Core Book
Core Book
$29.99

Adventure Across the Four Nations! 

In this RPG, you might face off with the Triple Threat Triad in Republic City, travel through a spirit portal to rescue a missing child, negotiate peace between Earth Kingdom outlaws and the sages’ council, pursue enemies and mysteries throughout the Four Nations, and even learn a thing or two from beloved Avatar Legends characters. 

  • Choose a setting amid the eras of Kyoshi, Roku, the Hundred Year War, Aang, and Korra.
  • Create your heroes from 10 playbooks—archetypes that help you play compelling protagonists.
  • Master an element, weaponry, or technology to rise and meet your destiny.
  • Pursue balance by learning from great mentors and getting into trouble across the Four Nations.

This purchase unlocks the contents of this source in the Digital Reader and Game Compendium on Avatar Legends NEXUS, as well as in additional features as they enter Early Access.

Table Of Contents
Table of Contents

Chapter 1: Welcome to The Game

  • Avatar Legends
  • What is an RPG?
  • The Avatarverse
  • Playing to Find Out
  • What You Need to Play

Chapter 2: The World of Avatar

  • Exploring History
  • The Four Nations
  • A World of Balance
  • Navigating the Eras
  • The Kyoshi Era
  • The Roku Era
  • The Hundred Year War Era
  • The Aang Era
  • The Korra Era

Chapter 3: Fundamentals of Play

  • The Conversation
  • Framing Scenes
  • Core Elements
  • Starting a Game

Chapter 4: Making Characters

  • Setting Up Your Game
  • You’re the Hero!

Chapter 5: Core Moves

  • Using Moves in Play
  • Basic Moves
  • Balance Moves
  • Advancement Moves
  • Custom Moves
  • Combat Exchanges
  • Statuses
  • Basic Techniques
  • Weaving it All Together

Chapter 6: Playbooks

  • The Core Playbooks
  • The Adamant
  • The Bold
  • The Guardian
  • The Hammer
  • The Icon
  • The Idealist
  • The Pillar
  • The Prodigy
  • The Rogue
  • The Successor

Chapter 7: Advancement

  • Earning Growth
  • Growth Advancements
  • Advanced Techniques
  • Specialized Bending
  • Changing your Character

Chapter 8: Running The Game

  • The GM’s Role
  • Agendas
  • Baselines
  • Guidelines
  • GM Moves
  • NPCs
  • Portraying NPCS
  • Managing Bending
  • Running Fight Scenes

Chapter 9: Seasons & Campaigns

  • Starting Campaigns
  • Crafting a Season
  • New Seasons

Chapter 10: Running Adventures

  • Creating Adventures
  • Adventure Tools
  • Adventure Hooks
  • The Vanishing Act
  • Using this Adventure
  • Summary
  • Introduction
  • Escalations
  • Important Characters & Groups
  • Important Locations
  • GM Advice

Appendix A: Techniques

  • Universal Techniques
  • Group Techniques
  • Waterbending Techniques
  • Earthbending Techniques
  • Firebending Techniques
  • Airbending Techniques
  • Weapons Techniques
  • Technology Techniques

Appendix B: NPCs

  • Kyoshi
  • Roku
  • General Iroh
  • Aang
  • Korra

Appendix C: Play Materials

Credits & Acknowledgements