Oaths and Honour

## Oaths

Oaths are sacred vows that bind the people of Undriel to one another in certain specified relationships or else obligate the swearer to undertake quests or journeys, fill certain roles, honor specified rights or refrain from certain actions. Some oaths bind one individual to another for eternity; others last for shorter periods of time. Many oaths, particularly those taken at Beltain and Samhain, are sworn for "a year and a day.” The whole of Undriel society helps to enforce oaths, but, more importantly, the weight of Draíocht that permeates the land lends binding authority to these solemn vows.

The wording of oaths is very important because it weaves Draíocht into the bond that is formed by its speaking. Breaking an oath is not done lightly, for the consequences (usually specified at the time the oath is taken) assert themselves as soon as the oath is forsworn. In addition to any innate penalties, oath-breakers are often marked and shunned by others.

An individual sworn word is her greatest gift, and those fortunate enough to receive an oath-backed promise of loyalty or love consider themselves blessed by the Gods. Oaths define an individual's personal honor and respect. Spoken oaths are the foundation of noble society, and any who break an oath defy the values of their society and forego their right to remain a part of it.

Oath-breakers, depending on the oath they took will receive the mark of shame upon their person. This is a very powerful magical mark that is incredibly difficult to remove unless the individual can repent for breaking their oath. Depending upon the oath that was broken, this mark may be small or cover their whole body. The mark symbolizes the oath they broke, any who see it automatically understand its meaning and significance.

**Forbidden Lands**

The oath-breaker also receives a -2 dice difficulty on any social interactions that involve trust. Both of these signs go away if they can redeem themselves for breaking their oath.

**D&D 5th Edition**

The oath-breaker also receives a disadvantage on any social interactions that involve trust. Both of these signs go away if they can redeem themselves for breaking their oath.

### **Parley**

Just as oaths are an important aspect of life in Undriel. The right to Parley with a potential enemy falls under the laws of oaths. If one approaches an individual whose intent is unknown, they may request a parley. If both parties agree, they can engage in dialogue without fear of being harmed. Once both parties finish their dialogue they will move ten meters apart to ensure that they have time to react if the other decides to attack.

Failure to follow the rules of parley is similar to breaking an oath. If one dies, the wereguild will be required to be paid. This can vary depending on who you have wronged, from a quest to ór. Until the wereguild is paid, the curse of the oathbreaker will remain in effect.

### **Children of the Gods; Oaths & Honesty**

Those born of the gods are particularly susceptible to the curses that go with oath-taking. Those individuals are very careful about the oaths they take, their closeness to their founding deity often impacts them to a much greater degree. The Aes Sídhe, Cluricaun, Sídhe Draoi, and Fomori are also bound by a ban. This is a limitation placed upon them by their creators. Thus, just as the gods don’t lie, neither may any of their children. For the children of the Gods, it is impossible for them to lie to others. This has engendered a very careful form of doublespeak amongst those races affected, they can often find a way to engage in avoiding telling the listener exactly what they want to hear without appearing to lie.

**Forbidden Lands**

For those that do try to do so, however, the individual must make a wits check and get 3 successes. As soon as the lie has left their lips, they automatically lose half their permanent Willpower and cannot regain it until such time that they have spoken the complete truth to the individual they lied to. If their lie has had a profound consequence upon the individual who was lied to, the child of the Gods suffers the same damage and loss that the individual did.

**D&D 5th Edition**

For those that do try to do so, however, the individual must make a Wisdom Save DC 16. If they fail, as soon as the lie has left their lips, they automatically lose half their Wisdom and cannot regain it until such time that they have spoken the complete truth to the individual they lied to. If their lie has had a profound consequence upon the individual who was lied to, the child of the Gods suffers the same damage and loss that the individual did.