# Generate a Living RPG Settlement Map
Build a settlement that gives players somewhere to go, not just a picture of houses. This browser based RPG map generator creates an overhead exploration map where homes, roads, services, plazas, water, trees, and open terrain work together as a place with shape and purpose. Use it for a quick village stop, a faction filled town, a remote hamlet, or the first draft of a location you will keep developing during a campaign.# A Seed That Changes the Town Without Losing Its Character
Every generated settlement starts from a memorable compound name seed. The seed does more than rename the map: it selects a deterministic variation of the layout, including road rhythm, house spacing, service assignment, and surrounding wild growth. Change the seed to explore a new arrangement, then reuse the same seed and settings whenever you need to rebuild the same starting map for your notes, players, or future sessions.- Different seeds create different patterns inside the chosen settlement type.
- The result stays reproducible instead of becoming an untraceable random roll.
- The settlement remains readable as a hamlet, village, or town while its internal arrangement changes.
- The same seed can be shared as a stable starting point for collaborative campaign preparation.
# Hamlet Village and Town Use Different Urban Grammars
The footprint selector is not a cosmetic size switch. Hamlets, villages, and towns use different construction patterns, spacing, home ranges, and service expectations. A hamlet can stay under ten houses without looking like a shrunken town, while a town has room for longer routes, more destinations, and a stronger central structure. The home count reacts to the selected footprint so the generated place keeps the right scale.| Footprint | Home range | Character | Best campaign use |
|---|---|---|---|
| Hamlet | 3 to 18 | Small, sparse, and easy to read at a glance | A roadside stop, isolated community, or village edge |
| Village | 4 to 28 | A local centre with several routes and landmarks | A recurring base, mystery location, or faction hub |
| Town | 6 to 42 | A broader network with more services and detours | A regional hub, investigation space, or starting settlement |
# Choose an Architectural Identity
Give the settlement a visual identity before you start placing details. Timber, Stone, Coastal, Highland, Medieval, Edo, and Sahelian styles alter the houses with different roof profiles, wall colours, doors, windows, textures, and decorative details. The tree language changes with the setting too, from coastal palms and highland conifers to rounded Edo silhouettes, broad medieval canopies, and Sahelian acacia forms. The style makes the map feel like a region, era, or culture rather than a recoloured template.- Medieval and Timber support storybook villages, frontier settlements, and woodland communities.
- Stone and Highland suit rugged, elevated, defensive, or weather exposed places.
- Coastal introduces a brighter maritime identity with vegetation that belongs near the shore.
- Edo provides a distinct historical and regional silhouette for streets, houses, and trees.
- Sahelian gives dryland communities their own architecture, palette, and tree shapes.
# Place Services Where They Make Sense
Services are story anchors with spatial logic. Tavern, Smithy, Temple, Market, Stable, and Hall are not blindly assigned to the first five buildings. Seeded weights choose among suitable candidates, with civic buildings tending toward the centre, stables and smithies favouring outer roads, and other services receiving a useful middle ground with enough variation to avoid a repeated pattern. Add custom services such as a watch post, apothecary, shrine, guildhall, ferry office, or whatever your adventure needs. Full service names appear on large signs above the houses so they stay legible in a town and remain visually attached to the correct building.# Let the Landscape Be Part of the Story
Choose Forest, Plains, Coast, River, or Mountain and let the settlement sit inside that context. The map gives the surrounding landscape room to breathe, with wild growth and terrain framing the populated area instead of turning the village into the only protagonist. A river can define an approach, a forest can hide a path or landmark, and the open ground around a hamlet can communicate isolation before a single encounter is written.# Edit the Map Cell by Cell
The generated plan is a strong starting point, but the contextual editor is where it becomes your location. Right-click on desktop or long-press on a touch screen to open the cell actions exactly where you are working. Inspect a cell, add a building, draw a road, paint water, add a tree, or erase an unwanted mark. The menu repositions itself when the edge of the map would clip it, keeping the editing action available without covering the workspace.- Add a missing house, bridge approach, shrine, watch post, field, or other point of interest.
- Move from generated structure to campaign-specific detail without opening a separate drawing toolbar.
- Keep manual edits in the same map state as the generated content.
- Use the same interaction on desktop and touch devices with right click or long press.
# Roads and Water Respond to Their Neighbours
Roads are generated as connected routes rather than decorative disconnected lines. Intersections are drawn cleanly when three or four paths meet, giving the settlement a usable circulation pattern. Water painting is equally reactive: a painted cell remains an exact edit, adjacent cells join into a river or pond, and larger connected groups resolve into a broader lake shape. This makes it practical to sketch a stream bend, extend a shoreline, add a crossing, or reshape a water feature directly on the map.# Keep Your Services and Share the Complete Place
Custom services are saved in local storage so a useful landmark list can grow across maps. Remove custom entries when they no longer belong; built-in presets remain available. When you copy a share link, the recipient gets the complete editable state: seed, footprint, home count, landscape, architectural style, service catalog, service marks, buildings, roads, water, trees, and manual edits. Nothing important is reduced to a screenshot.# Export for Notes, Printing, or Continued Editing
| Format | Useful for | What it preserves |
|---|---|---|
| PNG | Virtual tabletops, notes, and quick handouts | A ready to view image of the current map |
| SVG | Printing and vector workflows | A sharp scalable drawing for larger layouts |
| JSON | Campaign archives and future edits | The complete editable settlement state |