The Guide

Everything The Chronicle knows

Chapter V

GuideThe Founder's Oath

The Founder's Oath

The oath is your house's main quest: four acts that take at least four generations, ending in a legendary trait every future heir is born with.

How the oath works

  • The head of the house swears one oath in the Chronicle. It can't be changed.
  • After an act is finished, the next one begins when any member's heir takes over (a natural death, a Sacrifice) and the house has enough renown (0, 10, 25, 45).
  • If a character dies in the middle of an act, their heir carries on where they left off.
  • The Chronicle's Main Quest pages show every act, the current story and your objective.

After the oath

A house that fulfilled its oath may swear one of the other two, until it has fulfilled all three and holds all three legendary traits. Every act of a later oath needs 50 more renown per oath already fulfilled (for a second oath: 50, 60, 75 and 95), and its first act falls to the next generation.

Oath of the Sword

Reward: the legendary trait Oathbound (+2 attack damage, +2 hearts).

ActSteps
I. The First BladeSlay 30 monsters; craft an iron sword, which becomes the Oathblade
II. Trial by FireCarry the Oathblade into the Nether; slay 3 Blazes with it
III. The Fortress CaptainDefeat the Captain of the Fortress at a Nether Fortress
IV. OathfulfilledSlay the Wither with the Oathblade

Oath of the Deep

Reward: the legendary trait Deepborn (breaks blocks 25% faster, +2 luck).

ActSteps
I. Strike the EarthDescend below Y -32; mine 3 diamond ore
II. The Silent CityFind an Ancient City; break 2 sculk catalysts
III. The Lost DelverDefeat the Lost Delver in the Ancient City
IV. EchoesCraft a recovery compass; slay a Warden

Oath of the Hearth

Reward: the legendary trait Beloved (+2 hearts, +2 luck, 5% faster).

ActSteps
I. Friend of the VillageTrade 15 times with villagers; breed 10 animals
II. DefenderSlay 8 pillagers or vindicators; win a raid
III. The WarlordDefeat the Warlord at a Pillager Outpost
IV. Hero of the RealmWin two more raids

Champions and preparations

Act III of every oath sends you after a champion: a named boss with extra health, gear, bodyguards and a boss bar. You get a map (or coordinates) to a real structure in your world, and the champion appears when you arrive. If you die, it waits there for your heir.

When a champion act starts, you also get three optional preparations. Each one weakens the champion:

PreparationEffect on the champion
Thin their ranks / Light the dark / Warn the villagesNo bodyguards
Sharpen your edge (enchant an item)30% less health
Watch from afar (craft a spyglass) / Muffle your steps (craft wool)Glows and moves slowly