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

Atlas Game Pillar
A world built by its people
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
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.
People give a place its scale
Living, active citizens determine a Settlement’s rank. It rises and falls with the current population, without a separate promotion request.
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
A community of citizens with its own identity and local history.
A territorial union with its own composition, capital and leadership.
A higher realm connecting its constituent territories.
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.

One family, a shared political choice
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.
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.
Members and pledged Houses may live in different towns. Allegiance does not require moving, transfer property or make someone a citizen.
What survives change
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.