Atlas of Bretonnia

Workshop journal · · 5 min read

Join 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 campaign map in game: the forests of Athel Loren, their roads and, beyond, mountains
In-game capture: the Season map in Warhammer III.

Why I'm opening the workshop

This isn't a mod for my own personal use. I want to make it a community tool, so we can build the mods of our dreams together: why not form a team to make campaign maps, expansions… Surround myself with modders, people with real talent, with AI tools on top, to make what we've always dreamed of creating.

The foundation is there. Warhammer I's mini-campaign runs in Warhammer III: the same map, its story, Warhammer III gameplay and ten playable lords. It's in private beta. Alongside it, all of Bretonnia is drawn on the site's map, and the enlarged map, “Saison Expanded”, started taking shape on 25 September.

Warhammer I: the forest of Athel Loren from above, with the names of the Oak of Ages, Tal Eth Ayr and the King's Glade, and the snowy winter glade in the foregroundWarhammer I
Warhammer III: the same forest, the Oak of Ages, Tal Eth Ayr, the King's Glade, Orion's banner, and the winter glade at bottom leftWarhammer III
What already exists: the Oak of Ages, Tal Eth Ayr and the King's Glade in Warhammer I, then in our Warhammer III. The foundation is laid; the rest, we build together.

What will make the difference now is talent: illustrators, 3D modders, writers, mapmakers, scripters, testers, lore fans. It's going to be a blast.

Where it happens

We meet on Discord, on the Da Modding Den server. That's where we talk, share out the work, and where the beta is offered.

  1. Join Da Modding Den.
  2. Open the Modding Square category, then the Project Collab channel.
  3. Step into my Season thread and tell us what tempts you. That's also where you ask to join the beta.

On the site, two doors stay open to everyone: suggest an idea, pinned to its place on the map, and the workshop guides, to learn RPFM, CAIME, Terry, BOB and working with an AI.

Who can help, and with what

Every talent counts, from the biggest job to the smallest touch. Here are the profiles, each with its level: I no tools, II with the kit's tools, III seasoned modder.

Who can help, and with whatIno tools: a talent, the lore, the gameIIwith the kit's tools: RPFM, CAIMEIIIseasoned modder: Lua, 3DProfileIIIIIIDraw, paint, sculptHand-made illustrationsdrawing or painting; quests, incidents, events,loading screens3D models: towns, places, landmarks3D; we talk tools on the DiscordWrite the storyQuests, missions, events, dilemmas,incidentsa lore idea and its source; RPFM to write it yourselfLore, sources, official names, heraldryGW's books, the exact pageTexts and translationsa language, GW's official namesDraw the mapRegions, provinces, borders, roads, passesthe lore to suggest; CAIME to paint themTune the gameA tech, a skill, a trait, a buildingRPFMFactions, lords, units, balanceRPFM and the lore; lore first, grimdark, harderLua scripts and mechanicsLua and the game's eventsPlay, and work with an AIBeta testing and feedbackthe game, the Realm of The Wood Elves DLC, byinvitationWorking with a frontier AIan agent, and the workshop's AI guideWherever you sit on this grid, there's a place for you: from the biggestjob to the smallest touch.
Each profile, what you need to have or know, and the levels where it fits: from I, no tools, to III, seasoned modder. Illustrations and lore need none of the game's tools; 3D and Lua do.

Draw, paint, sculpt

Illustrations. Every quest, incident, event and loading screen needs its picture. I generated today's with AI, from prompts true to the lore. They do the job, but I dream of seeing them made by hand: if you draw or paint, this job is waiting for you, one picture at a time.

Sepia wash: the Fay Enchantress, crowned with flowers, raises a tarnished mirror showing a horned silhouette; behind her, a castle on a hill and a blighted field.Event
Colour painting: Bretonnian knights on horseback, banners flying, ride down towards a great coastal city at sunset, with a lighthouse on a cliff.Loading screen
Two of our current illustrations, generated with AI: “The Tarnished Mirror”, the first mission of the Fay Enchantress's chronicle, in sepia wash like CA's event pictures; and a loading-screen background for Bretonnia. Each one can be redone by hand.

For events, the style is a sepia wash on parchment, with no text or frame, in 16:9; the game shows them at 800 × 450.

3D. Town models for the campaign map, so every town has a look of its own; special places and landmarks. Our guides don't cover 3D tools yet: we talk about them on the Discord.

Write the story

  • Quests, missions, events, dilemmas, incidents (I to III): a lore idea with its source is enough to start; with RPFM, you can write it into the tables yourself (the RPFM guide).
  • Lore, sources, official names, heraldry and flags (I): Games Workshop's books, the exact page, the official form of each name in each language.
  • Texts and translations (I to II): a language, and GW's official names.

Draw the map

New areas (I to II): regions, provinces, names, borders, roads and passes, to stretch the map across all of Bretonnia. The lore and a mapmaker's eye are enough to suggest; CAIME paints them for the game (the CAIME guide).

Detail of the expansion map: Bretonnia's northern dukedoms, from Lyonesse to the Marches of Couronne, with their towns, roads and forests.
The north of the expansion on the site's map: red diamonds are new towns; orange dashes, new roads. Every name, border and road is still open to discussion.

Tune the game

  • Small touches (II): a tech, a lord skill, a trait, a building. A fine first contribution with RPFM.
  • Factions, lords, units, balance (II to III): the procedures in the RPFM guide, and our line: “lore first, harder than the base game, grimdark, playable and fun”.
  • Lua scripts and mechanics (III): the lords' chronicles, their own mechanics, the map's events.

Play, test, work with an AI

  • Beta testing (I): play, then tell us what happened, with the lord, the turn and a screenshot; after a crash, the newest files in the crash_report folder; if something is stuck, your save. What matters most: crashes, turns that won't end, balance, flaws on the map.
  • Working with a frontier AI (I to III): that's how the map made it into Warhammer III in four days. To learn to drive an agent on a real mod: the AI guide and the article on method.

The path of an idea

Whether it comes from the site or from Discord, an idea always follows the same path, all the way to the beta.

The path of an ideaSuggested, on the site or on DiscordOn bretonia.dev, “Suggest an idea” pins it to its place onthe map; on Discord, it goes in the Season's thread.1Reviewed and sourcedNamed volunteer lore reviewers do a first review: thesource (the book, the page), GW's official name in eachlanguage.Nothing made up: every fact has its source.2Approved by CharlesHe has the final say: faithful to the lore, consistent withthe map and the game. Otherwise the idea is set aside, andthe team says so.3Built into the modInto the data, scripts, texts, images or map, in Charles'sworkshop: the pack stays there, since it contains WarhammerI files.saison_ for everything we create; wh_dlc05_ only forwhat comes from Warhammer I.Never overwrite a CA table: the game's own campaigns stayuntouched.4In the betaVolunteers play it; their feedback (crashes, balance, mapflaws) comes back as new ideas.5And round it goes: an idea from the beta starts again at no. 1.
Five steps, from suggestion to beta. On the site, the idea shows its status all along: open, under review, kept, done, or set aside.

The lore reviewers are named volunteers: they do a first review, sources in hand. I keep the final say, to hold the whole thing together. The rule doesn't change: nothing made up, lore first.

On the site, the ideas we keep show up in “What changed thanks to you”, with what they changed and who had them.

Where to start

  1. Join Da Modding Den, then my Season thread (Modding Square, Project Collab).
  2. Tell us who you are and what tempts you: a profile from the grid, and your level.
  3. Read the workshop guide that goes with your tool.
  4. Start small: a source, a name, a picture, a tech.

The mods we've always dreamed of, we're going to make them together. Come along, it's going to be a blast.

Suggest an ideaSee the map