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Promise

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Promise
(City)

Nation
Size
Small city
Population
6,300
Government
Overlord
Adjective
Promise
Ruler
Mengkare (until 4720 AR) and the Council of Enlightenment
Source: The Inner Sea World Guide, pg(s). 181
The flag of Hermea.

Promise, the capital and only settlement of any significance on the island nation of Hermea in the Steaming Sea, is located in the island's southern corner.1

Geography and layout

Promise is well-designed and extremely clean. Most buildings are built from white granite and marble, and sport domes and spires that are among the best that modern architecture has to offer. Promise is surrounded by red sandstone walls that rise to 30 feet tall where they face the land and 100 feet tall where they face the coast, to prevent outsiders from viewing the city from the sea.2

Promise is divided into twelve districts, each of which is dedicated to a particular vocation. People are free to live where they want to, but most live in the district corresponding to their job. Over the years, the people have named the districts after the twelve guises of Aroden.3 Promise's districts are connected by sky bridges that magically boost the speed of those walking on them, and were made wide enough for Mengkare to walk upon them. Stairs connect them to the streets below.2

The large docks are the only way to enter or leave Promise by water. Ships arrive regularly, but all are overseen by the Council of Enlightenment, and privateers were employed to get rid of uninvited guests.4

Government

Under Mengkare

Promise and Hermea as a whole were governed by the Council of Enlightenment, which until his arrest in 4720 AR5 consisted of Mengkare and twelve elected members who lived in the Golden Citadel, one of the most impressive buildings in the city. Council members served three-year terms and were required to step down for at least one term before being eligible for re-election; most council members do not serve more than two terms. Elections were held annually; prior to his arrest, Mengkare personally selected candidates from those he deems most appropriate before the citizens vote.67

The Council of Enlightenment handles Promise's everyday affairs as a whole. Most work is delegated to the most suitable individual citizens, including the council members themselves if most appropriate.6

Mengkare made decisions on behalf of each of Promise's citizens. Minor choices were left to the individual, but major ones, like long-term projects, potential romantic partners, and decisions to bear children were all controlled by Mengkare. He chose the most favourable qualities (in his view) and paired couples accordingly, believing that doing so would result in stronger, smarter, and more attractive children. Those who attempted to oppose or circumvent him were exiled, imprisoned for life, or killed.2

In 4708 AR, after Runelord Karzoug nearly managed to return to power, Mengkare recruited the brine dragons Alustriv and Thalminar as Hermea's security viziers. They frequently patrol the island to get rid of threats or unwanted visitors. Many members of the Council of Enlightenment felt betrayed in Mengkare's choice, believing that the council could address security by itself, but continue to work with the brine dragons without grievance (despite their misgivings) and frequently turn to them in matters of defence.6

History

In 4521 AR, after writing off Breachill as a failure, Mengkare began to travel across Golarion under various guises to recruit workers to build his dream city of Promise. Due to Mengkare's half-truths, Promise's builders only knew that they were building a utopia and nothing more. When the city was founded in 4552 AR, Mengkare spent some time meeting various humans to identify those whom he wished to invite to Promise, then reached out to them separately via letters.89

In his letters, Mengkare wrote that he intended to build a perfectly controlled utopia, and all invited people were chosen for their expertise, representing the best of humanity. He promised all of them unlimited resources and time, and to take care of all their needs and encourage them toward self-fulfilment as long as they let Mengkare decide on any major life decisions. Most chose to remain, inspired by his charisma and wisdom, and agreed to name the city Promise; the few who refused were allowed to go back home, before being assassinated by Red Mantis assassins hired by Mengkare a few years later.8

Over the years, Promise's citizens worked with Mengkare to improve the city. Mengkare's willingness to cooperate earned him great rapport, and he was pleased by how easily people accepted his rule. Fewer and fewer guests declined his proposal, and the number of dissidents constantly diminished.8

People

Under Mengkare

Promise's citizens shed everything that ties them to their previous life, including nationality and faith. In return, the city provided all of their basic needs: currency was non-existent, citizens gave and took as necessary, and there was very little commerce. A scholar's theorem was as valuable as a fisher's catch, and all were encouraged to share.2 Most knew only lives of comfort sheltered from danger, with important decisions already made for them. Dissidents who could not hide their true opinions would quietly disappear, never to be seen again.6

Humans made up the majority of Promise's population. Dwarves were introduced for research projects due to their hardy constitution, and elves were valued for their ability to produce aiuvarins, whom Mengkare found to be more attractive than humans. Gnomes were sometimes recruited to teach magic, but most quickly succumbed to the Bleaching. Mengkare viewed halflings as amusements and novelties, and invited them only as visiting entertainers. Ancestries that he considered to be disruptive, like goblins, were banned from Promise. Many citizens, particularly those in the higher echelons, shared Mengkare's prejudices.2

Children born in Promise received exceptional care and education, and enjoyed the richness of life in the city. At the age of 10, they were obligated to apprentice themselves to a local expert; they were allowed to change vocations until they turned 14. At the age of 16, all children underwent a test of both academics and physical ability: those who pass could become a citizen or leave Promise forever, while those that failed were required to perform rigorous training and test again after a year. Failing a second time resulted in exile. People removed from Promise were sent to a port city with enough money for a new life, except those deemed dangerous by Mengkare, who were either executed or imprisoned beneath the Golden Citadel.2

Religion was forbidden in Promise, except for a small group of Abadaran clerics and champions who assisted with trade and commerce.4

References

Paizo published a major article about Hermea, including a gazetteer and artwork of Promise in Broken Promises 66ff.

  1. James Jacobs, et al. Steaming Sea” in The Inner Sea World Guide, 180. Paizo Inc., 2011
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Luis Loza. Hermea” in Broken Promises, 69. Paizo Inc., 2019
  3. Luis Loza. Hermea” in Broken Promises, 70. Paizo Inc., 2019
  4. 4.0 4.1 Luis Loza. Hermea” in Broken Promises, 71. Paizo Inc., 2019
  5. James Case, et al. “Mythic Gazetteer” in War of Immortals, 90. Paizo Inc., 2024
  6. 6.0 6.1 6.2 6.3 Luis Loza. Hermea” in Broken Promises, 68. Paizo Inc., 2019
  7. James Jacobs, et al. Steaming Sea” in The Inner Sea World Guide, 181. Paizo Inc., 2011
  8. 8.0 8.1 8.2 Luis Loza. Hermea” in Broken Promises, 67. Paizo Inc., 2019
  9. Erik Mona, et al. High Seas” in World Guide, 62. Paizo Inc., 2019