u/The_Augur

[System-Agnostic] I made an old-school hexmap generator and editor

Content Name: Augur: Hexlands | Content Type: Module | System: System-agnostic

Hi everyone! I’ve added an illustrated look to Augur: Hexlands, my hexmap generator and editor for Foundry.

You can generate a region, combine biomes, then edit by painting new terrain, adding roads and rivers directly on the map. The new Illustrated style adds biome colors, optional paper grain, and a water ripple effect. There’s also a Mixed style that combines original land artwork with illustrated water (my favorite).

These styles work on your existing Hexlands maps too. The video shows both the new look and how generation and editing work. This is of course fully compatible with all my other modules, including Augur: Fantasy for populating these regions with NPCs, Factions, and more.

Art: The "Original" tileset is by David Baumgart, and the "Illustrated" tileset uses Thomas Novosel’s Strange Tiles. Their artwork gives each style its character.

Hexlands is a paid module available through my Patreon.
Foundry listing: https://foundryvtt.com/packages/hexlands

Let me know what you think, and happy to answer questions. If you have any suggestions or ideas for this or any of my other modules, I am always happy to hear them!

u/The_Augur — 12 days ago

[System Agnostic] I turned Foundry into a fantasy history simulator

Content Name: Augur: Fantasy | Content Type: Module | System: System-Agnostic

Hey everyone. Augur: Fantasy is finally out; I have shown pieces of this module before during development, but this is my first attempt at squeezing the whole thing into a short trailer video.

The basic idea is that you can start with a blank Hexlands map and develop it into a living region. Settlements grow, factions claim territory, characters become rulers and rivals, roads connect communities, resources move between markets, and the events are recorded in a regional Chronicle.

But these aren't just random results. A mine produces iron. That iron moves through a nearby town and eventually reaches the faction's capital. It is cheaper near the source and more valuable somewhere that does not have it. The party can buy it, carry it across the region, and sell it for a profit.

Now that little trade route is also an adventure. They have to cross another faction's territory, follow the coast, survive whatever happens on the road, and reach the city without losing the cargo to bandits or to their own terrible decisions.

The same is true for the people behind the map. A settlement has an owner and a ruler. The ruler belongs to a faction. Characters have beliefs, responsibilities, friendships, rivalries, and opinions of one another. You can inspect why an NPC likes or dislikes someone, change it yourself, and let events from the campaign become part of that relationship.

Regional Development also keeps a year-by-year Chronicle. You can read the history of the whole region or filter it to one settlement or character, which makes it much easier to find the pieces that are actually useful during a game.

Everything remains editable. The generator is supposed to give you material to work with, not force you to use it results.

You also do not need to use a generated hexmap for most of the module. You can place settlements, castles, mines, NPCs, factions, and shops on any Foundry map and build the region manually. Hexlands is only required for the complete year-by-year Regional Development workflow.

Most of Fantasy is system-agnostic. The only system specific feature are the integrated shops, which support D&D 5e and Pathfinder 2e with more to come (let me know which systems you want to see added).

Augur: Fantasy is available through my Patreon. You can install it through Foundry after linking your Patreon account.

Patreon: https://www.patreon.com/TheAugur

The short video is only meant to show how the pieces fit together. There are longer walkthrough videos, and explanations on the foundry module page: https://foundryvtt.com/packages/augur-fantasy

u/The_Augur — 2 months ago

[System Agnostic] From star systems to fantasy regions: six months of procedural worldbuilding in Foundry VTT

Content Name: The Augur | Content Type: Modules | System: System Agnostic

Description:

About six months ago, I released my first Foundry module. Since then, I have kept updating the modules, adding new features, and making them work together. I finally feel like my original vision is taking shape: a connected set of tools for procedural worldbuilding inside Foundry.

This video is the first time I have tried to show the whole thing together.

The opening is a first look at Augur: Fantasy, an upcoming module still in development. Starting with a Hexlands region, it develops the map year by year. Settlements are founded and grow, resources are discovered, mines appear, castles are raised, and roads spread across the region. I hope it can eventually do for fantasy campaigns what Augur: Sci-Fi does for sci-fi campaigns.

These are not just decorative markers. Each settlement becomes a campaign location in Augur: Nexus, complete with inhabitants, factions, services, and shops where players can buy and sell goods.

The video also shows some of the larger changes released across the existing modules since I last posted here:

  • Augur: Sci-Fi can now generate binary and trinary systems with up to three independently editable suns. The additional stars remain part of the system's identity as you move through system previews, sector maps, planets, and moons. Recent updates have also expanded the ship library with freighters, industrial vessels, survey ships, and more.
  • Augur: Nexus now supports two-sided connections. A faction can list Mara as its Spymaster, while Mara lists the faction as her Secret Patron. Both views share one connection, but each can have its own category, role, and notes.
  • Instant Dungeons can generate playable layouts with rooms, walls, doors, lighting, columns, and room dressing. The generated result can then be opened in the editor, where individual floors, walls, doors, and objects can be changed directly.
  • Augur: Hexlands 1.4.2 adds multi-biome region generation. A map can retain its primary biome while different biomes influence its northern, southern, eastern, or western edges. This creates naturally irregular transitions within one continuous region. The resulting map can still be reshaped with the terrain, river, and road editors.

Each module is powerful on its own, but I believe they become something truly special when used together. I am really curious to hear your opinions and ideas about Augur: Fantasy. Right now I am focused on making regions develop in a way that feels believable.

Small villages appear first, then grow as nearby resources are discovered and claimed. To me, this economics driven growth makes the world feel more real. Is that something you would find useful in your games? What would you want the simulation to model or generate next?

I also want to thank all of my patrons. Their support allows me to work on these modules full time, keep improving what is already released, and work on new things.

Augur: Fantasy is still in development. Augur: Nexus is free, while Sci-Fi, Hexlands, and Instant Dungeons are currently available through Patreon.

Link: https://www.patreon.com/TheAugur

u/The_Augur — 3 months ago

[System Agnostic] I built a sci-fi sector and star system generator with ships, factions, NPCs, and orbiting sites

Content Name: Augur: Sci-Fi | Content Type: Module | System: System-Agnostic

Hey everyone. I just released a new update for Augur: Sci-Fi. It can already generate sectors, star systems, planets, moons, and explorable sites, all linked together inside Foundry. This update expands that by adding ships, NPCs, factions, and orbiting points of interest, so systems can start to feel more like living places instead of static maps.

What is new in this update:

  • Ships, NPCs, and factions are now Nexus entities with their own dossiers
  • NPCs can be generated with portraits, roles, traits, and story prompts
  • Ships can use included models, color variants, or custom images
  • Ships, NPCs, factions, worlds, and sites can be connected through bidirectional links
  • NPCs can be dragged onto ships as crew
  • Ships and sites can be placed directly into system scenes
  • The new orbit tool lets you reshape planet paths, orbit ships, and turn sites into stations, wrecks, or satellites
  • Star systems can use custom star images
  • Placed markers have better move, visibility, remove, and delete controls

As I've said before, I am on a quest to make content in Foundry feel less like props and more alive. So I did my best to keep ships, NPCs, and factions from feeling like isolated journal notes. A ship can have a crew, belong to a faction, be tied to a planet, and become a recurring part of the campaign. A faction can own vessels, employ NPCs, operate from a world, or connect to whatever matters in your setting.

Augur: Sci-Fi is system-agnostic, so it can work for Starfinder, Traveller, Stars Without Number, Mothership, homebrew settings, or any other sci-fi campaign.

New art in this update: This update also includes new licensed art for NPC portraits, ship models, and faction badges. Avatars by Yusuf Artun, ships by MSGDI, and faction badges by Rexard.

Why Patreon? I am one person building these tools, and Patreon support funds the time I spend developing new modules, adding new features, fixing bugs, and keeping the whole Augur collection moving forward.

Available on Patreon: https://www.patreon.com/TheAugur

Install in Foundry by searching for Augur or Sci-Fi after linking your Patreon account.

u/The_Augur — 3 months ago

[System Agnostic] Instant Dungeons now generates buildings, lights, columns, and rooms

Content Name: Augur: Instant Dungeons | Content Type: Module | System: System-Agnostic

Hey everyone. I just released a new update for Instant Dungeons, my procedural dungeon generator and mapper for Foundry VTT.

This started as an update to make dungeons feel more complete, but it ended up growing into a much bigger improvement to the generator.

So Instant Dungeons can now generate buildings, place lights and columns, dress rooms with more purpose, and still let you edit the result directly on the Foundry scene afterward.

The new Building Layout generator is meant for places like houses, taverns, libraries, and other interiors your campaign might need. The goal is to make this layout feel more like a believable interior space.

Dungeons also got a big atmosphere pass. They can now generate with torches, braziers, real light sources, and columns. There is also a new "Classic Halls" dungeon layout that creates more connected and complex dungeons, while the older layout is still available as "Branching Passages" for more regular, structured maps.

The room generation is also smarter now. You can control the room mix, so the generator knows what kinds of rooms to include. That means you can make a crypt feel more like an actual crypt, and avoid things like bedrooms and dining rooms showing up in an ancient tomb unless you actually want that.

Once a map is generated, you can keep working on it with the mapper tool: expand rooms, add doors, place or move objects, add lights, adjust terrain, and shape the result into what you need for your game.

The generator uses the included Instant Dungeons assets for automatic room dressing, but the mapper can also use imported Dungeondraft asset packs, so you can bring in objects from other creators and place them manually in your maps.

There is also an early experimental settlement generator included. It is rough, and I am not pretending it is finished, but I decided to leave it in because I think the foundation is interesting, and I would love to hear what people think of it.

One thing I also want to mention: I am drawing the new room objects myself. I am not an artist, and it has been a challenge, but I am learning, and I do think they are slowly getting better. This update includes more of those objects because the new building and room generators needed more things to place.

Instant Dungeons is available on Patreon: https://www.patreon.com/TheAugur
Foundry VTT: https://foundryvtt.com/packages/instant-dungeons

You can install it inside Foundry by searching for Augur or Instant Dungeons in the Add-on Modules browser after linking Patreon.

Quick note on Patreon access: this is what lets me keep working on these modules full-time and continue releasing updates, features, and new tools. I completely understand that subscriptions are not for everyone. If you subscribe and later cancel, you keep access to the versions you already downloaded. If you stay subscribed, you continue getting future updates and new modules as I make them.

u/The_Augur — 4 months ago

[System Agnostic] | Augur: Nexus Update - Hide all your secrets! | Free Module

Content Name: Augur: Nexus | Content Type: Module | System: System-Agnostic

Description: This update is mostly built from user requests after the last release, and it focuses on two things that matter a lot during play: Making sites faster to use from the map. And letting GMs show players the connected world without showing them every secret behind it.

The biggest change is that Connections can now be hidden from players.

In Nexus, a Site can have Connections attached to it: NPCs, monsters, items, clues, journals, notes, images, threats, contacts, treasure, and whatever else helps define that place. Those Connections are useful because they let a location carry its actual table context instead of just being a marker that opens a scene.

But once players can browse parts of the Nexus, that creates an obvious GM problem: Some of those Connections are things players should know. Some are absolutely not.

So now GMs can hide individual Connections from players, or hide entire groups of Connections on a specific Site.

For example:

  • A town can show the tavern, blacksmith, quest board, and known NPCs, while the cult underneath the chapel stays GM-only.
  • A dungeon entrance can show rumors, known routes, and visible landmarks, while hiding the boss, secret treasure, trapped shortcut, and future encounters.

Hidden Connections stay visible to the GM with clear eye-slash markers, so you can still prep and run everything from one place. Players only see what they are meant to see.

You can also hide whole groups per Site. So maybe the Monsters group is hidden on one ruin, but visible on another location where the players already know what lives there. It is not a global switch. It belongs to that specific place.

That makes Nexus much more comfortable as a player-facing world tool. You can let players browse the connected world, follow the places they know about, and open the parts they are allowed to access, without exposing the prep you still need behind the screen.

The other big quality-of-life change is faster map interaction. Site pins now support Shift-click. If you are the GM, Shift-clicking a site pin jumps straight to its linked scene. You no longer have to open the preview panel first just to move through the map.

Site pins also now have a right-click menu for common GM actions: Open the site scene, edit the site, change whether players can see it, change whether players can open its scene, delete the site.

That sounds small, but it makes the map feel much less fussy to use at the table. The important site actions are now right there on the pin.

There are a few smaller improvements too:

  • hidden Nexus Tab entries now use a proper eye-slash icon instead of the weird missing-character glyph some users were seeing.
  • branch/scene deletion warnings are clearer.
  • cinematic scene transitions can now be disabled in module settings if you prefer simpler navigation or don't want to change the view of your maps.
  • site icons can now be non-square and still retain their aspect ratio.. meaning no more squashed custom icons.

Augur: Nexus is still free and system-agnostic. It is meant to help turn separate Foundry scenes into a connected world you can move through, prep around, and gradually reveal to your players.

Foundry package: https://foundryvtt.com/packages/augur-nexus  

The trailer shows Nexus working alongside some of my premium modules: Instant Dungeons, Hexlands, and Augur: Sci-Fi, but those are optional. Nexus itself is free and works without them.

A big thanks to all my patrons. I could not work on my modules full-time without their amazing support. Patreon: https://www.patreon.com/TheAugur

u/The_Augur — 4 months ago

[System Agnostic] I made a Foundry module for generating and editing playable hexmaps, and it now has roads

Content Name: Augur: Hexlands | Content Type: Module | System: System-Agnostic

Hey everyone, I just released Hexlands 1.4.0.

I added roads to Hexlands, so you can now generate a region, place sites, and draw the routes that turn it into a playable hexcrawl map.

You can open the Hexmap Editor, switch to the Roads tab, and drag connected roads directly across the map. They work a lot like the river tool: you move from hex to hex, the road pieces connect automatically, and you can remove or reroute them as you shape the region.

The reason I wanted roads is that Hexlands maps are starting to feel less like static terrain and more like places your players can actually explore. You can generate a region directly in Foundry: mountains, forests, coastlines, islands, rivers, deserts, tundra, volcanic lands and more.

Then you can paint terrain by hand where the generator needs a nudge or you want something special. Add or edit rivers. Drop a token onto the map and use vision/fog-of-war for exploration.

If you also use Augur: Nexus, you can place sites directly on the map, but roads work in Hexlands by themselves. The combination I like is placing important locations, then drawing the roads that connect the places people actually care about.

A settlement on the coast, a castle controlling a mountain pass, a ruined hall off the main road, a buried tomb in the hills. Once those routes are visible, the map starts suggesting adventures just by looking at it. Who trades with whom. Which path is safe. Which place is isolated and so on.

Hexlands itself is system-agnostic. I built it for hexcrawls, wilderness travel, sandbox campaigns, solo play, and, generally, for regions to exist directly inside Foundry rather than as an image you have to manage/edit elsewhere.

Hexlands is part of the Augur modules I am building for Foundry, and it is available through my Patreon: https://www.patreon.com/TheAugur

After linking Patreon to Foundry, you can install it by searching for Augur or Hexlands

u/The_Augur — 5 months ago

[System Agnostic] Augur: Nexus - Big Update: A free module for world navigation, now with living Sites

Content Name: Augur: Nexus | Content Type: Module | System: System-Agnostic

Description: I made the first version of Augur: Nexus because I wanted Foundry scenes to feel less like separate slides and more like places inside the same world. For this update, I wanted those places to hold more of the context that actually makes them useful at the table.

A castle should not just be a marker that opens a scene. It should know who rules it, what threats are there, what treasures or clues matter, what journal entry describes it, and whether the players are allowed to see or open it.

That is what this update is about. Augur: Nexus is still a free, system-agnostic module that helps turn separate maps into a connected world you can move through. But now, Sites can also work like location dossiers.

The update is built around three big things:

Connections for Sites Sites can now hold Connections: NPCs, actors, monsters, threats, items, compendium entries, notes, roles, custom groups, journal entries, images, and cover art.

So a castle Site can have its ruler, staff, guardians, treasure, notes, image, and journal entry in one place. It starts to feel less like a marker and more like a real place in the campaign.

Connections you can use during play The Connections are not just static notes. When you open the connected scene, the same NPCs, monsters, and items are available from the Nexus tab, and you can drag them directly onto the map.

That means you can set up the people, threats, items, and context for a location once, then use them when the players actually go there.

Player navigation with GM-controlled permissions Players can now open the Nexus tab too. They can see the parts of the world you allow them to see, and they can optionally open connected scenes themselves without waiting for the GM to pull everyone there.

That is fully configurable. You can control visibility and scene-opening permissions globally or per Site, so players can freely browse some locations, be blocked from others, or only get access when you explicitly allow it.

Site markers also respect fog of war now, so a visible Site can still be hidden on the map until the players explore near it.

Site pins also got a big customization pass:

  • custom label size
  • custom icon size
  • label fonts
  • colors
  • hidden labels or markers
  • per-site display overrides
  • easier editing and moving

Nexus is useful on its own. You can use it to connect existing scenes, build Sites on your maps, organize location information, and let players navigate the parts of the world you want them to access.

And if you use my other Augur modules, Nexus also helps tie generated dungeons, hex maps, planets, moons, and star systems into the same connected structure.

The trailer shows Nexus working alongside some my premium modules: Instant Dungeons, Hexlands, and Augur: Sci-Fi, but those are optional. Nexus itself is free and works without them.

I also made two longer videos if you want to see the details:

Foundry package: https://foundryvtt.com/packages/augur-nexus   Patreon: https://www.patreon.com/TheAugur

u/The_Augur — 5 months ago

Content Name: Augur: Sci-Fi | Content Type: Module | System: System-Agnostic

Description: Hey everyone. I just released the Sector Maps update for Augur: Sci-Fi.

The big new thing is that Augur: Sci-Fi can now generate full hex-based sectors, not just individual star systems. So instead of making one isolated system at a time, you can generate a whole region of space, click into the systems inside it, zoom down to planets and moons, create journal notes, edit world data, and keep the whole thing connected through Nexus.

For a more detailed 10-minute walkthrough, watch this video: https://youtu.be/c_yoVOzS8i8

I also fully revamped how information is displayed for planets and star systems. Now clicking them opens a cinematic preview panel where you can read world data, write journal entries, open linked scenes, and edit details like planet type, moons, and profile information.

For anyone new to it: Augur: Sci-Fi is a system-agnostic sci-fi worldbuilding module. It lets you generate star systems, planets, moons, sector maps, linked scenes, and journal-ready campaign locations, so you can build out a sci-fi sandbox without having to make and organize everything by hand.

Available on Patreon: https://www.patreon.com/TheAugur

Why Patreon? I’m just one person building these tools, and your support truly means a lot. It helps me keep improving and adding new things. If you ever unsubscribe, you’ll always keep the version you have. And if you stay, you’ll continue getting all future updates, features, and modules as they’re created.

Install in Foundry by searching for Augur after linking your Patreon account.

u/The_Augur — 5 months ago