Atlas of Bretonnia
Workshop journal
How a Warhammer I map joined Warhammer III, and how we'll expand it to all of Bretonnia: the story, the methods, the walls.
In reading order
FeaturedJoin the workshop: let's make the mods of our dreams together
The Season of Revelation isn't a mod I keep to myself. I want to turn it into a shared workshop, to build together, with AI tools on top, the mods we've always dreamed of. Here's everything you can do there, at every level, and where to find us.

The Season of Revelation, back in Warhammer III in 4 days
For almost ten years, the map of The Season of Revelation stayed locked inside Warhammer I. On 19 September 2026, CAIME, the Campaign Map Toolkit's editor, came out; four days later, the map was running in Warhammer III, with nine playable lords. This is why I went for it, and how, sleepless nights included: me doing the judging, Claude doing the execution.

Tutorial: porting a Warhammer I campaign map to Warhammer III
Moving a campaign map from one Total War to another is not copy and paste: two engines, two formats, two coordinate systems. Here is the order I followed with Claude for The Season of Revelation, why each step matters, and the traps that cost us hours.

The 9 walls of porting a campaign map to Warhammer III
Porting a Warhammer I map to Warhammer III mostly means running into walls. In four days I counted nine big ones. For each: what we saw, what was really going on, how to get past it, and what I took away from it.

All of Bretonnia: how we'll expand the campaign map
The Season's map stops short of Bretonnia's northern dukedoms: Lyonesse, L'Anguille, Couronne, Artois. I want the whole kingdom, from the coast of Lyonesse to the Grey Mountain passes, and I want to draw it with you. Here's the method, step by step, where we stand, and how you can weigh in on every choice.

Working with an AI on a big Total War mod
Four days, a big mod, and an AI on execution. Here's the method I set up with Claude, Anthropic's AI assistant, to port The Season of Revelation to Warhammer III: the files, the guards and the habits that held, with real excerpts, and where to start if you want to try it yourself.

Making the Red Duke playable: from lore to game tables
In Warhammer I's mini-campaign, only Orion and Durthu were playable. In our port, the Red Duke has been playable since 23 September, and the 9.0 vampire rework let us give him mechanics of his own. Here they are, where they stand, and the technical side: tables, Lua, text, pack and tests.

A whole map in four days: what a frontier AI changes for modding
Tried a free AI and came away disappointed? I get it. What I used to bring the Season of Revelation into Warhammer III is a different tool: an agent, which reads your files, runs the modding tools, checks its own work and fixes it. Here is what it did, what it can do for your mod, what it costs, and how to start.

Building a map expansion, from zero to 100: the Season Expanded build, live
On 25 September I started the Season's natural next step: enlarging its map to all of Bretonnia, without touching the beta. This build happens in public, and this article follows it phase by phase, with our real tools, our real files and our missteps. Enough to understand how a map expansion comes to life, borrow ideas from it, or come and help.