Tyr
---

(The Even-Handed, Grimjaws, the Maimed God,
the Blind Overlord, the Wounded One, the Just God)
Greater Power of Mount Celestia and Ysgard, LG

PORTFOLIO:       Justice
ALIASES:         Anachtyr (Calimshan)
DOMAIN NAME:     Lunia/The Court and Ysgard/Asgard
SUPERIOR:        None
ALLIES:          Ilmater, Torm, Lathander
FOES:            Mask, Talos, Bane (now dead), Bhaal (now dead), Cyric,
                 Talona
SYMBOL:          A balanced set of scales set upon the head of an upright
                 war hammer
WOR. ALIGN:      LG, NG, LN

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 during the
Time of Troubles. 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 Faerun, 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 followers a paradisiacal state of
affairs in Faerun that he knows will never come in an imperfect world.
In his more affectionate moods, he sometimes refers to his abode in
Lunia 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 an 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.

Tyr's Avatar (Fighter 38, Cleric 25)

Tyr appears as a fearless, burly, bearded warrior in light armor who is
missing his right hand. He does not disguise or bandage the stump and
is always armed with a magical long sword or war hammer. His eyes are a
fierce steel-gray when he first appears, but always fade away to leave
black, empty sockets before he vanishes. His brow is continuously
surrounded by an imperial white radiance that marks him as divine to
all. He can cast spells from all spheres except the reverse forms of
necromantic sphere spells. He casts all spells from the taw sphere at
triple normal effect in all respects and a -3 penalty to any applicable
saving throws.

AC -5; MV 15; HP 211; THAC0 -10; >AT 5/2 or 2/1
Dmg 1d8+14 or 1d4+13 (long sword of sharpness +3, war hammer +3, +9 STR,
    +2 spec. bonus with long sword)
MR  65%; SZ L (10 feet)
STR 22, DEX 19, CON 21, INT 19, Wis 18, CHA 17
Spells P: 11/11/10/10/9/8/4
Saves PPDM  2, RSW 5, PP 4, BW 4, Sp 6

Special Att/Def: Tyr recognizes mortals of the rogue class for what
they are on sight. He can also see invisible objects or people, know
alignment, and detect lie at will. These three abilities are also
possessed by his sword, a long sword of sharpness +3 said to have been
dispensed ?0 him by Ao or Tyr's predecessor, who had Mystra assist in
its making. His war hammer +3 works as a mace of disruption against
undead creatures. He is immune to all illusion/phantasm spells and
magical effects and to any sort of fear or emotion-control magic.

Other Manifestations

To denote his favor or the occurrence of important deeds, decisions, or
utterances, Tyr frequently manifests as the echoing stroke of a gong,
accompanied by an exultant wordless chord sung by unseen male voices.
Tyr also shows his will through the image of an upright, glowing war
hammer accompanied by telekinesis effects that demonstrate the god's
intent and feelings. The hammer may also move, point, strike, or emit
spells to further the will of Tyr. In addition, Tyr sometimes acts
through extremely obedient, intelligent, large, and well-groomed war
dogs that appear out of nowhere.

CLERGY:          Specialty priests
CLERGY'S ALIGN.: LG
TURN  UNDEAD:    SP: Yes
CMND.  UNDEAD:   SP: No

All specialty priests of Tyr receive religion (Faerunian) as a bonus
nonweapon proficiency.

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 Faerun 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 Selune.

Tyr had no specialty priests for over 10 years 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.
Dogma: Novices of Tyr are charged to: "Reveal the truth, punish the
guilty, right the wrong, and he 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, hut 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 ot the laws of all
lands can grow and flourish, and lawbreakers can he 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 to justice in coming to
pass. In short: Abide by the laws, and let no others break them. Mete
out punishment where lawbreaking occurs.

Day-to-Day Activities: Priests of Tyr serve as judge, jury, and
executioner in wilderness areas where there is no law hut 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 lie
forgiven once with a warning, an explanation of the proper law-and a
record of the warning being written down in the priest's Rook ot
Lawgiving for later distribution to other Tyrrans so that the
particular being will not he 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
Faerun 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, hut they also serve to
fearlessly rake 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 ot 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 hound 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 nine 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 ot their
efficiency In hurling hack 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
Selune) is known as the Pantheist Temple ot Tyr. Its clergy and
ceremonies conform to the standards of the Torilian faith, but its
priests worship Tyr as a warrior god as welt one of justice. They
consider Tyr the patron of all good warriors. Pantheistic priests ot
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 has led to several small, crusading wars. Priests of
Tyr and lawful good warriors from any crystal sphere find a warm
welcome at the Pantheist 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.

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 ot 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.

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.

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 he 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 higher, 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 arc made ar 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-like 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 to 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 Throw:    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
blood-red when true but deceiving phrases are uttered. It cannot he
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 destroying 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).

Sword and Hammer (Evocation)

Sphere:          Combat
Range:           10 yards/level
Components:      V, S
Duration:        I 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 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 he 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 diseases 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.

