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Hall of Justice

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The Hall of Justice was the temple of Tyr in the city of Neverwinter.

LocationEdit

It was located on a cliff overlooking the Sea of Swords on the south bank of the Neverwinter River near its mouth.[2] It was directly across the Sleeping Dragon Bridge from Castle Never.[3]

StructureEdit

The church was built from stone, iron, and wood[1] and was beautiful to look upon.[4] It was a grand building that could comfortably accommodate giants and in its great hall, there was space enough for dragons to rest.[4]

InteriorEdit

The church was mildly decorated, with several rooms for daily routines and worship.[1] The high priest had his own apartment in the temple.[4]

ActivitiesEdit

In 1368 DR, the Hall of Justice was presided over by Judge Oleff Uskar, ably assisted by Prior Hlam. Judge Uskar presided over the city's low justice—legal proceedings for citizens not of noble birth or accused of high crimes—while Hlam trained acolytes of Tyr in the meaning of justice and the martial arts.[3]

HistoryEdit

The Wailing DeathEdit

During the Wailing Death of 1372 DR, the Hall was used as a base from which the search for the Waterdhavian creatures was launched as well as a sanatorium for plague victims. Judge Oleff also coordinated his search for the tomb of Halueth Never from the temple.[5]

Once Neverwinter had been rebuilt after the war with Luskan, the Hall of Justice was re-established. It was the place where prospective disciples of Tyr could join, if they met the requirements.[1]

The Kalach-Cha could have requested Khelgar Ironfist to become a monk. Hlam would ask Khelgar to find the reason for why he fought, to reconcile with those he had hurt. and to see all people equally. Once all these things had been completed, Khelgar could join as a monk.[1]

When the Kalach-Cha proved themself innocent at the court after being accused of killing the villagers of Ember, Torio asked for a trial by battle. The Kalach-Cha was asked to come to the Hall, where Hlam would take them to a room for meditation before the battle. During the time, the Kalach-Cha's companions could visit them.[1]

Post-SpellplagueEdit

When Tyr gave up his divinity to Torm, the residents of Neverwinter refused to rededicate the temple.[6]

After Mount Hotenow erupted in 1451 DR, the Hall of Justice was one of the few buildings left almost untouched by the pyroclastic flow.[6]

Dagult Neverember chose the Hall of Justice to be his seat of government when he arrived in the city in 1469 DR, taking the high priest's apartments for his office and quarters. He also sponsored priests of Torm to worship in the building due to the similarity of their religious rituals to those of the old Tyrran ones.[6]

AppendixEdit

AppearancesEdit

Video games

GalleryEdit

ReferencesEdit

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Obsidian Entertainment (2006). Chris AvelloneFerret Baudoin, J.E. Sawyer. Neverwinter Nights 2Atari.
  2. Matt Sernett, Erik Scott de Bie, Ari Marmell (2011). Neverwinter Campaign Setting. (Wizards of the Coast), p. 139. ISBN 0-7869-5814-6.
  3. 3.0 3.1 Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), p. 133. ISBN 1-5607-6678-6.
  4. 4.0 4.1 4.2 Matt Sernett, Erik Scott de Bie, Ari Marmell (2011). Neverwinter Campaign Setting. (Wizards of the Coast), p. 141. ISBN 0-7869-5814-6.
  5. BioWare (2002). Trent OsterBrent Knowles, James Ohlen. Neverwinter NightsAtari.
  6. 6.0 6.1 6.2 Matt Sernett, Erik Scott de Bie, Ari Marmell (2011). Neverwinter Campaign Setting. (Wizards of the Coast), p. 140. ISBN 0-7869-5814-6.

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