The Hall of Justice was located on a cliff overlooking the Sea of Swords on the north bank of the Neverwinter River near its mouth. It was directly across the Sleeping Dragon Bridge from Castle Never.
Before the Ruining of 1451 DR, the Hall of Justice was located in the City Core, and after the rebuilding efforst of the late years of the 1470s DR decade, it was located in the Protector's Enclave.
The church was built from stone, iron, and wood and was beautiful to look upon. It was a grand building that could comfortably accommodate giants and in its great hall, there was space enough for dragons to rest.
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.
The Wailing DeathEdit
|This article or section is about elements from the Neverwinter Nights series of games.
Video games are considered canon unless they contradict content in some other Forgotten Realms publication.
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.
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.
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.
When Tyr gave up his divinity to Torm, the residents of Neverwinter refused to rededicate the temple, and so the Tyrran faith remained strong in Neverwinter even after the death of the god himself.
After the Ruining, the Hall of Justice was one of the few buildings left almost untouched by the cataclysm.
Dagult Neverember chose the Hall of Justice to be his seat of government when he arrived in the city in 1467 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.
Around 1489 DR, when followers of Tyr went to Neverwinter to restore the temple of their god, Neverember gladly returned to them the Hall of Justice and moved into a private villa. This action made him even more worthy of a leader in the eyes of the Neverwintans.
- Video games
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Matt Sernett, Erik Scott de Bie, Ari Marmell (2011). Neverwinter Campaign Setting. (Wizards of the Coast), p. 140. ISBN 0-7869-5814-6.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Obsidian Entertainment (2006). Chris Avellone, Ferret Baudoin, J.E. Sawyer. Neverwinter Nights 2. Atari.
- ↑ 3.0 3.1 3.2 Kim Mohan ed. (2015). Sword Coast Adventurer's Guide. (Wizards of the Coast), pp. 51–52. ISBN 978-0786965809.
- ↑ slade (April 1996). The North: Guide to the Savage Frontier (Cities and Civilization). (TSR, Inc), p. 14. ISBN 0-7869-0391-0.
- ↑ 5.0 5.1 Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), p. 133. ISBN 1-5607-6678-6.
- ↑ 6.0 6.1 BioWare (2002). Trent Oster, Brent Knowles, James Ohlen. Neverwinter Nights. Atari.
- ↑ 7.0 7.1 7.2 7.3 Matt Sernett, Erik Scott de Bie, Ari Marmell (2011). Neverwinter Campaign Setting. (Wizards of the Coast), p. 141. ISBN 0-7869-5814-6.