The System

Rules built for distinct heroes

Character creation, magic, sanity, and tactical combat are part of the same implemented ruleset. Here is its current breadth, by the numbers.

90
Race Profiles
18
Race Groups
175
Classes
600+
Distinct Skills
2,200+
Spell Records
17
Schools of Magic
23
Character Attributes
44
Insanity Entries
34
Advanced Combat Techniques
90 race profiles · 18 groups

Be anyone the realm can dream

From dragon-blooded Draconians to thirty-three kinds of Beastman, from immortal Sidhe to towering Half-Giants — every lineage carries its own lore, stats and destiny.

DraconiansBeastmenHumans & NorthmenElvesDwarvesGnomesHalflingsSidheLizardmenCentaurs & PegataursWinged & Raven FolkHalf-Giants · Ogres · Orcs · TrollsHalf-ElvesHalf-DryadsHalf-SatyrsMetamorphsD'uuk VharDahvari
The Elder Realm Encyclopedia

See the peoples of Elder Realm in finished reference art

The Races Compendium cover and selected race sheets give a concrete look at the lineages, cultures, and visual range behind 90 race profiles in 18 groups.

Races of the Elder Realm Compendium cover artwork
The Races Compendium

A visual reference for 90 race profiles

Finished Encyclopedia artwork makes Draconians, Beastmen, Half-Dryads, Raven Folk, and many other peoples visually and culturally distinct. The cover and race sheets shown here are selected pieces from that illustrated reference.

  • 90 race profiles organized into 18 groups
  • Finished cover and race-sheet artwork
  • Selected sheets portray male and female characters across life stages
  • Distinct visual identities grounded in Elder Realm's setting
The live character record

Everything your character needs at the table

The VTT keeps the character overview, skills, spellbook, and inventory together in the interface used during play.

SpellFX Lab with a shared visual effect authored for a spell or ability
2,200+ spell records · 17 schools

From simple workings to world-shaking power

More than 2,200 spell records span seventeen distinct schools, from practical utility and subtle influence to battle-turning and world-shaking power. Each school carries its own flavor, costs, and casting times measured in phases.

AlchemyAstrologyBattle MagicBlackDivineHighMarinerMerchantMysticismNatureSageSeductionShadowSmithingSorcerySpiritWitchcraft

23 attributes, interlocked

Twenty primary attributes plus three derived — Intelligence, Sanity and Composure. Hit points flow from five physical stats; speed feeds your attack phases; your casting realm decides which stats matter. Nothing is cosmetic.

A skill economy with stakes

The skill catalog supports innate aptitude, learned expertise, weapon training, and specialized character growth.

The mind can break

A structured insanity system with 44 distinct entries. Psychological strain has rules and persistent character consequences.

Combat beyond basic attacks

34 advanced combat techniques give martial characters defined tactical options beyond a standard strike.

175 classes

Martial specialists, spellcasters, priests, rogues, rangers, bards, and hybrids use attribute requirements, spell access, and class-specific progression.

A living backstory

Roll your social class, wealth, origin and background — or author them. Equipment, languages and starting gold all flow from who your hero was before the adventure began.