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Augur: Fantasy is the largest worldbuilding module I have made so far. It can take a blank Hexlands map and develop it through decades of history, creating settlements, factions, characters, roads, trade networks, relationships, and a Chronicle of what happened.

But that is only one way to use it- Checkout the walkthrough video

Build On Any Map

The regional generator is the showcase feature, but you do not need to generate a hexmap to use Augur: Fantasy.

You can place individual villages, towns, cities, castles, mines, logging camps, inns, NPCs, factions, and shops onto any Foundry Scene. Start with an existing campaign map, add the places that matter, and build the surrounding world at your own pace.

A settlement can have an owner, a ruler, notable inhabitants, establishments, local production, a current situation, and connections to the rest of the campaign. A castle can become a faction's seat of power. An NPC can rule a town, join an organization, develop a rivalry, and later appear in that town's Chronicle.

The same dossiers, drag-and-drop connections, opinions, visibility controls, and campaign tools work whether the region was generated automatically or assembled one Location at a time.

Or Develop An Entire Region

When you want a broader starting point, Regional Development can turn an Augur: Hexlands map into a full campaign setting.

Choose how many years the region should develop, how many powers compete within it, the pace of expansion, the importance of trade, and the strength of its social relationships. The module then develops the region year by year.

Factions establish domains. Settlements grow. Resource sites begin supplying nearby communities. Roads connect important places. Characters become rulers, merchants, diplomats, friends, rivals, and mentors. Existing Locations and factions can also participate, so the generator can build around ideas you already prepared rather than replacing them.

The default run creates 50 years of regional history, but you can choose another length or return later to continue development. Generation is a starting point rather than a cage. Everything remains available for the GM to inspect, edit, move, rename, replace, or completely reshape.

People And Factions With Something To Believe

Fantasy NPCs receive portraits, tokens, roles, personality traits, beliefs, affiliations, responsibilities, and current concerns. They can become rulers, faction leaders, settlement notables, shopkeepers, allies, rivals, and participants in the region's history.

The opinion system looks at compatible or conflicting traits, shared beliefs, faction membership, leadership, and important events. The GM can add lasting adjustments for favors, betrayals, debts, shared adventures, or anything else the campaign gives them a reason to remember.

Opinions are directional. A knight can admire her ruler while the ruler considers him a pompous fool. Perfectly healthy political relationships.

Factions receive their own leaders, members, holdings, ideologies, current situations, and seats of power. The included Banner Designer lets you combine banner colors and heraldic charges to create a distinct emblem, or replace the generated heraldry with your own artwork. As factions grow, their colors help organize their people and Locations throughout Nexus.

A Chronicle That Remembers What Happened

Regional Development records its history in the Chronicle.

You can read the entire region year by year or open the Chronicle from a particular character, faction, or Location to see only the events involving that subject. Settlement foundations, promotions, roads, political developments, new holdings, friendships, and rivalries remain connected to the people and places involved.

Renaming a participant updates its Chronicle references, so the history remains useful while you turn the generated material into your own setting.

Trade, Markets, And Shops

Locations can also participate in regional production and trade.

Follow goods from mines, farms, and logging camps through collection markets to regional trade hubs. Inspect what a settlement produces, what its network can supply, where a particular commodity is made, and which distant towns or cities are willing to pay more for it.

The system is intended to provide believable campaign texture and reasons to travel. You can use it as a light trading game, a source of adventure ideas, or simply let it explain why the roads and settlements developed where they did.

GMs can adjust global prices, source and destination rates, local production, custom trade goods, and trade routes. If your campaign does not care about moving crates of copper across three duchies, the economy can remain in the background where it will behave itself.

Integrated shop inventories, character transactions, currency, and trade-good exchanges currently support Dungeons & Dragons 5th Edition and Pathfinder Second Edition. The rest of Augur: Fantasy's worldbuilding, generation, relationships, opinions, and Chronicle features are system-agnostic.

What You Need

Augur: Fantasy requires the latest version of Augur: Nexus module, which provides the shared campaign structure, dossiers, connections, placement tools, opinions, Chronicles, shops, and trade interfaces.

Augur: Hexlands is required only for the complete year-by-year Regional Development workflow. You do not need Hexlands to place and manage individual Fantasy Locations, NPCs, factions, and relationships on your existing maps.

Augur: Fantasy supports Foundry VTT 13 and 14 and is verified for Foundry VTT 14.Fully Compatible with Augur: Sci-Fi - Check out the video

Install Augur: Fantasy

If your Patreon account is linked to Foundry VTT, open Foundry's module browser and search for Augur: Fantasy. Foundry will also identify the required Augur: Nexus dependency.

You can find the official package listing here:

https://foundryvtt.com/packages/augur-fantasy

Read The Wiki

I am also building a complete written guide for Augur: Fantasy and the rest of the Augur modules. It includes walkthroughs, screenshots, explanations of the larger systems, and links between related workflows.

https://publish.obsidian.md/augur/

The wiki is already usable, and I will continue improving it as people begin using the released module and discover which parts need clearer explanations.

This took a long time to make, but seeing a blank map become a place full of settlements, histories, loyalties, grudges, roads, markets, and adventure possibilities still feels a little magical to me. I hope Augur: Fantasy gives you the same feeling when you begin building your own worlds with it.

Files

I Turned Foundry VTT Into a Fantasy History Simulator

Get Augur: Fantasy and the rest of my modules through Patreon: https://www.patreon.com/TheAugur Augur: Fantasy is my worldbuilding and history simulation module for Foundry VTT. It can take a blank Augur: Hexlands map and develop it through decades of connected history, creating settlements, factions, rulers, roads, resources, relationships, trade networks, and a Regional Chronicle of what happened. The results are connected rather than being a collection of random markers. That gives the GM more than a finished map. It gives them reasons for places to exist, people with history behind them, and potential adventures already hiding in the relationships between everything. You do not need to generate a hexmap to use most of Augur: Fantasy. Settlements, castles, mines, shops, factions, and NPCs can also be placed manually on any Foundry map. Everything remains editable, so the generator gives you a foundation without deciding what your campaign has to become. Foundry package: https://foundryvtt.com/packages/augur-fantasy Wiki and written guides: https://publish.obsidian.md/augur/ Augur: Fantasy requires the free Augur: Nexus module. Augur: Hexlands is only required for the complete year-by-year Regional Development workflow. Most of the module is system-agnostic. Integrated shop inventories, character transactions, and currency handling currently support Dungeons & Dragons 5th Edition and Pathfinder Second Edition. Augur: Fantasy supports Foundry VTT 13 and 14 and is verified for Foundry VTT 14. #FoundryVTT #TTRPG #Worldbuilding

Comments

Andrew Miller

Can't wait to help you test some more! Thanks for all your hard work!

Dinge

Hello! Just deleted the beta of Fantasy and installed the new version, and it looks like all my pre-existing trade goods have disappeared? All the shops have had their inventories emptied, though they still say that they have e.g. "8 items" available. All the trading networks say "No goods produced" and the like. Even when I try and manually add locally produced goods, the "Good produced here" and "find a trade good" search bar is competely empty. Help!! xD

Dinge

As an additional piece of information, viewing a marketplace's current stock is giving me "3 incompatible non-trade items were found. They will be removed when the marketplace is saved." Have perhaps the old trade items been misclassified somehow to make them not show up?

The Augur

Hello, sorry I missed your first comment. I changed the way trade goods work between the beta and the final... I should have been clearer that this could happen during the beta, I apologize. I dont think there is an easy fix here other than deleting and recreating the settlement. If its an extensive world with many settlements you can send a copy to me and I can try to fix it with a one time script and send it back.

Dinge

I think I've figured out a little more whats happening - my foundry world is straight up not recognising Augur:Fantasy in a lot of weird ways. For example, when I try to create a new faction or person etc it shows up that Augur:Fantasy isnt installed, when it very much is. I'll see if I can figure out whats gone wrong by deleting and reinstalling the modules, but if it doesnt work I'll send that zip file your way.

The Augur

Make sure you have the latest of all my modules.. Nexus should be 1.5.2 and all the others 1.5.0, fantasy should be 1.5.1... its likely you still have the older beta files from my modules. Please delete those and redownload from within foundry so you get the latests.

Dinge

Okay was able to get most things back working, but I'm still missing all the old trade network resource production angle. If I wanted to send my world to you to have a look at to see if you can get it back, how best should I do so? Do you have an email address I can contact etc?

The Augur

You can send it to support@theaugur.app

Tom Trustworthy

The only way to use the paid for modules is to setup a monthly subscription right?