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
- After the oath
- Oath of the Sword
- Oath of the Deep
- Oath of the Hearth
- Champions and preparations
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).
| Act | Steps |
|---|---|
| I. The First Blade | Slay 30 monsters; craft an iron sword, which becomes the Oathblade |
| II. Trial by Fire | Carry the Oathblade into the Nether; slay 3 Blazes with it |
| III. The Fortress Captain | Defeat the Captain of the Fortress at a Nether Fortress |
| IV. Oathfulfilled | Slay the Wither with the Oathblade |
Oath of the Deep
Reward: the legendary trait Deepborn (breaks blocks 25% faster, +2 luck).
| Act | Steps |
|---|---|
| I. Strike the Earth | Descend below Y -32; mine 3 diamond ore |
| II. The Silent City | Find an Ancient City; break 2 sculk catalysts |
| III. The Lost Delver | Defeat the Lost Delver in the Ancient City |
| IV. Echoes | Craft a recovery compass; slay a Warden |
Oath of the Hearth
Reward: the legendary trait Beloved (+2 hearts, +2 luck, 5% faster).
| Act | Steps |
|---|---|
| I. Friend of the Village | Trade 15 times with villagers; breed 10 animals |
| II. Defender | Slay 8 pillagers or vindicators; win a raid |
| III. The Warlord | Defeat the Warlord at a Pillager Outpost |
| IV. Hero of the Realm | Win 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:
| Preparation | Effect on the champion |
|---|---|
| Thin their ranks / Light the dark / Warn the villages | No 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 |