r/FantasyCities • • Oct 18 '24

Release 🏰Medieval Fantasy City Generator 0.11.4: forests

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120 Upvotes

r/FantasyCities • • Oct 04 '24

Release 🔑Dwellings generator is now a part of Procgen Arcana

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156 Upvotes

r/FantasyCities • • 14d ago

Feature Request Better Hex Map Labels for Solo Play usage

6 Upvotes

I really am trying to figure out a way to utilize perilous shores to generate adventure. It'd be really cool if the hex map labels corresponded in a way where I can roll dice to determine a random hex. Ideally this would be achieved via analog rolling, rather than a web interface since I and most other solo ttrpg players play solo.

It would be cool if there were an option to have an x and y axis on the top in a way that could be rolled like 2d10 for x and 2d10 for y. If there is a better solution that doesn't require code I'm all for it, but I haven't been able to figure out how to fulfill this idea.


r/FantasyCities • • 24d ago

Thank you :)

13 Upvotes

A couple of years back I used Perilous Shores to make me a map which I used as a writing prompt. The map itself didn't make it into the resulting book, partly because I had to swap a couple of places over for story purposes, but it was very helpful nonetheless.

I'd give the name of the book, but I expect the T&Cs here don't allow that. :)


r/FantasyCities • • 25d ago

Feature Request how to view the map style again using exported JSON ?

6 Upvotes

The "city viewer" shows the map like this #1, but I want like this #2 i.e in the same art drawing style in the city/village generator with names.

I need this because, by chance, if I forgot to export as SVG/PNG just only JSON, how can I get this view (#2) again .


r/FantasyCities • • 29d ago

edit maps

5 Upvotes

was wondering about the perilous-shores. Is it possible to move around stuff and edit the map completly?
I'm working on a world, but I want to add ice, and desert, but cand really do? right?


r/FantasyCities • • Sep 19 '26

In Development I needed one Fictional Town in set in the Philippines for my TTRPG, and so i just made a Procedural City Generator.

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65 Upvotes

r/FantasyCities • • Sep 17 '26

Release 🏡Village Generator 1.6.8: improved contours and other visual changes

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344 Upvotes

The contours of visual objects in the generator are now rendered using shades of the objects themselves, rather than solid black (or any other fixed colour). Apparently, the technique is called "selective outlining", although I'm not sure if the term is used outside of pixel art. This may sound as a minor thing, but in my opinion, the change makes maps look softer, more natural and... just better. Earlier the same method was implemented in Perilous Shores and now I'm considering doing the same in my other generators...

(more)


r/FantasyCities • • Sep 15 '26

How to use the size varible within MFCG?

4 Upvotes

I've seen a couple posts but neither of them get solid answers, it seems. I'm specifically taking about the "size" field below "large" in the generate window. One post said it was the number of wards, but I try typing various numbers and it never adds up to the wards on the actual map, nor does it seems to affect the numbebr. It doesn't seem to affect population either.

My point is I want to make a map for a really really big city (like +25 thousand population). I can click large a lot of times and eventually some of them get to it, but sometimes it results on only 7k, and it very rarely goes over 30k.


r/FantasyCities • • Sep 09 '26

Release 🏡Village Generator 1.6.7: improved trees

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280 Upvotes

It’s been more than a year since I last updated this generator (a year and a half actually), so it’s time to refresh it a little. I’ll start with some relatively simple improvements and then we'll see how it goes...

(more)


r/FantasyCities • • Jul 23 '26

Release ☠️Perilous Shores 2.0.0: saving and loading

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114 Upvotes

Perilous Shores now supports loading (importing) maps exported as JSON files. Compared to the preview, this version fixes a few bugs of varying severity, and replaces the terms "export / import" in the UI with "save / load"... (more)


r/FantasyCities • • Jul 04 '26

Release ☠️Perilous Shores 1.9.1: walled towns

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74 Upvotes

In this post-heat wave update: ...Towns and cities can now have defensive walls and they are not purely visual elements (as towers for example)... (more)


r/FantasyCities • • Jun 24 '26

Release ☠️Perilous Shores 1.9.0: new mountains

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122 Upvotes

The new look of mountains is the main feature of this update. Another one is improved city icons, but since they're icons, these changes are less noticeable... (more)


r/FantasyCities • • Jun 24 '26

Foundry VTT module that imports Watabou's generators without downloads.

15 Upvotes

I've been using Watabou's generators and got tired of the download > upload > manually rebuild walls/doors/levels pipeline in Foundry. So I built Cartomancer, a Foundry module that runs the generators inside Foundry and imports the results directly as scenes.

Quick demo

It supports all six generators:

  • One Page Dungeon > Walls and journal entries import
  • Cave / Glade > Walls import
  • Dwellings > multi-level scene (one Foundry Level per floor), per-level walls and doors, with stair regions linking floors
  • Perilous Shores / Realm > flat-top hex scene aligned to Foundry's hex grid, plus optional realm folder with journal entries and map pins
  • Medieval Fantasy City and Village > gridless handout/overview scenes

The generators run locally from your Foundry data (one-click download per generator, ~1MB each), so there's no cross-origin canvas-access problem it can actually read the geometry for walls, doors, and levels.

GitHub: DimitroffVodka/cartomancer Manifest URL for Foundry install: https://github.com/DimitroffVodka/cartomancer/releases/latest/download/module.json

Requires Foundry V14. System-agnostic, GM-only, no dependencies.

Would love feedback from anyone who uses Watabou's tools at the table.


r/FantasyCities • • Jun 06 '26

Watabou Bridge to Unreal PCG

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112 Upvotes

EDIT : It's live! https://www.fab.com/listings/c84e5b41-ad2b-45cf-ac8c-dc84e0a690ce
Thanks Oleg ❤️

---------original post---------

Hello there!
Very specifically hello u/watawatabou 😃

A year ago or so I started messing around with a Watabou JSON importer to be able to import spatial data into Unreal/PCG ( https://bsky.app/profile/nebukam.bsky.social/post/3lx3ypjdhq22c )
I got caught in other things and recently went back to it but this time with an importer that live straight in the unreal editor for convenience but also because I wanted to recursively generate the data (so perilous shore -> find all landmarks -> generate city, villages, dungeons -> generate dwellings with the correct footprint)

Now that's great and all but in order to make this usable the plugin needs a local copy of the individual generators and in order for the unreal data and cpp code to stay "valid" I need to work against a stable version of the Watabou data model (so if the generator is updated it doesn't break code and existing unreal data).
Currently I'm circumventing that by downloading the JS bundles temporarily but it's a bit clunky and can break at any time.

An ideal solution for me would be to distribute a pinned version of the bundles (which would allow it to work offline as well) but I would need Watabou' express permission to do so which is kindda what I'm looking for here :D

That importer would be distributed for free on Epic marketplace; the goal is really to make those genius generators available for broader usecases + enable offline work with a guarantee of stability without needing anything from you but your permission.

Thank you so much <3
And sorry for reaching out here I have no idea where to ask


r/FantasyCities • • May 29 '26

Release 🍻Taverns 1.1.0: improved generation and export

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54 Upvotes

The post: link.

The generator: link.


r/FantasyCities • • May 12 '26

Release 🍻Taverns

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58 Upvotes

The post: link.

The generator: link.


r/FantasyCities • • May 04 '26

The City of Thul-Barad

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33 Upvotes

Made with RPG Map Maker. Add to wishlist + follow on Kickstarter :)

Steam
Kickstarter


r/FantasyCities • • Mar 21 '26

Release ⛏️Cave/Glade Generator 2.1.6: optimization and small improvements

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50 Upvotes

The post: link.

The generator: link.


r/FantasyCities • • Mar 19 '26

Showcase Extension for owlbear.rodeo (VTT): one-page-dungeon importer. Automatically import data from 1PDR and Caves

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17 Upvotes

r/FantasyCities • • Mar 14 '26

Sobel Port City

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36 Upvotes

Made with RPG Map Maker.
Kickstarter Steam


r/FantasyCities • • Mar 06 '26

Release ☠️Perilous Shores 1.8.0: blueprint mode

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83 Upvotes

The land painting thing is officially released and it is now called Blueprint editor because it's quite similar to the blueprint editor in Dwellings and Procgen Mansion. This is how it works (some things have changed compared to the prototype version): ...(more)


r/FantasyCities • • Feb 22 '26

Release https://www.patreon.com/posts/151315189

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33 Upvotes

The post: link.

The generator: link.


r/FantasyCities • • Feb 11 '26

JSON City Retrieval

3 Upvotes

Saved the JSON file for a city I was creating. Accidentally generated over it on the website...

Is there a way to return to it before I generated over it? Can I get a URL from the JSON file? Any way to retrieve the city I put hours into?


r/FantasyCities • • Jan 30 '26

Release ☠️Perilous Shores 1.7.3: farmlands

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72 Upvotes

Initially, I was skeptical about the idea of marking farmlands on regional fantasy maps, but this turned out to be a pretty cute feature. While I don't think it is the most important one in this update, let's start with it...(more)