THAUMATURGYSet the scene. Run the game.

Battlefield ambience for D&D

A battle is almost entirely far away: a distant roar, steel every three seconds, and shouts close by. The recipe, and where the fight goes.

A battlefield is a distant-battle loop at 65% with five scheduled layers over it, and nearly all of them are far: steel every three seconds, horses, a catapult, a war horn. Only the shouts are nearby. That one near layer is what puts the party at the edge of the battle rather than in a recording of one.

It ships built in as Battlefield — 6 layers, 6 on to start. Open it in the app, or build it yourself from the recipe below.

What it sounds like

The mistake is to make the battlefield loud. A battle already at full volume has nowhere to go when the party's own fight starts, and every sound they make lands on top of a wall of noise and vanishes.

So this is a quiet recipe for a loud subject. Five of the six layers are pushed out — the clash of steel every three seconds is far, so it reads as a line of battle somewhere over there rather than a duel at the party's elbow. The only thing nearby is shouting, every twelve seconds, and that is the layer doing the real work: it means there are people close enough to shout at.

Everything in the middle of the mix is left empty, which is where the board goes. When somebody swings, it is the loudest thing on the field.

The recipe, dial by dial

This is the environment as it ships. Every layer is the same kind of thing — one sound from the library and a set of dials — so there is nothing special about which slot a sound sits in. The names are only names.

LayerSoundHow oftenWanderVolumeDistanceReverbEcho
BattleDistant battleloop—65%closeoffoff
SteelDistant clashevery ~3.0 s70%50%farmedium1 bounce
ShoutsDistant shoutsevery ~12 s70%50%nearbymedium1 bounce
HornsWar hornevery ~60 s70%50%farmedium1 bounce
SiegeCatapultevery ~45 s70%50%farmedium1 bounce
HorsesHorse neighevery ~30 s70%50%farmedium1 bounce

Master volume 80%. Every number above is read out of the environment that ships in the app, and printed in the words the app prints beside each slider.

  • Battle — The roar, 65%. An army you can hear and never see.
    Distant battle
  • Steel — Every three seconds and far. The fastest layer here, and the one most often ruined by pulling it closer.
    Distant clash
  • Shouts — Every twelve seconds, nearby — the only near layer in the environment, and the reason the party is standing in a battle rather than listening to one.
    Distant shouts
  • Horns — A minute apart, far. Somebody out there is still giving orders.
    War horn
  • Siege — A catapult every forty-five seconds. The sound that says this is a siege rather than a skirmish.
    Catapult
  • Horses — Every thirty seconds, far. Cheap, and it widens the field more than anything else on the list.
    Horse neigh

What each dial does is covered once, properly, in Environments & layers.

Boards to load with it

The environment is the place; boards are the things that happen in it. These three ship built in and suit this one:

  • Combat — the party's own fight, timed to the dice
  • Alarms & Signals — horns, and the order to fall back
  • Dragon — if the battle has one

Load them, then press + New scene and the environment and the boards come back together next week in one tap. Scenes covers that.

Make it yours

After the battle

Aftermath ships built in and is a better page-turn than fading this out: the roar is gone, and what is left is wind and the sounds people make when a fight has finished.

A siege, from the wall

Siege Camp and Battlements, Night are both built in. The useful trick is to run Battlements and push every layer far: the siege is happening to the wall they are standing on.

A skirmish, not a war

Turn off the roar, the horn and the catapult. Steel, shouts and horses is a fight between a dozen people in a field, which is what most encounters actually are.

None of this is destructive: the built-in environments cannot be overwritten. Change what you like, and press Save a copy as… when it sounds right.

The recordings

Every sound this environment uses, and who recorded it. Most of the library is public domain; the Creative Commons Attribution recordings are credited here because that is what the licence asks for. The full list is on Sounds & licensing.

Open Battlefield in Thaumaturgy — it is free, there is nothing to install, and nothing to sign up for.

Updated 24 October 2026