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Glossary

Definitions of terms used in Mimir.

A

Ambient Light
The base lighting level for a map (bright, dim, or dark). Affects what characters can see before accounting for light sources.

B

Blackout
A mode that hides everything from the player display. Used for dramatic reveals or setup.

C

Campaign
A collection of modules, characters, and documents representing a D&D adventure series.
Campaign Dashboard
The main interface for managing a campaign, with tabs for Campaign, Modules, NPCs, PCs, and Homebrew.
Clone from Catalog
Creating a homebrew item, monster, or spell by copying an existing entry from the D&D 5e catalog as a starting point, then customizing it.

D

Darkvision
A character trait allowing sight in darkness as if it were dim light. Common among elves, dwarves, and other races.
Document
A text entry for notes, descriptions, or session prep. Can be attached to campaigns or modules.
Dynamic Lighting
Per-token vision and light radii computed against walls and light sources on UVTT maps. See Vision & Lighting.

F

Fog of War
System that hides map areas outside PC vision. Reveals as characters move.

G

Grid
The square overlay on maps representing 5-foot spaces. Auto-detected from UVTT files; defaults to 70 pixels per square for image files.

H

Homebrew
Custom content created by the DM — items, monsters, and spells that don’t exist in the official D&D catalog. Managed from the Homebrew tab on the Campaign Dashboard.

L

Light Source
An object that creates illumination on the map (torch, lantern, candle). Affects fog of war.
LOS (Line of Sight)
Calculation determining what characters can see based on walls and obstructions.

M

Mapgen
The procedural map generation system that creates Dungeondraft-format maps from YAML configuration or biome presets.
Marker
A token type for points of interest on a map — landmarks, waypoints, or other notable locations.
MCP (Model Context Protocol)
The protocol used by Mimir’s AI assistant sidecar. Runs as a separate process and provides campaign management tools to AI clients like Claude.
Module
A self-contained adventure within a campaign. Contains maps, monsters, NPCs, and documents.
Monster
A creature from the D&D catalog added to encounters. Has stats, actions, and abilities.

N

NPC (Non-Player Character)
A character controlled by the DM. Can be simple (name and description) or full stat block.

P

PC (Player Character)
A character controlled by a player. Created with full stats using the character wizard.
Play Mode
Running a session: clicking Play on a module opens the DM Map window for the battle map while the main window stays on the campaign dashboard for stats and documents.
Play Notes
An auto-created module document for tracking HP, initiative, and events during a session. Opened from the Documents panel on the module dashboard; auto-saves as you type. Also called session notes.
Player Display
A second window showing what players see. Applies fog of war and hides DM information.

R

Reveal Map
A toggle that shows the entire map to players, bypassing fog of war.

S

Sidecar
A companion process bundled with Mimir that provides the MCP server for AI assistant integration. Launches automatically when needed.

T

Token
A visual representation of a creature or object on the map. Can be moved and configured.
Token Palette
The panel showing available tokens to place on a map.
Token Setup
The modal for placing and configuring tokens on a map before play.

U

UVTT
Universal Virtual Tabletop format. Map files that include grid and wall data.

V

Vision Radius
How far a character can see, affected by darkvision and light sources.
Viewport
The visible area of the map. The DM and player display each have independent viewports.