• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. ASHES OF THE AVATAR: TWELVE YEARS TO THE COMET
  2. Lore

The Water Tribes: North, South, Swamp, and Sacred Island

North and South still speak and trade, and still argue. The North is a fortress-city of canals and formality. The South is hardy, seafaring, and politically ambitious in this era. Spirits at the poles have been agitated by industry and dragon hunts. The Northern Passage and Chenbao remain a raw border. Both tribes still make joint spiritual investigations when they can. There is no trained Avatar to mediate.

AGNA QEL'A, THE NORTH

Chief Skiri, elderly, holds the Chief's Hall and wants dignity without a reckless war. Prince Tulok is closer to a war footing than the healers want; find him at the Harbor of Frozen Ships and the barracks. Captain Nukilik holds the frozen main gates. Taqukaq, a canon waterbending master, now elderly, teaches on the Waterbending Academy's ice terrace. Healer Yupik works the Healing Huts beside the Spirit Oasis antechamber and has already seen spirit-sickness on returning sailors. Tui and La swim in the Spirit Oasis itself โ€” sacred, restricted. Violence here is a world-class crime. Do not bottle the oasis. Makittuq keeps Saltwind Camp outside the walls and talks to coastal spirits more honestly than the court does. Merchant Pakak sells at Northfat and Bone and has seen forged stamps from the Passage. Ferryman Taktuq runs the public ferry and can carry a verbal warning that should not be written down. Innkeeper Iqaluk keeps The Frozen Lantern and currently has a sick guest who should be in Yupik's huts. Old Tukka holds the Pai Sho corner of the Salt Tea House and will test a stranger with a tile.

WOLF COVE, THE SOUTH

Chieftain Nulaak holds the Council Lodge and wants leverage, not lectures. Guard Atuq stands the outer door and has already turned away an unannounced "audience" that smelled like Fire coin. Elder Qanitt (they/them) advises at the Elder's Fire Circle; they still want allies and a conclave. Warrior Siku holds the ice-harbor watch post and has counted strange sails. Boatwright Rinuk works The Bone Keel and can tell which keels were built for hunting and which for war. Auntie Niri sells sea prune soup at Warm Prune Pot and has a lid-note meant for Envoy Sana in the Fire Capital. Dock worker Silla works the cargo dock and has already hidden a crate she does not like.

FOGGY SWAMP AND THE SACRED ISLAND

Shaman Issa keeps a hanging hut at the banyan-grove heart. The grove has begun to dream of fire in the sky. Plantbending is known here and teachable to a serious outsider. Keeper Tulaq holds the Tide Shrine on the Sacred Island between the tribes, a site from era sources, with guest lodges for visiting chiefs. A conclave here is one of the campaign's best mid-game set pieces: Qanitt, Nulaak, Skiri, Tulaq, and whoever the party brings.

FOREIGN WORK

Envoy Sana keeps the Water Tribe house in the Fire Nation Capital's Foreign Envoy Quarter. She already does not believe the official island story. Niri's lid-note is meant for her. A joint Water investigator may still be trying to learn why spirits have been loud since the eruption, and may be blamed for activity that dragon hunts caused.

QUESTLINES

Passage to War: Governor Pei's tax hall versus Prince Tulok's cutter; Pakak's forged stamps; Nukilik's gate; a spark at Chenbao that could give Sozin cover.

The Restless Ice: Yupik and Taqukaq try to calm spirits without a living Avatar; Iqaluk's sick guest; Makittuq's camp; the oasis growing "loud" since the night Roku died.

Conclave on the Sacred Island: Qanitt and Nulaak push for a gathering; Taktuq can carry the word; Tulaq prepares lodges; Fire or Mandate agents would love to sit in a guest room.

The Diplomat's House: help or hinder Sana as she sniffs a lie about Roku; get Niri's note across a hostile sea.

Street work: Silla's hidden crate, Atuq's unannounced visitor, Tukka's Pai Sho test, a late soup at Niri's stall.

Play the tribes as living nations, not as a future devastated South and a later-war North. The South still has boats, pride, and a voice. The North is not yet a sealed fortress against the world. Their argument is family politics, not a closed book.