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A World Where Prophecy Actually Matters

A mathematical time machine for TTRPGs: retro hex worlds, simulated history, and divination that reveals real futures your players can shatter.

Most RPGs fake prophecy. The GM already knows what’s going to happen and pretends the gods whispered it.

This engine does it for real.

It builds a continent-scale hex world, simulates centuries of history, and then runs the future forward. Divination magic doesn’t make up vibes—it peeks at events the simulation has actually calculated.

And when your players interfere with fate?

The timeline forks. A new worldline is born.

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A Prophecy-Driven World Engine for TTRPGs

This isn’t a map generator or a lore pack. It’s a prophecy engine wrapped around a living, deterministic simulation.

From a single seed, it:

  • Generates a full, hexcrawl-ready continent

  • Seeds it with races, tribes, clans, and cultures

  • Runs centuries of history—migrations, kingdoms, disasters, legends

  • Projects a fated future your diviners can actually see

You discover history and destiny alongside your players—no prep, no scripts, no illusions.

Real Prophecy, Not GM Smoke and Mirrors

The whole project started with one wish:

   “I want a world where divination actually works.”

 

Here, it does.

 

The engine quietly simulates a fated timeline: wars, assassinations, civil wars, plagues, and miracles. When a character casts a divination spell or consults an oracle, they’re peeking into real future events.

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Prophecies can reveal:

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  • The fall of a kingdom.

  • The death of a king at sea.

  • A dragon destined to cross the party’s path.

 

Give a villain a fate, or give the party one, as long as the worldline remains unbroken, that destiny is coming.

 

And when the players defy the stars?

 

  • Their choices alter the present.

  • The engine recalculates the future.

 

Old prophecies become fulfilled, twisted, or completely averted—and you can see the difference.

Prophecy stops being just story dressing and becomes a mechanical pillar of play.

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A Worldline You Can Rewind, Fork, and Explore

Under the hood, everything is driven by a master seed and strict determinism. The result feels like a mathematical time machine for your setting:​

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  • You can run history forward for millennia

  • Jump to any year or age

  • Project the future from any moment 

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When the players intervene by—saving a doomed ruler, destroying a rising kingdom, or thwarting the vengeance of an angry god—the simulation accepts that as the new present and:

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  • Forks the timeline into a new worldline. 

  • Recalculates the future from that point. 

 

You’re not locked into one canonical history. From a single seed, you can explore effectively limitless alternate timelines, all consistent and replayable.

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THE SHADOW REALM - A Built-In Afterlife for Your World

Every world comes paired with a “shadow realm”: a perfect reflection of the map, empty of the living. It’s your world’s afterlife, underworld, divine backstage—whatever your campaign decides.

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When an agent dies:

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  • They are removed from the living world

  • Their record moves to the shadow realm

  • History continues without them

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Because the simulation tracks both sides, you can:

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  • Bring someone back

  • Restore them to the main timeline as if their death never happened

  • Rebuild the world and its future around their return

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Perfect for exploring “What if they had lived?”  scenarios, divine interventions, reality-warping or perhaps places the living aren't meant to be.

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Old-School Hex Maps, New-School Simulation

Prophecy only matters if the world beneath it deserves to be saved—or broken.

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A Continent With Character

The engine generates real maps, not noise blobs: ridges, peninsulas, shattered land bridges, island chains, inland seas, coasts that feel right.

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Biomes follow logic and latitude, not randomness:

  • Rain-shadow deserts

  • Forested coastlines

  • Mountain ranges that drive history

  • Tundra, wetlands, badlands, and old-growth forests placed where they belong

 

It feels earthlike enough to be believable, but mythic enough to feel adventurous.

The maps echo classic 80s–90s D&D atlas vibes:

  • Clean terrain belts

  • Dramatic coastlines

  • Playable geography

  • Sharp, readable hexes

 

Worlds default to a 320×240 hex continent, built from 32×32 chunks, with each hex = 6 miles—a hexcrawl-native scale. Your prophecies aren’t about vague regions. They’re tied to specific hexes your players can explore, march across, and fight over.

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You Choose the Peoples. It Writes Their Fate.

The initial setup comes from a simple config.  You can choose the races, tribes, clans, and cultures. You can give them names and broad traits. OR, you can just let the systems do the work.

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The engine:

 

  • Divides the continent into regions.

  • Scores them for livability and economic potential.

  • Places your starting groups accordingly.

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From there, history unfolds: 

 

  • Tribes migrate in search of better lands.

  • Heroes are born from those cultures—future founders, conquerors, saints, tyrants.

  • Kingdoms rise and fall, overextend and fracture, recover or die.

  • Guilds and organizations emerge—virtuous in times of growth, corrupt in times of decay.

  • Gods intervene with blessings, disasters and the occasional smite.

 

This behavior isn’t hard-coded storylines—it’s emergent, driven by traits and system-centric rules.

Even as the creator, you’ll find yourself saying,

 

“Wow, I didn't expect that betrayal to happen.”

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What Works Today (and What’s Coming Next)

Already working:

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  • Deterministic, seed-true simulation

  • Retro hex continents

  • Config-driven civilizations

  • Tribal migrations

  • Heroes & founders

  • Kingdom evolution

  • Divine disasters

  • Shadow realm & resurrection

  • Timeline forking and recalculation

 

In development:

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  • Richer action sets

  • Diverse POIs

  • Custom Hex-crawl rules

  • DM-first interface

  • Timeline browsing tools

  • Prophecy filters

 

You’re seeing it early because this is too cool to sit on.

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Bring Fate to Your Table

If you’ve ever wanted a world where:

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  • Maps beg to be explored

  • History is simulated, not scripted

  • Divination is a window into an actual future

 

…then this is for you.

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This began as an obsession with “real” prophecy in RPGs. Somewhere along the way, it became a mathematical time machine with an afterlife. I don’t know the stories it will tell—that part is up to you and your players.

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