Tyr

Tyr (from Old Norse: Týr) is the Norse Æsir god of war, treaties, justice, and honor. He is a valorous and powerful member of the Æsir and patron of warriors and mythological heroes.
His emoji is "⚖", representing the balance that he seeks to achieve.
== Description ==
In wider Germanic mythology, he is known in Old English as Tīw and in Old High German as Ziu, all stemming from the Proto-Germanic theonym *Tīwaz, meaning 'God'. Little information about the god survives beyond Old Norse sources. Týr is the eponym of the Tiwaz rune (ᛏ), a letter of the runic alphabet corresponding to the Latin letter T. By way of the process of interpretatio germanica, the deity is the namesake of Tuesday ('Týr's day') in Germanic languages, including English.
In Norse mythology, which provides most of the surviving narratives about gods among the Germanic peoples, Týr sacrifices his hand to the monstrous wolf Fenrir, who bites it off when he realizes the gods have bound him. Týr is foretold of being consumed by the similarly monstrous dog Garmr during the events of Ragnarök.
== Claiming ==
When a child of Tyr gets claimed, a blazing Tiwaz rune (ᛏ) floats above their head, which then morphs into scales which weigh their morality, though it's often balanced. Tyr is not known to be great at claiming, but will occasionally claim his kinds on a whim. It's more reliable, however, to seek out the Norns. Uniquely, he most commonly claims his children on his day: Tuesday.
== Demigod Powers ==
=== Major Powers ===
==== Oathbinding (Major/Moderate) ====
* Children of Tyr have the ability to bind others to their promises and oaths. When someone makes a solemn vow in their presence, it becomes magically binding, and breaking such an oath incurs consequences.
* Upon reaching level 7, you must choose whether to follow the "A" path or the "B" path. Choosing one means you cannot use the effects of the other.
* Level 1-3: Children of Tyr can are able to bind small oaths, usually in the form of throw-away promises. Things like a kindergartener telling a girl that he’d marry her or a person saying they’ll only eat one chip. However, if an oath is bound, that person is now forced to go by that. If the oath is broken during this time, a minor side effect is induced upon the person relating to the oath. Using a previous example, if they break the oath of only eating one chip, then they’ll have a stomach ache for the rest of the day. Only one oath bound by the child of Tyr can be active at a time.
* Level 4-6: Children of Tyr are able to bind oaths that have a little more meaning. These may be a bit more personal, though they can still be somewhat throw-away. For example, an oath that can be bound at this skill level could include something like “I’ll get you out of here”. If the oath is broken during this time, a stronger, but still minor side effect is induced upon the person relating to the oath. For example, if they break the oath of getting the person out of there is broken, then they may be cursed with having the person’s memory permanently ingrained into their head. Only one oath bound by the child of Tyr can be active at a time.
** Level 7a-8a (Oathbinder): Children of Tyr are able to bind oaths that are genuinely serious oaths, similar to the kind that gods would be forced to make. These oaths are personal and serious, things like "I'll love you forever" or "I'll avenge their death". If this level of oath is broken, the person who swore the oath will be given a very unfortunate punishment. For example, if they break the oath of avenging a person's death, the spirit of them and the person that they swore the oath to might be sent to Ginnungagap, destroying them instantly. Only one oath bound by the child of Tyr can be active at a time.
*** Level 8a Superpower: Children of Tyr can sense when a person has made an oath that they clearly can't uphold or didn't want to make in the first place, and they can help relieve that person of that burden. Through a ritual process that takes 6 hours, they can remove the oath that a person or creature has on them. This can be performed once per year, replenishing exactly 365 days after the use of the power.
** Level 7b-8b (Oathbreaker): Children of Tyr at this level have chosen to forgo the sacred rituals of oathbinding, and have instead gone down a darker path. They are no longer able to be the swearer of oaths, and oaths of which they are the subject of cannot impart divine consequences on them. Children of Tyr can now see who has made an oath, represented by a glowing ring above their head. They deal extra damage to anyone or anything who has sworn an oath. They have lost their ability to correctly bind oaths, meaning they cannot use the previous levels of their power anymore. Now for the actual good stuff, children of Tyr are capable of being a little tricky with their abilities. They can target a non-humanoid creature within 60 feet, and within that turn the creature will be instantly bound to a self-breaking oath, something like "you swear to not walk". The following turn, the creature is punished with one of the following: blindness (3 turns), slowness (3 turns), or silence (5 turns). They can use this power once per day.
*** Level 8b Superpower: Children of Tyr, using their Oathbreaker power, can now choose to instead have the punishment be an "instant damage" effect, which hits the targeted creature with unpreventable damage. This will instantly kill a small creature, severely wound a medium one, and damage a large one. "Special" monsters, such as named monsters, count as large monsters regardless of size. This punishment can be used once per week.
==== Telumkinesis (Major/Minor) ====
* Children of Tyr have divine control over weapons, though unlike other gods that might have this power, they focus specifically on making weapons not do their job through curses and other methods.
* Level 1-3: Children of Tyr can make a weapon shrink until it's so small it's barely usable; toothpick sized. Look, if you get stabbed with it, it's still gonna suck, but at least it's not a big flesh wound. The weapon remains this way for 3 turns, or until it is disenchanted in one way or another, whichever comes first. This can be used once every 6 turns.
* Level 4-6: Children of Tyr can temporarily inflict a weapon with (for lack of a better term) a "NERF" curse, turning the weapon into a nearly-harmless version of itself. Now, obviously, as any kid who has older siblings knows, a NERF sword can still hurt if you hit someone hard enough, so it's not entirely effective, but it gets the job mostly done. It still keeps its structure, so it's not actually made of foam, it just hits like it is. The weapon remains this way for 3 turns, or until it is disenchanted in one way or another, whichever comes first. This can be used once every 6 turns.
* Level 7-8: Children of Tyr can temporarily turn a weapon into a harmless object, for example turning a quiver of arrows into a bouquet of flowers. The weapon remains this way for 3 turns, or until it is disenchanted in one way or another, whichever comes first. This can be used once every 6 turns.
** Level 8 Superpower: By expelling a lot of energy, children of Tyr can temporarily banish a weapon to a random location in one of the 9 worlds. It remains at that location, or wherever it may get carried as a result, for 6 turns, after which it returns to its sheathe, holster, etc. If it does not have its own compartment, then it will be returned to the weapon rack it was last taken from.
=== Moderate Powers ===
==== Forgive and Forget (Moderate) ====
* Children of Tyr are capable of making one (or multiple) people forget their grievances for a person and forgive them.
* Level 1-3: Children of Tyr can affect a group of up to 3 people with this ability, causing them to forgive the target. They will still remember the wrongdoing, but they’ll forgive the person. This effect compels them to be neutral towards each other for a maximum of 72 hours (3 days), after which it's in the hands of the Norns. They can use this power once every 24 hours.
* Level 4-6: Children of Tyr can affect a group of up to 5 people with this ability, causing them to forgive each other and forget the wrongdoings they did to each other. However, they can be reminded of the wrongdoings and then, similarly to the previous level, it is in the hands of the Norns as to what they do. They can use this power once every 24 hours.
==== My Terms (Moderate/Minor) ====
* Children of Tyr are capable of deflecting someone’s attack from hitting them as long as they have remained neutral in the conflict, meaning if the Child of Tyr has attempted an attack on the individual within 24 hours, this power cannot be used. Magical attacks, ie. those that don’t come from weapons, cannot be deflected. This does not reflect (meaning it bounces the damage back), only deflect (meaning stopping the damage from happening.
* Level 1-3: Children of Tyr have a 25% chance (DC16) to deflect the incoming attack. They can attempt to deflect an attack once every 3 turns, as long as they meet the requirements and restrictions.
* Level 4-6: Children of Tyr have a 50% chance (DC11) to deflect the attack. They can attempt to deflect an attack once every 5 turns, as long as they meet the requirements and restrictions.
=== Minor Powers ===
==== Bladebinding (Minor) ====
* Children of Tyr can temporarily bind their weapon to their will, making it nearly impossible for an enemy to disarm them. This power allows them to fight with unwavering determination.
* Level 1: Children of Tyr can bind their weapon to them for up to 3 turns at a time. During this period, they have a 50% chance to resist magical effects that would instantly disarm them (DC11) and they cannot be disarmed by non-magical methods. They can use this power once every 7 turns.
* Level 2: Children of Tyr can bind their weapon to them for up to 4 turns at a time. During this period, they have a 75% chance to resist magical effects that would instantly disarm them (DC6) and they cannot be disarmed by non-magical methods. They can use this power once every 10 turns.
* Level 3: Children of Tyr can bind their weapon to them for up to 5 turns at a time. During this period, they have a 90% chance to resist magical effects that would instantly disarm them (DC2) and they cannot be disarmed by non-magical methods. They can use this power once every 12 turns.
==== Crisis Intervention (Minor) ====
* Children of Tyr have an innate ability to defuse tense situations and mediate conflicts, even when they are not directly involved. Their calming presence can prevent conflicts from escalating.
** Level 1: Children of Tyr can interject between 2 people and prevent a conflict from getting physical for 3 turns while they try and figure out what's going on so they can help fix it. This can be used once every 6 turns.
** Level 2: Children of Tyr can interject between 3 people and prevent a conflict from getting physical for 4 turns while they try and figure out what's going on so they can help fix it. This can be used once every 7 turns.
** Level 3: interject between 3 people and prevent a conflict from getting physical for 5 turns while they try and figure out what's going on so they can help fix it. This can be used once every 8 turns.
=== Given Powers ===
==== Foreign Ambassador (Given) ====
* Children of Tyr can fluently speak any language that they’ve heard within 24 hours.
==== Can We Just Talk? (Given) ====
* Children of Tyr are good at diffusing situations with their words rather than their fists, as their father was known better for his role in the formalities of war--such as treaties--rather than the actual battle itself.
==== Force of Habit (Given) ====
* Children of Tyr are often left handed, even to the point where they are more skilled at tasks when their right hand isn't involved.
==== The Master's Written Word (Given) ====
* Due to being the Children of the god of treaties, their natural handwriting is incredibly neat and easy to read by anyone. Anything that is read from a Child of Tyr's written penmanship is slightly more believable than if the Child of Tyr spoke the very same words they wrote aloud to the same person.
==== The Blade is My Own (Given) ====
* Wielding a certain blade for longer than 5 turns, even with zero proficiency with the weapon beforehand, the Child of Tyr will naturally start to get better and better with the blade they have in their hand. The proficiency goes away once they let go of the blade.
==== Commander (Given) ====
* During times of war, whether initiating or finalizing conflict, Children of Tyr have an upper hand in these matters. They are more likely to take the lead in these sort of situations, more through actions than words, but any words spoken can bring morale up in the ranks.
Category:Norse
Category:Gods - Norse