Tyr

The Even-Handed, the Maimed God, the Just God
Greater Deity

Symbol: Balanced scales resting on a warhammer
Home Plane: House of the Triad
Alignment: Lawful Good
Portfolio: Justice
Worshipers: Paladins, judges, magistrates, lawyers, police, the oppressed
Cleric Alignments: LG, LN, NG
Domains: Good, Knowledge, Law, Retribution, War
Initiate Feat: Yes
Favored Weapon: "Justicar" (longsword)

Before every criminal trial in civilized lands, good-hearted magistrates whisper prayers to Tyr (teer) the Even-Handed, asking that he guide their judgments with temperance and resolve. A utopian interloper deity who long ago came to Toril from a foreign cosmos, Tyr sees himself as a father figure working to craft a perfect society among the people of Faerun, whom he views as his wayward children. The pain of knowing that his mortal charges cannot hope to initiate and protect a flawless, completely just orderly existence tinges Tyr's philosophy with an undercurrent of resigned sadness.

Religious iconography depicts Tyr as an aging one-handed warrior, often with a bloody bandage covering his wounded eyes. The so-called Maimed God lost his right hand in battle with the ravenous entity known as Kezef the Chaos Hound. Tyr's blindess dates to the Time of Troubles, when Ao himself scoured his eyes for failing to witness the theft of the Tablets of Fate and for allowing discord among the gods of Toril. Worshipers have allegorized Tyr's wounds as emblematic of the blindness of justice and the price the truly just must endure on the path to righteousness and stern defense of the law. Particularly radical Tyrran sects advocate self-mutilation among their adherents, a practice condemned by the large majority of the faithful, who nonetheless ritualisticall don gauze eye coverings and an off-colored glove on their right hands to honor the Blind Overlord.
Commoners view Tyr and his clerics as stern arbiters of justice, often missing the paternal philosophical nuances of Tyrran doctrine for its more obvious black-and-white teachings on the nature of morality. They tend to view Tyr as something of a divine constant-they know that Tyr expects fairness, good judgement, and kindness toward the innocent from his followers, and hence afford Tyr's clerics a great deal of trust.
Clerics of Tyr pray for spells at dawn. In addition to numerous minor holidays, Tyr's priesthood follows a strict regimen of monthly high rituals. On the first of each month, Tyrrans celebrate Seeing Justice, at which specially chanted prayers elicit the appearance of a white-hot war hammer that glows with heat and light. The thirteenth day brings celebration of the Maiming, at which the congregation sings loud, booming hymns as an illusionary gauntleted hand surrounded by a nimbus of burning blood appears above them. A similar ritual called The Binding, which takes place on the twenty-second day of each month, involves an image of burning, crying eyes. Tyr's clerics often multiclass as paladins.
History/Relationships: Tyr came to Toril in -247 DR in an event known as the Procession of Justice. Bursting from a gate near modern-day Alaghon in Turmish, he led a force of 200 archons across the Vilhon Reach in an effort to pacify the remnants of ancient Jhaamdath, which had fallen to lawlessness and brigandage following that empire's destruction at the hands of its elven enemies. In the ensuing battle, Tyr's host slew Valigan Thirdborn, a lesser deity of anarchy whose rise in -269 DR directly coincided with the ascendance of the bloodthirsty Exarch Thelasand IV, who spurred the Emperor into greater conflict with the elves.
Tyr's actions and sacrifices during the Procession (which lasted until -238) attracted the attention of the previously obscure Ilmater, who joined forces with Tyr in -243 DR. Years later, long after the Procession had ended with most of Tyr's servants banished or killed and the deity himself taking interest in Toril at large at the expense of his initial, highly targeted campaign, Torm joined up as the Just God's war leader. Together with Ilmater, the deities become known as the Triad, by which they are still referred to this day.
Over the more than 1,600 years since his arrival, Tyr has expanded his dominance over the whole of Faerun-few are those who do not know his name or the enthusiastic ideals he represents. His is a civilizing voice, urging the construction of moral and legal codes and the administration of fair justice of sentient creatures in every land. In this regard he is both progressive and regressive, representing a force for cultural development in lands with corrupt or no legal systems and representing a stern defense of the status quo in nations with well-established codes of law.
Tyr's relatively short time on Toril has gained him a host of enemies. He fiercely opposes deities dedicated to tyranny, evil, or lawlessness, and bears particular enmity toward Bane, Cyric, Mask, Talona, and Talos.
Dogma: Reveal the truth, punish the guilty, right the wrong, and always be true and just in your actions. Uphold the law wherever you go and punish those who do wrong under the law. Keep a record of your own rulings, deeds, and decisions, for through this your errors can be corrected, your grasp on the laws of all lands will flourish, and your ability to identify lawbreakers will expand. Be vigilant in your observations and anticipations so you may detect those who plan injustices before their actions threaten law and order. Deliver vengeance to the guilty for those who cannot do it themselves.
Clergy and Temples: The Tyrran faith appeals to those who seek to bring order to the disorderly, to punish the wicked, and to ensure that civilization prospers through a careful, fair system of justice. Theirs is a doctrine of justice through benevolent force and armed vigilance, a philosophy that makes the faith attractive to paladins and lawful fighters. Most adherents do not fight in the field, however, instead seeing to important battles in the courts as bureaucrats, judges, bailiffs, and merchants. Tyrrans tend to view all affairs in clear-cut moral terms, preferring to see the world ordered by just laws that provide the greatest benefit to tall. They tend toward intolerance, sometimes violently so, and seldom tolerate mockery, parody, or the questioning of their faith.
Clerics of Tyr bring law to lawless lands, often serving as judge, jury, and executioner. Without a civilized legal code with which to guide their judgments, they often default to a doctrine roughly equivalent to "an eye for an eye, a tooth for a tooth." However, Tyrrans prefer to err on the side of mercy, and frequently commute otherwise harsh sentences for cases in which the offender was ignorant of any wrongdoing. Such criminals usually find their names recorded in the cleric's Book of Lawgiving, which is then shared with the nearest temples to prevent that perpetrator repeating the offense and getting off lightly. Powerful clerics frequently employ the mark of justice spell to add magical coercion to their stern lectures to convicted criminals.
In civilized lands, Tyrrans (inevitably called "tyrants" by their legion detractors) tend to become legal experts, advising rulers, judges, or powerful merchants on the intricacies of the law and arguing cases before magistrates. They view the latter as charity, donating their (sometimes lavish) "speaking fees" to the church.
Regardless of their setting, Tyrrans never enforce a law that can be shown to be unjust-defined by the 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 part. This sometimes forces Tyrrans to support very unfair laws that are, nonetheless, just. In many such cases, Tyrrans attempt to change the laws by working within the system. Those who break even unfair laws as a form of defiance or political dissent are nonetheless guilty, in their view, and deserve to be punished to the fullest extent the law allows.
In some cases, Tyrrans act as agents of vengeance for those who have been wronged and who cannot afford or are no longer around to defend themselves. In such cases, when the law is so broken down as to become meaningless, clerics of Tyr act openly to defy evil or corrupt forces, martyring themselves if such becomes necessary.
The well-connected, highly organized Church of Tyr sponsors an extensive system of fortified temples throughout Faerun. Each subscribes to a strict set of internal rules known as the Innumerable Edicts, which seems to grow more pedantic and onerous with each passing year.
Currently, the sprawling Fortress Faithful in Tethyr (south of Zazesspur) holds the most influential position in the church, as many faithful flocked there during that land's recent civil war, and have stayed on to ensure stability in the region. The massive House of Tyr's Hand in Thesk represents a more staid, traditionalist sect of the church, and shelters the Just Knights-clerics, fighters, and paladins who have honored the Maimed God in countless battles against their aggressive neighbors in Thay. Individual temples of Tyr offer lodging, fresh mounts, healing, spell aid, weapons, gear, and holy advice, as well as confession of sins, which plays an important absolving role in the faith.