Augur: Nexus is a free module for Foundry VTT that helps turn separate maps into a connected world you can move through.
It is built around a simple idea: your campaign can feel like a world made of connected places instead of a stack of disconnected scenes. Nexus gives you the tools to define locations directly on the map, link them to destinations, and browse the resulting world in a way that feels much more natural once your campaign starts to grow.
With the latest update, Sites can also become living location panels. A Site can hold the people, threats, items, notes, journal entries, images, and player-facing permissions that make a place useful during prep and while playing. GMs can now decide not only which Sites players can see, but also which Connections and Connection groups are safe to reveal.
Sites:
Place points of interest directly on your maps and link them to destinations. Sites are the core idea behind Nexus. They turn a scene into a place with locations inside it instead of just a single map on its own.
The Sites tool is built to make this fast and flexible. You can place a Site, give it a name, choose its icon, color, and size, and decide what kind of destination it should lead to. Nexus supports linking to an existing scene, creating a new empty scene, creating a scene from an image, or extending into other Augur modules when they are installed.
Sites are not just markers. They are the way you define entrances, landmarks, destinations, and points of interest directly on the map.
Faster Map Interaction:
Site pins can now be used more directly from the map. GMs can Shift-click a Site pin to quickly open or create its linked scene, making it much faster to move through a connected world during prep or play.
Site pins also have a GM-only right-click menu for common actions like opening the Site scene, editing the Site, changing player visibility, changing player scene access, and deleting the Site. The result is less time opening panels just to reach the action you already know you want.
Living Site Panels:
Sites can now hold more of the context that makes a location feel like a real place. A castle can have a ruler, staff, guardians, treasure, notes, an image, and a journal entry in one panel instead of being only a marker on the map.
These panels make Sites useful both for GM prep and for player-facing exploration. They give you a place to collect the important information around a location without losing the connection between that information and the map.
Connections:
Add Connections to a Site for actors, NPCs, monsters, threats, items, compendium entries, notes, roles, custom groups, journal entries, images, and cover art.
Connections are not just static notes. When you open a linked scene, the same connected NPCs, monsters, and items can be accessed from the Nexus tab and dragged directly onto the map. This makes it easier to turn location prep into something you can use during play.
Connections can be organized into custom groups, given roles and notes, and reused across multiple Sites when the same person, item, threat, or clue matters in more than one place.
Player-Safe Connections:
Nexus now gives GMs much finer control over what players can see inside a Site. Individual Connections can be hidden from players, and whole Connection groups can be hidden on a per-Site basis.
This means you can show players the world without showing them all your secrets. A town can reveal the tavern, blacksmith, quest board, and known NPCs while keeping the cult beneath the chapel hidden. A dungeon can show rumors, known routes, and visible landmarks while hiding the boss, secret treasure, traps, and future encounters. A faction headquarters can show friendly contacts while enemy agents and secret objectives stay behind the screen.
Hidden Connections and hidden groups remain visible to the GM with clear eye-slash markers, so your prep stays organized in the same place. Players only see the Connections you want them to see.
Link Existing Scenes:
Already have scenes prepared? Nexus can link the scenes you already use without forcing you to rebuild your setup from scratch.
Create New Connected Destinations:
Need a new place to go? Sites can create new child scenes, making it easy to grow a world over time.
Nexus Sidebar:
Browse connected places from a dedicated Nexus panel instead of hunting through a flat scene list. This makes it much easier to see how locations relate to each other and jump where you need to go.
The Nexus sidebar is one of the most useful parts of the module once your campaign starts growing. It shows connected scenes as a browsable hierarchy, lets you collapse and expand branches, search through your world, highlight your current location, and open linked destinations directly from the same panel.
It also helps with world management, not just navigation. You can set a main Nexus scene (your game's "Main Map" essentially), create new root scenes (scenes without parents, like world maps), see pending destinations that have not been opened yet, and manage scenes in the tree without dropping back into a generic scene directory.
The Nexus sidebar also shows connected content for each place, with the same player-safe visibility rules used in Site panels. That makes it easier to run a connected campaign from one place while still keeping unrevealed prep hidden from players.
Player Navigation And Visibility:
Players can open the Nexus tab and browse the parts of the world you allow them to see. They can also optionally open connected scenes themselves, independently of the GM, when your permissions allow it.
This is customizable. You can control visibility and scene-opening permissions globally or per Site, so some locations can be freely browsed, some can be blocked, and others can stay hidden until you explicitly reveal them.
Connection visibility adds another layer of control. A Site can be visible to players while some of its connected NPCs, monsters, items, clues, journals, or entire groups remain GM-only. This makes Nexus much safer to use as a player-facing world browser because the players can explore what they know without accidentally seeing what they have not discovered yet.
Site markers also respect fog of war, so a Site can exist and be visible in your Nexus structure while still remaining hidden on the map until the players explore near it.
Back Navigation:
Linked scenes remember where they came from, so moving into a location and back out again feels much more natural.
Journal-Backed Sites:
Each Site is backed by journal data, making connected locations easier to maintain and expand as your campaign grows. Once created, you can edit and expand these entries with your own lore.
Custom Site Pins:
Site pins can be customized to better match the map and the type of location you are building. You can adjust labels, icon size, label size, fonts, colors, marker visibility, and per-site display options. Custom icons can also preserve their original aspect ratio, making non-square Site pins much easier to use cleanly.
Works With Existing Prep:
Nexus is useful on its own. You can use it to connect hand-built scenes, imported maps, interiors, wilderness maps, ruins, towns, and other locations you already have.
Works With Other Augur Modules:
Nexus also fits naturally with the rest of The Augur. If you use my other modules, Nexus helps tie generated dungeons, hexmaps, solar systems, planets, moons, and other locations into the same world.
Nexus is especially useful for campaigns with nested locations and exploration-heavy prep, where you want towns to contain interiors, wilderness maps to contain ruins or dungeons, planets to contain sites, or larger worlds to feel like connected places instead of disconnected boards.
Art Credits:
Icons by Game-Icons.net
Fractal Images by Michal Gralak
System Agnostic:
Augur: Nexus is system-agnostic and built for worldbuilding across many kinds of settings and rulesets.