development of Atalantes Campaign Setting (ACS) when I get to the in-depth work on an AI called TimeShift. Once a campaign ends, the 'plan' is for me and the players to choose the next era and rules. If it is a different era from the last campaign then something has to move the timeline into the future or the past, and that is TimeShift in conjunction with Chronicler and Loremaster.
Speculation
Since this hasn't been completed yet this section is speculation. TimeShift working with Chronicler and Loremaster 'should' work through the time between the two campaigns and settle the lore of the new Campaign. Facts in Chronicle may not support that lore, or they may; it will depend on how much chronicle exists and the relevant polities and their technology. I'm going to leave this here since it is not in development for a while.
It's a kind of magic
There is no magic. Nothing supernatural is ever confirmed. Peoples believe in spirits, ancestors, omens and curses, and belief shapes what they do: a warband fighting beneath its ancestors may hold when it should break. In the rules that shows up as morale, cohesion and leadership. No unit, leader or place has a supernatural ability. That is the rule for now. Maybe one day, if this keeps working, an alt-alt-world with magic in it. Not this one.
Each people keeps its own calendar. The turn header on the site at the moment reads "Turn 11, Tobacco Time, year 31 beneath the Mound: Ash Day 8 Seed Moon to Ash Day 14 Seed Moon (30 August to 5 September 131 BC)". I am not convinced by it yet, it seems convoluted, but that is why I am a core wargamer not a core Role Player, so I'm leaving it in. It is either the thing that makes the world feel inhabited or the thing that makes a player reach for the bracket every time, and I want playtester feedback in the alpha and the beta before I decide.
The world that will move
What I have described is the world as it stands. Behind it is a set of designs that are not built yet: the economy, muster and manpower, population, how polities grow, politics, faith, and the seasonal and yearly tick that will move all of it forward, with supply in the field. They were designed over October and the first week of November, in a run of sessions where I was given options and chose. None of it is in the campaign yet. When one is, I will say so here. The point of all of it is that what the peoples do in one campaign becomes part of the record, and later campaigns start from it. The map and the kilometre coordinates do not change. A river drawn in 131 BC is the same river in AD 1914.
The Development Cycles so far.
Dev Cycle 0: Foundations (closed, 44 of 44 done)
Play live with Campaign 1.1 at turn 7 and its first engagement resolved; map v0.14, oceans, paths, coordinates, audience and the Napoleonic style done.
✓ Audience field A4 and A5
✓ Chronicle locations as km grid references, hex ids out of the data
✓ Chronicle core: definitions, schemas and the acs build
✓ Generators, polity life cycle and the Campaign 1 era set-up
✓ Polity snapshots for Play and the bundle import
✓ Chronicle names, points and territories exported to the map
✓ Routes as Chronicle places, known per polity
✓ Schema plan S1 to S17: profiles, tech ladders, eras and new classes
✓ Resources and wildlife by location
✓ Territories and rivers by geometry
✓ Outside design review assessed (ten steps)
✓ Rules input terminal and method
✓ Turn 1 and the first battle
✓ Force data before the first engagement
✓ Legend class and lore legends
✓ Loremaster runs
✓ Map sheets exported for Play
✓ Base map data: terrain, rivers, climate, biomes, resources, islands, regions
✓ Map contract 0.14
✓ Code-drawn renderer, asset sheets, labels and style families
✓ Napoleonic map style registered
✓ Oceanography O0 to O13
✓ Parley between polities
✓ Paths plan map runs M-P1 to M-P5
✓ Persona Manager v0 and the Naming Kit
✓ Atalantes Play live with Campaign 1.1 turn 0 done
✓ Quick result for a fight
✓ Fixes found during the campaign (Review E1 to E4)
✓ Blood & Bayonets How to store forces module
✓ Infamy 2020 How to store forces module
✓ Tribal 2e How to store forces module
✓ Settlement plans, table frames and local ground
✓ Stand-in personalities (cautious, bold, raider, trader)
✓ Tactical phase and consent rules
✓ TimeShift v0: snapshot, gap report, evolve and branch new
✓ Fix the two stale turn 0 sheets
✓ Umpire pack for the adjudicator
✓ The World Meta filed as the setting's statement of scope
Dev Cycle 1: Whole map and real dates (closed, 10 of 10 done)
As Admin and as each polity, Kelvin sees the whole of Atalantes, gives an order anywhere on it, reads every date as a calendar date with the modern date in brackets, and the Inbox cards and Admin links read right; Campaign 1.1 has moved to the whole map at a turn boundary with earlier turns replaying byte for byte.
Theme: Kelvin sees the whole world and gives orders on it, with real dates.
Not this cycle: The knowledge layer (what each polity's map marks) waits for c2.
✓ Backups you can prove
✓ Culture calendars and the 24-hour clock in Play
✓ Development cycles and their test plans running: Visionary
✓ Foundations: economy core and manpower (sessions 1 and 2)
✓ Hyde Wargame Campaign learnings: the nine map questions walk (C1)
✓ Hyde Wargame Campaign learnings: adjudicator and turn 0 pack wording (C1, C3 to C6, R11)
✓ Pack inbox: packs loaded without the upload form
✓ Renders R4 build folder and R5 release packaging
✓ UI Option A (Map Room) beyond the first build
✓ Play shows the whole map, never a campaign window
Dev Cycle 2: Knowledge and results on the map (current, 31 of 33 done)
Each polity's map marks only what it knows; the Admin can tell a polity; results replay as pins beside a feed; every released bundle is in the Chronicle; one deliberate restore done.
Theme: What each polity knows, and results shown on the map.
Not this cycle: Closing Campaign 1.1, map styles and sharp zoom, and any new period or ruleset.
▶ Map Room: results on the map, art, action sheet, phone tabs, Admin pins
▶ Each polity's map marks only what it knows
✓ Accept ADR 0135, the living-world tick
✓ Approach orders: what each side saw, surprise, and the table
✓ Dependency graph as the Board's navigation and go place
✓ Chronicle reader for the map's area planes
✓ Campaign results into the Chronicle
✓ Foundations session 3: demographics
✓ Foundations session 4: polity growth
✓ Foundations session 5: politics and power struggles
✓ Foundations session 6: religion
✓ Foundations session 7: the living-world tick
✓ Full test suite runner in each repository
✓ Admin and participant guides rewritten, live and as artifacts
✓ Pamphlets name the Admin, the Player and the Adjudicator in bold
✓ Guides update: Pamphlets 1 to 5, with the ACS timeline
✓ Hyde Wargame Campaign learnings: standing contingencies and order of march (C2)
✓ Hyde Wargame Campaign learnings: pursuit after an action (C10)
✓ Hyde Wargame Campaign learnings: season scoreboard and terms (C7)
✓ Hyde Wargame Campaign learnings: weather with memory (C8)
✓ Map planes for regions and named areas
✓ Map aids for the nine questions
✓ Adjudicator pack: a line on surprised sides
✓ Adjudicator's pack says how a force splits
✓ Close refuses while the season is on
✓ Playtester guidance: what feedback is needed and how to give it
✓ Roles chart: who acts, when, where and why (A3 landscape)
✓ Vocabulary rule: combat words allowed inside a named action
✓ Routes as an era-accurate overlay in every map style
✓ Whole map at one high quality, sharp at deep zoom
Next post is the campaign site and how a turn is played, with the whole why of Tribal.

























