Avatar the last Airbender- Alt history
System: Pathfinder 1e (homebrew/limited to conform to setting)
Free Weekly Campaign Sundays @ 2 or 3 pm EST (keeping the exact start time loose until we get a total of 5 players)
Session length: 3 hours min - 5 hours max Players : Currently 3 locked in, 1 maybe. looking for another two, maybe 3 players.
Experience: intermediate or above preferred,
Rules/style : we are keeping it loose rule-wise, so don't require someone fully versed with them, but would like people used to roleplaying since the campaign will be pretty RP heavy and open-ended, so I need players who don't approach this like a video game on paper.
Looking for: Players who can consistently make 3/4 sessions a month, and are able to start narratives on their own. I will be giving hooks and opportunities, but the adventure is open-ended and will reflect party choices, so if you require a railroad, this might not be for you. Combat is always an option, but combat frequency will entirely depend on party choices and temperament. Also, 18+ please, vade retro minors.
To apply, just send me a dm with a one-line summary of the kind of character you'd want to play and we can have a short call at your convenience to shore up the details Here is a loose sum up of the alt history starting from the point of divergence. (made by myself but summed up by AI) Divergence
Event: The Volcano Tragedy Avatar
Roku dies attempting to rescue Fire Lord Sozin from a volcanic disaster during their
adulthood, but both die in the process. Roku
dies attempting to save his old friend despite their ideological
split. Sozin
also perishes in the same event. Their
deaths become a powerful myth about friendship, sacrifice, and
balance across political lines. Immediate
effect: No
Sozin-driven ideological blueprint for total war or unified global
conquest emerges. Fire
Nation Aftermath: Fragmentation →
Controlled Consolidation Power
initially fractures among nobles and military factions, but
eventually stabilizes under Fire Lord Azulon. Leaving him with less war fervor in his people. However,
unlike canon: No
century-long total war ideology forms. Expansion
is pragmatic, not genocidal or absolute. The
state remains strong but politically moderated by the absence of
Sozin’s unified imperial vision.
Fire
Nation Expansion Model (Key Divergence) Because
of Roku’s sacrifice and the moral myth surrounding it: The
Fire Nation adopts a more restrained doctrine of expansion. Coastal
and nearby Earth Kingdom territories are incorporated through
structured conquest followed by political integration, not
extermination. Instead
of replacing rulers entirely: Many
defeated Earth Kingdom ruling families are retained as local
administrators under Fire Nation oversight. Regions
become suzerain states: subordinate but partially self-governing. A
mix of coercion, capitulation, and selective force replaces total
annihilation. Result: Expansion
is still imperial, but more bureaucratic and stabilizing than
destructive. Earth
Kingdom Response: Confederation Under Pressure The
Earth Kingdom remains fragmented but adapts. Regional
states coordinate through a growing council system in Ba Sing Se. Inland
states focus on defense and diplomacy rather than unified war. Some
frontier states accept Fire Nation suzerainty for stability and
survival. Result: A
semi-federal Earth Kingdom emerges instead of total collapse or
occupation. Water
Tribes: Maritime Neutral Service Civilization The
oceans remain stable due to deterrence and Water Tribe enforcement. Southern
Water Tribe and Northern Water Tribe evolve into: Core
economy: whale
oil fish
and marine goods pelts
and tusks Expanded
role (major transformation) maritime
defense and escort services (defensive-only) logistics
coordination for trade and supply chains disaster
response (droughts, floods, coastal crises) harbor
operations and sea rescue Key
rule: Water
Tribe forces do not support offensive naval warfare, only defense and
stability.
Result: They
become a neutral, indispensable maritime infrastructure layer. ⚓ Global
Maritime Order: Stable Neutral Seas
A
self-reinforcing system emerges: Naval
offense is strategically unprofitable. Defensive
Water Tribe presence guarantees higher survival rates. Both
Fire Nation and Earth Kingdom rely on Water Tribe maritime services. Oceans
function as neutral trade highways rather than war zones.
吝 Earth–Fire
Conflict: Limited Inland Friction
Conflict
is primarily on land borders, not at sea. Skirmishes,
frontier disputes, and proxy conflicts occur. No
global total war develops; instead, a long-term cold war with ruling structures incentivized to keep the status quo.
The
world stabilizes into four interlocking systems: Fire
Nation coastal
imperial power controlled
expansion and suzerain governance strong
but politically moderated empire
Earth
Kingdom Council System fragmented
but increasingly coordinated inland states Ba
Sing Se as diplomatic and administrative center
Water
Tribes neutral
maritime logistics, enforcement, and disaster response network essential
to global trade and stability Air Nation Never goes through the genocide and their efforts in stabilizing the political situation garners them control over the valley at the mouth of the serpent spine to build a Grand Central Air Temple and administer a neutral city around it, in accordance with the wishes of both the fire and earth nations.
Long-Term
Result Instead
of a century of global war, the world becomes: politically
tense but structurally stable economically interdependent geographically divided by function rather than ideology t Land
= competition and controlled sovereignty Sea
= neutrality, trade, and enforcement infrastructure Air
= demilitarized by the air nation