In the City of Doors there stands a small fortified chapel to Tyr, built in the middle of an otherwise unremarkable section of the Clerk’s Ward, not far from the Hall of Records. It is a lesser-known pilgrimage site for those of the Tyrian faith, especially paladins, and for those who believe their lives are a worthy price to pay to maintain justice. Measuring 60 feet on a side and just under 20 feet tall from the ground to its parapet walls, the chapel is simple mortar and stone, with an iron plaque of Tyr's hammer-and-scales holy symbol above the double-door entrance.
The remarkable feature of this chapel is a statue in the
courtyard of a large winged humanoid carved out of white marble veined with
gold. She stands with muscles tensed, spear held high in one hand. The site thrums with the
power of Tyr, radiating outward from the statue to just beyond the outer
corners of the chapel.
Like any place holy to Tyr, the chapel's keepers offer
sanctuary and aid to Lawful Good beings in need. Any follower of Tyr is welcome
to stay in the chapel for one night; the keepers welcome offers to help guard
or improve the site from those skilled in war or craft.
Game Effects
The statue radiates magic and gentle holy power. Its
effects fill a sphere just larger than the outermost corners of the chapel
walls, though enemies of the chapel's defenders rarely see the benefit of its
powers.
During the darker Off-Peak hours the statue gently glows with a gold-white light equivalent to a torch.
While in this temple, clerics of Tyr can prepare spells
from the Light domain as if they had that domain. Tyr's clerics who already have
the Light domain can use nondomain spell slots to prepare spells from the Light domain. Non-cleric divine spellcasters can prepare spells from this domain as if
they were on their spell list at the equivalent level of the Light domain. These
prepared spells remain prepared even after the caster leaves the chapel.
Anyone dying within the area automatically stabilizes
without needing to make any stabilization check. This ability does not prevent
creatures from dying outright or from other lethal effects such as poison or
disease.
Keyed Locations
Refer to the accompanying map for each of the following
points of interest within the clearing.
1. ENTRANCE
This heavy door is reinforced with iron and has a bar on
the inside. It is normally kept closed but not barred.
2. COURTYARD
This area holds the statue of General Ambrielle en'Teyva. Those
who touch the statue say they can feel an angelic presence.
3. BARRACKS
This simple barracks holds two double bunk beds for the
chapel's normal contingent of guards (human, half-elf or aasimar fighter 5).
They are armed with longswords and shortbows and wear chainmail and large steel
shields when on duty. Other than their armaments they carry little, seeing no
need to drag material goods to this site where they lead simple lives serving
Tyr in an honorable duty.
4. CAPTAIN'S QUARTERS
Traditionally the captain of the chapel is a paladin of
Tyr. For a very long time the captain has been Siggertha Beornsdottr (LG female
aasimar paladin 15 of Tyr – oath of the celestial), said to be descended from
General Ambrielle herself.
5. SHRINE
While residents and visitors often pray at the feet of
the statue, actual worship and giving of offerings takes place in this small
room set aside as a shrine to the god of justice.
6. PRIEST'S QUARTERS
The chapel normally has one or two clerics on duty for
religious services and magical support. The current priestess is Miri Buckman
(LG female human cleric 6 of Tyr), raised as a foundling by the Tyrran
temple. Until recently, the serving
priestess was a young aasimar named Amalielle Bastiansdottr, who was also
raised at the chapel.
7. STORAGE
This room holds enough dry goods to support the six
permanent residents for several weeks, and enough water for a week.
8. ARMORY
Just in case they need to arm an influx of defenders
against an attack, this armor holds a dozen suits of chainmail, large wooden
shields, shortbows, longswords, maces, and about two hundred arrows. Since the
inhabitants of the chapel bring their own gear, this room is usually kept
closed and is only inspected and inventoried once every tenth Waning.
9. ROOFTOP VANTAGE
Because the ceilings of the rooms underneath these four
points are 15 feet tall, the chest-high (to a human) parapet walls here are
almost 20 feet from the ground. The parapets only circle the outside walls,
allowing easy viewing to anywhere within the open area of the chapel. The
parapets continue along the narrow walkways connecting the corner landings.

