Realms

A realm belongs to the world rather than to a crafting system — Northreach Vale is the same valley whether a character is there to gather herbs or to quarry stone — and every crafting system that enables Travel & Realms shares the same library. Each realm stores:

Field Description
Name Realm name shown to the GM, and to players once disclosed
Description Free text shown to the GM
Image Optional realm image
Enabled Disabled realms are flagged in the UI. A manual override that includes a disabled realm still resolves it (marked Disabled) so GMs can preview or diagnose
Secret A secret realm is never disclosed to players (not even its name) until the actor discovers it (see Secret realms and discovery)
Biomes Biome tags (from the system’s biome list) used by environment biome availability rules
Scene mappings Links from the realm to one or more Foundry Scene Regions, authored from World > Travel > Map Region Links and used by live token sensing
Modifiers Adjustments to event chance, drop rate, yield, difficulty, stamina cost, and attempt limit (plus custom adjustments) are stored and checked now, and applied to gathering calculations in a later phase

Realms vs Foundry Regions

A Gathering Realm is the Fabricate concept. A Foundry Scene Region is a distinct canvas object that Foundry itself owns. The two are bridged but not the same:

  • A realm’s scene mappings connect it to one or more Foundry Scene Regions. Several Foundry Scene Regions can map onto one realm, so a single realm can span multiple drawn map areas.
  • Scene region automation senses which realm a travel actor occupies from its placed token’s Region membership, with a position hit-test fallback.

Authoring realms

Realm create, edit, and delete live under World > Travel > Realms, as a realm list with a detail editor:

  • Create a realm, then edit its name, description, image, enabled state, secret flag, and biomes (chosen from the system biome vocabulary).
  • Delete realm goes through the standard confirmation dialog. If environments or party overrides still reference the realm, the confirmation surfaces referenced-by evidence (how many) before you confirm. Deletion never blocks. Dangling references become stale repair evidence instead.
The Realms page under World and Travel. The Verdant Reach is expanded into a column of environments available to add beside an included environments column reading that no environments are in this realm yet, while the panel on the right carries the realm name, the two environments it records for the realm, and a note that no parties are currently in it.
The Realms page, with one realm expanded over the environments it can take.

Scene mappings are authored on their own page, and drive live token sensing. See Map Region Links.

Realm modifiers normalize, validate, and round-trip but are not yet authored in the UI or applied at runtime. Existing modifier values are preserved untouched.

Realm settings

The reveal mode and modifier visibility are world settings, shared by every crafting system, and are set through the API (see API). Only the Enable Travel & Realms toggle (off by default) is per system, set from that system’s Settings tab:

Setting Values Effect
Travel & Realms (per system) off (default), on Whether this system’s environments are gated on where the party is, and whether they offer realm controls. Set from the Settings tab Enable Travel & Realms toggle (see Enabling Travel & Realms)
Reveal mode manual (default), on party token entry, always visible “Always visible” discloses realm names to players even when secret and undiscovered. Automatic discovery on party-token entry remains a follow-up. Live realm sensing itself is already shipped
Modifier visibility visible (default), GM only Default disclosure for realm modifiers once modifiers apply during play