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Oaths

When making a character, the player makes two oaths that they cannot break. These oaths should be personal, be broad, and have bearing on the story. They don’t have to be “good”; they can be selfish or ambitious, but breaking them should be something your character would only do under the most dire of circumstances. The GM is the final arbiter of if an oath is appropriate.

Some examples of good oaths are:

  • “I cannot stand to see people enslaved.”
  • “I will not suffer to see nature despoiled.”
  • “I will find the Sword of Kings or die trying.”
  • “I will not hurt innocent people or let others do the same.”
  • “I will slay the dread dragon Eldgrimr.”

Some examples of bad oaths are:

  • “I will unlock the Animal Training feat.” (Mechanical in nature)
  • “I will only tell lies.” (Disruptive to roleplaying.)
  • “I will kill all babies I see.” (Ridiculous and evil.)
  • “I will steal from my party.” (Disruptive to roleplaying.)

Some classes will add additional oaths.

Oath Breaking

A character that willingly breaks an oath is debuffed (they cannot spend Hero Dice) until they have repented, atoned, or made amends. This requires great personal sacrifice, or at least deep self-reflection and growth. If a character unknowingly or unwillingly breaks an oath, the character is not punished so long as they take some steps towards remedying the situation. Only willingly breaking an oath repeatedly or in a dramatic fashion causes an oath to truly break.

A GM should never needlessly place players in positions where they are forced to violate their oaths. If the party is placed in a position where a single member would be forced to violate an oath, the GM is encouraged to provide that character an alternative means of resolution. You don’t have to be “dumb” or “slavishly follow” your oaths - they are not compulsions.

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