Corruption | Creation | Justice | Knowledge | Murder | Protection | Thievery | Trade
The Even-Handed, Grimjaws, the Maimed God, the Blind Overlord, the Wounded One, the Just God
Reveal the truth.
Punish the guilty.
Right the wrong.
(You need to abide by these as clergy, not as a worshiper)
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Cleric or Paladin
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Any non-Darkling race
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You must know all local laws
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You must obey all local laws
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You must enforce local laws if they are broken or miscarried
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You must record every instance of enforcement or intervention you make in order to uphold the law
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You must not harm the innocent
(You need to abide by these as clergy, not as a worshiper)
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Level 5 spell: Animate dead
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Necromancy is against the law
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Level 7 spell: Mark of Death
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Murder is against the law
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Level 9 spell: Plague
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Spreading disease is against the law
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Holy Symbol: A balanced set of scales set upon the head of an upright war hammer
(If you wish to become clergy of this god, take three of these as your vows—if you violate them you lose any moves, spells, and any other benefits granted by this god until you atone.)
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Discovery (Forbidden: Hiding the truth in any way, or allowing it to be hidden from you; you must always discover the truth)
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Judgment (Forbidden: Allowing an ignoble or contradictory law to stand; the law must always be just)
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Sentence (Forbidden: Allowing a crime to go unpunished; the punishment must always fit the crime)
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Remedy (Forbidden: Allowing a victim to go without restitution; the restitution must always fit the injury)
When he is depicted in religious art, Tyr (TEER) appears as a noble warrior missing his right hand, lost to Kezef the Chaos Hound in proving his resilience and strength of spirit. In recent years, he has been shown blinded as well, a fatality of the wrath of Ao. Tyr's symbol shows his nature: justice through benevolent force and armed vigilance. He opposes all beings who deal in trickery, rule-breaking, and unjust destruction or misdeeds. He is said to be a latecomer among the powers of Orben, appearing over a millennium ago but after most other Realms powers had established themselves. His faith is popular, as everyone knows exactly what Tyr expects his faithful to do and everyone can trust Tyrrans to be honorable, honest, just, and righteous.
Tyr is rather enigmatic to those outside his faith. He represents such stern justice that it is difficult to see the more subtle qualities of the god. He is a courageous father figure to his faithful and struggles continually to achieve for his follows a paradisiacal state of affairs in Orben that he knows will never come in an imperfect world. In his more affectionate moods, he sometimes refers to his abode in the House of the Triad as the Just House, and one senses from him at times an odd sort of longing to want to be able to deal with troubles as one could among a perfect family: with love, courage, and the knowledge that everyone will try their best and not betray their fellows because of a special bond that all share. Unfortunately, he also knows that this will never happen, and so emits a undercurrent of stern sadness for what can never be. He is terribly protective of his priesthood, and because of this, he is more likely to manifest in some form to aid them than many other powers.
Torm and Ilmater serve Tyr, and the three deities are sometimes called the Triad.
Home Plane
House of the Triad/Asgard
Portfolio
Justice
Favored Weapon
Justicar (longsword)
Myths
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The Maimings of Tyr
Kezef the Chaos Hound is an evil but only semi-sentient godlike being that eats the souls of the faithful once they reached the Fugue plane, destroying them forever. Myrkul and Cyric both tolerated and even encouraged this when they commanded the plane, but when Kelemvor ascended to godhood he sought to imprison the beast and starve it to death, since it was too powerful for any god to destroy outright. Kelemvor enlisted the help of Lathander to construct a plan, and Azuth, Tyr, and Gond were drawn into the plot as well. Kelemvor bet Kezef he could not break a leash forged by Gond the Wonderbringer. Kezef allowed Gond to place a short length of sturdy chain around his neck in exchange for Tyr placing his right hand in the Chaos Hound’s slavering jaws. Gond anchored the chain miles deep in the floor of the Barrens’ caves, and Azuth wrapped the beast in an unbreakable, glowing curtain of magical energy that automatically repaired itself. From these two traps Kezef could not escape, and no one could reach him. When Kezef discovered he was truly fettered, he bit off Tyr's hand and feasted on its divine essence, which keeps him alive to this day, though he remains imprisoned thanks to Tyr's sacrifice.
The Tablets of Fate were stone slabs on which the official portfolions of all gods of Orben were written. Bane, God of Hatred, and Myrkul, God of Death, stole the tablets from Ao and hid them in Orben, suspecting that some of the Overgod's power was derived from these tablets. When Ao discovered the Tablets of Fate were missing he summoned all the deities in what was known as Ao's Interrogation, and asked for those guilty to hand them over. When no one stood forward to admit to stealing the Tablets, Ao threatened to destroy all of them and rebuild a new pantheon of gods. At this, Tyr stood forward and claimed responsibility for their theft, not because he had stolen them, but because he considered the injustice of the circumstances to be due to his own failure, and would not permit those to be punished who had done no wrong, even if the few who did do wrong were punished also. For this act Ao smote Tyr for his insolence, putting out his eyes, though he spared the other gods, and never intended to destroy them. Ao secretly suspected the true perpetrators of the theft and had staged the demonstration to deduce with certainty their identities. The planhad worked, for Myrkul and Bane were both absent, though Aukeen was absent also. Myrkul was hiding, fearing the summons regarded the tablets, but Bane was absent for a different purpose, moving the Tablets secretly to Myrkul's domain. When Ao came to Bane, accusing him of the theft, Bane betrayed his co-conspirator, and Ao slew the God of Death when he discovered the Tablets of Fate in Myrkul's home plane, before the overgod ground the tablets into dust.
As the conflict passed, Ilmater, true to his ethos, worked to teach Tyr to live with these disabilities, though in truth they were not a great hindrance in view of his power as a greater god. Torm, being a god aware of his own past humanity, also aided Tyr by tempering the god's zeal for justice with the gift of mercy.
History
Tyr had no specialty priests outside of Caeor for over 500 years after the fall of Aer Arnad. Sages theorize that because he was worshipped by both Humans and Elves 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.
Relationship with other gods and churches
Torm and Ilmater serve Tyr, and the three deities are sometimes called the Triad. Lathander has befriended Tyr, admiring his dedication to spreading good during troubled times. Tyr has a long-standing alliance with Amaunator as they share similar views on the importance of law, though Tyr tends to find him intolerable. He agreed to assist the Halfling kingdom of Caeor on Amaunator's behalf as part of an ancient pact with the Hin there. Tyr's foes oppose him viciously, especially Mask, Bane, Cyric, and Talona.
Associated lesser deities
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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 Orben 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.
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.
Hierarchy
The Church of Tyr is a highly organized, formal priesthood that maintains internal rules and a system of fortified temples. 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 rigidly regulated priesthood.
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.
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.
Rites and Duties
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.
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 Orben 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.
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 his "goodness." Knights from either order may join an elite order of paladins 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.
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.
Major Centers of Worship
The Fortress Faithful in Aer Arnad, southeast of Marimithon, 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 the Bleaklands. They work in large, well-armed southwardpatrols 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 Caeor. The House is the home of the Just Knights, Halfling heavy cavalry whose gleaming armor and lowered lances are the last sights many an invading warrior from the House of Bones has seen. Some sages have called this superb army "the Hin's least likely yet staunchest allies" because of their efficiency in hurling back Bethar Garmak armies over the years.
For Cleric/Wizards
When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.
When you gain a level from 6–10, you may choose a second Domain.
If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.
Clerics/Wizards
If you are a Cleric or Wizard (and your god permits your class), choose from the following domains. You add all spells of the chosen domain to your spell list, up to level 7 (once you meet the mana requirements) or up to level 9 (if it's the primary domain and once you meet the mana requirements).
Primary Domain
Justice (Gain this domain's level 1-7 spells, this Primary Domain Move, and this level 9 spell)
Primary Domain Move
No, I Am Literally the Law
Standard
When you give an someone an order related to the tenets of your god, or to local laws or traditions, roll+CHA.
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On a 9 or lower, they take -1 to their next roll if they disobey that order in your presence—once they have left your
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On a 10+, as a 9 or lower, and you also take +1 forward against them.
Level 9 Spell
Dispel Chaos | Level 9
You enchant a single weapon to do +1d4 damage against archons, Demons, Devas, and other chaotic outsiders, as well as mindless undead, clergy of Beshaba, Cyric, Glittergold, Gruumsh, Lolth, Malar, Selune, Shaundakul, Sune, Talona and Tymora. You can dispel this at will.
Secondary Domains
Duty (Gain this domain's level 1-7 spells)
Knowledge (Gain this domain's level 1-7 spells)
Protection (Gain this domain's level 1-7 spells)
Sun (Gain this domain's level 1-7 spells)
For Non-Cleric/Wizards
When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.
When you gain a level from 6–10, you may choose a second Domain.
If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.
Non-Cleric/Wizards
If you are not a Cleric or Wizard, you gain access to all spells of your chosen domain up to level 3 and can cast them using the Cast a Spell Cleric move (you do not however gain any spells from the Cleric spell list). You can also gain a secondary domain move from that domain, in addition to the domain spells.
Primary Domain
Justice (Gain this domain's level 1 and 3 spells, this Primary Domain Move, and a Secondary Domain Move)
Primary Domain Move
No, I Am Literally the Law
Standard
When you give an someone an order related to the tenets of your god, or to local laws or traditions, roll+CHA.
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On a 9 or lower, they take -1 to their next roll if they disobey that order in your presence—once they have left your
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On a 10+, as a 9 or lower, and you also take +1 forward against them.
Secondary Domain Moves (choose 1):
You Look Ready
You can deputize someone to carry out the law in your place. Designate someone you trust; they gain I Am the Law, as a Paladin. If they are already a Paladin, they take +1 every time they use In, You Dogs. You can only deputize one person at a time. You cannot deputize another clergy member of Tyr. If the person you chose violates the law, you must atone as if you had broken one of your own vows.
It’s All a Deep End
When you're outnumbered 2 to 1 or more in a fight against criminals, do +2 damage.
Secondary Domains
Duty (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
Last Ounce of Courage
When any fear effect is used on you (Cause Fear, Barbarian's War Cry, etc.), take -1 ongoing instead of being controlled. If the source of the fear is a monster, ignore this penalty.
Knowledge (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
Knowtographic Memory
If you have read or heard something said before in play, you can recall it perfectly. You must have RPed reading or hearing it.
Protection (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
Man the Boundaries!
You can deputize someone to protect something or someone else in your place. Designate someone you trust; they cannot fail a roll to Defend—a 6 or lower counts as 7-9 for them. You can only deputize one person at a time; you can't deputize another Paladin or Commoner who already serves in your clergy. If the person you chose diverts from or is distracted from their duty until it is completed (or failed), they lose this bonus, and you take -1 ongoing until the duty is completed (or failed).
Sun (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
It’s All Right
When you assist lawfully appointed officers of the law, they take +1 forward. You can’t use this to benefit yourself.