After running a few sessions for some teens I now sat down and made characters with them. One has went with an evil rogue, another with a Deva shaman, and a third is going with a Paladin of Helm.
For those who don't know, Helm is the God of Guardians, Protectors and the Protected. Worshiped by watchmen, bodyguards, those that they protect, and his clergy.
The player of the Paladin seemed very into defense, and when I mentioned a few gods (pulling a few from FR), he went with Helm. My problem with Helm is that he's very... dry and straight forward, and I'm sort of low on inspiration for adventures/hooks to appeal to a Paladin of Helm.
I at least could think of a quest for the player. I gave him 1) a magic shield, and 2) a quest to retrieve the ashes of a Saint in the Church - a great warrior who prevented the sacking of a town from a battalion of soldiers by holding a bridge by himself.
Besides that though, I'm sort of stumped for hooks that would appeal to the Paladin of Protectors that won't be too, well, obvious and boring (specially when they might conflict with the evil thief). The campaign is just your typical "adventurers going about the land" in no particular setting or goals.
For those who don't know, Helm is the God of Guardians, Protectors and the Protected. Worshiped by watchmen, bodyguards, those that they protect, and his clergy.
The player of the Paladin seemed very into defense, and when I mentioned a few gods (pulling a few from FR), he went with Helm. My problem with Helm is that he's very... dry and straight forward, and I'm sort of low on inspiration for adventures/hooks to appeal to a Paladin of Helm.
I at least could think of a quest for the player. I gave him 1) a magic shield, and 2) a quest to retrieve the ashes of a Saint in the Church - a great warrior who prevented the sacking of a town from a battalion of soldiers by holding a bridge by himself.
Besides that though, I'm sort of stumped for hooks that would appeal to the Paladin of Protectors that won't be too, well, obvious and boring (specially when they might conflict with the evil thief). The campaign is just your typical "adventurers going about the land" in no particular setting or goals.