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.
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.
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.
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.
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.
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.
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.
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.
Drop POI markers across the map — landmarks, lairs, secrets and quest hooks your players uncover as they explore.
Design and preview your spells' visual effects — projectiles, bursts, mists, cones and walls — then watch them fly in live combat.
Filter the bestiary by terrain and type, preview the inspected creature in live 3D, and deploy a whole roster onto the board.
Drop temple ruins, rocks, braziers and animated set-dressing; add flickering torches, shimmering water and drifting mist per hex.
A GM-synced soundtrack plus an independent three-bus mixer — music, SFX and voice, each on its own fader.
A WebRTC voice mesh built right in, for remote tables that still feel like everyone's in the room.
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.
Wax-seal badges your players earn and display — awarded by the GM or unlocked automatically by what happens at the table.
Real-time multiplayer sync for a full party, with persistent boards that survive a reload — or a restart.
A campaign map with room-by-room reveal fog and a "you are here" — players uncover the dungeon as they explore it.
Right-click to act: knowledge and action branches for your own heroes, examine / loot / parley / strike for your foes.
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.