Story Background for Solo Gestalt Kingmaker Campaign


Kingmaker


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So I've been playing Fallout 4. Then looking at Azlantis in Pathfinder. How do I reasonably get an Azlanti into a solo campaign, since they are extinct? Cryogenic freezing, of course, or the Pathfinder version (mysterious magic). I like the Pathfinder rule set, but prefer a post-apocalypse story. So with this background, I get both.

The legends say that when the ancient Azlanti grew too big for their britches, the Aboleths called down the Starstone to destroyed Thassilon and Azlant. But many Azlanti survived as they were traveling other continents. To protect themselves during Earthfall, they fled to caves and other underground complexes. There they used ancient magics to put themselves into hibernation until the world had rebuilt itself.

In reality (in this world anyway), the ancient Azlanti were modern humans living in a technological, magic-less world. But their hubris led a great cataclysm that changed the world. Continents moved and the very fabric of reality changed. Humans and other creatures were mutated and changed by radiation and other hazards. The mutations were both physical and mental, and magic was born. Over 9 millennia later, history has been rewritten by the "wise sages" based on rumor and superstition.

The gods are real, including the ascended gods. Among them, the immortal hero Aroden. For centuries, the surviving Azlanti and their descendants followed his teachings. But as with all human religions, they began to twist his church to suit their own wants. When Aroden no longer recognized his people, he stepped away from the world. He took with magic gifts with him. Humans, their brains too small to comprehend the thoughts of gods, decided he must be dead. But he was merely waiting, with the infinite patients of someone who cannot feel the passage of time.

Aroden waits and searches. From time-to-time he discovers his lost Azlantis, hiding in underground vaults, waiting. When he finds them, Aroden wakes his countrymen and tasks them with bringing back the glory of Azlant and spread his teachings once again. Each has failed. And now Aroden has discovered a new hope. A single survivor, who will emerge from his underground nest into a world he grew up in but cannot recognize. Will he bring back glory and humanity to the world, or will his gnawed bones fade into dust like his beloved ancient kingdom?


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Interesting! What classes will he/she be? Are you planning on using UC rules? How will you handle the kingdom roles being only one? What about combats? Are you the GM or the player? If the latter how will you change the background of the AP?


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Player is using a Gestalt Paladin//Inquisitor til 5 I think, then switching to Druid (the animal companion is pretty useful). Also allowing Leadership at L7. Using UC rules, including the "Starting from Scratch" rules for lower BP gp costs. I will also allow a donation or loan (depending on desired amount) from Restov if player can be convincing enough (trade, security, etc).

There will be a lot of empty roles at the beginning, forcing slow growth. But I will add/change NPCs as necessary to fill them out over time.

For example:
If the PC creates a treaty with the Sootscales, then Chief will ask PC to bring Nakpik along to teach him. Nakpik could fill a kingdom role (such as Enforcer) or return to the Sootscales and take over as chief, creating a vassal kingdom.

Adjusting the encounters hasn't been to difficult yet, no more than necessary to fix them for any size group. I think the one encounter a day setup for Kingmaker makes it the best suited for solo play. Her 1/day abilities effectively become 1/encounter that way. I make exploration/mapping take 2.5x as long.

Overall, the Azlanti Gestalt with an Animal Companion combo is pretty strong. I think a treaty or alliance with Restov/Brevoy is an important key. But giving that so many Book 1 & 2 NPCs are in some way connected to Brevoy, it will fall into place. If not, Book 3 gives a great opportunity for that to happen.

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