Towns, bridges, fields and fortified castles across a river valley.

Atlas Game Pillar

Territories

A town gives people a place to belong. A realm gives their choices a place in history.

A world built by its people

From one community to a living realm

Territories connect the places players build with the offices, communities and decisions that shape them. Settlements have their own identity and citizens. Counties, Duchies and Kingdoms connect territories through the realm’s recorded political structure.

Your town, your House and your office each tell a different part of your story. They work together without becoming the same choice.

Citizenship is where your Character belongs. House allegiance is who your family follows. An office is the authority you personally hold.

Make a beginning

A name, a county, a first citizen

Choose a town name and an existing Atlas county. You become its first citizen and Mayor. There is no founding charter to sign, no minimum population and no countdown to gather supporters.

Choose its identity

Give the town a name and select its county from the current Atlas directory.

Become its first citizen

The founder begins the community and serves as its first Mayor. Earlier proposal signatories are never enrolled automatically.

Let people choose

Other Characters join through the town’s record. They may leave or change town without losing their property.

People give a place its scale

Growth follows the citizens

Living, active citizens determine a Settlement’s rank. It rises and falls with the current population, without a separate promotion request.

1–10 citizens

Hamlet

11–20 citizens

Village

21–30 citizens

Town

31–50 citizens

City

51+ citizens

Metropolis

An empty town becomes inactive. Its name, identity, property and permanent record remain. A returning citizen can bring the community back to life.

The shape of political power

Settlements, Counties, Duchies and Kingdoms

Mayor

Settlement

A community of citizens with its own identity and local history.

Count

County

A territorial union with its own composition, capital and leadership.

Duke

Duchy

A higher realm connecting its constituent territories.

King

Kingdom

A realm whose territories and offices form part of the wider political map.

House members may hold different territorial offices. Each office keeps its own authority and eligibility rules. A Character’s title does not automatically belong to every member of their House. A pledge does not grant a title, transfer a territory, alter citizenship or replace the territorial hierarchy.

Rulers and representatives meet above a river city to discuss the realm.
The territorial register records places, capitals and officeholders. A coat of arms alone does not establish authority.

One family, a shared political choice

Your House chooses who it follows

A House is a family and lineage with its own name and coat of arms. Its Head may pledge it directly to another eligible House. Everyone in the House shares that allegiance, while each Character keeps their own citizenship and offices.

A choice made by the Head

Only the current Head may choose, change or leave allegiance. A House cannot pledge to itself or create a circular chain. A change of Head preserves the existing allegiance.

No need to share one town

Members and pledged Houses may live in different towns. Allegiance does not require moving, transfer property or make someone a citizen.

What survives change

A realm remembers its people

Leadership, citizenship and territorial identity leave a record. Communities can grow, shrink, become inactive and return without erasing the lives that shaped them.

Earlier proposals remain in a separate archive. Their signatures are historical commitments, not town population. Religion founding follows its own process, separate from town creation.