The Virtual Tabletop

Gaze into the scrying orb

Every other virtual tabletop hands you a flat map and some tokens to slide around. Elder Realm hands you a world — a living, three-dimensional scene you can rotate, zoom and walk through. This is the tabletop, reimagined.

The 3D scrying-orb battlefield
A world, not a map

Ten biomes. Real terrain.

Fight in a hand-built 3D dungeon room, then march into procedural worlds beyond it. Deep forest, swamp, mountains, desert, arctic, cavern, farmlands, oceanside, marshlands, the underdark — each rendered in three dimensions, with rolling, height-mapped ground you can walk to the very edge of.

  • 10 terrain biomes + seed-synced procedural dungeons
  • Walkable, height-mapped terrain — hills, not flat planes
  • A clean 3D dungeon-room battle mat by default
  • Opt-in walkable, photo-real "splat" environments
Animated 3D creature tokens on the board
Living tokens · an ever-growing bestiary

Foes you can almost touch

Heroes stand on the board as animated 3D figures, idling and ready. Enemies are realistic, commercially-licensed 3D creatures — each scaled true to its kind, from a darting familiar to a hex-filling horror — drawn from a bestiary 600+ and growing.

  • Animated 3D hero tokens, alive on the board
  • 600+ realistic, true-to-size creature meshes and growing
  • Collision & wall-blocked movement — no two share a hex
  • Right-click radial menus: examine, loot, parley, attack
GM fog of war and walls over the 3D board
The Game Master's eye

You see all. They see only what they should.

Paint fog of war, raise dynamic walls, and let a five-sense line-of-sight model decide what each character perceives — sight, sound, smell and beyond. Secrets stay secret; spectators get a read-only window that never leaks your plans.

  • Fog of war + dynamic walls you place live
  • Five-sense line of sight, per character
  • GM-only state never reaches players or spectators
  • Stream-safe layout for broadcasting to an audience
Weather and day-night cycle in the VTT
A world that breathes

Storms you can feel, nights you can watch

Summon rain, wind, thunder and hail — then dial the intensity from a gentle drizzle to a howling tempest. Hear the wind howl, the trees sway, the thunder crack and the hail fall. Then set time to auto-advance and watch the moon Olmish rise into the sky during your character's nightly watch — at its true calendar phase.

  • Rain, wind, thunder & hail — with full intensity control
  • Hear the wind howl, trees sway, thunder crack and hail fall
  • Auto-advancing time: watch the sun set and the moon rise on your night watch
  • The moon Olmish overhead at its true calendar phase · localized synced audio
Spell effects and casting-time counters in combat
Combat with real teeth

Spells that take time to weave

Initiative orders the fray. Non-instant spells take real casting time — one second is one phase — and resolve when the count comes due, a timer ticking over the caster's head. Magic flies as projectiles and bursts as areas; saves, damage and area-of-effect all resolve right on the board.

  • Initiative tracker for the whole table
  • Phase-based casting time, resolved live
  • Projectile + area spell effects with on-board saves
  • Concentration breaks when a caster is struck mid-spell
The AI Game Master narrating an encounter
An AI at the head of the table

Never short a Game Master again

Down a GM, or just want everyone to play? Summon the optional AI Game Master. It narrates the scene, voices your enemies aloud with cinematic spoken narration, and runs the monsters' turns — pathing around walls, chasing, and striking — all in real time.

  • AI co-GM: narration, NPC voices, rulings
  • AI-run monster turns that path, chase and strike
  • Cinematic spoken narration at the table
  • An optional add-on — yours only if you want it
See the AI add-on →
Live character cards

Your party, brought to life

Every hero's card resolves live from their real sheet — armor, defense, hit points, spell points, fatigue and phase order — and updates the instant the sheet is saved.

Silver Draconian battle-mage character card — Vex, Level 3
And everything else in the orb

A complete table, ready to run

Points of interest

Drop POI markers across the map — landmarks, lairs, secrets and quest hooks your players uncover as they explore.

The SpellFX Lab

Design and preview your spells' visual effects — projectiles, bursts, mists, cones and walls — then watch them fly in live combat.

Encounter Builder

Filter the bestiary by terrain and type, preview the inspected creature in live 3D, and deploy a whole roster onto the board.

Props & ambient FX

Drop temple ruins, rocks, braziers and animated set-dressing; add flickering torches, shimmering water and drifting mist per hex.

Synced music & audio

A GM-synced soundtrack plus an independent three-bus mixer — music, SFX and voice, each on its own fader.

In-table voice chat

A WebRTC voice mesh built right in, for remote tables that still feel like everyone's in the room.

Live character cards

Every party member's card resolves live from their real sheet — armor, defense, hit points, spell phases — and updates the instant a sheet is saved.

54 achievements

Wax-seal badges your players earn and display — awarded by the GM or unlocked automatically by what happens at the table.

8 players + 1 GM

Real-time multiplayer sync for a full party, with persistent boards that survive a reload — or a restart.

Discovery maps

A campaign map with room-by-room reveal fog and a "you are here" — players uncover the dungeon as they explore it.

Token radial menus

Right-click to act: knowledge and action branches for your own heroes, examine / loot / parley / strike for your foes.

Maps & discovery

Whole dungeons, room by room

Hand-built battle maps your players uncover as they go — with reveal fog, a "you are here," and a path straight into the 3D orb.

Isometric multi-room dungeon battle map