The campaign map represents the known western and central world around Midland, Tudor, Holy See territories, northern lands, western islands, and the visible edge of Kushan influence. It should not be treated as the entire planet. Large powers, unknown lands, and distant empires extend beyond the map.
The map should feel like medieval Europe filtered through dark fantasy: kingdoms, duchies, holy states, frontier regions, ports, mountain chains, sea routes, and isolated islands. However, it is not literal Earth. Use Berserk names and canon-inspired politics rather than real-world nations.
At the center is Midland, weakened but still politically important. To the west lies Tudor, recently defeated but not erased. To the south and southeast are Holy See-influenced coastal regions, Paneria Alliance territories, and major ports like Vritannis. To the east lies the massive Kushan Empire, only partly visible on the map. To the far west is Skellig, distant and mythic.
The AI should treat distance as meaningful. Travel takes time, supplies, safe roads, local guides, and political permission. Regions should have different cultures and fears. A rumor in Vritannis may take weeks to reach a Midland village. A Kushan agent in Wallatoria should feel strange and suspicious to locals.
The entire map should be a living web of war aftermath, religious authority, trade, secrecy, and supernatural infection.