World Overview

Beholder's Grove takes place within a singular continent on the greater world of Tyr.

Tyr is a world not too dissimilar from our own, assuming ours more closely resembled the folklore of it's ancient and medieval nations. It is orbited by a single sun and two moons. The Blood and Magia moons respectively. Between these astral monuments lie the stars, motes of light scattered by The Ancients as they fell, to light a darkening world and serve as portents of future events. Tyr is often referred to by its inhabitants as the Material Plane.

Beneath it all lies The Abyss, the realm of demons, a twisted reflection of Tyr. Mortals are shielded from The Abyss's corrupting influence by Nether, a gloomy, ethereal, barrier-plane populated by souls of the dead.

In Game Setting
The server itself takes place in a location known as Mythscar. For more details see In Game Settings.

Mortal Realms
These are the existing lands of Tyr. They are listed below followed by their historical and/or literary inspirations. For more, see the links provided.


 * The Frozen North - Viking Scandinavia, Norsca, Skyrim
 * Watravonia Woodlands - Arcadia
 * The Sunless Isles - Karond Kar, Thay, Ghiscari Empire, Tiste Edur
 * Mythscar - Akanul, Spell Plagued Lands.

The Eternal Realms
Beyond Tyr, there are places unfit for living mortals. Afterlife realms of ghosts, demons, and celestials. For more, see The Eternal Realms.


 * Abyss - the nine hells, a realm of demons.
 * Nether - the realm of unclaimed souls, Limbo.
 * Elysium - pocket realms formed by the Greater Gods.

Lost Realms and Beyond
Nations rise and fall and are forgotten, yet snippets of history remain for dedicated scholars to unearth. For more, see Lost Realms.

Rumors exist of uncharted lands, lying well past the edges of any map. Beyond includes such places, each a player-created locale that has been approved by our World Builder or Admin team.

Playable Species within Tyr
These are the available options for character creation. For more, see The Mortal Species.


 * Human - adaptable, tenacious, curious.
 * Giants - resilient, sturdy, proud
 * Dwarf - stout craftsmen, stalwart defenders.
 * Orc - blunt, opportunistic, tribal.
 * High Elf – long lived, mystical, aloof.
 * Drow Elf – ambitious, cunning, exiled.
 * Undead – restless souls in preserved bodies.
 * Small Folk – diminutive tricksters.
 * Half Elf – human drive, elf grace.
 * Beastials - Cats and Lions, agile, strong.

Magic in Tyr
Feared by many, wielded by few, Magic is a living energy capable of transforming the world. For more, see Magic.

Religion in Tyr
Tyr is a world in which demons whisper promises of power, and Gods once fought beside mortals. None doubt the existence of deific intervention, though day to day worship differs from person to person.

Greater Elysium Pantheon
The Gods of Tyr, also called The Greater Pantheon, are:


 * Tyr - God of Order, Law
 * Lathander - God of Sun, Rewnewal
 * Chauntea - Goddess of Life, Agriculture
 * Oghama - God of Knowledge, Inspiration
 * Kelemvor - God of Judgement, Death
 * Selune - Goddess of the Moon, Fertility
 * Sune - Goddess of Beauty, Love
 * Talos - God of the Seas, Storms
 * Tymora - God of Fate, Good Fortune

Greater Abyss Lords
The nine Demon Lords of The Abyss, also called The Xill, are:


 * Dispater - Gatekeeper of the Abyss
 * Tempus - Pride, Lord of War
 * Cyric - Envy, Lord of Lies
 * Sharess - Lust, Temptation
 * Juibilex - Gluttony, Pestilence
 * Garagauth - Sloth, Mirth, Betrayal
 * Abbathor - Greed, Parsimony
 * Loviatar - Wrath, Pain, Suffrage
 * Asmodae - Lord of the Abyss

Mystara, The Essence of Magic
High Elves enjoy a spiritual connection with Magic, above and beyond all other mortal species: Mystara, Magic Incarnate.

Lesser Deities
Most mortals within Tyr pay homage to the Gods, yet some choose to worship less prominent beings: Lesser Gods.

Portents And Possession
Supernatural entities exert their will in myriad ways. Adventurers would do well to acquaint themselves with the communication of immortal beings: Portents and Possession.

The Afterlife
In death, souls travel to Nether, unless fate guides them elsewhere: The Afterlife.

A History
For a simple historical timeline of Tyr, see History of Tyr.

Passage of Time
For information on the counting of years and seasons in Tyr, as well as the names of weekdays, and several common festivals, see the Passage of Time.