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Uncle Iroh’s Adventure Guide is a supplement for Avatar Legends: The Roleplaying Game by Magpie Games. It was released in August 2024 (digital) and November 2024 (physical). The guide introduces Jasmine Island, a setting tied to Uncle Iroh’s fondness for jasmine tea, and expands the game with new adventures, character options, NPCs, and generational play rules.
📜 What’s Inside
Here’s what the guide offers, according to Magpie’s product page and associated sources:
Four new character playbooks (called archetypes in some descriptions), offering fresh protagonist types.
Five adventures, one for each era: Kyoshi, Roku, the Hundred Year War, Aang, and Korra. These can be played as standalone one-shots or combined into a longer campaign spanning time.
Ten NPC Legends, including named characters such as Lu Ten, Piandao, and Toph Beifong; they can teach special techniques and serve as mentor-figures, antagonists, or lore anchors.
Expanded setting material for Jasmine Island: its history, key locations, inhabitants, conflicts, and how to integrate it into campaigns across multiple eras.
Mechanics for generational play, enabling campaigns that allow players’ characters to leave legacy, mentor, or see how past events influence later eras.
🎭 How It Plays at the Table
Flexibility in scope: You can pick any of the five adventures for a single session or run them in sequence across eras to build something like a legacy campaign. The generational play mechanics support this.
New Role Options: With four new playbooks, there’s more variety in how characters can be built, especially in how they tie into Jasmine Island’s themes. NPC Legends add richness but also gravity—they can shift story direction.
Setting utility: Jasmine Island gives GMs a distinct locale with island culture, themes of tea, trade, nature vs. exploitation, perhaps colonial or corporate encroachment in Korra-era. The location acts as more than backdrop; it’s woven into the adventures.
Generational emphasis: The legacy style encourages characters’ actions to ripple into later eras; this can increase emotional investment but also requires keeping track of continuity (NPCs, location changes, era differences).
✨ Highlights
A beautiful new setting: Jasmine Island feels like it belongs canonically; it’s not just another locale but tied to Uncle Iroh’s legacy and has flavor.
Era spanning: Having adventures in all five eras is a real strength—it lets groups pick their favorite period or explore how stories and consequences change over time.
Great NPC legends: Fans of the show will appreciate recognizable figures and new ones, especially given the technique-teaching bonus. Makes it easier to introduce familiar faces or mentors.
Generational mechanics: Adds mechanical support to ideas groups often do anyway—mentors, legacy, time passing. The rules make that feel intentional.
