Church of Tyr Organization in Not Forgotten Realms | World Anvil

Church of Tyr

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The Church of Tyr, individually referred to as the holy justices,[2] was the institution to further the worship and tenets of the god of justice, Tyr. It was a highly organized, formal denomination that adhered to strict rules within their fortified temples. They mostly attracted those who adhered to the lawfulness aspect of Tyr's portfolio, such as judges, bureaucrats and merchants.[5]   While some paladins preferring a straight black-and-white choice revere Tyr, he is most popular with the bureaucrats, judges, and merchants who make the entire system move efficiently. Worshipers of Tyr see the world in clear-cut moral terms; they like to see Faerûn firmly cleansed and ordered by laws that are evenly and diligently applied. They are not very tolerant of other world views and do not find parody, mockery, or even questions about their faith amusing. Tyr survives very well in the civilized world, and most of his temples are in larger cities. He is also worshiped on the Rock of Bral, rumored to be one of the Tears of Selûne.   Tyr had no specialty priests for over 10 yeras after the Time of Troubles. Sages theorize that he wished to favor none of his clergy members over the others. Recently, all clerics of Tyr received a stern vision from their god in which he stated that he had seen that other faiths were mocking the hard way of justice with their divinely granted special favors and that the Tyrran church had served nobly and struggled valiantly against the weight of such odds. In reward for their perseverance under such conditions, Tyr declared that henceforth all Clergy of Tyr would have special powers to aid them in their enforcement of justice. All priests of Tyr are therefore specialty priests after the Feast of the Moon in 1369 DR.   The Church of Tyr is a highly organized, formal priesthood that maintains internal rules and a system of fortified temples. At Tyrran temples, the faithful can find lodging, fresh mounts, healing, spell aid, weapons, gear, and holy advice. If a worshiper or priest knows that she or he has stinted in service to the Just One, confession and penance are also available. Level titles used by the clergy in recent years, in order of ascending rank, are: Acolyte of Laws, Solemn Brother/Sister, Lawkeeper, Sword of Tyr, Hammer of Tyr, Vigilant Watcher, Just Captain, Avenger, Master Avenger, Abbot, High Lord Abbot, High Avenger, Knight Commander, Hammer Lord, Defender of Justice, and Keeper of the Balance. Maverick titles are few indeed, as this is a closely regulated priesthood.  

Equipment, spells and relics

 

Dress

Priests of Tyr wore blue and purple robes, with a white sash and left-handed glove. On their right hands, priests wore black gloves to symbolize the loss of Tyr's hand,[2] to Kezef.[19] They would also sometimes wear strips of silk-like fabric over their eyes as a reminder of his blindness.[20] When traveling, priests of Tyr wore simple clothes, adorned with his holy symbol, and donned themselves in full armor during battle.[2]  

Book of lawgiving

  A personal diary for all the Clergy of Tyr, within which they kept track of all the judgments, rulings, warnings they issued in the pursuit of justice.

Magic items

Balance of Belaros

These magically floating brass scales would produce spell scrolls, upon receiving an offering of gold or other tithings.[1]

Relics

Justicar

  This longsword was the favored weapon of the maimed god.

Hammer of Tyr

  A powerful relic of the Tyrran faith, this seemingly ordinary steel warhammer was capable of turning undead, emitting a sunray-like effect and could be recalled when thrown by its wielder.

Spells

  The following spells were unique to the holy justices:   Wolfjaws   Hammer of justice   Sword and hammer   Greater sword and hammer   Resplendence of renewed youth  
 

Creed

  Follow all just laws and work to get unjust laws changed. Work against injustice ev¬erywhere, and never refuse to give aid or allow your aid to be less than wholehearted. Defend against injustice as if every wronged being is your beloved. Be good and fair always, exposing cor¬ruption and remaining steadfast and firm. Where jaws fail, law keepers are corrupt, or rulers are cruel, capricious, or unfair, be the wise and even hand of justice. Always consider consequences rather than merely the judgment of the moment. Yet behave without pride or aggression, so secular authorities defer to you rather than feeling defied or disrespected. Guard against the twisting of laws, but show understanding and mercy rather than harsh conformity, for all laws are imperfect. Strive ever to make laws better. Never prejudge; let your mind be always open.   Tyr is the god of justice: the even-handed application of laws, rules, and codes within a so¬ciety. In a polytheistic setting such as this one, it’s important to stand back from any real-life religious views of “absolute good” and think of things as intelligent beings of the Realms do.   For example, the paladins of Tyr who are part of the government of Waterdeep see the continu¬ance of a cosmopolitan, tolerant, prosperous port city as good in itself, and see their role as twofold. First, they continually work to make sure the laws and rules are the best possible to keep Waterdeep thriving and a good place to live, and as such, breeding loyalty to Waterdeep and a willingness to obey its rules and pay its taxes. Second, they work to ensure that those laws are administered fairly and impartially.   Taking a step closer in detail, the laws must be continually adjusted and refined so as to serve the populace—not just its most wealthy and power¬ful—as best they can. If instances occur when treating citizens differently from each other is desirable for making Waterdeep better, that’s fine—if the laws are written or rewritten to allow that difference of treatment. In other words, absolute or blind justice is bad and not to be championed. Rather, Tyrrans support a continu¬ally evolving, ever more flexible and farsighted system and enforcement of laws.   This is why Texter and Piergeiron both sup¬port having shady lords like Mirt involved in government, and have agents who covertly and continually investigate the City Guard and the City Watch to mitigate human nature and slow or stifle corruption. They know that corruption will happen, and that some Watch officers will be lazy and stupid, and play favorites from time to time. It’s their business as the ones in charge to try to arrange Watch policies, procedures, and training, and the structure of civic justice, to work against that. It’s desirable to understand criminals and watch their plots, rather than to always wade in at the moment when wrongdoing is detected or suspected, because Waterdeep benefits in the long run from those in government being tolerant and knowing how the city works. The laws treat nobles differently from other citizens, and that’s part of Waterdeep’s history, not something to be automatically struck down without much consid¬eration. Yet nobles who misuse their wealth or high station must be resisted. It’s all a huge bal¬ancing act, fraught with ever-changing obstacles.   To put it far more simply, a paladin of Tyr wants laws to be applied properly. If the law con¬tains discrimination, that’s acceptable, unless the paladin sees bad consequences to this discrimina¬tion. Then it is the holy duty of that individual to try to get the law changed or struck down. Laws are seen as imperfect, and always capable of im¬provement, never something to be blindly applied.  

Secular Aims

  Tyr the Just expects his priests to cultivate calm impartiality and an utter refusal to be coerced or intimidated. His priests daily re¬flect on their deeds in a search for shame. Could they have done anything better? Should any decision they took be altered, or any judgment changed? Should they call in a superior for advice or an “overjudgment”?   The strictly hierarchical Tyrran clergy are known as the Just both among themselves and in wider Faerun. They are widely respected and, among lawbreakers, widely feared. In the words of Lady Lara Stormweather of Waterdeep, “A priest of Tyr is a blunt judge, but also a stern refuge, and champion of the wronged.”   The church of the Maimed God frowns upon its priests exalting themselves at any time, and any Just who acquires too high a public profile is moved to a different region, perhaps even encour¬aged to take a new name. As a result—aside from a few who have died fighting for Tyr’s holy doc¬trines—there are no well-known Just.  

Orders

   

Priestly orders

   

Justiciar of Tyr

  This very elite order of primarily clerics and paladins was the mortal embodiment of Tyr's power within Faerûn. Some served as judges or magistrates, dispensing justice within large cities, while others traveled to chaotic lands, crusaders in the name of law and order. A few select within this order traveled to the chaotic planes to seek out and slay demons and other embodiment of evil.[6] Monastic orders; Order of the Even-Handed: These monks of Tyr found home at a small chapter house within the city of Waterdeep. Every member of this order shared the goal of setting out on one grand adventure within their lifetime.

Knightly orders

Just Knights of the House of Tyr's Hand

  Heavy cavalry headquartered out of the House of Tyr's Hand in Milvarune.  

Knights of Samular

  Paladins of Tyr who fought for justice and brought order to the north.  

Knights of Holy Judgment

  This order attracted those who emphasized the "lawful" aspect of Tyr's faith. They specifically hunted devils, whom they viewed as perversions of true "lawfulness".  

Knights of the Merciful Sword

  These knights stressed the "good" facet of his teachings.  

Hammers of Grimjaws

  These most holy of Tyr's paladins, less than a dozen strong, were selected among knights of the Holy Judgement and Merciful Sword and granted membership after judgement from Tyr himself.  

Triadic orders

  Along with the knights that fought for justice in Tyr's name, there were several organizations that upheld law in order in the name of The Triad as a whole. Among these were the Order of the Triad, holy Triadic warriors of Impiltur, and the Order of the Gauntlet - Орден Латной Перчатки  

Rituals

Clerics of Tyr prayed for spells at dawn.[13] Within their temples and abbeys, the Clergy of Tyr included sung invocations, recited responsive prayers led by the head priest, gave sermons, teachings and readings from the holy texts of the Sacred Judgements of Tyr, and recited an anthem to close their ceremony. These were held every two hours, and each was representative of an aspect of Tyr.[2]   The ritual held at dawn, the Awakening was gentle and uplifting in nature. Later on at noon, the Hammer at Highsun was a stirring oration on their vigilance and martial prowess. High Justice, held at evenfeast was a stern and proud commemoration on Tyr's laws and commandments. Finally, at dusk, the Remembrance of the Just Fallen was a haunting, softly-chanted hymn that revered those who died for the cause of justice, regardless of whether or not they followed Tyr's dogma. It was known to bring many bystander to tears.[2]   The church of Tyr followed a monthly routine of rituals. Seeing Justice occurred on the first day, the Maiming on the 13th and the Blinding on the 22nd day of each month. All of these major observances involved chanted prayers, hymns and conjured displays of the god's holy symbol.[2]

Структура

Titles of Church of Tyr

  Keeper of the Balance   Defender of Justice   Hammer Lord   Knight Commander   High Avenger   High Lord Abbot   Abbot   Master Avenger   Avenger Just Captain   Vigilant Watcher   Hammer of Tyr   Sword of Tyr   Lawkeeper   Solemn brother/sister   Acolyte of Laws

История

Procession of Justice

-247 DR to -238 DR Tyr, god of war and justice, bursts forth from a portal near modern-day Alaghon in Turmish, then leads a force of two hundred archons across the Vilhon Reach in an effort to pacify the remnants of ancient Jhaamdath, which had fallen into lawlessness. Tyr's host slays Valigan Thirdborn, a lesser deity of anarchy. -243 DR [Year of the Rack] Tyr's actions and sacrifices during the Procession of Justice attract the attention of the previously obscure Ilmater, who joins forces with Tyr. » The Triad Crusade / Fiend Wars 729 DR to 731 DR An army dedicatd to Tyr, Torm, and Ilmater led by the paladin Sarshel Elethlim travels by sea to ravaged Impiltur and begins the Fiend Wars against the Scaled Horde. » 732 DR [Year of the Proud Father] Sarshel Elethlim is crowned the first paladin-king of Impiltur with the newly reformed and consecreated Crown of Narfell. He establishes the Elethlim Dynasty of that realm. King Sarshel establishes the Order of the Triad (a paladin order dedicated to Tyr, Ilmater, and Torm) as a home for those who had survived the Fiend Wars. »   952 DR [Year of the Rings Royal] This year marks the end of the Second Trollwar as the Everlasting Ones are pushed back from the walls of Waterdeep. The human realms and holdings of the North unite under the leadership of Aeroth, War Captain and champion of Silverymoon, Ahghairon of Waterdeep, and Samular Caradoon of Tyr and clear the Evermoors of trolls. The wizard Renwick Caradoon, brother of Samular, dies in the final battles and is transformed into an archlich. »

1101 DR [Year of the Maelstrom]

The city of Treshla, north of Saelmur and the Lake of Steam, is destroyed by a group of beholders from the nearby Thornwood. The Balance of Belaros (an artifact of Tyr) installed in the High Hall of Justice, remains where it was floating, even though the building around it has fallen.   It next comes to the attention of some followers of Tyr in the Masked Marilith, a shop that solid rare and unique treasures in Saerloon, in Sembia. The proprietor of that establishment admitted to Tyrran inquisitors that he purchased the Balance from an anonymous mage who said he had given up on trying to discover the true powers of the thing. The Masked Marilith and its owner are destroyed by meteor swarms shortly thereafter, probably sent by the same mage. The buyer of the Balance is a notorious merchant rogue named Luuthateel Dree who is driven by a hunger for immortality and sought to buy any magic that might help him achieve his goal. Tyrran priests offered him a choice between magical longevity (the most their powers could grant) and death, but Luuthateel escaped them, reputedly into the Underdark, and the Balance vanished again.   It has been seen twice at market fairs in Silverymoon and Berdusk since then, but has never fallen into the hands of the faithful of Tyr. The Tyrrans have gone so far as to accuse the Harpers of keeping it from them. This accusation has been vigorously denied, and even Lady Cylyria Dragonbreast offered to undergo questioning under detect lie spells cast by Holy Justices. »   1158 DR [Year of the Blood Tusk Charge] The first mention of the Veloghon of Vigilance (an artifact of Torm in the form of a shield) in the writings of Thontoros the Learned, Sage of the Just Gods (who studied the clergy and deeds of other followers of Helm, Ilmater, Torm, and Tyr). Writing of the defense of the vanished citadel of Lothtia on the Shining Plains by the Paladins of the Hand (the Twelve Champions of Torm). Thontoros tells that the paladin Harondath bore the shield, and "bathed it in the blood of the orcs of Thoktor Ironfangs". »

1248 DR [Year of the Cockatrice]

Adventurers under the command of Endruth Immister, the "Unicorn Knight" (a paladin of Tyr) of Westgate, finds the Leaves of Green (an artifact of Silvanus) among the Ghost Holds of Battledale along with a huge sword whose blade was a leafy spar of living oak. They bring both items carefully back to Westgate, to the druid Raevarl. Raevarl's Circle of Silvanite priests examine the tome and the sword carefully. » 1269 DR [Year of the Moat] The Flame of the Spirit (an artifact of Tymora) appears when it is found on a brigand's body lying in the rubblish heaps of the Rat Hills, south of Waterdeep by the priest Ungold of Tyr, who concealed the gem and revealed its whereabouts to Waterdhavian worshipers of Tymora. The Tymorans are slain by unknown assailants during their return to the city, and the Flame vanishes again. » 1297 DR [Year of the Singing Skull] Joadath, lord of Shadowdale and an agnostic who believed that the deities held no power, slaughters Tyrists on Watcher's Knoll in an attempt to force his beliefs on his people. »

1336 DR [Year of the Highmantle]

King Rilimbrar Heltharn has his daughter, Princess Sambryl, wed her second cousin Imphras IV, though the marriage is never consummated. Imphras IV, although still considered a traitor and confined to the royal tower at Filur, becomes Crown Prince. Rilimbrar does this to get his daughter on the throne (since Impilturian law forbids a Princess to take the throne if there is a living male heir). King Rilimbrar then appoints the twelve living male heirs of the fourth and sixth sons of Imphras II as a ruling council, effective upon his death and revocable only after Sambryl was no longer queen, and invests the Lords of Imphras II with the collective authority to oversee the realm in the name of the crown. The aging king then decrees that the Lords could select replacements from the citizenry of Impiltur with the approval of the monarch.   King Rilimbrar also reconstitutes the Most Holy Order of the Sacred Shrike to serve as the elite army of the Council of Lords. Rilimbrar selects three of the Lords to serve as the ruling Triumvirate of the order, one each from the three churches of the Triad (Tyr, Ilmater, and Torm). »  

1368 DR [Year of the Banner]

Hammer 4 The Second Banedeath The Church of Cyric launches inquisitions in Yulash, Darkhold, Teshwave, Zhentil Keep, and the Citadel of the Raven to cleanse the Zhent holdings of non-Cyricist priests (including Kurth Dracomore of Darkhold). Following the destruction of Zhentil Keep, Scyulla Darkhope (a paladin/ranger of Tyr) makes a name for herself within the army and quickly climbs up the ranks largely due to her exceptional skill in combat. After the siege Scyulla is recognize as a champion of the city and she takes advantage of this status by becoming a powerful critic of the previous governance of the city. »  

1371 DR [Year of the Unstrung Harp]

The Trial of Cyric the Mad Cyric became despondent, neglecting his godly duties. He is also driven mad by the powers of his own Cyrinishad, completely believing everything contained within, unable to distinguish lies from truth. Several of the greater gods, led by Tyr, place Cyric on trial, charge with Innocence by reason of Insanity (failing in his divine duty to spread strife and discord). Around this time, the Cyrinishad is stolen. Upon hearing this, one of Cyric's most devout followers, Malik el Sami yn Nasser begins searching for the tome, in order to return it to his god. For this service, Cyric bestows upon Malik the status of "Seraph of Lies." Malik becomes the target of a truth spell cast by the goddess Mystra. As such, Malik is completely unable to tell a lie. Using this curse as a tool, Mystra calls upon Malik to read The True Life of Cyric as written by several good gods and set to paper by Oghma. Naturally, Malik had no desire to do such a thing, so decided to tell the tale of Cyric as all worshippers had heard it since childhood. Unfortunately, this also counted as lies, and Malik was forced to read the book as printed. Upon completing the text, Cyric became calm, and his sanity was once again restored. The tribunal of greater deities finds the "Black Sun" guilty of his crimes, but allows him to keep his divine status.   Malik el Sami yn Nasser, "Seraph of Lies", continues to travel the world, spreading the influence of Cyric, within the confines of his curse. »   1372 DR [Year of Wild Magic] Ches The Church of Tyr builds the Abbey of the Blinding Truth in Westgate as a deliberate snub to the Church of Mask. » Kern Desanea, son of Tarn Desanea and Shal Bal (Heroes of Phlan), recovers the Warhammer of Tyr. For assisting with Kern's quest, the legendary undead Paladin Miltiades is restored to life by Tyr. » 1384 DR [Year of Three Streams Blooded] Siamorphe quarrels with Tyr when the deities take different sides in a clash between Tethyrian and Calimshite forces. She removes herself from the House of the Triad and joins Sune's court in Brightwater. Tyr sends Helm to plead his case with Sune. The goddess of love suggests a marriage between Tyr and Tymora to set the celestial planes in balance again. Helm conveys Sune's suggestion to Tyr, and begins to chaperone a chaste courtship between Tyr and Tymora. Strange and fateful misunderstanding lead to the accusation that Helm has stolen Tymora's heart while conveying the gifts and sentiments of Tyr. A strict interpretation of his own ideals forces Tyr to challenge Helm, and Helm is obliged by his own ideals to meet the challenge. The two gods do battle, and Tyr slays Helm before the deities come to their senses. Heartbroken, Tymora accompanies Tyr back to the House of the Triad. Though nothing can be proved, the gods sense the hand of Cyric in Helm's death. With the Triad broken because of Helm's death, Ilmater chooses to remove his domain from the House of the Triad. He reestablishes his celestial realm in Brightwater at Sune's invitation. »   Gedrin Thalavar (sometimes called Shadowbane), a young rogue living in Westgate, has a vision in which Helm is slain by Tyr and Helm's godhood merged with Tyr, restoring his sight. When Gedrin awoke from his vision, he held Helm's sword, Vindicator. Later, Gedrin has a second vision in which Tyr is slain by the demon lord Orcus and Tyr's godhood merges with Torm. After these visions, Gedrin becomes a religious zealot and formulates the Heresy of the Threefold God and forms the Eye of Justice, and begins recruiting crusaders from among the Night Masks. The church is instrumental in driving out the Night Masks from Westgate. Later, the church becomes corrupted and Gedrin leaves Westgate in disgust. He travels to the Sword Coast where sometime in the 1460's DR, he meets a child rogue named Kalen Dren begging on the streets of Luskan. He gives Vindicator to Kelan and recruits him into the church. Kalen would become the church's primary crusader. »  

1385 DR [Year of Blue Fire]

Deneir writes himself into the Weave via the Metatext in an attempt to stabilize it and causes him to pass away from known existence. Lathander, Tyr, and Sune imprison Cyric in the Supreme Throne for 1000 years.   The World Tree is destroyed.   Lathander reveals himself to be Amaunator in the weeks just after the Spellplauge.   Priests of Hanali Celanil open a portal to Arvandor near Evereska, and learn that their deity exists in Arvandor only as an avatar of Sune.   Shar turns the Plane of Shadow into the Shadowfell. This event along with the effects of the Spellplague causes the prison of Shadraxil to weaken. The shadow dragon petitions Shar for assistance in escaping in return for his service. Shar agrees and sends her servants to the town of Winterhaven to prepare to free him. They are defeated after many years of excavations and preparations by adventurers. »   Tyr abdicates his godhood and grants Torm all his deific power. Tyr counsels all of his followers to offer their allegiance to Torm. Torm then becomes a greater god and master of Celestia following the death of Tyr in a demonic invasion of Celestia. Bahamut gains the porfolio of justice and now serves Torm. »

Этика

Beliefs

The Tyrrans saw the world in black-and-white morality and wanted Faerûn to be cleansed of its lawlessness and chaos.[5] They were devoted to justice and the deliverance of vengeance, but not in the manner that sought equality. Rather, they believed in illuminating the truth behind corruption and punishment of the guilty.[2]  

Attitude

Intolerance and humorlessness was a common trait found among the faithful within the church of Tyr.[5] This stark perspective extended into their outlook on life in the Realms, that the contrast between right and wrong was evident, and the justice they delivered was no laughing matter.[2]  

Sayings

“Reveal the truth, punish the guilty, right the wrong, and be always true and just in your actions.”[2]     Novices of Tyr are charged to "Reveal the truth, punish the guilty, right the wrong, and be always true and just in your actions." Tyr and his followers are devoted to the cause of justice, to the righting of wrongs and the deliverance of just vengeance. This is not necessarily equality or fairness, as some make the maimed god out to represent, but rather the discovery of truth and the punishment of the guilty. Tyrrans tend to be stiff-necked about theology and to see matters in black and white terms.   Clergy of Tyr are sworn to uphold the law wherever they go, and to punish those wronged under the law. They are to keep complete records of their own rulings, deeds, and decisions. Through these records, a priest's errors can be corrected, his or her grasp of the laws of all lands can grow and flourish, and lawbreakers can be identified by others. No known injustice done by a Tyrran priest must go unbalanced. Priests of Tyr should also always be vigilant in their observations and anticipations, seeking to see what forces and which beings intend or will cause injustices and threaten law and order in the future. They should then act to prevent such challenges in justice in coming to pass. In short: Abide by the laws, and let no others break them. Mete out punishment where lawbreaking occurs.

Поклонение

Day-to-Day Activities: Priests of Tyr serve as judge, jury, and executioner in wilderness areas where there is no law but that of the sword. When doing so, their code cleaves fairly close to "an eye for an eye, a tooth for a tooth," but does adhere to common trade custom leavened by "the mercy of ignorance." This last means that if a being is truly ignorant of the proper behavior, minor transgressions can be forgiven once with a warning, an explanation of the proper law—and a record of the warning being written down in the priest's Book of Lawgiving for later distribution to other Tyrrans so that the particular being will not be forgiven a second time.   In civilized areas, Tyrrans (inevitably called "tyrants" behind their backs by nonbelievers) become legal experts and serve as the lawyers of Faerûn by dispensing advice and "speaking for" accused persons in trials. The fees they charge go to the Church of Tyr.   Tyrrans often go about lecturing others on their shortcomings as to following laws, rules, and regulations, but they also serve to fearlessly take complaints about such formalities to the authorities who make such rules. No Tyrran will enforce a law that contradicts other laws or can be shown to be unjust. Note the concern is not that it is unfair, but unjust—defined in the Tyrran church as out of compliance with the principles and definitions adhered to by other laws in the body of legal doctrine of which it is a part. Priests of Tyr also have the duty of delivering just vengeance as punishment on the part of those who cannot do it themselves. Tyrrans undertake formal missions to do this, making promises to those to be avenged and forcing open confrontations with those the vengeance is to be visited upon, rather than working behind the scenes or employing intrigue.   Holy Days/Important Ceremonies: The priesthood of Tyr follows a monthly cycle of high rituals, beginning with Seeing Justice on the first day of each month, the Maiming on the thirteenth day of the month, and the Blinding on the twenty-second day of each month. These major rituals involve chanted prayers, thunderously sung hymns to the god, and conjured illusions: a gigantic war hammer that glows blinding white hanging over the heads of the congregation at Seeing Justice; at the Maiming, a gigantic right hand that bursts into view above the congregation surrounded by a nimbus of burning blood, then tumbles away into darkness and fades from view; and two eyes that burst into fountains of flaming tears until they have entirely spilled away and are gone at the Blinding. Early in the ceremony of the Blinding, symbolic blindfolds of diaphanous damask are bound over the eyes of the celebrants by clergy to remind the worshipers of Tyr's blindness.   In addition to the high rituals, Tyrrans celebrate daily rituals of prayer to the god, which take the form of a sung invocation, a series of responsive prayers led by a senior cleric, a short sermon of instruction or reading of wisdom from the Sacred Judgments of Tyr, and a rousing closing anthem. In temples and abbeys dedicated to the god, such rituals are celebrated every two hours around the clock, with the most important offices taking place at dawn, highsun (noon), the equivalent of six o'clock, and the equivalent of none o'clock. The dawn ritual, The Awakening, is a gentle, uplifting renewal of faith. The noonday ritual, the Hammer at Highsun, is a stirring, exultant expression of the church's vigilance and martial might. The evenfeast ritual, High Justice, is a stern, proud celebration of Tyr's commandments and the church's purpose. The evening ritual, the Remembrance of the Just Fallen, is a haunting, softly chanted reverence for those who have laid down their lives for justice, both inside and outside the faith—a ritual of quiet dignity and respect that always leaves many witnesses, even those who do not follow Tyr, in tears.   Major Centers of Worship: The Fortress Faithful in Tethyr, south of Zazesspur, is probably the most important temple of Tyr at the moment, as clergy of the Just God are converging on it to help restore law and order to war-torn Tethyr. They work in large, well-armed patrols sent out of the castle-abbey.   More holy, older, and supreme in the well-ordered hierarchy of the church of Tyr, however, is the House of Tyr's Hand in Milvarune, in Thesk. The House is the home of the Just Knights, heavy cavalry whose gleaming armor and lowered lances are the last sights many an invading warrior of Thay has seen. Some sages have called this superb army "the Simbul's least likely yet staunchest allies" because of their efficiency in hurling back Thayan armies over the years.   Also of note is the one known Tyrran temple in Realmspace not on the surface of Abeir-Toril. The Tyrran church on Bral (one of the Tears of Selûne) is known as the Pantheist Temple of Tyr. Its clergy and ceremonies conform to the standards of the Torilian faith, but its priests worship Tyr as a warrior god as well as one of justice. They consider Tyr the patron of all good warriors. Pantheistic priests of Tyr recognize any lawful good deity of justice or war as an avatar of their deity and often gain access to spells in many crystal spheres that do not know Tyr by that name. As a deity of justice, Tyr is not very popular in Bral, which is known as a pirate haven. The priests of the temple feel obligated to take on crime and injustice wherever they find it, and this as led to several small, crusading wars. Priests of Tyr and lawful good warriors from any crystal sphere find a warm welcome at the Pantheistic Temple of Tyr, although they may have a hard time adjusting to the idea promoted here that Tyr goes by different names in different places.   Priestly Vestments: The vestments of Tyr are blue and purple robes with a white sash. A white glove or gauntlet is worn on the left hand and a black one on the right to symbolize the loss of the god's right hand.   Adventuring Garb: For everyday use, most priests of Tyr wear armor or practical clothing adorned on the shoulders and back with the symbol of the hammer and scales of Tyr.   RitualsEdit Clerics of Tyr prayed for spells at dawn.[13] Within their temples and abbeys, the clergy of Tyr included sung invocations, recited responsive prayers led by the head priest, gave sermons, teachings and readings from the holy texts of the Sacred Judgements of Tyr, and recited an anthem to close their ceremony. These were held every two hours, and each was representative of an aspect of Tyr.[2]   The ritual held at dawn, the Awakening was gentle and uplifting in nature. Later on at noon, the Hammer at Highsun was a stirring oration on their vigilance and martial prowess. High Justice, held at evenfeast was a stern and proud commemoration on Tyr's laws and commandments. Finally, at dusk, the Remembrance of the Just Fallen was a haunting, softly-chanted hymn that revered those who died for the cause of justice, regardless of whether or not they followed Tyr's dogma. It was known to bring many bystander to tears.[2]   The church of Tyr followed a monthly routine of rituals. Seeing Justice occurred on the first day, the Maiming on the 13th and the Blinding on the 22nd day of each month. All of these major observances involved chanted prayers, hymns and conjured displays of the god's holy symbol.[2]

Полученные божественные силы

Granted Spells

 

wolfjaws

 

hammer of justice

 

sword and hammer

 

greater sword and hammer

 

resplendence of renewed youth

   

Specialty Priests (Holy Justices)

  REQUIREMENTS: Strength 9, Wisdom 9   PRIME REQ.: Strength, Wisdom   ALIGNMENT: LG   WEAPONS: All bludgeoning weapons, long sword, and bastard sword   ARMOR: Any   MAJOR SPHERES: All, astral, charm, combat, creation, divination, guardian, healing, law, necromantic, protection, summoning, sun, wards, war   MINOR SPHERES: Elemental   MAGICAL ITEMS: Same as clerics   REQ. PROFS: Etiquette   BONUS PROFS: Local history, ancient history (of their native land)   Holy justices know the laws and legal codes of the land they live in and the land they were raised in (which may be two different lands). They automatically know all commonly known and uncommonly known information within that body of law and its attendant procedures. If asked to call to mind an incredibly obscure point of the law of their homeland or native land, they may make an ability check against their Wisdom or Intelligence, whichever is greater, to recall the point in question. They must make a similar ability check to know the common laws of other lands; to recall the uncommon legal practices or obscure legal points of order of foreign lands, this ability check is at a -3 penalty or a -6 penalty, respectively.   Saving throws against spells or spell-like abilities from the law sphere cast by a holy justice are made at a -2 penalty.     Holy justices are able to hold person (as the 2nd-level priest spell) once a day.   At 3rd level, holy justices are able to cast strength of one (as the 3rd-level priest spell) once a day.   At 5th level, holy justices are able to memory read (as the 3rd-level priest spell) once every three days and impose the need for impeding permission (as the 5th-level priest spell) on another once a tenday.   At 7th level, holy justices are able to detect lie (as the 4th-level priest spell) at will.   At 7th level, holy justices can make three melee attacks every two rounds.   At 10th level, holy justices are able to impose legal thoughts (as the 6th-level priest spell) once a day.   At 10th level, holy justices are able to speak a holy word (as the 7th-level priest spell) once a day.   At 12th level, holy justices are able to detect invisibility (as the 2nd-level wizard spell) at will.   At 13th level, holy justices can make two melee attacks per round.  

Tyrran Spells

2nd Level

 

Wolfjaws (Alteration, Necromancy)

  Sphere: Combat, Necromantic Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 5 Area of Effect: The caster's right hand Saving Throw: None   This spell turns the priest's right hand into a pair of powerful wolflike jaws in memory of the way that Tyr lost his right hand to the monstrous wolf-life being Kezef the Chaos Hound. These jaws deal 2d4 points of damage to all opponents the priest successfully attacks with them. The spell allows the caster to strike with the jaws twice per round and to gain a +1 bonus on all attack rolls with the jaws or another weapon while the spell is in effect. A wolfjaws spell vanishes if its caster attempts any other spellcasting, but a priest can wield a weapon or trigger a magical item in his or her left hand and use a wolfjaws, thus gaining multiple attacks normally denied him or her without affecting the spell in any way.   The caster can end a wolfjaws instantly at will. When the spell ends early in this manner, the caster can also spell remove the damage dealt by the last bite of the wolfjaws, an ability that the priest can use to bargain with a wounded foe or to correct cases where an ally has mistakenly been attacked by the priest. While wolfjaws is in effect, it provides its caster with complete immunity to all hostile magical or psionic shape change and hold effects.   The material component for this spell is a bit of wolf fur or a tooth from any type of mammal.  

5th Level

 

Hammer of Justice (Divination, Illusion/Phantasm)

  Sphere: Divination Range: 5 yards/level Components: V, S, M Duration: 1 round/level Casting Time: 8 Area of Effect: Special Saving Throws: None   This improved variant of a detect lie spell creates a glowing illusion of an upright war hammer, which is normally steel-gray in hue, but blazes white when truth is spoken, black when lies are told, and bloody-red when true but deceiving phrases are uttered. It cannot be made to lie by any known means. By the power of Tyr, this spell indicates absolute truth. If a questioned being answers with a lie that the being believes to be the truth, a lie is still indicated by the hammer hue (and vice versa).   The illusionary hammer appears wherever the caster desires (within range), and thereafter moves to maintain the same distance from and orientation to the caster. The spell range refers to both how distant the hammer can initially be from the priest and how far from the hammer any questioned being can be for its truth-indicating ability to function. If someone questioned is out of range, the hammer grows dim, but the spell does not end. The caster can ask questions of any number of beings one at a time, and the telltale hammer is bright and visible to all.   The hammer cannot be made to disappear before the spell expires even by its caster. The illusory hammer cannot be contacted or disturbed by any known magical or physical attack. Though magical barriers of 6th or greater level can ward it away from a given area, there is no known means of distroying it. Dispel magic has no effect on a hammer of justice. When the spell does end, the hammer goes dark and seems to fall before it fades away entirely.   The material component for the spell is a miniature war hammer fashioned from diamond, obsidian, ivory, glass, or another pure, single-hued, black, white, or red, nonliving substance (cost varies with materials, but average is 25 gp).  

6th Level

 

Sword and Hammer (Evocation)

  Sphere: Combat Range: 10 yards/level Components: V, S Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: Special   This spell creates a shadowy sword and war hammer of twice normal size. These are animated magical constructs rather than tangible items. They fly about within the spell range, which is centered on the caster, at MV 30 (A), striking once per round at THAC0 4 at a being or object mentally chosen by the caster. The two weapons can attack the same target or each strike at a separate target. They can change targets as often as the caster desires. The sword inflicts 4d4 points of damage, and the hammer deals 2d4 points. If they both attack the same target, there is no saving throw to avoid the damage they inflict, but a creature facing only one of the spell weapons is allowed a saving throw vs. spell to suffer only half damage.   The weapons are considered sufficiently enchanted to hit any sort of foe (such as those hit only by weapons of +3 enchantment). They automatically continue to attack the same target they did on the previous round if the caster is slain, departs, or turns his or her attention to other spellcasting. (When such a spell is finished being cast, the caster may return his or her attention to the sword and hammer and reassign them to other targets if desired.)   The magical constructs created by sword and hammer strike silently, are nonmetallic, cannot be fooled by illusions, and cannot be magically controlled by anyone other than the caster. They vanish in a twinkling of lights when the spell expires or earlier if the caster wills the spell to end.  

7th Level

 

Resplendence of Renewed Youth (Alteration, Necromancy)

  Sphere: Necromantic, Healing Range: Touch Components: V, S Duration: 1 year Casting Time: 1 hour Area of Effect: One creature Saving Throw: None   This spell allows a creature to tap into its spiritual strength in order to bring its body back to the peak strength of youth for one year. In a human, this would mean that the affected body would return to the shape it had when the recipient was around 25 years of age. Recipients of this spell lose all the negative aspects of old age, such as lost hit points, levels, or ability score points, and so on, as well as gaining immunity to all disease for the duration of the spell only.   This spell functions only on characters who have shown exceptional wisdom and piety during their lives, and then only if they have an exceptional focus that their current condition prevents them from completing. Casting a quest spell is thus mandatory before attempting this spell. Dropping this quest means forfeiting all advantages of the resplendence spell.   Characters can benefit from this spell only once in a lifetime. When the spell expires, the recipient's body returns to the state it would have normally for its years. The spell heavily drains the body of the recipient, and so adds an additional 1d10+3 years to the recipient's true age when it expires.   This spell is one of the secrets of the church of Tyr and is used sparingly, only when it needs the help of a great hero in dire circumstances. It is rumored that the church of Sune has many times tried to learn the secret of this spell.

Политическое влияние и интриги

Activities

The clergy of Tyr would uphold the law wherever they traveled, taking thorough accounts of their judgments, rulings and actions. Through these accounts they corrected their errors and honed their understand of the various laws of the lands throughout Faerûn. Their actions should always abide by the law and let none others break them. They were to be vigilant in their watch, swift to intercede and never fail to bring justice upon lawbreakers.[2]   Within the more civilized areas of Toril, Tyrrans served as legal experts and lawyers. They would dispense legal advice and often advocate for those accused of guilt in trials. Although they would often lecture others who failed to completely adhere to a law and complained about extraneous formalities. However, they would often address these complaints to local authorities to ensure they would be better followed in the future. However these actions occured, the faithful of Tyr would never enforce an edict that was shown to be unjust or contradicted another law.[2]   Within the wilderness, where law was seldom a concern, the Tyrran priests served as judge, jury and executioner. While they often equated vengeance for justice in their actions, they adhered to the philosophy of demonstrating "the mercy of ignorance." If someone was truly unknowing of local laws and customs, they were allowed a warning, albeit recorded for posterity in case of future transgressions.[2]     in: Organizations, Articles in need of citations, Religious organizations, and 3 more Church of Tyr EDIT SHARE A cleric of Tyr in chainmail with tabard and cloak. Church of Tyr Basic Information Alias(es) Tyrrans The Stalwart[1] "Tyrrants" by the non-fathful[2] Base of operations Fortress Faithful in Tethyr Symbol A hammer and scales Favored weapon Longsword/warhammer Domains Good, knowledge, law, retribution, war[3] Membership Alignment LG NG CG LN N CN LE NE CE Relationships Enemies Churches of Bane, Cyric, Mask, Talona and Talos.[4] Members of the Church of Tyr Source: Faiths & Avatars p.169 The Church of Tyr, individually referred to as the holy justices,[2] was the institution to further the worship and tenets of the god of justice, Tyr. It was a highly organized, formal denomination that adhered to strict rules within their fortified temples. They mostly attracted those who adhered to the lawfulness aspect of Tyr's portfolio, such as judges, bureaucrats and merchants.[5]   Contents[hide] Dogma Beliefs Attitude Sayings Activities Organization Titles Orders Rituals Bases Regions Temples and monasteries Equipment, spells and relics Dress Magic items Relics Spells Relationships History Appendix References DogmaEdit BeliefsEdit The Tyrrans saw the world in black-and-white morality and wanted Faerûn to be cleansed of its lawlessness and chaos.[5] They were devoted to justice and the deliverance of vengeance, but not in the manner that sought equality. Rather, they believed in illuminating the truth behind corruption and punishment of the guilty.[2]   AttitudeEdit Intolerance and humorlessness was a common trait found among the faithful within the church of Tyr.[5] This stark perspective extended into their outlook on life in the Realms, that the contrast between right and wrong was evident, and the justice they delivered was no laughing matter.[2]   SayingsEdit “Reveal the truth, punish the guilty, right the wrong, and be always true and just in your actions.”[2] ActivitiesEdit The clergy of Tyr would uphold the law wherever they traveled, taking thorough accounts of their judgments, rulings and actions. Through these accounts they corrected their errors and honed their understand of the various laws of the lands throughout Faerûn. Their actions should always abide by the law and let none others break them. They were to be vigilant in their watch, swift to intercede and never fail to bring justice upon lawbreakers.[2]   Within the more civilized areas of Toril, Tyrrans served as legal experts and lawyers. They would dispense legal advice and often advocate for those accused of guilt in trials. Although they would often lecture others who failed to completely adhere to a law and complained about extraneous formalities. However, they would often address these complaints to local authorities to ensure they would be better followed in the future. However these actions occured, the faithful of Tyr would never enforce an edict that was shown to be unjust or contradicted another law.[2]   Within the wilderness, where law was seldom a concern, the Tyrran priests served as judge, jury and executioner. While they often equated vengeance for justice in their actions, they adhered to the philosophy of demonstrating "the mercy of ignorance." If someone was truly unknowing of local laws and customs, they were allowed a warning, albeit recorded for posterity in case of future transgressions.[2]   OrganizationEdit TitlesEdit As highly organized and regimented the hierarchy was within the church of Tyr, there were quite a number of ranks and titles available to his faithful. In descending order these were:[5]   Keeper of the Balance • Defender of Justice • Hammer Lord • Knight Commander • High Avenger • High Lord Abbot • Abbot • Master Avenger • Avenger • Just Captain • Vigilant Watcher • Hammer of Tyr • Sword of Tyr • Lawkeeper • Solemn brother/sister • Acolyte of Laws   OrdersEdit Priestly orders Justiciar of Tyr: This very elite order of primarily clerics and paladins was the mortal embodiment of Tyr's power within Faerûn. Some served as judges or magistrates, dispensing justice within large cities, while others traveled to chaotic lands, crusaders in the name of law and order. A few select within this order traveled to the chaotic planes to seek out and slay demons and other embodiment of evil.[6] Monastic orders; Order of the Even Handed: These monks of Tyr found home at a small chapter house within the city of Waterdeep. Every member of this order shared the goal of setting out on one grand adventure within their lifetime.[7] Knightly orders Just Knights of the House of Tyr's Hand: Heavy cavalry headquartered out of the House of Tyr's Hand in Milvarune.[2] Knights of Samular: Paladins of Tyr who fought for justice and brought order to the north.[8] Knights of Holy Judgment: This order attracted those who emphasized the "lawful" aspect of Tyr's faith.[2] They specifically hunted devils, whom they viewed as perversions of true "lawfulness".[9] Knights of the Merciful Sword: These knights stressed the "good" facet of his teachings.[2] Hammers of Grimjaws: These most holy of Tyr's paladins, less than a dozen strong,[10] were selected among knights of the Holy Judgement and Merciful Sword and granted membership after judgement from Tyr himself.[2] Triadic orders Along with the knights that fought for justice in Tyr's name, there were several organizations that upheld law in order in the name of The Triad as a whole.[11] Among these were the Order of the Triad, holy Triadic warriors of Impiltur,[12] and the Order of the Gauntlet.[citation needed]   RitualsEdit Clerics of Tyr prayed for spells at dawn.[13] Within their temples and abbeys, the clergy of Tyr included sung invocations, recited responsive prayers led by the head priest, gave sermons, teachings and readings from the holy texts of the Sacred Judgements of Tyr, and recited an anthem to close their ceremony. These were held every two hours, and each was representative of an aspect of Tyr.[2]   The ritual held at dawn, the Awakening was gentle and uplifting in nature. Later on at noon, the Hammer at Highsun was a stirring oration on their vigilance and martial prowess. High Justice, held at evenfeast was a stern and proud commemoration on Tyr's laws and commandments. Finally, at dusk, the Remembrance of the Just Fallen was a haunting, softly-chanted hymn that revered those who died for the cause of justice, regardless of whether or not they followed Tyr's dogma. It was known to bring many bystander to tears.[2]   The church of Tyr followed a monthly routine of rituals. Seeing Justice occurred on the first day, the Maiming on the 13th and the Blinding on the 22nd day of each month. All of these major observances involved chanted prayers, hymns and conjured displays of the god's holy symbol.[2]   BasesEdit RegionsEdit The church of Tyr thrived in civilized world and his temples were found primarily in large cities.[5] Within Waterdeep for example, the clergy had played an illustrious role in the city's governance, politics and religious life.[14]   Temples and monasteriesEdit Abbey of the Blinding Truth - Westgate Fortress Faithful - Zazesspur[2] Hall of Justice - A temple of Tyr located on the north bank of the Neverwinter River in the city of the same name.[15] Halls of Justice - The headquarters for several orders of Tyrran who served the North from the city of Waterdeep.[14] Pantheist Temple of Tyr - The only temple of Tyr that was not located on Toril, it was instead of the face of the Rock of Bral within the Tears of Selûne.[2] House of Tyr's Hand: Home to a traditionalist sect of Tyrrans in Milvarune.[2][16] The Waiting - The only temple within Phlan, was dedicated to the Just God.[17] Chapel of Resounding Justice: This chapel was a lesser-known pilgrimage site in Sembia that was home to the petrified remains of a planetar who died while defeating the blackguard Krysus Vaant.[18]

Секты

Affiliated Orders: The church of Tyr has many affiliated knightly orders. Individual temples often have special orders or companies attached to them or supported by them, such as the Just Knights of the House of Tyr's Hand in Milvarune, mentioned above. Two church-sponsored orders of paladins are the Knights of Holy Judgment and the Knights of the Merciful Sword. The first order tends to attract those who emphasize the "lawful" in their alignment, and the second the "good." Knights from either order may join an elite order of paladins (of 7th or greater experience level) known as the Hammers of Grimjaws.   To join the Hammers, a paladin must be nominated by a member of the Hammers, and his or her nomination must be seconded by a senior priest of Tyr. If both these requirements are met, she or he must stand vigil in the holy sanctuary of a temple of Tyr all night. If the paladin is judged worthy by Tyr, Tyr sends the paladin a vision of his war hammer. If no vision appears, the paladin is deemed yet too inexperienced, but not a failure, and may be nominated again after some time has passed. If Tyr sends a vision of his sword, the paladin has knowingly or unknowingly failed Tyr in some way and must immediately complete a quest to atone. If the quest is completed, Tyr is pleased and forgives, and the knight is admitted into the Hammers. There is no quitting a quest under these conditions; either the paladin succeeds or dies trying.  

Orders

Priestly orders

Justiciar of Tyr: This very elite order of primarily clerics and paladins was the mortal embodiment of Tyr's power within Faerûn. Some served as judges or magistrates, dispensing justice within large cities, while others traveled to chaotic lands, crusaders in the name of law and order. A few select within this order traveled to the chaotic planes to seek out and slay demons and other embodiment of evil.[6]

Monastic orders

Order of the Even Handed: These monks of Tyr found home at a small chapter house within the city of Waterdeep. Every member of this order shared the goal of setting out on one grand adventure within their lifetime.[7]

Knightly orders

Just Knights of the House of Tyr's Hand: Heavy cavalry headquartered out of the House of Tyr's Hand in Milvarune.[2] Knights of Samular: Paladins of Tyr who fought for justice and brought order to the north.[8] Knights of Holy Judgment: This order attracted those who emphasized the "lawful" aspect of Tyr's faith.[2] They specifically hunted devils, whom they viewed as perversions of true "lawfulness".[9] Knights of the Merciful Sword: These knights stressed the "good" facet of his teachings.[2] Hammers of Grimjaws: These most holy of Tyr's paladins, less than a dozen strong,[10] were selected among knights of the Holy Judgement and Merciful Sword and granted membership after judgement from Tyr himself.[2]

Triadic orders

Along with the knights that fought for justice in Tyr's name, there were several organizations that upheld law in order in the name of The Triad as a whole.[11] Among these were the Order of the Triad, holy Triadic warriors of Impiltur,[12] and the Order of the Gauntlet.

 
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eveal the truth, punish the guilty, right the wrong, and be always true and just in your actions

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