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World generation

v2.22.0 · September 21, 2026

World generation

Generate now builds a world the way geography does: land first, then mountains, climate, rivers and the people who settle along them.

  • ImprovedGenerated maps have real mountain ranges that swell into massifs and peak along their spines, climate zones with ragged borders, rain shadows, rivers that grow as they join, lakes, and towns and cities placed where people would settle. Generating takes under a second.
  • NewGenerated worlds now include kingdoms with drawn borders, glaciers, and named sites such as ruins, lairs and hazards.
  • NewGenerated coastlines are jagged and irregular, and landmasses reach out in peninsulas and long limbs instead of rounded shapes.
  • NewPro: generated underdark levels have branching cave networks, underground lakes and rivers, and underdark settlements.
  • NewPro: ten new underdark terrains, including flowstone, flooded passages and ice caves.
  • NewPro: each underdark level holds several drow, duergar and svirfneblin holds, named in their own tongues, with a DM note on who lives there and how to get in. With World History, some lie in ruins, recorded in the Chronicle.
  • ImprovedFree maps can now generate every surface terrain, including glaciers, jungles and deep ocean.
  • ImprovedGenerated maps now use the full terrain palette: marshes, deltas, fjords, volcanoes, reefs, farmland around towns and more, placed where the land calls for them.
  • NewGenerated maps now name their kingdoms and realms, and each culture names the places it holds in its own tongue.
  • NewEvery generated site and settlement comes with a DM-only note describing what is there.
  • NewGenerated maps now show mountain passes, ore deposits, straight roads with trails that join them rather than running alongside, and sea lanes between islands. Pro maps also get a harbour at every coastal town.
  • NewPro: World History gives a generated world a past. Wars, plagues, eruptions and floods leave ruins and battlefields, told in a Chronicle note, alongside hazard zones and magical sites such as portals and ley lines.
  • ImprovedMap templates generate the world they describe: the Frozen North is tundra and glacier with sparse forest, the Desert Wasteland is desert with oases and canyons, and the River Valley stays inland.
  • NewNew Mountain Pass and six resource-deposit icons in the palette.
  • ImprovedGenerating a map now replaces your notes and regions as well as the terrain, since generated maps come with their own.

The Generate workspace

Generate opens a full-screen workspace with a live preview of the world your choices make, so you can steer it before you commit.

  • NewStart from a template, then shape the land, climate and peoples with picture cards, a climate pad and simple word choices. Generate places exactly the world in the preview.
  • NewThe preview fills in rivers, roads, towns and their names as the world builds.
  • NewReroll, Surprise me and a dice on each topic shuffle the world. In Advanced mode, lock the choices you want to keep.
  • NewAdvanced mode adds how many landmasses and how large the main one is, how many rivers, what size of towns, how many roads, how many cultures and which naming style.
  • NewPaint land, sea, mountains, or a hotter, colder, wetter or drier climate onto the preview to steer where they go.
  • NewPaint wins over the Water setting. Anything the world cannot keep, such as land painted into an ocean edge, is named in the preview.
  • ImprovedA generated map starts without scale levels, instead of keeping the ones the replaced map had. Tokens move onto the map’s single grid.

General

  • FixFixed memory that kept growing while zooming a map with many labels or editing paths.
  • FixThe minimap now updates when you switch which grid the party sees from.
  • ImprovedThe note editor now opens with its settings and delete confirmation closed each time.
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