Augur: Fantasy - Build a living fantasy world inside Foundry VTT (Patreon)
Content
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.