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Avatar Legends: The Roleplaying Game is an upcoming tabletop roleplaying game set in the Avatar world, in which heroes from the four nations are roleplayed, fighting for what is right in a complicated and nuanced world. A Kickstarter was launched on August 3, 2021, to serve as a pre-order mechanism, and ran until September 2, 2021, having raised over $9.5 million.[3][4] The Quickstart for the game was released free of charge on July 12, 2021. The quickstart contains rules for character generation, storytelling systems, and a pre-generated campaign, The Forbidden Scroll.[5]

The digital version of the game's core book is due to be released around January/February 2022.[1] The physical copies will be released in summer 2022.[2]


Join your friends in a unique opportunity to return to a beloved setting - this time as the heroes of the story! Rising to meet their destiny, players will make characters using playbooks - templates that help players build and play compelling protagonists in the world of Avatar: The Last Airbender and The Legend of Korra.

In Avatar Legends: The RPG, you and your friends might protect local merchants from the Triple Threat Triad in Republic City, travel through a spirit portal to rescue a child taken into the Spirit World, negotiate peace between feuding communities in the Earth Kingdom, or pursue mysteries (or villains) that arise throughout their adventures![6]

The World of Avatar Legends

Playing Through the Eras

The RPG is designed to be played in five possible eras, each being tied to the span of an Avatar's life (excepting the Hundred Year War era), each focusing on distinct themes which define the type of game that can be played.[5] The game's core book includes a setting chapter with 50+ pages of information about the eras, including characters and plot hooks for each. This chapter also includes "never-before-released canon material on Avatar Roku's era".[7] The new lore for the game was created with the help of Avatar Studios, with Bryan Konietzko and Michael Dante DiMartino especially involved in regards to the new material on Roku's lifetime.[8]

  • Kyoshi's Era covers the events after The Shadow of Kyoshi novel. Play in Kyoshi's Era if you want to fight in battles against rogues and bandits and deal with corruption as the nations defend and reinforce their borders.
  • Roku's Era covers the time between Sozin's ascension to the throne[9] and the period just before the arrival of Sozin's Comet and the beginning of the Hundred Year War. Play in Roku's Era if you want to deal with tensions between different nations and the trials of maintaining an uneasy peace.
  • The Hundred Year War Era focuses on the time just before Avatar Aang's awakening at the beginning of Avatar: The Last Airbender. Play in the Hundred Year War Era if you want to rebel against unjust rule, protect the weak, and stand up to tyranny.
  • Aang's Era is set after the events of the Imbalance graphic novel trilogy, some time after the end of Avatar: The Last Airbender. Play in Aang's Era if you want to heal the world after tragedy and help push it into a brighter future.
  • Korra's Era covers a period that takes place after the events of the Ruins of the Empire graphic novel trilogy, some time after the end of Legend of Korra. Play in Korra's Era if you want to deal with the repercussions of imperialism and play in a modernized era.

Starting play

Choose a scope

The game's scope defines how much of the four nations the players will explore over the course of the game. Broad scope games might mean that players sail or fly to multiple destinations, solving problems as they go. A narrow scope game might mean exploring a single region or city in greater depth or detail, occasionally visiting outside locations, but always returning to the original site of focus.

A very broad scope would include adventures similar to those in the events of Avatar: The Last Airbender or The Rise of Kyoshi, while a narrower scope would be something similar to Book One: Air of The Legend of Korra, which explored Republic City in more detail. The scope can change over the course of play, but it is usually a sign of moving on to a "new season" of the adventures.[5]

Examples included in the Quickstart:

  • A Single Fire Sage Temple
  • The Air Nomad Temples
  • Ba Sing Se
  • Everywhere the Seas Touch

Character creation


A playbook defines what kind of social role a character fills in a group and how that role relates to conflicts that drive them. A playbook helps to define personality, relationships, and even how they fight, though any playbook can be any type of bender or a nonbender.[5]

  • The Bold fights to live up to their self-image and earn others' trust and confidence. A player who selects the Bold playbook will have the best opportunity to build up their reputation and leadership skills.
    • Balance: The Bold's two principles are Loyalty and Confidence, which are affected by balance.
    • Stats: The Bold receives +1 to Creativity and Focus and -1 to Passion.
    • Demeanors: The Bold's six available demeanors are Impatient, Affable, Talkative, Sensitive, Enthusiastic, and Impetuous.
  • The Guardian defends someone close to them, steadfast and watchful. A player should choose the Guardian archetype if they want to be the first to see danger coming and the last line of defense.
    • Balance: The Guardian's two principles are Self-Reliance and Trust, which are affected by balance.
    • Stats: The Guardian receives +1 to Focus and Passion and -1 to Creativity.
    • Demeanors: The Guardian's six available demeanors are Harsh, Polite, Suspicious, Serious, Quiet, and Cautious.
  • The Hammer is strong, tough, and looking for a deserving face to punch. A player should choose the Hammer if they want to grapple with what force can and cannot solve.
    • Balance: The Hammer's two principles are Care and Force, which are affected by balance.
    • Stats: The Hammer receives +1 to Creativity and Passion and -1 to Focus.
    • Demeanors: The Hammer's six available demeanors are Playful, Quiet, Excessive, Blunt, Loud, and Determined.
  • The Icon comes from an ancient tradition and inherited some serious standards to live up to. A player should select the Icon if they want to be torn between your heart and your destiny.
    • Balance: The Icon's two principles are their Role and Freedom, which are affected by balance.
    • Stats: The Icon receives +1 to Focus and Harmony and -1 to Passion.
    • Demeanors: The Icon's six available demeanors are Naive, Needy, Haughty, Playful, Sad, and Grave.
  • The Idealist has a past, full of suffering and tragedy, that strengthened their beliefs. A player should choose the Idealist if they want to awaken the hope in everyone around them.
    • Balance: The Idealist's two principles are Forgiveness and Action, which are affected by balance.
    • Stats: The Idealist receives +1 to Harmony and Passion and -1 to Focus.
    • Demeanors: The Idealist's six available demeanors are Lonely, Joyful, Earnest, Compassionate, Grieving, and Resolute.
  • The Successor comes from a lineage of powerful but scary figures. A player should choose the Successor if you want to struggle against their lineage as it threatens to draw them in.
    • Balance: The Successor's two principles are Tradition and Progress, which are affected by balance.
    • Stats: The Successor receives +1 to Creativity and Focus and -1 to Harmony.
    • Demeanors: The Successor's six available demeanors are Perky, By-the-book, Arrogant, Intense, Casual, and Oblivious.
  • The Adamant will fix the world, even if it means breaking all the rules. A player should choose if they want to contend with what "doing right" means in a complicated world.
  • The Pillar is an experienced team player and representative of an established group. A player should choose the Pillar if they want to be a savvy tactician who binds the team together.
  • The Prodigy not only excels at their training, but has taken it even beyond their masters' teachings. Play the Prodigy if you want to stretch the limits of your training and abilities.
  • The Rogue is a rule-breaker, a joker, a delinquent - a figure on the fringes who snipes at the people in charge. Play as the Rogue if you like being a scoundrel with a heart of gold.
  • The Elder has spent many years living and learning, making mistakes and growing from them. A player should choose the Elder if they want to teach (and be taught by) their companions.
  • The Razor was cruelly hardened into the perfect implement of their masters' goals ... until they broke free. A player should choose the Razor if they want to resist the nature others pushed upon them.
  • The Destined has been touched by something beyond spiritual and otherworldly. A player should choose the Destined if they want to pit their free will against the strange fate chosen for them.
  • The Foundling is the child of two cultures, belonging to both but not at home in either. A player should choose the Foundling if they want to synthesize the lessons and traditions of their heritage.[10]

Character names

A list of suggested names appropriate for each nation are recommended to the player.[5]

  • Earth Kingdom: Earth Kingdom syllables appear in the other three nations' nomenclatures as well, especially in the Fire Nation. These names can also be used for Fire Nation, Air Nomad, and Water Tribe characters. One or two syllables each should be used for both given names and surnames.
    • Suggested syllables: Ai, Chen, Guo, Huang, Ke, Ning, Pan, Rui, Song, Tian, Xu, Zeng.
    • Other names. Names of precious stones (e.g., Garnet, Amethyst, Pearl), plants (e.g., Peony, Camellia, Willow), or concepts (e.g., Faith, Hope, Joy) may also be used as Earth Kingdom-style names.
  • Fire Nation: Fire Nation characters have given names and clan names. They do not usually mention their clan names when they introduce themselves unless it is relevant to the situation or they are trying to show off for some reason. Families in the Fire Nation often like to pass individual syllables in their names on to one another: a woman named Zaagar might pass one character in her name on to her child or nibling, naming them Daozaa or Garrun. Use one or two syllables below for each given name and clan name.
    • Suggested syllables: Bu, Chae, Dai, Hing, Jian, La/Lan/Lon, Nao, Ran, Shur, Ty, Va, Zo.
  • Air Nomads: Air Nomads traditionally go by a single name with no surname, usually modified by "monk" for men or "sister" for women and referencing their Air Temple (e.g., Sister Dolma of the Eastern Air Temple). Monks live in the North and South Air Temples, while Sisters live in the East and West. A single name from the suggested list should be chosen.
    • Suggested names: Chökyi, Dechen, Gyurme, Jamyang, Khenchok, Lekshe, Nyandak, Palden, Sangge, Ugyen, Wangchuk, Yonten.
  • Water Tribes: Water Tribe characters go by a single name without a surname but introduce themselves as "[name] of [homeland]" (e.g., "Bato of the Southern Water Tribe"). A single name from the suggested list should be chosen.
    • Suggested names: Aasivak, Aullaq, Changunak, Ipirvik, Kikkik, Maniilaq, Olayuk, Qannik, Qaunak, Ticasuk, Umiq, Uyaquq.


At this point, the player decides whether the character bends one of the four elements (water, earth, fire, or air) or is a nonbender (who can either be a weapons or technology specialist).[5]

A signature fighting style should usually be developed to distinguish the character from other fighters or benders.

  • Examples:
    • A waterbender who creates clubs, spears, shields, and projectiles out of ice for themself and their nonbender companions to use.
    • A tech expert who grew up trapping monsters in the wilderness and constructs elaborate snares out of common items to catch their enemies.


Up to two backgrounds can be selected to describe the character's upbringing. A hometown can also be selected, either somewhere featured on the show or somewhere that is made up by the player. Possible backgrounds include:[5]

  • Military: This character was trained to fight as a soldier in a military unit such as a mercenary company, a regional militia, or a state government's standing army. Is the character a soldier, a sailor, or a spy? Does the character still answer to their commanding officer, or have they gone rogue?
  • Monastic: This character was or is a monk or a nun devoted to finding enlightenment or helping others in a like-minded community of devotees. What is the order's goal? What is its rules? In what ways did the character's upbringing agree with the character, and in what ways did they long for something different?
  • Outlaw: This character lives outside the bounds of law and order as a criminal, insurrectionist, or pirate. Was the character born into lawless life, or did they come into it later? Did the character choose the outlaw life, or did the outlaw life choose them? Do they work alone or with a gang? Whom have they hurt just to stay alive?
  • Privileged: This character grew up in the lap of luxury, wealth, or prestige, as a hereditary aristocrat, prominent merchant, or even the heir to a successful crime family. What advantages has this upbringing given this character? What does the character miss now that they are no longer surrounded by safety, and what do they fear?
  • Urban: This character grew up running the streets of a big city like the Northern Water Tribe capital, Yu Dao, or Republic City. They rubbed shoulders with people from many different walks of life, and they might not feel so at home if their journey takes you to the wilderness. What unexpected skills and knowledge do they have from city life? Which urban amenities do they miss—and which hardships do they not miss?
  • Wilderness: This character grew up in a town or household surrounded by nature, the elements in their most raw form, and developed advanced survival skills because of it. Which terrain makes them feel at home? What special skill are they most proud of—perhaps orienteering, herbalism, sailing, or animal training? What excites them, and what scares them, about big-city adventures?


Every playbook has four stats. Each stat is ranked from -3 to +3.

  • Creativity: Creativity measures your ability to think quickly and unconventionally, to come up with surpising plans or breathtaking art. Avatar Aang, Satoru, and Asami Sato all have strong Creativity.
  • Focus: Focus measures your character's ability to perform difficult or precise tasks under pressure, to shut out distractions and work in a patient, disciplined, or stubborn manner. Rangi, Princess Azula, and Tenzin all have strong Focus.
  • Harmony: Harmony measures your character's social sensitivity, care, and empathy, their ability to take into account the views and feelings of others and act in an honest and compassionate way. Kelsang, Uncle Iroh, and Katara all have strong Harmony.
  • Passion: Passion measures the intensity of your character's emotions and drive, and how good they are at listening to their feelings and turning them into decisive action. Avatar Kuruk, Prince Zuko, and Avatar Korra all have strong Passion.


Each player character also has a balance track that represents two opposing principles within the character, such as "Progress" vs. "Tradition" or "Freedom" vs. "Role", that pull the character to act according to one or the other of those ideals. Thus, the actions of the character shift that balance, leading the character to be pulled toward the very principle they have prioritized through their decisions. Each principle is linked, such that Progress +3 means you automatically have Tradition -3.[7]

Conditions & Fatigue

Where the balance track represents the harmony of the character's personal beliefs, conditions and fatigue represent their mental and physical well-being. Heroes in Avatar Legends do not lose arguments or fights because they run out of "hit points", but because they cannot keep up with the opposition or get worn out by the effort required to stay in the fight.

To represent the strong feelings and emotions of the show, each Avatar Legends character has five conditions: Angry, Afraid, Foolish, Guilty, and Insecure. Conditions are negative emotional states that are marked when something bad happens, like getting knocked down in a fight or suffering a loss in a social conflict.

In addition to conditions, each character also has a fatigue track that represents the character's internal reserves of willpower and energy. Fatigue is marked when the character tries to get stuff done, like huge feats of bending or, during in a combat, when they try to strike at someone directly opposing them. Fatigue is cleared when the character has time to rest and recover.[7]


The player characters in Avatar Legends are represented by the playbooks, but the heroes of the story might also run into a few old friends on their adventures. Characters like Avatar Aang, Uncle Iroh, and General Kuvira are called legends, powerful individuals who can act as beloved mentors or worthy opposition, depending on the situation at hand. Each legend has knowledge and special techniques that they may be willing to teach young heroes. Some legends are included in the core book, while others are listed in the Expanded Play Booklet. Confirmed legends are:[7][10]


  • The Forbidden Scroll is a pre-made campaign set in the year 95 AG, at the time of Fire Lord Ozai's coronation. It involves a group of heroes trying to steal a historical scroll from the Dragonbone Catacombs in Royal Caldera City (Hari Bulkan) and being arrested by Fire Sage Bai. The elderly Fire Sage Niuan frees the heroes and gives them the scroll, promising to help him if they also smuggle him out of the city.[5]
  • Adventure Booklet 1: Earth & Root: In this Kyoshi Era Adventure, you have been given the task of hunting down a notorious daofei by the renowned Firebender Rangi while she attends to her duties as companion to the Avatar. You must prove yourself by stopping this villain before Rangi returns from her latest travels.
  • Adventure Booklet 2: Fire & Brimstone: This Roku Era Adventure features a visit to the Fire Nation Capital in which waterbending master Taqukaq discovers a hidden cache of stolen Earth Kingdom crates filled with meteorite metal. While Taqukaq keeps up appearances during his visit, you must unearth the truth behind this suspicious theft.
  • Adventure Booket 3: Ash & Steel: In this Hundred Year War Era Adventure, you have been asked to offer protection to defectors offering war plans stolen from Fire Lord Ozai's palace in exchange for asylum in Ba Sing Se. As the machinations of Grand Secretariat Long Feng unfold, you must decide who to trust in this web of lies.
  • Adventure Booklet 4: Air & Wind: An archaeological expedition has discovered a cache of lost Air Nomad scrolls, but the corporation that funded the dig intends to seize the artifacts and exploit them. You must help the dig team reach the safety of Toph's Metalbending Academy before it is too late!
  • Adventure Booklet 5: Water & Mist: In this Korra Era Adventure, President Zhu Li Moon's husband Varrick has gone missing after attending a pro-bending match. While Zhu Li grapples with politics that keep the Republic City police tied up, you are put on the case!
  • Yet-unnamed adventure in Wan Shi Tong's Library: This adventure is part of the Expanded Play Booklet, a softback booklet containing all digital playbooks and NPC Legends unlocked during the game's Kickstarter campaign.[10]
  • Yet-unnamed adventure which will be part of an exclusive PDF just for backers of the Kickstarter campaign.[12]

Special features

Deluxe Dice Pack.

  • Special Cover Core Book: It is an 8.5" x 11" hardcover core book that features an alternate holographic laminate cover with Aang on one side and Korra on the other. People are able to choose which Avatar appears on the front. The special cover also includes two silk bookmarks and premium endpapers.
  • Dice Pack: The Dice Pack is a pack of six pair of six-sided dice customized for the game, featuring a pair for each training: earth, air, fire, water, weapons, and technology.
  • Deluxe Dice Pack: The Deluxe Dice Pck is a pack of six pair of six-sided ionized obsidian dice created by Level Up Dice, including a pair for each training. Each dice has an intricate elemental design that flows around each side of the dice.
  • Dice Bag: The Dice Bag is a velvety soft bag with a drawstring and clip spring fastener. The embroidery features the four symbols of the elements.
  • Four Nations Cloth Map: It is a 23" x 16" map of the world of Avatar printed on high quality cloth.
  • Journal Pack: The Journal Pack is a pack of five saddle-stitched 6"x9" booklets with approximately 30 blank pages for game masters and players to use for campaign and player notes. Avatar Legends: The RPG art is featured on the cover, and additional designs have been unlocked: water, earth, fire, and air covers.
  • White Lotus Pai Sho Tile: The White Lotus Pai Sho Tile is a 25mm-wide screen printed tile to be used as a map marker, or a symbol of one's membership of the Order of the White Lotus.[7]


  1. 1.0 1.1 PDF Timeline Update. Kickstarter (January 13, 2022).
  2. 2.0 2.1 Shipping Timeline Update. Kickstarter (December 8, 2021).
  3. Avatar Legends RPG on Kickstarter August 3rd!. MagpieGames.com (July 12, 2021).
  4. Avatar Legends: The Roleplaying Game — Kickstarter Trailer. YouTube.com (August 3, 2021).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Avatar Legends: The Roleplay Game. Quickstart, Version 1.0, 2021.
  6. Avatar RPG. MagpieGames.com. Retrieved on July 12, 2021.
  7. 7.0 7.1 7.2 7.3 7.4 Avatar Legends: The Roleplaying Game - Kickstarter preview. Kickstarter.com (July 27, 2021). Retrieved on July 28, 2021.
  8. We are the designers of Avatar Legends: The Roleplaying Games. AMA!. MagpieGames.com. Retrieved on August 31, 2021.
  9. Avatar Legends: The Roleplay Game. Quickstart, Version 2.1, 2021.
  10. 10.0 10.1 10.2 Avatar Legends: The Roleplaying Game Kickstarter. MagpieGames.com (September 1, 2021).
  11. Avatar Legends: The Roleplaying Game - Kickstarter FAQ. Kickstarter.com (September 1, 2021). Retrieved on September 1, 2021.
  12. Final Stretch Goal Unlocked: All-Star Actual Play Video. MagpieGames.com (August 31, 2021).

See also