Ruins of Adventure
- Name: Tyr
- Allegiance: Gods of Civilization
- Portfolio: Laws, Order, Politics, Hierarchies, Civilization, Cities
- Titles: The Oathbreaker, The Repentant, The Just, The Blind, The Even-Handed, Grimjaws, The Maimed God, The Blind Overlord, The Wounded One, Hound-Feeder, Lord of Noose and Trowel, The City Father, The Hammer of Justice
- Symbols: A warhammer; A balance scale; A blindfold; A hangman’s noose
Worshipper Alignments: LG, LN, LE
- Core Doctrine: Tyr is the Law, and the Law is Tyr.
- Obey and enforce the letter of all Laws within your jurisdiction.
- Breaking the letter of any law.
- Allowing any law-breaker to go unpunished (no matter how minor the infraction).
- Speaking a lie, a half-truth, or anything but the truth.
- Making any oath or promise other than those required by law.
- Adding interpretation or spirit to the reading of any law.
- Attempting to influence, directly or indirectly, the wording of a law.
- Allied Faiths: Chauntea, Grimnir, Mask, The Blessed Afflictor
- Enemy Faiths: Cyric, Duvan’Ku, Hoar, Malar, Talos
- Pseudonyms: Anachtyr (in Calimshan), Lendys (among Dragons), Siamorphe (historic)
Tyr is the Law, and the Law is Tyr.
- Races: Human
- Classes: Cleric
- Ability Requirements: Willpower 16, Stamina 14
- Alignments: Any Lawful
- Starting Cash: By class
- Weapon Slots: By class
- Allowed Weapons: Any Bludgeoning
- Allowed Armor: Any Armor or Shields
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Non-weapon Slots: By class
- Available Groups: Spiritual, Academic, and Detection
- Bonus Proficiencies: Bureaucracy, Law, Religion, Tracking
- Required Proficiencies: none
- Recommended Proficiencies: Administration, Alertness, Awareness, Blind-Fighting, Cryptography, Dark Sense, Debate, Information Gathering, Inquisitor, Intimidation, Investigation, Literacy, Trailing
- Forbidden Proficiencies: Anything that would be illegal in their jurisdiction.
- Major: All, Charm, Combat, Divination, Guardian, Law, Time, Wards
- Minor: Healing, Necromantic
Overview: Tyr is the god of law and justice in the realms, seen as the living embodiment of all laws. His priests are dedicated to ensuring that the laws of men are enforced throughout the realms. They are the interpreters and executors of the law, tracking down and capturing any malefactors, and acting as arbiters and judges over any disputes they find. Clerics of Tyr are responsible for hunting down criminals and outlaws. If there are no local law authorities to judge an apprehended miscreant, the clerics often dispense summary justice at the scene of the crime.
Description: Clerics of Tyr wear white robes of office, and they often wear chain or plate armor underneath them. They carry hammers as their main weapons. When in court, the hammer acts as a symbol of Tyr’s presence. In the other hand, the priest holds the other symbol of Tyr’s justice: a set of silver balance scales. The final piece of the cleric’s wardrobe is a gleaming white great helm with a sealed visor plate that can effectively render the priest blind. In this condition, the scale is ready to judge a case without being distracted by extraneous details or swayed by the parties’ appearances and any acts on their parts. Clerics of Tyr convey an image of themselves as pure, invincible, unstoppable instruments of the law. In that respect, they succeed rather well.
“Those who died are justified. For wearing the badge, they’re the chosen whites.”
Role-Playing: The primary duties of the cleric are hunting down criminals anywhere in the Realms and bringing them to justice. “Thou shalt not get away with it” is the sacred credo of the clerics of Tyr. Tireless agents of law, the clerics will go to nearly any lengths to catch a lawbreaker. However, a cleric of Tyr will never break any laws to bring a criminal to justice, no matter what the provocation or who the miscreant is.
By their own and their god’s natures, clerics of Tyr are stern, humorless, logical, and highly-practical people. They are not concerned with mercy, but solely with justice. Even the cockiest and most cavalier thieves find their knees buckling before their stern presence. If the clerics have a flaw, it is this single-minded, obsessive pursuit of justice. It often cools their compassion towards the weak and helpless, and leaves little or no mercy for criminals, no matter what provoked their lawbreaking.
One thing a Cleric of Tyr will never do is to create a law. The Law is Tyr, and it is not the role of a priest to craft his own god, but the power of the law comes from the people and it is the role of the people to make gods in their image. Clerics of Tyr are strict in their adherence to local laws and ordinances and will change their behavior as they change jurisdictions, this can often be maddening for their companions, as they may engage in completely contradictory activities from one town to the next. There are even tales of one priest who raised in a land where priests were allowed to marry, repeatedly divorced, re-married, and re-divorced his wife as they traveled across the land.
- Clerics of Tyr can Turn Undead.
- A cleric of Tyr can Detect Chaos at will up to a range of 60 feet, just like a paladin’s ability to Detect Evil Intent.
- A cleric of Tyr can cast Detect Lie three times per day.
- While a Detect Lie spell is in effect, the cleric of Tyr can force one creature per round to answer a single question truthfully. No saving throw is allowed against this effect, though magic resistance applies. This works only once per day on any given creature; once a creature has been forced to answer a question, they cannot be affected by this ability again until after the next sunrise.
- When a cleric of Tyr reaches 7th level and she is allowed to handle items at the crime scene or any personal effects of an escaped criminal, she can use a unique form of Find the Path to track down the felon. This ability can be used once a month and, aside from operating until the felon has been captured, has all the normal abilities of a find the path spell.
- It was recently revealed throughout the North that Tyr himself is an Oathbreaker, a crime for which he is making his entire clergy repent. If a cleric of Tyr ever deliberately lies, he is struck mute until a another priest of Tyr casts remove curse or atonement on him.
- If a criminal who was sentenced by a cleric of Tyr escapes justice, the priest will abandon all other duties and obsessively hunt down the felon. The cleric’s total concentration and full resources must be dedicated to hunting down the fugitive of Tyr’s judgement. For every twenty days that pass without capturing the criminal, the priest suffers a cumulative -1 penalty to all die rolls. If 200 days pass without the arrest or death of the criminal, the cleric becomes ill and bedridden (Stamina 2), and another cleric of Tyr (or a paladin or cleric of Hoar) must pursue the felon. If the criminal is captured or slain, the cleric recovers his health and loses any penalties; if the villain isn’t captured within a year of escaping, the priest dies.
- When a cleric of Tyr reaches 5th level, he has certainly jailed someone in the past who bears a grudge. The DM should create an evil NPC of 1d6 levels higher than the cleric, who will become his sworn enemy.
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