Balden, Wallatoria, and Morgar are excellent campaign regions because they are named political spaces with enough room for original content. They can act as duchies, kingdoms, and borderlands where the central powers influence events but do not fully control them.
Balden Kingdom sits in the southern-western coastal sphere. It can be used for seaborne trade, noble houses, ports, frightened villages, and political fear of both Midland and Holy See influence. It should feel warmer and more coastal than northern areas, but not safe.
Wallatoria Duchy lies east or southeast of Midland on the fan map. It is ideal as a contested region where Midland, Paneria, Holy See forces, and distant Kushan pressure overlap. Use it for spies, refugees, border forts, and roads where nobody agrees who has authority.
Morgar Duchy is a broad eastern/northeastern region of forests, rivers, and noble estates. It is good for rural horror, missing patrols, hidden cults, and local rulers who hide problems to protect family prestige.
The AI should treat these as living regions with their own politics rather than empty map labels. They are perfect for inventing local nobles, folk beliefs, apostle lairs, and conflicts that do not overwrite canon.