Promises

## The Promises

Your character can make three promises, these can be any combination of oaths and vows. This does not prevent you from making other promises, but does prevent you from gaining mechanical benefits from them.

Losing Glory means your current Glory is set to 0.

Oath of Honour: You have sworn to uphold a code of honour, you can define exactly what this means to you, but one of its tenets must be that you cannot tell a lie; you can call “I smite thee” when attacking something, you can only do this once per linear, but spending glory, or regaining your footing, refreshes use of this ability. If you break this code of honour, you lose glory.

Oath of Valour: You have learned force of arms, and the importance of bravery in combat; you can use any weapon, or a shield, so long as you are OOC competent too. Should you flee from battle, you lose Glory.

Oath of Prowess: Your Prowess defines you, and strengthens you; you can gain an extra point of Glory, holding up to two at once. Should you be challenged to a duel, refusing it causes you to lose Glory and take a mental wound; fleeing a duel you instigated also causes you to take a mental wound.

Oath of Fealty: You are a Vassal, who has sworn fealty to your Ser, in this service you have found power; you have three extra hit points. Should you disobey a direct order, from your Ser, you lose Glory. This Oath is not mechanically necessary for being part of a House. You Ser does not need to have taken the corresponding oath in order for you to swear loyalty to them.

Oath of Fealty: You are a Ser, who has sworn fealty to your vassals, their existence gives you strength; for each Vassal under you, you gain an extra Mental Wound (max 3). Should any of them be lost, or leave your House, you lose Glory, and take a mental Wound.  Vassals have sworn an oath of fealty, but do not need to take that skill OOC.

Vow of Charity: Help a character on 0 HP to their feet with full HP without them taking a mental wound, this takes 150s uninterrupted roleplay, and must be physrepped by some variety of vaguely medicalish action (from humour rebalancing to magic gems to “totally surgery”)

You must grant sanctuary, for at least an hour or under the rules of hospitality are broken, to those that ask for it, else lose Glory and take a mental wound.

Vow of the Confessor: You can take a confession, helping someone’s mental state by listening to their problems. This requires a conversation of at least a minute’s duration with a single person. At the end of this conversation, any mental wounds they are suffering from will be eased somewhat, and you may read their Wound Card. Your ability to do this comes from your absolute ability to keep a secret; sharing any secret causes you to lose Glory.

Vow of Faith: You can give a sermon, once per linear, a speech lasting at least a minute, which grants Glory to all members of  the targeted house, who hear the sermon. If you commit an act of blasphemy you take a mental wound. There will be an artefact at the main camp which allows you to give a sermon from it once extra per linear, so you can perform one in the camp, and one during a break on the Linear.

The sermon should begin “listen, HOUSE Y, for I have something to say” and finish “now, HOUSE Y, for Glory”

Vow of Temperance: Grant one Glory to one target ally 5 times per linear, with a few seconds of encouragement, ending with the phrase “now NAME, for glory”, if you are complicit in imprisoning or binding someone, lose glory.

Vow of Purity:  You can lay the fallen to rest, ending their struggle with damnation early. With 10s of roleplay and contact with the fallen you disintegrate the body of a target with 0 HP. You must always ensure fallen foes are laid to rest or lose glory.

Vow of Fervour: Your Faith comes before all else, you may take a mental wound to return to full HP and gain a Glory.

Pact of Knowledge: You can lead a Ritual which draws upon symbolism in order to find an answer to a question. This will cause at least one Mental Wound, to at least one of the participants. You will be informed as you start preparations for the Ritual, approximately how dangerous it will be, and whether an answer will be possible, certain, or impossible. You are able to quit at this time.

Questions are more likely to be answered if you already hold more knowledge about them. And certain things are beyond your power to know; or to know without becoming Lost.