Hermea advice


Advice


I am thinking of writing a campaign based on Hermea and the Shimmering Isles. The question I would ask is, What kind of hook would you use to start this adventure? Ideas I have had so far:

Start late: the adventure starts just outside promise, the adventurers have accepted an invitation to join the great Utopia.

Minor Tests: tests for each of the adventurers which bring them to the attention of Agents of Promise. A Rogue character being bailed out of gaol for instance but then given an invitation, A paladin is attending a vigil in his church when his superior is asked to give him an invitation. A wizard receives message from his order. etc.

What others would you suggest?


Tests for Hermea probably include physical, mental, and moral tests -- I see Hermea as, in some ways, going for the idea of the complete person needing to be developed, not one aspect hypertrophied at the expense of others (like, say, the flying brains of the Red Planet). So everyone coming in needs to be tested in all those ways.

Probably the first test is actually getting to Promise by themselves ;)

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