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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, and PCs.

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.

E

Encounter Tag
A label for grouping monsters by location or encounter (e.g., “Cave Entrance”, “Boss Room”).

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. Configurable size and offset.

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

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
The interface for running game sessions. Includes map display, monster stats, and 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

Session Notes
Auto-saving text area in Play Mode for tracking HP, initiative, and events.

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. Can be synced between DM and player display.