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As with any RPG, the first step is to create your character.

While it helps to
have a general concept in mind, this is certainly not a requirement - a theme
might occur to you during creation. The following steps are required to build a
character:

1. Generate vital statistics, note any modifiers.


2. Generate Toughness, Hit Points.
3. Roll for race of character.
4. Determine if character is a bender and put points in appropriate bending
skill.
5. Choose flaws, total the experience points this gives you.
6. Buy Backgrounds with experience points gained in step 4.
7. Choose starting skills, allot points to them.
8. Choose starting equipment.

Your character has six vital statistics which are generated by rolling 3d20 and
adding 40. If any of the six primary statistics are exceptional, bonuses are
applied to related skills and other things. These statistics are:

Strength Raw physical power. Strength modifies some skills, and


adds extra damage in melee.
Dexterity Agility and quickness. Dexterity modifies some skills,
improves base dodge and initiative.
Fitness Hardiness and health. Fitness helps determine Hit Points.
Willpower Mental foritude. A high score in Willpower gives the
character basic Magic Resistance.
Perception Perception is the base chance to notice hidden things. It also
modifies some skills.
Intellect Intellect is how smart the character is. It modifies some
skills.

Exceptional Stat Bonuses


Score Bonus Score Bonus
80-84 +5 95-99 +15
85-94 +10 100 +20

Once the six primary statistics are generated, Toughness and Hit Points are
calculated. Toughness is a rating of how much punishment a character can
withstand before really beginning to take damage; it is also what fuels the
character's supernatural powers. Hit Points represent the amount of damage the
character can take before dying. Once a character runs out of Hit Points they
die, and must wait a day of game time before they revive.
Toughness: ((Strength - 40) + (Fitness - 40)) / 2
Hit Points: 5d10 + Fitness bonus

Character Type Table


Roll Character Type
01-25 Air Nomad
26-50 Earth Kingdom
01-50 normal
51-00 Earth Bender
51- 75 Fire Nation
01-50 normal
51-00 Earth Bender
76-00 Water Tribes
01-50 normal
51-00 Earth Bender

Peoples of Avatar
Air Nomads

Current Status: Completely eradicated and presumed extinct after a massive


attack from the Fire Nation a hundred years before current day.

Geography: Certain archipelagos toward the South Pole, southeast of the Earth
Kingdom, and between the Earth Kingdom and Fire Nation once belonged to the Air
Nomads and are where their temples are located.

Capital: It is possible there was once an Air Nomad capital but it has not yet been mentioned and it
is unknown whether or not it still exists.

Other Major Cities/Outposts: Only three Air Nomad locations have been shown or mentioned so
far: the Northern Air Temple, the Southern Air Temple, and the Eastern Air Temple. The Southern Air
Temple is located in the Batola Mountain Range on the islands just north of the South Pole. The
Northern Air Temple is located in the archipelago between the just west of the Earth Kingdom and
north of the Fire Nation. There is also an Eastern Air Temple that we know exists but have yet to see;
it is likely positioned in the islands to the southeast of the Earth Kingdom.

Government: The Air Nomads did not seem to have a formal central government. While it is known
that they had temples, it is uncertain if they had cities or villages, as well. Each temple was run by a
council of around five elders. The oldest airbenders of the temple maintained its everyday functions
and watched over the younger inhabitants. The master monks also taught the younger airbenders
how to master their skills. As pacifists, it is unlikely the Air Nomads had an army.

Culture: The monks of the Air Nomads lived a very tranquil and pacifistic lifestyle; strict
vegetarians, they refused to eat any form of meat. Meditation was a daily activity among the older
monks of the temples while the younger airbenders would enjoy playing games and sports outside.
One of these was Air Ball, which was played atop giant wooden posts and used airbending skills to
get a ball through one of the goals on either side of the field. Air Nomads were bald and wore bright
yellow pants and shirts with an orange shawl; the elder monks wore brown, orange,
or yellow robes. Each airbender had special blue arrow tattoos on their head, arms,
hands, legs, and feet; the flying bison--the typical transport for the Air Nomads--also
had similar markings.

Earth Kingdom
Current Status: Currently at war with, and partially occupied by, the Fire Nation.

Geography: The Earth Kingdom is by far the largest nation in terms of geographic size. The Earth
Kingdom is, in fact, so large that it is a neighbor of every other nation. It consists of the two main
continental land masses, and together they stretch nearly from pole to pole. The continents seem to
possess a wide variety of geographic features, including large mountain ranges, plains, several large
river systems, and at least two inland seas.

Capital: Ba-Sing-Se, located in the northeastern part of the Earth Kingdom.

Other Major Cities/Outposts: Omashu

Government: The Earth Kingdom is ruled from its mighty walled capital of Ba-Sing-Se. While other
cities have kings--such as King Bumi of Omashu--it would appear that they are vassals to the
overlord or ruler of the capital referred to as "The Earth King". Some Earth Kingdom localities,
however--Kyoshi Island, for example--have preserved their neutrality in the conflict with the Fire
Nation and do not appear to be subject to any central government.

Culture: Greens and browns are the predominant colors worn by the subjects of the Earth Kingdom.
Their earthbending talents have also made mining a common economic activity. Since the Earth
Kingdom occupies the crossroads of the world, its subjects also appear to be skilled in trade and
commerce. Their ports and markets, even amidst war and military occupation, still thrive. Having
such active business and interaction with the other nations seems to have made Earth Kingdom
culture less distinctly unique and more all-encompassing in nature.

Fire Nation

Current Status: At war with the other nations in an attempt to conquer the world.
The Fire Nation currently occupies much of the western Earth Kingdom.

Geography: The Fire Nation is located on the medium sized continent on the
western side of the world map. This continent is dominated almost exclusively by
mountains, many of which are volcanic. The main Fire Nation continent is adjacent in the east to a
series of islands that stretch towards the Earth Kingdom. Some distance to the north and a farther
distance south lay the Air Nomad islands.

Capital: Unknown

Other Major Cities/Outposts: Fire Temple seen on the crescent shaped, volcanic island in � The
Spirit World Part I & II.�

Government: The Fire Nation is a unitary autocracy ruled by Fire Lord Ozai.

Culture: After a century of war, and perhaps by nature of their element, the culture of the Fire
Nation has a decidedly martial flavor. Personal honor plays a key role in the lives of its elite, where
insults often result in the dreaded agni kai, or fire duel. Citizens of the Fire Nation tend to wear dark
red and black. They celebrate their element and their culture in the � Fire Days Festival� during
which they wear ceremonial masks, watch puppet and firebending shows, and shoot fireworks.

Water Tribes

Current Status: Southern Tribe: depleted in population, small village; Northern


Tribe: large, prosperous city.

Geography: The Water Tribe is broken into two separate tribes, which are located
at the North and South Poles. Both tribes live on the large continental land masses,
surrounded by glaciers and ice drifts in the surrounding oceans.
Capital: There is no set capital for the Water Tribe. The closest thing to a capital would be the very
large Northern Water Tribe city.

Other Major Cities/Outposts: The Water Tribe consists of only two real outposts: the small village
of the Southern Water Tribe and the massive Northern Water Tribe city.

Government: The Southern Water Tribe apparently has no formal government, although it would
appear that age acts as a sort of informal system for delegating duties and chores. They live mostly
off the sea for survival. The Southern Water Tribe once had many men, but they all left to assist the
Earth Kingdom in the war against the Fire Nation. It consists now of women and children. There is no
real army or military structure in the Southern Water Tribe now, as all their warriors have left to help
in the war. There is no real leader now, either, though Kana is usually the one assigning tasks and
maintaining discipline among the remaining people of the village. The Northern Water Tribe, on the
other hand, has an established centralized form of government. The village appears to be lead by a
group of elders who seem to make the decisions in a large building within the walled city. Members
of this group include Master Pakku and Chief Arnook, leader of the entire city and its people. The
Northern Tribe has a large army of waterbenders and warriors.

Culture: The sister tribes both share similar cultural traits, wearing heavy fur coats for protection
against the cold northern and southern climates. Their clothes are mostly blue and white, including
lighter clothing worn when away from the poles. Fishing seems to be the primary source of food for
both tribes, and they send fishermen and sometimes waterbenders out in wooden boats. A tradition
in the Southern Tribe called ice dodging is considered a right of passage for men of the tribe. In the
Northern Tribe, strict gender roles and sexist traditions exist; women waterbenders are forbidden
from learning waterbending to fight and may only be taught to use their gift for healing purposes. A
system of arranged marriage is also in place. Both tribes use war paint in preparation for battles, and
the Northern Tribe also invokes the spirits for guidance through ritual prayer.

Skills
Skills are simply that - abilities that a character has mastered, at least on a very
basic level. All characters begin the game with 100 skill points to allocate to
various skills, and can pick up more as the game progresses. The GM can award
skills during the game also if there is a good reason to - if for instance a player
does something that gives him a new understanding of some skill that he didn't
have before.

Combat skills are used against opposing combat skills. See the section on
combat for rules. All combat skills have a maximum score of 250 that
represents utter mastery of that skill.

Non-combat skills ar simple success/failure scores using 1d100. For this reason,
non-combat skills have a maximum score of 100. The GM can apply bonuses or
penalties based on the difficulty of the task to be performed. For instance, if a
character wanted to simply ride a trained horse with saddle and reins the GM
might give a bonus to the roll or not require a roll at all. However, if the
character was riding bareback on a wild horse as it galloped madly over uneven
ground, the GM might apply a penalty as the character rolls to see whether he
can stay mounted.

Below is a sample listing of skills that might be taken. If a skill isn't listed
below, either create that skill or pick a skill that does exist that can be "close
enough." Next to the name of the skill in parentheses is its primary statistic. If
the character has modifiers from that stat (if the stat is over 80) that modifier is
applied to the skill when it is bought due to the character's natural aptitude in
that arena. For instance, a character with a Strength of 86 gets +10 to any
Strength-based skills he might want to buy.

At character creation time (and any time a character is picking up a new skill),
the player must spend at least 10 points on a skill to buy it. The skill starts at
whatever the player has spent on it, but it must be at least 10.

Combat Skills (maximum score: 250)


Hand-to-Hand Any style of bare-handed combat. This is also the skill a
(Str) character would use for touch-based Powers, such as Claws
or Burning Touch.
Damage = 1d6 + Strength modifier.
Knife (Dex) Short blades, bowie knife length and smaller.
Damage = 1d10 + Strength modifier.
Sword (Str) Long blades of all types.
Damage = 2d10 + Strength modifier.
Small Club (Str) Short cudgel-type weapons, including baseball bats,
hammers, lead pipes, etc.
Damage = 2d6 + Strength modifier.
Large Club (Str) Larger cudgel weapons. Includes maces, axes, sledge
hammers.
Damage = 2d10 + Strength modifier.
Thrown Catch-all for any thrown weapons, from half-bricks to
Weapons (Dex) grenades to knives. Damage depends on weapon type.
Archery (Dex) Bows and arrows, including crossbows.
Damage = 1d10.
Evasion A purely defensive skill, it is how well you can avoid being
(Dex/Perc) hit. It is probably a good skill to take. Evasion has two
prime statistics, Dexterity and Perception. Bonuses for
either of these apply to Evasion - with the one, you're fast
enough to get out of the way; with the other you were alert
enough to see it coming.
Polearm Any weapon that requires two hands to use and does not fall
into any other category. Examples are tridents, pikes, etc.
Damage=3d10+5
Whip Flexable weapons that can strike at a distance, includes
whips, chains, bamboo canes, etc. Damage=1d12

Maneuver Skills (maximum score: 100)


Horsemanship Riding of animal.
(Dex)
Skating (Dex) Ice skating.
Sail Boats (Int) Sails and rigging, any wind-propelled watercraft.
Steam Boats
(Int)

Supernatural Skills (maximum score : 100)


Bending Lore Specialized knowledge about the occult and the dark side of
(Int) the world. Includes such things as particular monster
weaknesses, knowledge of rites and rituals and other things
deemed important to the demon world.
Bending Focus The character focuses his energies and can spend multiples
(Will) of the required amount of Toughness Points to use a Power,
causing the power to be more effective. (If the character
spends double Toughness, an attack power does double
damage, for instance.)

General Skills (maximum Score : 100)


Acrobatics (Dex) Tumbling, flips, tightrope walking and such.
Artistic (Perc) Sculpture, painting, drawing, etc. Visual arts.
Athletics (Fit) Swimming, running, climbing, sports, other physical
activities.
Chemistry (Int) Knowledge of chemical properties and their interactions.
Cryptography Knowledge of codes, encryption schemes, etc.
(Int)
Demolitions (Int) Knowledge of explosives and techniques for their use.
Disguise (Perc) The ability to appear as someone else, using prosthetics,
disguise kits, etc.
Domestics (Perc) Cooking, cleaning, sewing. General domestic tasks.
Farmsteading General understanding of farming, herding, basic carpentry
(Int) and blacksmithing.
History (Int) Knowledge, possibly esoteric, of events of the past.
Language (Int) A foreign language. This skill must be taken for each
language the character wishes to speak beyond English (the
game's standard.)
Legerdemain The ability to remove items from someone elses pockets
(Dex) without their noticing. Also sleight-of-hand tricks.
Mechanics (Int) Knowledge of mechanical principles and methods. Includes
ability to build mechanical devices and maintain them.
Medical (Int)* Medical learning, including pharmacology and herbalism to
some degree.
Mimicry (Perc) The ability to modulate one's voice to sound like someone
or something else.
Music (Perc) Ability to play a musical instrument, includes the ability to
read sheet music.
Performance Dance, singing, acting - any type of public performing art.
(Perc)
Pick Locks (Dex) The ability to unlock locks without keys. Can also include
cracking safes.
Skills Focus Character can spend time (1 minute, or 1 combat round)
(Will) focusing to improve the effectiveness of a skill. When that
skill is used after focusing, its score is doubled for one
action.
Stealth (Dex) The ability to move quietly and avoid being seen and heard.
Tailing (Perc) The ability to follow someone without their noticing. Not
the same as tracking.
Taxidermy (Int) Knowledge of preserving methods and techniques for
stuffing dead animals.
Tracking (Perc) The ability to follow tracks left by other beings. Can be
used in the wilderness, but is not as useful in the city.
Woodslore (Int) Hunting, fishing, trapping, scavenging, etc.

Running the Game


At this point, you should have a good idea of how to make a character, complete with skills,
powers, etc. The character will have a pool of resources with which to address problems and a
pool of disabilities that the GM can exploit. Now it's time to explain the things that are likely to
happen while playing.

Using Skills

Players can use the skills they have taken whenever they want - though some skills are more
restrictive than others. To use the Horsemanship skill, for instance, requires a horse. Players can
attempt to perform actions which they have no skills in, but they are very likely to fail. Simple
actions might not require a roll, like riding a horse at a slow walk...but if a character tries to
gallop bareback without the Horsemanship skill, he is more likely to fall off than anything else.
The GM can allow the character to roll against some arbitrary number, or just assume failure.
Alternately, if a character has 100 in a skill, unmodified tasks are assumed to be successful
without a roll.

The GM should apply modifiers whenever a task is especially easy or difficult, even for someone
with the appropriate skill. Take the Demolitions skill for instance. The character is faced with a
bomb and decides to disarm it. This would be a regular roll. However, if the bomb were
particularly crude, the GM could apply a bonus to the roll saying, "Roll under your skill +30."
This would make it much easier to perform the task. If the bomb was very sophisticated, if it had
a mercury switch for instance, the GM could apply a penalty - "Roll under your skill, -30." The
player can attempt to roll, or could decide that the price of failure is too high. These modifiers
adjust the player's score in that skill for the attempt. A Demolitions skill of 50 would be treated
as a score of 80 in the easy example, and as a 20 in the difficult one.

As in combat, a character can fumble a skill roll too. Because non-combat skills are percentage
based, a high roll can be disasterous. Any roll above 95 is a fumble and means that the "worst
case" has occurred. In the example above, a fumble might mean the mercury switch was set off
and the bomb has exploded. Remember though that a score of 100 in a skill means assumed
success in unmodified tasks - there is no worry of a fumble in that case.

Combat

Characters are going to get into fights. That's one of the major parts of any role-playing game.
Combat is designed to be deadly, but can be also be used in non-lethal ways without changing
the rules. The GM may decide for a given combat whether the players' opponents are trying to
kill them or not. The players can decide whether they are trying to kill their opponents. If killing
is not desired, when a player or NPC reaches 0 hit points they are knocked unconscious and left
at 1 hit point. They can do nothing while unconscious, but they are still alive.

Combat is theatrical. It can start and stop at any point, characters can make speeches that don't
count as actions, and generally be as descriptive as they want to be. As such, the GM should
focus more on the action taking place than the mechanics of combat. (One thing the GM should
not do however is fudge rolls. If you need your super villain to escape, have him run off, or
teleport or whatever. Don't pretend that the player's killing blow missed.)

Combat
In any RPG, conflict resolution is essential. Most often, conflict is expressed in terms of combat.
Combat in Bump in the Night is primarily theatrical and "over the top" with characters absorbing
blasts from shotguns and tearing at each other with claws and fang.

Combat is very simple in BitN. Combat is divided into rounds, in which each character makes an
action. There are two phases to each combat round, Initiative and Action. Once everyone has
acted, a new round begins, assuming that there is still conflict to resolve.

Initiative

Players roll 1d20 then add their Dexterity modifier and Weapon speed to determine their
Initiative score. The highest score gets to act first in the Action phase. Weapon speed is
described below.

Action

Characters may make a single action per combat round. Actions include movement, use of a
Power, use of a skill, bide, attack and defense.
Movement: Character can move ten feet per action.
Powers: Character can use one of his Powers. If the power is a touch-based attack, it is assumed
that the character attacks at the same time.
Skills: Character can use one of his skills. Many skills are unsuited to combat and the GM can
apply penalties to the skill's success roll.
Bide: Character is preparing to act. Next round he gets a +20 bonus to his Initiative roll.
Attack: Chatacter uses one of his attack skills against opponent.
Defense: Character is focusing on defense until his next action - defensive skills are doubled.

Hitting the Enemy

When an attack is made using attack skills or Bending Powers, we compare the numbers.

The attacker rolls 1d100 and adds it to the combat skill he is using. In the case of touch-based
Powers, use the Hand-to-Hand combat skill. Applicable bonuses are added as well. Statistic
modifiers are NOT added, since they are already factored in to the relevant skills. In the case of
Bending Powers which are not touch based, the Power's score is used as the combat skill.

The defender rolls 1d100 and adds it to the defense skill he is using. Evade is the most useful,
but it is possible to use other skills, such as Acrobatics. Applicable bonuses are added as well,
though once again statistic modifiers are not added.

The two totals are compared, and the higher number wins. If it is the attacker, the hit was made
and damage needs to be determined. If it is the defender, the attack was not successful and no
damage was dealt.

1d100 +attack skill & bonuses vs. 1d100 +defense skill & bonuses

Fumbling

If either of the characters rolls 01-05, this is considered a Fumble. When an attacker fumbles, he
automatically misses his target. When a defender fumbles, he is automatically hit. In either case,
a roll on the Fumble Chart is required:

Fumble Chart

01-60 Attacker/defender recovers from fumble.

61-80 Attacker/defender stumbles, -20 to defense until next turn

81-90 Attacker/defender falls over - opponent gets an immediate extra attack

91-95 Attacker drops weapon and injures self with it


Defender zigs when he should have zagged - takes double damage
96-100 Attacker drops weapon and injures self with it - double damage
Defender zigs when he should have zagged - takes triple damage

Damage

If an attack or Power is successful, damage is dealt. Any Power capable of doing damage
describes how much damage it does in the Bending section. Weapons do damage based on
weapons class - all weapons will fall into one of the major categories. It is possible for a weapon
to be better than the average weapon of its class, but this is up to the GM and is simply a bonus
applied to the specific weapon. Some Bending Powers prevent some forms of damage.

Damage is subtracted first from Toughness, then from Hit Points. Once Hit Points reach zero, the
character has died and it is time to roll up a new character; however, some extremely powerful
Benders may be able to resurrect a dead character. (see Bending Section for details.

Armor & Damage Reduction

As expressed above, damage can be reduced by using Powers like Armor and Shielding.
Characters can also wear conventional armor to prevent physical damage. Physical armor works
like Toughness. All armor is given an armor rating and can take that much damage before it is
useless. A character wearing armor would first lose points from the armor, then from Toughness,
then from Hit Points.

Since armor restricts movement, wearing armor implies a penalty to Initiative. The table below
shows the amount of damage armor can take before being rendered useless and the Initiative
penalty.

Damage Initiative
Armor Description
Rating Penalty

Leather Armor 25 -5 Leather, either thick or hardened.

Chain Mail 40 -10 Small, linked chain woven together to form a shirt, or
coif, or similar.

Metal Plate 75 -30 Solid plate shaped to fit the body, jointed at
appropriate places.

Plated Vest 85 -10 A vest sewn with light, hardened plates.

Critical Hits

Critical Hits are rolled whenever damage is done to Hit Points. Damage is done to Hit Points
after Toughness has been depleted or in special cases, like being hit with something the character
has a substance flaw against. If a critical is rolled while the character still has Toughness left, the
amount of Toughness is used as a negative modifier for the critical.

Which table is used depends on the weapon type. Certain weapons and Powers have bonuses or
penalties to their critical hits. Crits are rolled using 1d100 and adjusting for bonuses and
penalties.

If the unmodified attack roll (1d100) at the beginning of the attack was less than 20 the strike
was weak and a -20 penalty is applied to the critical hit roll. If the unmodified attack roll at was
greater than 80, the strike was very effective and a +20 bonus is applied to the critical hit roll.

Terminology
Stun: unable to attack, -50 to defense rolls
Unconscious: unable to attack, defend, move or use Powers
Bloodloss: -1 HP loss per round

Slash - Impact - Puncture - Shrapnel - Burn

Slash Critical (blades, claws)

-19 to -10 no extra damage

-9 to 0 no extra damage

0 to 10 no extra damage

11 to 20 no extra damage

21 to 30 no extra damage

31 to 40 no extra damage

41 to 50 +5 damage

51 to 60 +5 damage

61 to 70 +10 damage

71 to 80 +10 damage, bloodloss

81 to 90 +15 damage, bloodloss

91 to 100 +15 damage, stun 1 rounds, bloodloss

101 to 110 +20 damage, stun 2 rounds, bloodlossx2

111 to 120 +20 damage, stun 2 rounds, bloodloss, location severed, -40 to applicable skills
Impact Critical (falls, fists, clubs)

-19 to -10 no extra damage

-9 to 0 no extra damage

0 to 10 no extra damage

11 to 20 no extra damage

21 to 30 no extra damage

31 to 40 no extra damage

41 to 50 no extra damage

51 to 60 no extra damage

61 to 70 +5 damage

71 to 80 +5 damage, stun 1 round

81 to 90 +10 damage, stun 2 rounds

91 to 100 +10 damage, stun 2 rounds, location broken, -30 to applicable skills

101 to 110 +15 damage, stun 3 rounds, location broken, -30 to applicable skills

111 to 120 +15 damage, unconscious 1 round

Puncture Critical (bullets, spears, stakes)

-19 to -10 no extra damage

-9 to 0 no extra damage

0 to 10 no extra damage

11 to 20 no extra damage

21 to 30 no extra damage

31 to 40 no extra damage

41 to 50 no extra damage

51 to 60 +5 damage
61 to 70 +10 damage

71 to 80 +15 damage

81 to 90 +20 damage, bloodloss

91 to 100 +20 damage, bloodloss

101 to 110 +25 damage, bloodloss, stun 1 round

111 to 120 +25 damage, bloodloss, stun 1 round, location damaged, -20 to applicable skills

Shrapnel Critical (grenades, shotguns)

-19 to -10 no extra damage

-9 to 0 no extra damage

0 to 10 no extra damage

11 to 20 +5 damage

21 to 30 +5 damage

31 to 40 +10 damage

41 to 50 +10 damage, bloodloss

51 to 60 +15 damage, bloodloss

61 to 70 +15 damage, bloodloss, stun 1 round

71 to 80 +20 damage, bloodloss, stun 1 round

81 to 90 +20 damage, bloodloss x2, stun 1 round, location damaged -20 to applicable skills

91 to 100 +30 damage, bloodloss x2, stun 2 rounds, location damaged -20 to applicable skills

101 to 110 +40 damage, bloodloss x3, unconscious 1 round, location destroyed -40 to applicable skills

111 to 120 +50 damage, bloodloss x5, unconscious 2 rounds, location destroyed -40 to applicable skills

Burn Critical (fire, electricity, acid)

-19 to -10 no extra damage

-9 to 0 no extra damage
0 to 10 no extra damage

11 to 20 no extra damage

21 to 30 no extra damage

31 to 40 +5 damage

41 to 50 +5 damage

51 to 60 +5 damage

61 to 70 +5 damage, location damaged -20 to applicable skills

71 to 80 +10 damage, location damaged -20 to applicable skills

81 to 90 +10 damage, location severely damaged -30 to applicable skills

91 to 100 +15 damage, location severely damaged -30 to applicable skills

101 to 110 +15 damage, location destroyed -40 to applicable skills

111 to 120 +20 damage, location destroyed -40 to applicable skills

Weapon Statistics

All weapons fall into one of the classes listed below. Most physical Powers (those that require
touch) use the Hand-to-Hand skill to determine attack success. Hand-to-Hand damage is applied
on a successful hit in addition to the damage done by the Power.

The Speed Factor is used in determining initiative - the higher the number, the better the chance
of acting first in combat.

Weapon Class Speed Factor Damage

Hand-to-Hand 30 1d6+strength modifer

Thrown Weapons 25 based on weapon

Archery 15 1d10

Knife 25 1d10+strength modifier

Sword 20 2d10+strength modifier


Small Club 25 2d6+strength modifier

Large Club 20 2d10+strength modifier

Polearm 15 3d10+5

Whip 20 1d12

Gaining and Spending Experience

Characters all gain experience through their adventures which they use to improve themselves.
Experience can be used to buy and improve Powers, lessen the impact of Flaws, improve
attributes, and buy and improve Skills. Experience points can also be used to increase
Toughness and Hit Points. Backgrounds can only be bought at character creation.

The GM gives out experience at the end of a session based on how the characters have
performed. Successful combat, ingenious thinking, humor, completion of goals, and any number
of other factors can be used as opportunities to award experience.

Characters can either spend this experience immediately, or bank it for the future. If they choose
to spend it on Toughness or Hit Points, one experience point buys one Toughness or one Hit
Point. To increase an attribute it costs ½ the current score of the attribute to raise it one point.

See the sections on Powers, Skills and Flaws for more information on spending experience
points.

Background
Backgrounds are beneficial circumstances the character happens to be in. They
are bought at character creation using points from Flaws that the character
takes. Backgrounds do not have to be bought with flaws of the same level - two
level one flaws could pay for one level 2 background for instance.

Level 1 Background (Cost: 1 Flaw Level)


Beauty character is physically striking - NPCs react more
positively toward this character
Contact (1) character has a contact in some organization
(corporation, mob, military, government) contact has no
special privileges or influence within the organization
Direction Sense character has an unfailing sense of direction
Registered character is a citizen of the country/city in which he
resides. has relevant documentation
Strength (1) one of the character's statistics is raised 5 points
Level 2 Background (Cost: 2 Flaw Levels)
Contact (2) character has a contact in an organization. the contact is
non-influential but may have some special priveledges.
Lucky character has +10 to non-combat rolls
Strength (2) one of the character's statistics is raised 10 points
Unusually character only fumbles on a roll of 01-03 rather than 01-
Dexterous 05

Level 3 Background (Cost: 3 Flaw Levels)


Contact (3) character has a contact in an organization. the contact has
some influence and special priveleges
Education character has had some formal education - high school or
technical training. +5 to any Intelligence based skill at
character creation.
Photographic character has a visual memory and can recall with detail
Memory things that had been seen
Income (3) character has a skilled job - lower level executive, trade
worker, etc. Pay < $50k / year
Special Item character owns a special item, magical or otherwise. If a
weapon, it does 3d10 damage. This background can be
bought multiple times and used cumulatively for a better
item.
Strength (3) one of the character's statistics is raised 15 points

Level 4 Background (Cost: 4 Flaw Levels)


Contact (4) character has a contact in an organization. the contact has
influence and special priveleges/clearance.
Elemental character has a strong resistance to one element and only
Resistance takes half damage from attacks based on that element.
Iron Will character has, through training, disciplined their mind.
the character's Willpower modifier (and thus their magic
resistance as well) is increased by 20
Strength (4) one of the character's statistics is raised 20 points
Flaws
Players buy extra Powers and Background by giving their character Flaws.
Flaws are disadvantages that the character has that affect the way they interact
with the world. They range from minor nuisances and flavor to seriously
harmful. Most playable races get a few automatic flaws. These cannot be used
to buy extra powers.

Many flaws require role-playing. A flaw of "kleptomania" for instance is very


dependent on the player actually acting in character. Most flaws that compel the
character to act a certain way can be avoided by rolling a Willpower check - but
this should only be used when acting in character would be particularly harmful
to the character. The GM should make sure to penalize players who consistently
ignore their flaws.

1 Flaw Level = 5 Experience Points = 1 Background Level.

Flaws (even automatic ones) can be "paid off" by spending experience. One
flaw level can be paid off by spending the flaw level x10. For example, a
Substance Flaw (4) can be reduced to a Substance Flaw (3) for 40 exp. That
Substance Flaw (3) could thenbe lowered again to Substance Flaw (2) for 30
exp, etc. If a flaw does not have a lesser version, the entire cost of the flaw has
to be paid at one time. Example: True Name is a level 4 Flaw. To pay a level 4
flaw off entirely would cost 100 experience (40+30+20+10).

Level 1 Flaws (limit 8 per character)


Addiction/Obsession character has a fondness for something
(1)
Attachment (1) character owns something of value to him
Aversion (1) character avoids something
Compulsion (1) character is compelled to some task
Disfigurement (1) character has a disfigurement - no affect to skills
Dislike (1) character dislikes something
Distinguishing character has a mark making him easily identified
Mark
Hunted: Rare character has a nemesis who appears rarely
Idealistic character has high ideals
Honor (1) character espouses some form of honor code
Reputation (1) character is well known locally
Speech Impediment character speaks with a lisp or some other impediment
Substance Flaw (1) certain material is an irritant to character
Weakness (1) one attribute lowered 10 points

Level 2 Flaws (limit 5 per character)


Addiction/Obsession roll under Willpower to avoid compulsion/negative
(2) effects
Arrogance character is arrogant - NPCs react accordingly
Attachment (2) character has something valuable to him and others and
will try to protect it within reason
Aversion (2) roll under Willpower to remain within sight of object of
Aversion
Clumsy character has critical failure on roll of 01-15 rather than
01-05
Compulsion (2) roll under Willpower to avoid compulsion/negative
effects
Damaged Limb -20 to skills relating to the use of that limb
Delusion character believes something that is untrue
Dislike (2) character avoids the object of his dislike if at all
possible
Feeding Restriction particular food does 10 damage to HP if ingested
(2)
Feeding Urge (1) if Toughness reduced to 0, roll under Will to avoid
feeding on nearest target
Hunted: character has a nemesis who turns up intermittently
Intermittent
Idiosyncracy character has a personality quirk that others find odd
Honest character will under most circumstances not tell lies
Honor (2) character is bound to a code of honor, may roll under
Willpower to go against honor
Loyalty character owes loyalty to some other being
Mission: Passive character has a quest, but is willing to put it off until
later
Overconfidence character believes he is stronger than he really is
Phobia (1) character fears something irrational. must roll under
Willpower to avoid panic
Radiates Cold character radiates an aura of cold 10 degrees cooler than
room temperature
Radiates Heat character radiates an aura of heat 10 degrees hotter than
room temperature
Radiates Fear other people are filled with irrational dread when near
character, may roll under Willpower to ignore
Restricted Healing character has some condition that must be met before he
recovers hitpoints
Restricted Sense one of the 5 senses works imperfectly, -30 to perception
rolls involving that sense
Reputation (2) character is well known in the city within which he
resides
Underconfidence character believes he is weaker than he really is
Unlucky -15 to all rolls
Unsubtle Power one power that can do damage must do full damage
when used
Weakness (2) one attribute lowered 20 points

Level 3 Flaws (limit 5 per character)


Addiction/Obsession roll under Willpower -20 to avoid compulsion/negative
(3) effects
Amnesia character has no memories of his past
Attachment (3) character has something valuable to him and others and
will guard it even at great risk
Aversion (3) roll under Willpower -20 to remain within sight of
object of Aversion
Bloodlust (2) character frenzies at sight of blood. roll under
Willpower -20 to avoid
Compulsion (3) roll under Willpower -20 to avoid compulsion/negative
effects
Dislike (3) roll under Willpower -20 to ignore dislike
Fearless character knows no fear, even when it would be wiser
to be afraid
Hunted: Often character has a nemesis who shows up often
Insanity character has one insanity of any type
Honor (3) character espouses honor code - roll under Willpower -
20 to break honor
Kleptomania character steals compulsively - roll under Willpower -
20 to avoid
Missing Sense character lacks one of the 5 basic senses and cannot roll
perception for that sense
Missing Limb character is missing an arm or a leg in all forms
Mission: Important character has a quest that will only be put aside
temporarily
Non-Violent character dislikes violence, -50 to all combat rolls
Phobia (2) roll under Willpower -20 to avoid panic
Psychic Link character is psychically linked to a person or thing and
takes half damage done to object
Pyromania character lights things on fire. roll under Willpower -20
to avoid
Reputation (3) character is well known in the state within which he
resides
Violent character is irrationally violent
Weakness (3) one attribute lowered by 30 points

Level 4 Flaws (limit 3 per character)


Addiction/Obsession roll under Willpower -50 to avoid compulsion/negative
(4) effects
Attachment (4) character has something valuable to him and others and
will guard it to the death
Aversion (4) roll under Willpower -50 to remain within sight of
object of Aversion
Compulsion (4) roll under Willpower -50 to avoid compulsion/negative
effects
Dislike (4) roll under Willpower -50 to ignore dislike
Hunted: Constant character has a nemesis who shows up very frequently
Honor (4) character espouses honor code - roll under Willpower -
50 to break honor
Light Flaw (4) sunlight does 50 points damage per round of exposure
Mission: Consuming character has a quest that leaves no time for other
persuits
Phobia (3) roll under Willpower -50 to avoid panic
Reputation (4) character is well known throughout his country
Weakness (4) one attribute lowered by 40 points

Bending
No Player Character may be the Avatar unless the GM gives special permission. When
determining what a PC Bender can do, a bending score of 01-80 is normal power level while 81-
00 is mastery level. Avatar level powers are given as an example only. When type and martial
art types are given to assist the players in adding flavor and style to their characters

Airbending

Airbending is one of the four elemental bending arts, the aerokinetic ability to control and
manipulate currents of air. The peaceful Air Nomads utilize this type of bending in their
everyday lives.

Air is the element of freedom. Airbenders continually sought spiritual enlightment, the result
being that all Air Nomads are benders. The first Airbenders learned from the Sky Bisons.
The key to Airbending is flexibility, finding and following the path of least resistance.
Airbending is notable for being almost entirely defensive, however it is reputed to be the most
dynamic of the four bending arts. Airbenders can overwhelm many opponents at once; however,
there is a lack of a finishing move, which is the great weakness of Airbending.

Origin

It is said that Airbenders first learned their bending from the Flying Bison, a sacred creature in
the Air Nomads' culture. The Bison typically use their massive beaver-like tail to create gusts of
wind, and as the name suggests, can fly without any visible means of propulsion. It is also said
that the Airbenders had borrowed the arrow mark from the Flying Bison for their tattoos. These
tattoos symbolize a person's mastery of the Airbending art, and are given to a practitioner once
their training is complete. Unlike other nations, all Air Nomads are born Airbenders.

Fighting Style

Airbenders never seek a fight, and they never seek to strike an opponent directly. Airbending is
based on the Ba Gua style of martial arts with a small hint of Hsing Yi, also known as "mind
heart boxing." These martial arts feature swift, evasive maneuvers that evoke the intangibility
and explosive power of wind, drawing energy from the center of the abdomen.

Unlike other bending disciplines, Airbending is almost entirely a defensive art, similar to its
practitioners, and is the most dynamic of all other elements.

Airbending Abilities
Air Manipulation: By using circular, evasive movements, Airbenders build up massive inertia;
this buildup of energy is released as massive power. It also allows for wind-based counterattacks
that knock opponents off-balance, mimicking the sudden directional shifts of air currents.
Attacks vary from simple gusts of wind to miniature tornadoes and cyclones, maintaining the
circular theme. Even a simple movement can create a air gust, and Airbenders increase the power
of their moves by performing larger sweeps and spins, using the momentum of their movement
to simulate larger gusts. This is also demonstrated with their use of staffs or fans to increase or
create precision within the air currents.

Air Shields: The most common defensive tactic involves circling enemies, suddenly changing
direction when attacked and evading by physical movement rather than bending. However, an
Airbender can still deflect as needed by throwing up gusts of air close to their bodies as a shield.
This is rarely to stop attacks directly and more often pushes the attack aside and away,
conserving energy and allowing them to turn the movement into an attack at the same moment.
Since air can affect almost all physical objects, it can also be used to enforce the momentum of
thrown objects or manipulate other objects (though requiring a higher degree of precision).
Air Barrier: This is a more powerful defensive technique where the entire body is surrounded
by a dome of air that deflects attacks from all directions.

Air Marbles: A useless technique used by Aang. He plays with marbles often impressing
people.

Air Blast: A more offensive move involving a direct pulse or jet of wind from the hands or feet.
The power is generated more from the bender's own power than assisted by momentum. This
direct blast can reach further with greater accuracy and is used to inflict greater damage.

Air Funnel: Similar to an Air vortex but to a smaller scale, Aang inventively used this technique
as a cannon by creating a small air funnel through which small rock projectiles could be entered
through the top and could be fired out of the opposite end.

Breath of Wind: Very similar to standard air jet but created from the mouth and lungs. It
requires extremely good breath control to employ effectively. Size and focus is more easily
controlled, including narrow jets that can strike targets as small as insects, to large gale force
gusts. This has been exhibited by Aang and Roku.

Enhanced Speed: Airbenders enhance their movement in battle; they can run swiftly by
decreasing air resistance around them and even sprint across or run up vertical surfaces by
generating a wind current behind themselves to propel them along. Aang has been shown using
this to run many times faster than an average human and maintain this for very long periods,
allowing him to travel long distances even without gliding or jumping. A master Airbender can
use this technique to briefly run across water, as shown by Aang in "The Warriors of Kyoshi".

Enhanced Agility: Air movements can also be used as a levitation aid. Airbenders jump high
and far by riding on strong gusts of wind and can slow or deflect falls by creating cushions of air.
The constant movement required by this art makes airbenders naturally flexible and agile. Even
without actually bending they can easily maneuver around an opponent by ducking, jumping,
and side stepping, appearing to flow around their opponents without expending any energy at all,
letting the opponent tire themselves out and create exploitable openings. This conservation of
energy combined with high stamina gives them an advantage in prolonged combat.

Airbending Master Level

Air Vortex: A spinning funnel of air of various sizes. This can be used to trap and disorient
opponents or as a potent defense since it will deflect and repel any objects and can even throw
them back at an opponent (as demonstrated by Aang in his duel with Bumi, the air column easily
throwing aside a boulder the size of a bus).

Air Wake: First shown by Aang in "The Crossroads of Destiny", by running in a circle and
instantly building huge inertia, a master Airbender can shoot a blast of compressed air shaped
like the user's body at a target.
Air Blades: A more offensive move than is typical of Airbending principle, this involves a focus
slicing air current that can cut through stone or timber with relative ease. This is frequently
conjured with a staff rather than the body, using the narrow profile of the object to create a more
focused and precise air movement. This move could prove fatal if used on an individual.

Air Spout: Similar to the Water Spout, master Airbenders are able to rotate and control the
direction of the Air Spout enough to levitate them off the ground and remain in the air for as long
as they wish to or can maintain it. First shown by Aang in "The Avatar State", when Aang,
enraged and in the Avatar State, rose into the air to destroy General Fong's base with a wave of
earth. Avatar Roku also demonstrated it by using it to get to eye level with Fire Lord Sozin (who
was suspended in the air with only an earth column to keep him from falling to his death) and
deliver a final warning in "The Avatar and the Fire Lord".

Avatar Level Airbending

Tornadoes/Hurricanes: In addition to very large and powerful air movements, an Avatar level
bender can create massive tornadoes and hurricanes at will.

Air Sphere: Similar to the air shield, this powerful defense surrounds the bender in a sphere of
spinning air that deflects anything coming in at them, levitate across varied distances and can
even disintegrate the ground beneath them. Aang subconsciously uses this every time he enters
the Avatar State when angered.

Strong Wind: It is possible for the Avatar to unleash extremely powerful winds.

Independent Flight: The Avatar flies at high-speeds while inside the air sphere, which also acts
as a barrier to protect the bender during impacts.

Special Techniques

Gliding: Although all Airbenders can levitate or extend jumps via Airbending, most if not all
Airbenders possess a glider for mid range flight. These hand-crafted portable wood and canvas
structures can collapse into a staff for storage and as an aid when bending. In glider form, it is
used in conjunction with bending to fly as long as the bender has the strength to maintain the air
currents. With stronger winds, multiple people can be carried for short distances. As a normal
staff, it can be used as a weapon in battle, to aid in bending, and even as a levitation aid when
spun above the head like a helicopter propeller.

Air Scooter: The Air Scooter, a form of ground transportation invented by Aang himself, is a
spherical "ball" of air that can be ridden balancing on it like a top. He has used the technique in
many episodes, usually to provide quick bursts of speed as well as to overcome vertical surfaces,
including in The Drill in order to scale the wall of Ba Sing Se. The Air Scooter is also shown to
be capable of levitating in the air for short periods. The Air Scooter first appeared in, "The
Avatar Returns", where Aang uses it to escape Zuko's ship.
Cloudbending: A skilled Airbender or Waterbender can manipulate clouds easily to create
various shapes (used in that instance to provide a message to nearby villagers). It can be used as
a defense to disguise things. It is not known if an Airbender can perform this technique without a
Waterbender and vice versa.

Amplification or Soundbending: A specialized form of Airbending in which the bender is able


to generate sound waves and manipulate already existing ones as they travel through the air.

Airbending is the only art that has no specific sub-skill or specialized form that has as of yet been
revealed.

Opposing Bending Art

Airbending is the most passive of the four arts, as many of its techniques center around mobility,
evading and eluding the opponent (together with the Air Nomads passive teachings and pacifistic
beliefs). Earthbending is the direct opposite of this. While the Airbenders avoid or deflect
oncoming attacks, Earthbenders absorb them or overwhelm them with superior force. Airbenders
are constantly moving in circles, while Earthbenders require a firm root in one place to
effectively bend.

Like all of the bending arts, Airbending is balanced out as to not be more or less powerful than
the other arts, though its is easily the most dynamic and agile of the four.

Weapons

Unlike other nations, who only rarely use weapons with their bending, Airbenders commonly use
their signature staffs to augment their powers in battle. This is usually done by enhancing the air
movements created by sweeps or thrusts of the staff. With the staff's narrow profile the currents
created can be be more accurately controlled and even shaped into cutting blades. Metal fans can
also be used in combination with Airbending as seen by Avatar Kyoshi and Avatar Aang.

Also there is a weapon called a Wind Sword, an Airbender uses a sword hilt, channels air out and
swings it around like a blade.

Weakness

Few Fatal Moves: Though it stands as the most dynamic of the Bending Arts, the primary
weakness of Airbending is that it lacks fatal finishing moves, being almost entirely a defensive
art. This fact in itself is a reflection of the principles held by the Air Nomads, which instruct that
all life is precious and conflict should be avoided whenever possible. Air blades and air blasts
could be noted as potentially fatal moves. Due to the fact that air blades can slice through stone
and timber with ease, it would be possible for human flesh and bone to also be sliced through.
Air blasts have been shown to exhibit destructive effects on objects such as the rock; such attacks
could prove fatal if fired at a human being.
Enclosed Spaces: Though rarely exhibited, an Airbender would be significantly disadvantaged
in an enclosed space, restricting their movement and ability to dodge attacks. Though it is
difficult to separate an Airbender from their element, if one was submerged under water or
trapped in a vacuum, their ability to bend would likely be compromised.

Elemental Symbol

The symbol for Air and Airbending is a closed, clockwise, inverted triple spiral triskele.

Spirituality and Airbending

Young Airbenders are raised in one of the four Air Temples, at each corner of the globe, hidden
away atop mountain ranges on remote islands. The Northern and Southern Air Temples are
exclusively male, and staffed by Airbender monks, who instruct young Benders in their art.
According to reports from Comic Con 2005, the Eastern and Western Air Temples are
exclusively female.

An Airbender is declared a Master once he/she has fully mastered the 36 tiers of Airbending
and/or when he/she creates a new Airbending technique. Airbenders who have mastered the
element are marked as such by blue tattoos striping along the head and limbs, terminating in an
arrow on the forehead, backs of the hands, and the tops of the feet. Male monks sport completely
shaven heads, and female Airbenders shave their foreheads, but leave the back of their hair
uncut.

Though this ritual is probably not exclusive to Air Nomadic culture, when the Avatar
reincarnation is to be an Air Nomad, the Air Monks test Airbender children to see if they are the
reincarnation of the Avatar by asking them to select toys out of thousands. If the child selects the
toys used in previous incarnations, known as the four Avatar Relics, the Avatar has been found.
Traditionally, knowledge of his or her identity as Avatar is kept from the child until age sixteen.

Air Nomads generally espouse a philosophy of conflict avoidance and respect for all forms of
life. This accounts for Airbending's stress on defensive maneuvers and its apparent lack of fatal
finishing attacks. Due to the spirituality of the Air Nomads in accordance to the size of its
population, every Air Nomad retains bending abilities. The Air Nomads have the smallest
population but the most increased spirituality while benders in general make up only a small
percentage of the larger, more populous nations.
Airbenders emphasize intuition and imagination; to an Airbender, there is always another path to
take, as air flows wherever it can.

Earthbending
Earthbending is one of the four elemental Bending Arts, the geokinetic ability to manipulate
earth and rock, in all its various forms. It is used by people of the Earth Kingdom.

Earth is the element of substance, making Earthbenders and their people in general proud,
persistent and enduring. The first Earthbenders, Oma and Shu, learned their art from the
Badgermoles.

The key to Earthbending is neutral jing, which involves waiting and listening for the right
moment to strike, and when that moment comes, acting decisively. In other words Earthbenders
generally endure their enemies' attacks until the right opportunity to counterattack reveals itself,
then strike with unyielding force.

Origin

Humans first learned Earthbending by observing and imitating the geokinetic powers of
Badgermoles that naturally inhabit the mountains in what is now Earth Kingdom territory.
According to legend, known widely as "The Legend of the Two Lovers," two star-crossed lovers
named Oma and Shu (à la Romeo and Juliet), who came from separate villages that were at war
against one another, learned the art to meet within the mountain that divided them. To make sure
that no one could ever find them, they used their new abilities, in which they learned from the
badgermoles, to create a labyrinth of tunnels inside this mountain where they knew they could
only find their way to one another. One day, after many meetings in the series of passageways,
the man did not come to see his lover, as he had died; a casualty of the villages' quarrel. His
lover showcased a devastating assault of her powers and ultimately proclaimed the feud over.
Then, the villages collaborated to construct a city, Omashu, in their honor. The pathways they
made by Earthbending became known as "The Cave of Two Lovers."

Fighting Style

Earthbending is generally based on the Hung Gar style of Kung Fu, which features heavily
rooted stances and strong kicks and punches that evoke the mass and power of earth. The martial
art is based on the movements of animals, including the tiger, which is utilized when initiating
hard blows, and the crane, which is used to land gently back on the Earth. Earthbenders typically
go barefoot, to increase their connection with the earth.

Earthbending differs from the other bending arts in that it maintains a distinct balance between
offensive and defensive capabilities (though water involves a more refined version by channeling
defense into offense). Earthbending uses a balance of strength and defense to overwhelm
opponents.
Earth is the element of substance.

Earthbending Abilities

Earth & Stone Levitation: The most common attack, involves levitating nearby earth and stone
of numerous sizes (more powerful benders can move larger masses), and propelling them at foes
by punching or kicking motions.

Rock Shield: A levitated slab of rock can also double as a shield when positioned in front of a
Bender. This can also be performed as a slab or sheet of bedrock thrust out of the earths surface.

Earth Sinking: More advanced Earthbenders can forcibly sink their opponents into the ground,
imprisoning them or even suffocating them in earth.

Earthquakes/Fissures: Striking the ground with feet, fists, or hammers creates localized
earthquakes or fissures to throw opponents off-balance. This same process can be used to
sculpture a landmass or to slice large chunks of rock clean of a surface to create avalanches or
rockfalls. More advanced Earthbenders can make very narrow fissures for precise attacks.

Earth Block: Earthbenders can bring up blocks of earth, and launch them at their enemies.

Earth Gauntlet: A much less advanced version of Earth armor that can be used to throw back
opponents with hard solid force.

Quicksand: By turning the ground to quicksand to immobilize an enemy, or catapult into the air
and soften the earth to ensure a safe landing. They can also do the reverse of this, compacting
sand together to create harder projectiles or a firmer grip on the ground.

Rock Slide: If an Earthbender is near a cliff or mountain, he or she can cause many rocks of a
multitude of sizes to fall down on his or her opponent.

Earth Column: A more powerful version of rock projectiles, involving forcing columns of rock
out of the ground. Using a similar principle an Earthbender can shoot a stream of small ruts and
protrusions from underground at their opponent. This can also be used to enhance the benders
jumps. It is however limited to the ground and does not have the same range as a rock projectile.

Earth Wall: Earthbenders can create walls of earth, which can be used for both defense and
offense, and practical things, like construction.

Earth Line: As an offensive attack, Earthbenders can create a line of twisted columns and propel
it forward.

Earth Material Manipulation: Earthbending is not limited to rock or soil alone. An


Earthbender can also manipulate coal, gems, crystals, and other earth-based material, like
meteorites.
Rock Hanging: Earthbenders also possess limited magnetic capabilities, allowing them to grasp
vertical surfaces and cling unsupported to earthen structures. The Dai Li are the only ones that
have demonstrated this ability, although it may be that they are using their earth gloves to cling
on the surfaces.

Earth Launch: While Earthbenders like being rooted to the ground, they can quickly move rock
beneath them and launch several tens of feet into the air, whether to catch airbourne opponents or
to travel faster.

Earth Compression: It is possible for two Earthbenders to compress large chunks of rock into
smaller, denser chunks, or to compress several smaller chunks into one big piece of rock. This
technique is quite hard, possibly causing too much strain if used by a single Earthbender.

Earthbending Master Level

Earth Tunneling: Earthbenders can move through the earth to out-maneuver their foes either by
opening tunnels or by pulling the earth past them, literally swimming through the ground.

Earth Armor: Earthbenders can bring rocks, dusts, pebbles or crystals around them and mold
them to fit their body and create something similar to armor. They can also hide inside the earth
by bending the rock around them as a shell. It hnas be demonstrated that metal can be used as
armor as well or crystals.

Earth Wave: Earthbenders create a wave of earth that they ride on and use as a form of
transportation. They can also force a wave of earth outwards, and use it as an extremely powerful
offensive attack.

Earth Bomb: By sending a rock towards the ground, Earthbenders can cause massive damage as
well as throw their opponents off their feet.

Remote Earthbending: If an Earthbender is suspended from the ground, but is aware that there
is earth somewhere near, the Earthbender can focus his energies and bend that earth out of his
physical reach out of sheer concentration.

Avatar Level Earthbending

Greater Earth & Stone Levitation: With their greater power and stronger connection to the
earth (being the reincarnation of the planet's spirit itself), Avatars can move hill-sized statues at
will.

Tectonics: The Avatar can create crevasses so deep they even fracture landmasses.

Powered Compression: This much more powerful version of the Earth Compression technique.
Instead of bending large chunks of earth into a single projectile, boulder-sized rocks and
simultaneously compress each fragment into smaller, denser and harder rocks, essentially
keeping the rocks under pressure for more volatile attacks if needed. Lastly, the rocks are
directed to orbit around until they are put to use.

Compressed Rock Bullets: sends shrapnel like pieces of rock with great speed, in a machine
gun-like fashion. Due to the speed and density of these rocks, they made great damage to the
landscape. It is similar to the Rock Gloves technique used by the Dai Li.

Special Techniques

Sandbending: Sandbenders are Earthbenders who have adapted to live in the Si Wong Desert.
They use Earthbending in a specialized style, which emphasizes the manipulation of sand. They
move quickly in the desert on specialized wooden catamaran sailers that are propelled by
bending miniature, localized sandstorms behind their sails. Because sand is sediment which
travels in flows, their style resembles Air and Waterbending more than Earthbending. It is
displayed that most, if not all, Earthbenders are capable of easily bending sand, but because of
the loose shifty nature of sand it is not an easy transition for the average Earthbender. The
Sandbenders of the Desert are especially proficient with it due to their particular habitat. ".

Mudbending: It has been seen that Earthbenders can bend earth in mud as well.

Rock Gloves: The Dai Li have mastered a rock glove technique. Similar to Earth Armor, they
cover their hands in small rocks then project them at a target as bullets or compacted fists to
blugden the opponent. A more refined and favored method however is to use them as detachable
hands, maintaining the hand shape and literally grabbing and restraining the opponent from a
distance.

Seismic Sense: A technique originally used by the blind badgermoles, skilled Earthbenders are
able to sense vibrations through the ground, "seeing" by sensing their surroundings and making a
mental image of it. It is also the basis of the unique ability of Metalbending.

Opposing Bending Art

Earthbending is the opposing bending art to Airbending. When first learning to Earthbend, the
pupil must first learn confrontational tactics and familiarity with the brute strength necessary to
work with earth. This contrasts with the emphasis of Airbenders on mobility and evasion.
Earthbenders require a firm root in the ground, while Airbenders are constantly moving.

Like all of the bending arts, Earthbending is balanced so as not to be more or less powerful than
the other arts. The series has repeatedly illustrated that it's the skill and prowess of the user that
determines victory.

Weapons

Earthbenders have been known to use hammers and fans to augment their bending, and it has
been stated that the Chinese great sword Dadao (heavy war sword, or literally "big knife") would
also be best suited for a strong Earthbender. Also war hammers, Giant maces, axes, and tonfa
could work well.

Metalbending

Metalbending is a ferrokinetic sub-skill of Earthbending. Most Earthbenders are unable to affect


processed metals. Usually, the trace amount of earth still present in metal is so minute that it
goes undetected even to the best Earthbenders. Through the use of Seismic Sense an Earthbender
can use Metalbending.

Weaknesses

Earth Connection: An Earthbender's powers are firmly rooted to the ground they stand on.
Removing them any substantial distance from the earth, such as in the air or on the ocean, strips
them of their ability to bend. Particularly powerful Earthbenders, are able to bend effectively
with the smallest gestures, and quite possibly with sheer concentration.

Metal and Wood: An extension of the last weakness, because the majority of them don't know
how to bend processed metals, the bending abilities of an Earthbender can be negated by
securing them within a metallic barrier, separating them from any contact with the earth. Wood,
contrary to the Western notion of earth, cannot be subject to earthbending because it isn't a
mineral nor is it mineral-like.

Reliance on the Lower Body: Earthbending is at its strongest when the feet are in direct contact
with the ground, enabling them to transfer their kinetic energies into their bending for fast and
powerful moves

Elemental Symbol

The symbol for earth and Earthbending is a tall rough isosceles trapezoidal shape, the base of
which is made up of the Bagua trigram "Kun," denoting "earth." Inside, at the top, is a spiral. The
symbol is present on wooden "elemental solitaire" cards owned by the Fire Nation's General
Iroh. In a way, this symbol vaguely resembles a seated Badgermole.

Spirituality and Earthbending

It is rooted in the Hung Gar style of Kung Fu. Hung Gar, characterized by its rooted stance, also
stresses the use of animal movements, the Tiger and the Crane. The Tiger embodies Hard Power,
while the Crane embodies Soft Power. Earthbending also expresses the aspect of neutral jing,
which involves listening and waiting. Finally, Earthbending requires decisiveness; when the time
come to strike, it must be done without hesitation or uncertainty. If an Earthbender lacks
determination, the earth will not respond to their will. Being connected to the earth is also a very
important aspect of Earthbenders' spirituality.

Energybending
Energybending is the ability to bend life energy. It predates the main four bending arts, as well as
the arrival of the Avatar and the formation of the Four Nations.

Before the arrival of the Avatar into the world, and the separation of the four elements, people
bended the energy within themselves. They discovered the other four bending arts, and over time
knowledge of Energybending was almost completely lost. The last known keeper of the art was
an ancient Lion Turtle, who later passed it down to Avatar Aang, who used it to remove Ozai's
Firebending forever.

The capabilities of Energybending are not well understood; what is known is that bending a
person's life energy can impart them with knowledge instantly or remove one's bending
completely. This bending art is dissimilar to the others because it is so perilous to the user, which
is why so few have ever used it.

History

After discovering that the mysterious island on which he consulted his past lives was in fact a
Lion Turtle, Aang sought the advice of the ancient creature, on what he should do about Ozai, as
Aang couldn't bear the thought of killing someone. He asks for wisdom on how to stop the Fire
Lord without taking his life.

The Lion Turtle answered, "The true mind can weather all the lies and illusions without being
lost. The true heart can touch the poison of hatred without being harmed. Since beginning-less
time, darkness thrives in the void, but always yields to purifying light". The Lion-Turtle brought
up a paw, his two claws touching Aang's chest and forehead, causing a green light to illuminate.
Thus granting Aang the ability to Energybend.

Aang didn't understand at first, but was comforted by this wisdom. During the battle with Ozai,
Aang was in the Avatar State, and with the combined powers of the past Avatars and all four
elements, the Avatar was ready to deal the final blow. At the last second, Aang regains control
and exits from the Avatar State, hoping not to end the Fire Lord's life. Ozai mocked that even
though he has all the power in the world, he is still weak and attempted to attack Aang, who
sensed the attack with Toph's Earthbending-detection technique, and pins Ozai down again. In
this moment, he realizes the meaning of the advice of the Lion Turtle, and he decides to act on it.
The Lion Turtle told him that in the era before the Avatar existed, the benders did not bend the
elements, but the energy within themselves. In order to bend another's life energy, their own
spirit must be unbendable, or they would be corrupted and destroyed.

It is Aang's "true heart" and "true mind", tested in the heat of battle at the moment of striking
down Ozai, that allowed him to harness the wisdom of the Lion Turtle and successfully
Energybend Ozai.

As this was happening, Aang's entire body was glowing white and blue, while Ozai's body
shined orange and red, showing that life energy itself. At first Ozai's spirit nearly enveloped
Aang, almost completely,-but at the last moment, Aang's spirit took over. Eventually, Ozai's
body was enveloped by Aang's shining spirit, and Ozai lost his bending ability. This was Aang's
revelation; if he truly believed he had no right to take life, he would have to risk his own to
defeat his enemy without killing him. In doing so, he was able to remain true to his beliefs, and
secured his final victory over the Fire Nation.

Dangers

Energybending is an extremely powerful and potentially dangerous technique. If the bender's


spirit is even slightly weak (bendable), then they will be infected by the spirit of the one they are
bending. As a result the bender can be corrupted and even killed.

Firebending
Firebending is one of the four elemental Bending Arts, which utilizes the pyrokinetic ability to
create and control fire. The people of the Fire Nation, and the lesser known Sun Warrior Tribe
practice this type of bending.

Fire is the element of harmony and life, overpowering force tempered by unflinching will to
accomplish tasks; however, the recently militaristic Fire Nation have twisted this into
Firebending being fueled by rage and anger. Firebending draws its power from the sun, and the
first Firebenders learned from the dragons.

Firebending is notable for its intensive attacking style, and general lack of adequate defense
moves.

Origin

It has been revealed that Firebenders learned Firebending from the sacred dragons that populated
their land. They discovered that Firebending represents harmony and life, not rage and anger as
the modern Fire Nation would have its citizens believe.

Firebenders draw their powers from the sun and other solar objects. A solar eclipse has the
potential to completely negate a Firebender's power, revealing a direct connection between the
sun and Firebending. Additionally, after defeating Katara at the rise of the sun, during The Siege
of the North, Zuko stated that "you rise with the moon, I rise with the sun", further emphasizing
and demonstrating the sun's importance to Firebending.

Fighting Style

Firebending moves are based mainly on the style of Northern Shaolin kung fu, but with a few
techniques from Northern Seven Star Praying Mantis. These martial arts feature quick,
successive attacks that exert extreme power for just a moment (much like an explosion, called
ging lik). It optimizes a strong continuous offense, sacrificing defense for greater power, the
principle behind a preemptive strike.

Firebenders use their internal body heat as a source of their bending to create fire. This facet of
Firebending is in sharp contrast to the other bending arts, which manipulate already present
representations of their element (though Firebenders can control or enhance flames nearby).
Unlike other bending disciplines, Firebending has few defensive moves aside from blocking and
dodging, although master Firebenders are able to create walls of fire to absorb incoming attacks
or shoot down incoming projectiles.

Firebending uses concentrated barrages of fire to overwhelm opponents before striking a fatal
blow. Swift, whirling kicks and punches generate diverse shapes for offensive attacks.

Fire is the element of power.

Firebending Abilities

Fireballs: Jabs and punches produce miniature fireballs and missiles of flame. These can be
charged up (refer to Charged Attacks) to create larger slower bursts, or swift repetitive strikes to
keep opponents off balance.

Blazing Rings & Arcs: Spinning kicks or sweeping arm movements create rings and arcs to
slice larger, more widely spaced, or evasive targets.

Fire Streams: Firebenders can shoot continuous streams of fire from their fingertips, fists,
palms, or legs. These streams can be widened to create flame-thrower like techniques. Fire
Nation soldiers are often seen using this technique to damage or destroy villages or towns.

Fire Bomb: A more short range attack, a Firebender can create a flame at the end of a limb, and
thrust the flame down in a explosive burst.

Fire Daggers: Creating blowtorch-like jets from the fist or fingertips to use as close range
sword-like attacks. These lack the ability to actually block physical objects though.

Fire Whip: An extension of a fire stream, this continuous stream of flame can be used as a whip.
Fire Blade: A more advanced version of a blazing arc, Firebenders can narrow their fire arcs to
create thin blades of fire that they can launch at their opponents.

Fire Lashes: An even further extension of the Fire Whip/Stream, Firebenders can create a long
lash of Fire, and bring them down on their enemies.

Fire Circle: A technique demonstrated by the Sun Warriors. They create a circle of fire, and
suspend it in the air for an extended period of time. The only time they are seen, these circles
were made with the Original Flame. It may be that this technique is exclusively used in the Sun
Warriors' religious rituals, and has no use in combat, as it's never seen anywhere else.

Fire Absorption: Absorbing and extinguishing flames, both as a control of one's own attack and
to counter or deflect those of other firebenders. Apparently this can only be performed on ones
seen coming; the more powerful the flame, the more difficult it is to control.

Shield of Fire: Creates a protective fire shield around the front of, or the whole body of, a
Firebender that can deflect attacks and explosions. May be a less powerful version of the Wall of
Flames.

Heat Control: Certain advanced Firebenders appear to have the ability to control heat. Using
this technique, Firebenders can heat liquids, like water or tea, heat metal to scalding
temperatures, or melt ice.

Blocking Fire: A skilled Firebender can diffuse an oncoming fire blast from another Firebender
with a swift kick, jab, or defensive movements, allowing them to stop attacks.

The Dancing Dragon: This Firebending form was learned from the sacred statues that were
hidden atop the ancient civilization of the Sun Warriors. It is a simple yet, possibly, very
powerful Firebending form, as it also brings advantages for more skilled Firebenders; upon
integrating it into their own style their abilities increased to the point that they are able to duel
evenly with powerful Fiebenders, successfully dispelling their attacks instead of overcoming it or
trying to endure them. It is also one of the few to employ defensive capabilities. There is a
circular nature to the technique, which somehow communicates with actual dragons.

Firebending Master Level

Fire Disks: A whirling disk of flame, used at long range.

Charged Attacks: Certain Firebenders have been shown charging their attacks before releasing
them, allowing them to create enormous blasts of fire.

Wall of Flames: One of Firebending's few defensive abilities, either a situated explosion or
controlled inferno, this wall concentrated flames acts as a barrier to incoming attacks. It may be a
more powerful version of a Fire Shield. It not only protects against attacks, but when used right,
can be used to stealthily escape from foes
Heat Redirection: Only seen performed by Fire Lord Sozin, maybe unique to him or simply an
advanced technique. Heat absorption allows for the absorption of heat from one source by one
hand and passing through one's body and out the the other hand.

Fire Augmentation: Firebenders can also control the size and intensity of any nearby flames and
can draw them in and manipulate them at will.

Jet Propulsion: Skilled Firebending masters are able to conjure huge amounts of flame to propel
themselves at high speeds on the ground or through the air.

Avatar Level Firebending

Lava/Magma Bending: Avatar-level Firebenders are able to bend lava and magma, although not
with the same ease with which Waterbenders bend water, and even cause dormant volcanoes to
erupt at will. This ability contrasts sharply with other types of Firebending, as lava and magma
are superheated physical substances, rather than a chemical reaction.

Some suggest that this kind of bending can be done by Avatars because it involves mastery of
Earthbending (since lava/magma is molten rock) and a good knowledge of Waterbending (as this
art would require fluid movements), on top of Firebending.

Long-Range Multiple Fire Whips: An Avatar-level Firebender can procure up to five


simultaneous fire-whips (one from each limb, one from the mouth). They have very long ranges
and they move in a similar fashion to squid or octopus tentacles. Lastly, they have enough
destructive power to demolish large rock formations.

Special Techniques

Blue Fire: Firebenders can control the intensity of their Firebending, reflected in the color of the
flames. These blue flames are more efficient than the standard yellow and orange flames
produced by lesser forms of Firebending, channeling more energy into the attack and likely
traveling further without dissipating.

Blue fire also seems to possess more physical force and produce a concussive effect not seen
with normal fire, likely due to the fact that it superheats the air around it as it strikes (the same
process that creates thunder). During "The Firebending Masters", the two dragons unleash a
vortex of fire, within which can be seen several other colors of fire beyond the yellow, orange
and blue flames previously seen, including white fire and green fire. It is possible that these
colors of flame may also have special properties.

Breath of Fire: Resembling an exhaling flame, the breath of fire involves the user Firebending
out of his or her mouth, mixing air from the lungs with the flame creating a wider, hotter blast.
With its wide, encompassing range of fire, the technique allows for staving off multiple
opponents and is also shown to be able to instantaneously warm the body even under extremely
cold temperatures.

Combustion: Unlike normal Firebending, this does not produce a flame directly from the body.
Instead it concentrates energy through a tattooed third eye to super-heat the air around himself or
at a great distance, producing situated explosions with a great deal of precision. Extremely
effective as it is destructive, capable of use at close and long-range, and can completely
disintegrate hill-sized boulders and instantaneously evaporate large bodies of water with ease.
This is probably due to the energy being entirely focused into creating the explosion, without
wasting energy maintaining a long range jet of flame. However, the technique has the potential
to be just as hazardous to the user as it can be to their surroundings, as the Combustion Man blew
off his own right arm and leg due to his initial lack of control over the newly discovered ability
in his youth.

Enhanced Firebending

Due to its solar sympathy, Firebending is slightly stronger during the day, being at its most
powerful during noon. With an extraterrestrial heat source, in particular Sozin's Comet,
Firebending is enhanced dramatically. A Firebender under the effects of the comet can produce
much larger flames, which create greater destruction and can extend much further than usual.
Experienced Firebenders can use the Comet's power to sustain flight and to generate
exceptionally powerful lightning bolts.

Opposite Bending Art

Firebending is the opposing art to Waterbending, though it shows many similar facets of self-
control, great diversity, and variation in strength due to external forcing. Firebenders use quick
strong punches and kicks to shoot fire, while Waterbenders use slow movements and elegant
turns and spins to return the momentum of the opponents' attacks. Firebenders attack first, while
Waterbenders wait and turn their target's attacks against them.

Weapons

Firebenders sometimes incorporate weapons into Firebending, such as Dual Dao Swords,
shaping and channeling the flames down the blade of the weapons. It is unknown if any other
weapons can be used in conjunction with Firebending.

Styles

The art of Firebending overall draws heir from three ancient martial arts, each with their own
separate moves and varying results.

Xing Yi blends strikes from the classic "Seven Stars": hands, feet, elbows, hips, knees, shoulders,
and crown.
Southern Dragon Claw mirrors a dragon swooping down on it prey. The form contains close-
range techniques for seizing and holding.

Northern Shaolin, which can be any number of fighting styles related to (but not encompassing)
Long Fist boxing.

Lightning

Lightning: Also known as "the cold-blooded fire", certain powerful Firebenders are able to
generate and manipulate lightning.

Lightning generation: Lightning generation is the ability to generate and direct lightning. It
requires a complete absence of emotion and peace of mind.

Lightning redirection: the firebender is able to redirect the course of lightning strikes by
absorbing it through one arm, guiding it through his stomach, and out his other arm. b

Weaknesses

Poor Breath Control: It is said that true Firebending power comes not from physical size nor
strength, but rather from the very control of one's breath. Firebender discipline stresses self-
restraint and breath control as a means of directing and containing the fire manifested. Poor
breath control means dangerously poor control of any fire generated. For this reason, breathing
exercises are one of the most critical first steps for beginning Firebenders.

Though anger and rage or other intense emotions can amplify the power of Firebending, it can
lead to dangerous explosions or wildfires and cause any nearby flames to burn out of control.
The enlightened Firebending master Jeong Jeong repeatedly stressed this importance during his
instruction of Aang, who accidentally burned Katara when he refused to listen.

Lack of Defense: The major combat weakness behind the applied art of Firebending is its
confrontational nature. Due to its aggressiveness and pursuit of continuous assault, it
traditionally lacks defensive techniques, which can leave a bender considerably vulnerable to
enemy counterattacks, though masters can effectively use Firebending for defense. It also
consumes a vast amount of energy leaving the bender at a considerable disadvantage in a
prolonged battle. A common mark of a Firebending master is the ability to sustain attacks for
long periods.

Lack of Drive: In order to Firebend properly, one must have 'inner fire', his or her drive, without
which one's Firebending becomes weak.

Solar Eclipse: Its connection to the sun results in a lessening of strength during the night and a
complete loss of Firebending during a solar eclipse.
Extreme Cold: Cold temperatures reduce a Firebender's abilities; the prison on the Boiling Rock
uses insulated chambers (the coolers) and piped in cold air as a punishment for those prisoners
who use Firebending. However, this can be overcome.

Other Circumstances: A Firebender's power may decrease in any situation which might
extinguish their flames, such as being underwater or caught in the rain.

Elemental Symbol

The symbol for fire and Firebending is a stylized, tulip-shaped flame forked into three tongues
that curve outward like flower petals, with a spiral at the base. The symbol is featured in
connection with Fire Nation spirituality.

Spirituality and Firebending

Approximately 100 years ago, Fire Lord Sozin launched a genocidal attack on the Air Nomads,
succeeding in part due to the power granted him by a passing comet. Over the course of a
century, the war has continued, and under the rule of Sozin's grandson, Fire Lord Ozai, the Fire
Nation saw the return of "Sozin's Comet." As prophesied, the comet's immense energy granted
Ozai the power to conquer the entire world. The only threat to Ozai's campaign was the current
Avatar, Aang. Aang succeeded in his quest to defeat the Fire Lord, and he satisfied his spiritual
needs by not taking Ozai's life but simply by removing his ability to firebend.

The Fire Nation's religious clerics, the Fire Sages, once served Avatar Roku, but were eventually
forced to endorse the imperial war. Fire Sage Shyu is shown as the only Fire Sage to remain true
to his allegiance to the Avatar, a trait he inherited from his father and grandfather.

A Firebender's powers seem to increase during the day in the presence of the sun. Because of this
solar sympathy, their powers are weakened at night and, as revealed in "The Library" "The Day
of Black Sun, Part 1: The Invasion" and "The Day of Black Sun, Part 2: The Eclipse," a solar
eclipse can temporarily negate their powers entirely, much like Waterbenders' powers are
negated during a lunar eclipse. Aside from their main power source, the sun, Firebenders also
draw their energy from other heat sources, including volcanic activity, lightning, and passing
comets (if they somehow become a heat source, such as Sozin's Comet, which ignites when it
brushes the atmosphere). A Firebender's power is intensified in warmer climates and is at its
peak when situated near their native equatorial homelands during the summer.
Firebending's distinctiveness is in its uncontrolled nature; Fire, if left to itself, will consume
everything it can; Firebending is thus a matter of controlling an element rather than directing it.
Many Firebenders are intoxicated by their power, while more prudent ones feel damned by it.
However, its roots and nature are fully explored by Ran and Shao and the Sun Warriors in "The
Firebending Masters"; properly controlled, fire is life and industry, comforting and creative.

Agni Kai

Among Firebenders, or at least those of the upper-class, disputes of honor are settled by a
challenge to an Agni Kai, or "fire duel", a traditional Firebender duel that is centuries old. Such a
duel is conducted in an open-air arena, and may be witnessed by spectators.

Waterbending
Waterbending is one of the four elemental Bending Arts, and is the hydrokinetic ability to
control water, as well as all its many forms. The people of the Southern Water Tribe, the
Northern Water Tribe, and the lesser known Foggy Swamp Tribe utilize this type of bending.

Water is the element of change. The moon is the source of power in waterbending, and the first
waterbenders learnt from the moon by observing how the moon pushed and pulled the tides.The
Water Tribes are the only people to not learn Bending from an animal. The fighting style of
Waterbending is mostly flowing and graceful; acting in concert with their environment.
Waterbenders deal with the flow of energy, they let their defense become their offense, turning
their opponents own forces against them.

Origin

The people of the Water Tribe first learned Waterbending by observing how the moon pushed
and pulled the tides of the ocean. They then learned how to simulate the effect themselves. As
such, they have a strong spiritual connection to the Moon (and its counterpart the Ocean), and
any adverse effects on these mediums can affect them too.

Fighting Style

Waterbending is based on the style of Tai Chi, which is a Chinese martial art that features slow
movements and elegant forms that evoke the feel of flowing water. Waterbending's strength is its
defensive capabilities which, rather than supporting a separate set of offensive methods, are
transformed into attacks and counters - defense into offense. Rather than simply stopping to
deflect an attack, Waterbending's defensive maneuvers focus on control, achieved through
turning an opponent's own strength against him, instead of directly harming the opponent. Water
is the element of change. Waterbending provides a versatility of experience.

Waterbending Abilities
Water Manipulation: Almost all forms of Waterbending involve moving and shaping a body of
water to the user's desire. By simply levitating a large mass of water, Waterbenders can move
water anywhere they wish, even parting it under the surface of a lake or sea, allowing them to
walk along the bottom of a basin without the need to swim. These large bodies can also be used
as weapons, either by shaping them into gigantic whips, swung repeatedly at a target as a snake-
like body, or simply dropped onto an opponent to smother them or put out a fire. On the sea or
ocean, Waterbending can be used to create giant maelstroms.

Snow manipulation: A move that pushes and levitates snow for attack, shielding and defense.
Living on the poles of the Earth, Waterbenders are accustomed to living in the snow. The snow
is used as the first source when waterbending. They are able to compress the snow together, in
order to slice through objects, even metal. Masters can bend the snow to make a snow spout, that
can carry the bender around and they can still attack and dodge at the same time.

Streaming the Water: This is a move that draws water from a source that waterbenders move
around their bodies. This move is thought to be used for basic training so that beginning
waterbenders can get a "feel" for water, but it is in all actuality a very useful move preformed by
waterbenders of every skill level.

Water Whips: The most frequently seen move involves creating a lashing tendril of water to
swipe at an opponent. The shape, size, and length are all determined by a Waterbender's control.
More powerful benders can create larger whips or ones of greater finesse. Due to water being
incompressible, a whip can be sharpened into a blade that can even slice through metal with
relative ease.

Water Jets: High pressure jets can be used to force opponents back or even blast clean through a
target if focused enough. Water jets are primarily used if the user has intent of severely hurting
their opponents.

Waves: By moving a large mass of water without separating it from its original source, water
benders can create waves of nearly any size. They do this by using an upward movement and
after raising the source, they send away in their desired direction. This can be used to sweep
opponents away or even as a form of transport, with the bender surfing on the crest of the wave.
This same process can be used to propel waterborne crafts.

Water Bullet: The Water Bullet is a move where a Waterbender bends a large amount of water
and sends it in a forceful blow towards their target. It is similar to a Water Jet, but its more for a
quick use since the jet takes more concentration. It is seen numerous times throughout the series
and is basic yet useful because it takes little time to perform and has a significant effect on the
target.

Water Drill: A high-pressure, rotating column of water. Capable of exerting a significant


amount of pressure upon a solid surface, that allows the action of a drill. The move takes mastery
of Waterbending since the motions to create a constantly twisting body of water takes bending
skill.

Water Walls/Water Shields: Water can be molded into any shape and can by used to deflect an
attack, trap opponents in a viscous body, reshaped and propelled at attackers before they can
recover, or solidified into a shield of ice. This diversity and ability to swiftly change to suit the
situation is what makes the waterbender's defense so adaptable. Although it is protecting, the
shield needs some type of compression or else the shield won't be effective.

Water Thermokinesis: Waterbenders also possess thermokinetic abilities regarding their


element, meaning that they can alter the physical state of the water they manipulate (between
liquid, solid and gas) at will. Changing the phase of water allows for multiple techniques in the
course of a battle, from encasing an opponent in ice to hiding behind a wall of mist. Ice and
steam/fog can also be molded in a diverse range of shapes. Ice provides a degree of hard lethality
since it can be molded into spikes or blades to pin down or impale opponents. Steam or mist can
obscure a battlefield and mask movement

Water Pressure Manipulation: Waterbenders are also able to manipulate water pressure,
allowing their techniques to grasp other objects or cutting through without simply parting around
them. Since water is incompressible, it can be used as a semi-solid while being able to move and
flow like a liquid. Water can be compressed to the level it can slice through metal.

Ice Spikes: Waterbenders can shoot small shards of ice at their opponent, or cause a giant spike
to protrude from a body of water. The Northern Water Tribe employs these as a primary defense
at their homeland when enemy ships are sighted.

Ice Claws: Ice Claws is a move where the bender draws water around their fingers and freeze it.
They can also be sent forward, shooting them at an opponent. A Waterbender can also use this as
an advantage, being small and unnoticeable, they can hide them in their sleeves just like Mai's
Stilettos. It can also be assumed that they can also create ice gloves and be used just like the
Rock Gloves used by the Dai Li.

Ice Spear : The Ice Spear is a Waterbending move shown to have been used by Southern
Waterbenders. It involves freezing a stream of water and then sending the frozen result flying at
the target.

Ice Creeper: A Waterbender can send a ray of ice on the ground, speeding at an opponent to
freeze them. This technique freezes a trail of water beginning with the waterbender performing
the move and ending with their targets freezing.

Ice Shield: A Waterbender can freeze an amount of water in front of them, creating a shield of
ice.
Ice Discs: A Waterbender can create a cylindrical column of ice and proceed to slice razor-sharp
sections of it off and send them at an opponent. They are sharp around the edges but all very
thin.

Breath of Ice: A Waterbender can use their breath to rapidly freeze objects, such as metallic
chains, or an opponent. For a more advanced version of the technique, the user takes a deep
breath and exhales the air as a cloud of freezing mist.

Water Knife: The ability to compress water, allowing for the sharp edge of a knife. It enables a
Waterbender to effortlessly cut through metal, wood and stone. This technique has been used
numerous times throughout the series but it most notable used was by Katara in "The Runaway".

Waterbending Master Level

The mark of a master Waterbender is the ability to swiftly change from one state of water to
another and rapidly switch techniques during combat, keeping the opponent off guard while
constantly adapting to the enemy as demonstrated by Master Pakku. For example, he deflected a
stream of water away from himself, froze it, and used it to slide behind Katara and
counterattacked.

Bubble: When in need to cross large bodies of water, capable Waterbenders are able to create a
bubble around themselves, keeping an air supply for them and for others.

Water Spout: This high-level technique involves controlling a whirlpool-like pillar of water as a
weapon, rotating it and directing its movements at the same time. Another form exists, which is
nicknamed the "Water Snake", in accordance to the waterspout's constantly shifting and coiling
movements. Forms a giant snake of water around the lower body, elevating them from the
ground.

Octopus form: A body of water formed around the user into 8 or so whip-like limbs which can
be used to grasp or strike an opponent or to intercept and seize incoming attacks. It is assumed
that this requires a great deal of concentration.

Ice Dome: A highly advanced technique, a Waterbender may surround a foe in a viscous sphere
of water and then freeze it, trapping their opponent inside.

Ice Floor: With a sufficient amount of water a master can cover a large area of the ground with
ice, trapping enemies' feet in ice and allowing the waterbender to slide around.

Ice Prison: This technique covers an opponent in a prison made of ice. By finely controlling the
position of the person within, this technique can restrict the motions of a Waterbender's hands,
thus rendering them powerless.

Maelstrom: In a large body of water, a Waterbender can create a gigantic whirlpool.


Mass Freeze: A Waterbender can freeze multiple targets at once. Making them slow down or
even surrounding them with ice.

Monsoon: A Waterbender can cause rain to fall from clouds in the sky and cause a monsoon of
frozen rain or unfrozen rain. This gives waterbenders an advantage due to the fact that their
enemies are now surrounded by water.

Water Dome: A master Waterbender can collect water from the rain, forming a dome which can
be used for both offense and defense.

Ice Ramp: Waterbenders can manipulate ice as a mean of short transportation.

Avatar Level Waterbending

Tsunami: Since they can control larger bodies of water, Avatars are capable of creating and
controlling water bodies of far greater size and scale, including causing massive tsunamis, at
will. A large wave can be made by a Waterbender by making a circular motion with his/her
arms.

Remote Waterbending: Avatars can use Waterbending from distances which a Waterbender
would not normally be able to.

Special Techniques

Cloudbending: It has been shown that (because clouds are made with water and air), a skilled
Waterbender or Airbender can manipulate them easily to create various shapes (used in that
instance to provide a message to nearby villagers). It is unknown if a Waterbender can perform
this technique without an Airbender and vice versa.

Sweat Manipulation: A resourceful Waterbenders can bend their own sweat gathering enough
water to be used as a makeshift weapon or tool in the case of being separated from other sources
of water.

Condensation: Not only can skilled Waterbenders condense clouds into a usable source of
water, but they also can condense invisible water vapor right out of the air.

Plantbending: A member of the Foggy Swamp Tribe, have illustrated that talented
Waterbenders can manipulate plant life--from the highly water-saturated vines and roots found
within the swamp lands and seaweed from the ocean floor--they can even rapidly regenerate the
plant mass of the plants they bend (since the cell tissues of a plant is more versatile than the cell
tissues of an animal--and why Bloodbending can only be achieved on the nights of the full moon;
see below), all by bending the ample amount of water within them just as they can with watery
mud.
Going further, a skilled Waterbender is able to separate and completely extract the water from
plants for more effective utilization just as they are able to separate the water from mud, sand,
and even polluted river systems, etc. In the case of plant life, this process will then leave behind
the withered remains of all the affected plant life or even making them collapse in the case of
large trees.

Bloodbending: Bloodbending is introduced in the episode "The Puppetmaster". Since the human
body is roughly 70% water, Bloodbending does not necessarily bend blood, but the fluids in
one’s body, allowing the user to manipulate a body's muscles to move as they wish or to stop
movement completely. Potentially, a Bloodbender could stop a victim's heart or crush his/her
internal organs, though this has not been stated. Bloodbending can only be performed at night
during the full moon. Bloodbending is considered to be quite a sinister art since it forces the
bender's will over the victim's will.

Solutions: It has been shown that Waterbenders can bend any liquid that is partially water, or
anything that contains water.

Water Run: This is a technique in which Waterbenders would use all four limbs to run on water
at very high speeds, in addition to riding on foreign objects with the same purpose.

Steam Manipulation: A technique that allows waterbenders to manipulate steam. They can
produce it from any water source. It can be used to freeze people or objects. It can also be used
for cover.

Enhanced Waterbending

Waterbending is enhanced during the night, due to its lunar affinity. During a full moon in
particular, Waterbending is greatly enhanced, to the point where a single Waterbender can
overpower multiple opponents with relative ease. Bloodbending is only possible during the full
moon. A Waterbender can also resist Bloodbending during this period for the same reasons.

Opposing Bending Art

Waterbending is the opposing bending art to Firebending, though it is similar in its require for
inner discipline and strong connection to external forces. Firebenders use quick strong punches
and kicks to shoot fire, while Waterbenders use slow movements and elegant turns and spins to
return the momentum of the opponents' attacks. Firebenders attack first, while Waterbenders
wait and turn their target's attacks against them.

Like all the bending arts, Waterbending is balanced out as to not be more or less powerful than
the other arts. The series has repeatedly illustrated that it is the skill and prowess of the user that
determines victory. In the case of Waterbending however, a Waterbender's ability to perform all
of the Waterbending they are capable of is significantly dependent on the amount of water
available.
Weapons

So far, the only times a weapon has been used with Waterbending is when Avatar Kyoshi uses
her fans to create a wave in "Avatar Day", and in "The Earth King", when Aang used his staff to
freeze water. It has been stated that, given their almost "Samurai-like" cutting techniques, a
katana or a cane sword would be the best weapon suited for a Waterbender. However
Waterbenders do carry water around in water skins when they are in places where there is little
water, such as the desert. These skins carry various amounts of water depending on their size.

Styles

Northern and Southern Style

The Northern Water Tribe developed the first style of Waterbending for use in their home at the
North Pole. When the Southern Water Tribe formed in the South Pole, they developed a slightly
different style that nonetheless is very similar to their Northern cousins.

The traditional Waterbending styles of the Northern and Southern Water Tribes focus on
graceful, fluid movements for their attacks. These styles frequently make use of switching the
state of water from liquid to ice and snow. It is with this technique that the Waterbenders built
their large polar cities. The Northern Waterbenders seem to traditionally perform more
defensive, strategic, and architectural techniques in Waterbending, while Southern Waterbenders
seemed to have been more aggressive when fighting and showed to have used more offensive
techniques.

Foggy Swamp Style

Foggy Swamp Style is the Waterbending style used by the Foggy Swamp Tribe of the Earth
Kingdom.

Instead of the fluid, graceful movements of the other two Waterbending styles, they keep a rigid
and straight stance, possibly reflecting the usually stagnant nature of water in their swamp
homelands, and use stiff and circular arm movements to move water like a propeller. This style
seems to be very effective in moving the Tribe's boats.

They do not appear to use ice or snow attacks as often as their polar cousins, possibly due to the
lack of ice in their environment. One of the Swamp Tribesmen, Huu, was able to develop
Plantbending, a technique seen performed only by him. It is unlikely that other polar
Waterbenders are aware of this technique, though Hama didn't express surprise when learning of
it, preferring to remove the water from plants rather than manipulating the plant.

The battle capabilities of the style seem to be very accurate: using noticeable foot movements in
addition to moving their arms in the desired direction to shield themselves from harm before
stepping and performing an elegant punching motion to attack.
Healing

Waterbenders can sometimes use a unique sub-skill: the ability to heal wounds by redirecting
energy paths (or chi) throughout the body, using water as a catalyst.

Healing is a sub-skill of Waterbending which consists in healing wounds by redirecting energy


paths (or chi) throughout the body, using water as a catalyst.

Limits

Physically, healing draws on the restorative properties of water to organisms such as human
beings that are primarily composed of it. Though powerful, Waterbending induced healing
cannot heal every ailment. It is shown that healing is ineffective in a person who has had their chi
flow blocked or otherwise disrupted.

So far, Waterbending induced healing has been shown to work in physical injuries, such as
burns, lacerations, diseases brought on by severe pollution, severe tissue damage caused by
lightning bolts and it has even shown to counteract mental distress and tampering.

Weaknesses

External Water Source: A Waterbender's weakness is his or her need for an external source of
water. Enemies are able to take advantage of this by driving them away from water sources. As a
result, traveling waterbenders often carry a water skin with them at all times.

Binding: A second vulnerability lies within the use of one's arms as a primary means of
Waterbending. Waterbenders depend on the movements of their limbs in order to move the water
around to shape and control it. This leaves the Waterbender vulnerable when he or she is bound
at the hands or has had the flow of chi blocked in the arms.

Emotional State: A Waterbender's power comes from the internal life energy chi. Due to this, a
Waterbender's power is connected to his or her present emotional state. If an inexperienced
Waterbender were to lose his or her temper, their Waterbending force is intensified, but in turn,
control is lost. Although this has the potential to be quite dangerous, it also serves as a boon to a
bender with proper training and experience, as well as balance over his or her emotions.

Lunar Eclipse: Another Waterbending weakness is its dependence on the moon. Although
Waterbenders gain power from the moon (with Waterbending at its zenith during full moons),
the moon's absence during an eclipse results in a complete loss of Waterbending ability.

Overcoming Weakness

Some of the standard Waterbending weaknesses can be overcome by skilled Waterbending


masters. In environments without water, a master can pull water particles out of clouds or air,
and even out of living organisms such as plants and trees. The drawback is that if water is
removed from a living organism, it will wither and die. Water can also be obtained from a
master's own bodies if need be, from sweat or saliva.

Elemental Symbol

The symbol for water and Waterbending is a circle comprised of a stylized rightward-facing
ocean wave, with three spiral crests, breaking over three wavy diagonal lines representing water.
It also shows how the moon and ocean spirit work together. The symbol is featured in connection
with Northern Water Tribe spirituality, and on the pendant worn by Katara, originally carved by
a Waterbender named Master Pakku for her grandmother as an engagement present.

Spirituality and Waterbending

"The legends say the moon was the first Waterbender. Our ancestors saw how it pushed and
pulled the tides and learned how to do it themselves... Our strength comes from the Spirit of the
Moon, our life comes from the Spirit of the Ocean. They work together to keep balance." -
Princess Yue

Like the moon controlling the tides, Waterbenders move water using their chi to mimic
gravitational pull by choosing how to direct their energy utilizing two jings, which in turn work
to push and pull the water being controlled. Because of this lunar sympathy, a Waterbender's
power is stronger at night, at its absolute zenith during a full moon, and lost during a lunar
eclipse. A Waterbender's power is also enhanced during the rain, for obvious reasons.
Furthermore, a Waterbender's power is strongest when he or she is situated in colder climates,
during the winter, or near their native polar homelands.

Legend further elaborates that Tui (meaning "push") the Moon Spirit, and its symbiotic partner
La (meaning "pull"), the Ocean Spirit, gave up their immortality to be a part of the mortal world.
In fact, these spirits exist in the physical forms of two koi fish eternally circling one another in a
pond, in the highly spiritual oasis, in the capital city of the Northern Water Tribe.

The "push and pull" relationship between the moon's gravity and the water's inertia is represented
by Yin and Yang. The Moon Spirit koi is white, with a black forehead marking, and the Ocean
Spirit koi is black, with a white forehead marking, mimicking the two primal forces.

Without the equilibrium of these two spiritual aspects, Waterbenders lose their powers. This was
illustrated when Tui's mortal form was killed by Admiral Zhao during the Fire Nation's siege of
the Northern Water Tribe in "The Siege of the North, Part 2". The moon disappeared from the
sky, the balance of the world was upset, and the Waterbenders defending the North Pole were
rendered powerless. However, it is currently unknown exactly what effect the death of the ocean
spirit would bring to the balance.

Waterbending emphasizes symbiosis; acting in concert with one's environment and guiding it,
rather than avoiding, controlling, or diverting it. In the Foggy Swamp Tribe, Waterbenders were
shown to be specially attuned to the environment, one of its members, enlightened members
being able to achieve enlightenment by meditating of a tree in the heart of the swamp,
connecting with it, the same way it is connected with the rest of the swamp, as it is a
superorganism.

Universe of Avatar: The Last Airbender


Avatar: The Last Airbender takes place in a world that is home to humans, fantastic animals, and
spirits. Human civilization is divided into four nations: the Air Nomads, the Water Tribes, the
Earth Kingdom, and the Fire Nation. In addition, there exists a Spirit World. Each nation has its
own natural element, on which it bases its society. Within each nation exists an order called
"Benders" who have the ability to manipulate the eponymous element of their nation, either
Waterbending, Earthbending, Firebending, or Airbending. Each Bending art has its own style of
martial arts, causing them to inherit the advantages and weaknesses of that martial art.

Each generation yields one person who is capable of Bending all four elements, the Avatar, the
spirit of the planet manifested in human form. When an Avatar dies, he is reincarnated into the
next nation in the Avatar Cycle. The Avatar Cycle parallels the seasons: autumn for the Air
Nomads, winter for the Water Tribe, spring for the Earth Kingdom and summer for the Fire
Nation.[2] Legend holds the Avatar must master each bending art in order, starting with his native
element. For the Avatar, learning to bend the element opposite his native element can be
extremely difficult because opposing Bending arts are based on opposing fighting styles and
disciplines. Firebending and Waterbending are opposites, as are Earthbending and Airbending.[3]

Four Nations
Air Nomads

The Air Nomads were a nation of wandering Airbenders. They were a monastic order of men
and women who practiced Airbending, the mystical art of aerokinesis. They did not have great
cities and towns like the other nations, but instead built four Air Temples, one at each corner of
the globe, hidden away atop mountain ranges in the northern Earth Kingdom and on three remote
islands.

A century before the time of the series, the Air Nomads were the victims of genocide at the
hands of the Fire Nation. The Air Nomads are now considered an extinct civilization, the only
survivor being the Avatar (Aang) himself. It is unknown what will happen when the Avatar cycle
returns to Air.
Culture

The Air Nomads could be seen wearing orange, saffron yellow, and brown clothing. Aang and
other young Airbenders wear orange shawls over long-sleeved yellow shirts, a brown belt,
yellow pants with brown on the back, and brown boots that reach the knees. Senior monks wear
longer robes in shades of yellow, orange, and brown. Air Nomads who completed their training
and became Masters of Airbending were given blue arrow tattoos on their head, back, arms and
legs, similar to the ones on flying bison. Many of the monks had beards and mustaches, and
many also wore amulets or necklaces engraved with the Air Symbol.

The Air Symbol is made of three counterclockwise spirals on top of a brown circle. In addition to
being worn on necklaces, the Air Symbol was also often found at Air Temples. It was based on a
Tibetian Origin symbol.[4]

The Air Nomads were a peaceful society that dwelled at high altitudes in temples and traveled
the world atop their flying bison. They were based on Chinese Shaolin monks and Tibetan
Buddhists. Pious and forthright, Airbenders preferred to use their Airbending, which all Air
Nomads could use, strictly for defensive purposes, striving to live in harmony with nature.[5]
Meditation was an important part of the Airbenders' daily routines; it helped them to focus their
energies and understand the potency of their element.[5] The arrow on a Master Airbender's head
is an emulation of the natural arrows on the heads of the revered Flying Bison who can naturally
Airbend and were the inspiration for the first Airbenders. In order to receive the tattoos as well as
the title of master, an Airbender needed to pass the thirty-six levels of Airbending and engineer a
new technique.[6]

The Air Nomads were an environmentally friendly nation. Because they attempted not to leave
an ecological footprint, they powered naturally all industries, including farming. All lamps were
powered by natural gas which were stored inside sealed rooms within the Air Temples.[7] They
also produced their own food, with their diet mainly consisting of fruits and vegetables due to
their vegetarian lifestyle.[5]

Air Temples

The Southern Air Temple was inhabited only by male Monks, and is located on an island close to
the Southern Water Tribe.[8][9] An "Air Ball" court and "Pai Sho" room were used for recreation.
Before the Firebender attack, a multitude of trees and plants adorned the temple. In the middle of
the Temple, accessible to only to Master Airbenders or the Avatar lay a sanctuary of statues of
past Avatars. Aang and his mentor Monk Gyatso once lived here.

The Northern Air Temple has closely resembles the Southern Air Temple and was also home to
only male Airbenders. The temple's location is near the Northern Water Tribe. Bison Polo
tournaments were once held there. This temple is currently inhabited by refugees, who are led by
The Mechanist and his son. The refugees live similar life to the monks, but have altered the
structure to provide for living space that the monks did not need.
The Eastern Air Temple was inhabited solely by female Airbenders, and is located very close to
Ba Sing Se. The Eastern and Western temples were built on three mountains, unlike the Northern
and Southern Air temples, which were built on only one mountain. The template has a wheel-like
feeding table in the middle of the temple for young Sky Bison. A waterfall, connecting ponds,
flowers and vines grow in and around the temple. Guru Pathik currently lives at the temple. The
Eastern Air Temple is the temple where Aang first met Appa.

The Western Air Temple was also inhabited solely by female Airbenders, and is located close to
the Fire Nation capital. The design is very different than the other Air temples; The structure is
built underneath a canyon wall and is upside-down. This temple contains a fountain, the world's
largest Pai Sho table, an echo chamber, and a hall of statues. The temple came under attack
during Book 3 by Combustion Man and Azula, and was partially destroyed.

Airbending

Airbenders learned their bending art from the Sky Bison who Airbend using their tail and
mouth.[10][11] The light blue full body tattoos seen on Aang and other Airbenders are derived from
the Sky Bison's natural markings, and symbolize a person's mastery of the Airbending
discipline.[12]

Airbending is based on the Ba Gua style of martial arts.[13] Ba Gua is known for its constantly
circular movements, which makes it difficult for opponents to attack directly. The practitioner
uses his own momentum as a weapon, constantly building up inertia for explosive counterattacks
that evoke the unpredictable nature and explosive force of the wind. While being the most
dynamic of the bending arts, the style lacks fatal finishing moves, being an almost entirely
defensive art.[13]

Airbenders have the ability to enhance their movements during battle. They can take giant leaps
into the air, move at high speeds, run on water and vertical surfaces, glide on air currents to slow
their descent and even spin around like a tornado to move quicker and confuse opponents. They
can also create cushions of air to soften and blunt the falls of heavy objects. Airbenders can
project powerful gusts of wind from their mouths.[14] Master Airbenders can create vortecies to
disorient opponents[15] and tornadoes to attack opponents.[16] An Avatar in the Avatar State can
generate the mighty winds of a hurricane that can affect entire landscapes and sustain flight by
surrounding themselves in spheres of air.[17][18] Airbenders are also capable of projecting
solidified constructs of air to knock an opponent off balance or to provide defense from
projectile weapons.[19]

Water Tribe

Members of the Water Tribe live mainly in one of two nation-states: the Southern Water Tribe or
the Northern Water Tribe, who inhabit the South and North Poles, respectively. A branch of the
Water Tribe exists in the Earth Kingdom swamp, called the Foggy Swamp Tribe.[21] The Water
Tribe is home to an order of men and women who practice Waterbending, the mystical art of
hydrokinesis. On the South Pole, Katara is the only water bender left, since the Fire Nation killed
or captured her fellow benders in their raids [8]. In contrast, the North Pole has a multitude of
water benders. There, Northern Water Tribe culture dictates that only men can use their bending
skills for fighting and that the women must learn to use water bending for healing. According to
Uncle Iroh, Water is the element of change; the Water Tribe embraces change and can easily
adapt to different situations, as reflected in Waterbending.

Due to relentless attacks on the Southern Water Tribe by the Fire Nation, the Northern Water
Tribe constitutes the majority of the remaining Waterbenders.[22] The Foggy Swamp Water Tribe
was hidden and forgotten and isolated until the Avatar and his friends stumbled upon it. Most of
its members are competent benders with some unique talents.[21]

Culture

Ethnically homogeneous, members of the Northern and Southern Water Tribes typically have
light or deep brown hair, blue eyes and a brown skintone. Clothing is typically a set of blue
anorak and trousers trimmed with white fur, and worn with mittens and mukluks. Men may wear
their hair long and half-up or in short ponytails, referred to by Sokka as "a warrior's wolf tail."[23]
Women plait and braid their hair in various styles, sometimes with accent beads, and many sport
"hair loopies" in various styles. In the Northern Water Tribe, males appear to wear a darker blue
than those of the Southern Water Tribe.[22]

The Water Tribe's national emblem is a circle comprising of a white waning crescent moon and
three black wavy horizontal lines representing ocean waves and is often found found in the
architecture of the Water Tribe. Like the Earth Kingdom's national emblem, it has a literal and
figurative meaning to the Water Tribe. The crescent moon and the ocean waves in the emblem
symbolize, Tui and La, the Moon and Ocean Spirits, which give their people life and strength.[24]

Each of the Four Nations is influenced by its own distinct, dominant season. The Water Tribe's
dominant season is winter. More Waterbenders are born during winter than any other season and
their powers are at their strongest during the season, due to the longer nights.[25] Because the
Water Tribe lives mostly near the poles, winter-like weather is near constant.[26]

Because they inhabit the frozen poles and ice caps near seas and oceans, the Water Tribes
inherently are dependent on the oceans for the majority of their natural resources and food. Sea
prunes are a favorite, while giant sea crabs are considered a delicious delicacy to those in the
Northern Sea. Squid and seaweed can be used to make a wide variety of dishes, including soup,
seasoning, and even bread and cookies. Skins from seals are used to create decorative tents,
while pelts from polar bears and other furry animals are used as clothing and to cover barren
surfaces. Naturally, hunters and fishermen of the Water Tribes are some of the best in the world
in their field.[27]

Military

All adult male tribe members of the Southern Water Tribe are fully trained warriors. Their
weaponry includes clubs, bladed boomerangs, spears made of bone, scimitars, and machetes
laced with whale teeth on the dull side of the blade.[8][28] Water Tribe warriors typically wear
black and white warpaint on their full face before going into battle and put on protective "lunar
wolf" armor in more dangerous situations. The dark blue body armor includes black and blue-
gray plated arm and leg guards, a silver helmet shaped into wolf's head, and a fierce moon
symbol unique to each warrior. It is designed to intimidate the enemy; when warriors charge,
they resemble a pack of wild wolves. High ranking warriors wear a black colored wolf helmet
instead of a silver one to show authority.[29][2]

In the Northern Water Tribe, there are few non-Waterbender warriors. The Waterbender warriors
must be Waterbending Masters/They wear dark hooded suits and blue face masks that cover their
mouths to give off an air of mystery and danger. They also work together in units rather than
fight alone; each Waterbender is almost always accompanied by at least one other one.[24]

The Foggy Swamp Water Tribe does not have a conventional military. When dealing with
hostile outsiders, it relies on the Swamp itself, its wildlife and fauna, and the Waterbenders who
can bend swamp vines.[21]

The ships of the Southern Tribe are cutter sailing ships, containing wooden hulls and utilizing the
wind for propulsion. The boats are shown to be operated by at least two people, one to maintain
the main sail and one to control the jib, a smaller sail at the rear.[30] The ships are designed as
transport vessels rather than for combat.

The Northern Water Tribe's most common ship is a double-hulled vessel powered by
Waterbending. Though its small, compact size enables it to be used for a variety of applications,
including transporting civilians across the canals within the city, its main purpose is to be used
for short, open ocean trips. Even though its not necessarily designed for long voyages, it is
capable of being used to travel over a thousand miles and withstanding the harshest ocean
conditions.[1] Warriors use this ship to patrol and protect the waters just outside the Northern
Water Tribe.[22]

Before the first invasion of the Fire Nation, Sokka and The Mechanist created Waterbending-
powered submarines to sneak into the Fire Nation capital's harbor. These large underwater
vehicles possess a hull composed of waterproof wood and metal equipped with watertight glass
windows that allows them to traverse deep beneath the ocean surface. They propel themselves
with flexible fins on each side and the rear while sinking or floating by means of the
Waterbenders riding inside. The submarines are also equipped with torpedoes, which are made
of frozen blasting jelly and launched via Waterbending. There was only one real flaw that the
vessels retained, that being their limited air supply, which makes it necessary to resurface
periodically for air.[1][29]

Tribes

The culture of the Water Tribe is divided into three distinct groups, largely based on their
geography and a specific affinity for their element. Before the war, while they were separated,
the Northern and Southern Water Tribes kept in contact with one another. The Northern and the
Southern Water Tribes both were heavily influenced by the Inuit tribes of North America, and
the Foggy Swamp Tribe by the Mississippi Delta and Louisiana Swamps culture.[31][32]

Southern Water Tribe


During the war, Southern Water Tribe teetered on the brink of extinction due to Fire Nation
raids. Its bending population was decimated to leaving only Katara as its sole Waterbender, due
to multiple Waterbenders, such as Hama, either dying in battle or being captured by the Fire
Nation, in their raids. Therefore, children born with Waterbending abilities had no one to teach
them how to bend.[33] Katara and Sokka's tribe is one of a handful of tribes that are scattered
across the South Pole. Before the war, their tribe was part of a beautiful and bustling city built
out of the ice by Waterbenders. But decades before the beginning of the series, the Fire Nation
destroyed their city and many others like it. With their cities gone, the tribes split apart into
smaller groups and scattered across the South Pole. In recent years, the Fire Nation leaves the
Southern Water Tribe alone for the most part, instead focusing its forces on bigger threats in the
Earth Kingdom, but conducts raids periodically to capture or kill Waterbenders.

Scattered all across the South Pole in groups due to the war separating and dwindling their
people, the Southern Water Tribe has a patriarchal tribalist system of government, as each village
has a designated leader. While initially all the leaders were male, each of the villages leaders can
now be both male or female.[34] For example, before he left to fight in the war, Hakoda led the
southernmost tribal village. But after the warriors left, the village was just populated by the
elderly, women and small children.[8] The Southern Water Tribe was defenseless during the war,
because the adult males left for the Earth Kingdom to aid in the war against the Fire Nation,
leaving behind the women, children and elderly citizens.[35]

Northern Water Tribe

The Northern Water Tribe survived the century of war largely due to the harsh terrain
surrounding the North Pole, and thus, so did its culture as did its versatile array of Waterbenders
of all skills and sexes. Adopting a siege strategy allowed the Northern Tribe to successfully
defend itself from encroachment by the Fire Nation, but conversely this also meant that the
Northern Tribe has had little impact on the War beyond its own borders. When honored guests
arrive at the North Pole, the Northern Tribe holds a feast in their honor, as well as a cultured
Waterbending performance accompanied by Water Tribe drums, that take the appearance of a
modern-day timpani.[22]

The Northern Water Tribe is a patriarchal chiefdom also containing the aspects of a tribal group's
leader as the chief of state. The Northern Water Tribe is ruled by a former warrior, Arnook, and
his counsel of chieftains, composed of Waterbending masters, warriors, healers, noblemen, and
his daughter, Princess Yue.[36][22]

The Northern Water Tribe is far more strict and patriarchal in gender-related issues, operating in
the more traditional ways. The art of Waterbending is largely cultivated, in fighting but also in
performances. This art, however, is only taught to Waterbending males. The female
Waterbenders were only allowed to learn the art of healing, a subtype of Waterbending which
uses the control of water and chi in the human body to heal diseases and wounds. This recently
changed after Katara, Aang and Sokka's visit to the Northern Water Tribe. Non-Waterbender
women serve as homemakers and cooks, while men serve as warrior, hunters and fishermen.[22]

Arranged marriages are a common practice among the Northern Water Tribe. While the man
involved apparently has a say in the matter, the woman does not. The traditional procedure
involves the man carving a betrothal necklace for his bride-to-be, after consulting the young
woman's family and asking for permission[22]

The capital city resembles an ice-made version of Venice, Italy,[37] with a complicated system of
canals and bridges for transportation. The three layers of defense within the city are heavily
guarded by the military. Large cliffs that tower over three sides of the city give it natural
protection from land attacks, while sea walls keep the city safe from enemy navies. It is unclear
if there are other cities like the capital in the North Pole, as most of the territory consists of a
frozen tundra where it is impossible to live for long periods.[38]

Foggy Swamp Tribe

The Foggy Swamp Tribe are an unusual offshoot of the Water Tribes who occupy a swamp in
the Earth Kingdom. Their ancestry lies in the Southern Water Tribe; a group migrated from the
Southern Tribe thousands of years ago and felt comfortable with the large amount of water.
However, existence of the Foggy Swamp Tribe remained unclear to either the Northern or
Southern Water Tribe.[1]

While most of its members are highly skilled benders who have discovered the unique
Waterbending talent of bending the water within plants to control plant life (e.g. Hu, who bends
vines to use for attacking as well as protecting himself, as seen when the Foggy Swamp is first
seen and during the invasion in Day of the Black Sun). The people of the Foggy Swamp Water
Tribe dress very differently than their northern and southern counterparts. They use loincloths,
armbands, hats and other materials fashioned out of plants to cover themselves. Instead of
worshiping the Moon and Ocean Spirits, they worship the Swamp itself, and the giant tree in the
center of it, believing that the Swamp is what gives them life and power.[21]

The tribe depends on the swamp and its assortment of animals; they use cat gators for
companions and eat food like squirrel fish and possum chicken. While they use plant leaves,
roots, and bark to provide their natural resources, they depend heavily on their Waterbending and
Swampbending for hunting and cooking meals.[29][21]

Waterbending

Waterbenders originally learned Waterbending from the Moon. The ancestors of the Water Tribe
noticed the push and pull effect the Moon has on the tides of the ocean. Eventually, these first
Waterbenders learned how to manipulate water themselves. Waterbending has the fish as a
spiritual animal teacher. The moon taught them how to bend and then became the spiritual koi
fish at the North Pole. It taught the people of the North Pole how to Waterbend and the other fish
of the ocean taught the other Waterbenders of the world.[24]

Waterbending is based on Tai Chi, a Chinese martial art that features slow movements and
elegant forms that evoke the feel of flowing water.[39] Waterbending's strongest asset lies within
its defensive capabilities. Unlike some other bending disciplines, Waterbending focuses on
turning an opponent's own strength against themselves, rather than direct strikes. Since water can
exist in different physical states, Waterbenders can freeze, melt, evaporate, sublimate or
condense water at will.[22] The ability to alter the physical state of water gives Waterbenders an
array of defensive, evasive and offensive techniques in battle such as encasing an opponent in
ice, hiding behind a wall of mist, surfing on bodies of water on a platform of ice, and battering
enemies with lashing whips and waves. Waterbenders can also manipulate the molecular
cohesion of water for cutting and grabbing objects or running on water. Benders are also able to
encase their arms in water allowing them to blast water from their hands. They can also pull
water into tentacles to block objects being thrown. While a bender's victory in battle is usually
based on skill and technique, a Waterbender gains a notable advantage or disadvantage over
other bending arts depending on the amount of water in their vicinity. Waterbenders have the
ability to utilize water in its various forms, enabling them to freeze (or compress) water into ice,
immobilizing enemies, and to evaporate it into steam, facilitating stealth capabilities. Skilled
Waterbenders can freeze water using their breath.[18] Waterbenders are more powerful at night
than during the day due to their spiritual connection with the Moon. Waterbenders are at their
most powerful during the Full Moon, and are powerless during a lunar eclipse or when the Moon
Spirit is in danger.[40]

Earth Kingdom

The Earth Kingdom (土国), the direct translation of which is Earth Country, is a large continent
which takes up most of the planet's eastern hemisphere. It is home to an order of men and women
who practice Earthbending, which is similar to geokinesis. Earthbenders are characterized by
their pride and strength, and often seem immovable.

The Earth Kingdom has long withstood encroachments of their borders in the Fire Nation's
imperialist war. Though the Water Tribes have aided the Earth Kingdom, the Earth Kingdom has
had to defend much of their nation by themselves, as the Water Tribes are too weak to help the
Earth Kingdom. Many citizens of the Earth Kingdom live in Ba Sing Se, a capitol city which is
entirely self-reliant.

Appearance

The Earth Kingdom is heavily influenced by the culture of Qing Dynasty China. The people of
the Earth Kingdom express wide variety in their appearances throughout the vast lands of the
empire. Those residing in the rural areas often wear clothes similar to those of peasants. Royals
and the wealthy, as illustrated by Toph Bei Fong, as well as the rest of the Upper Ring of Ba
Sing Se, usually wear robes similar to the Manchurian-Chinese Qipao, especially during parties
and events. Men may grow beards and/or mustaches; younger men may have the same style but
wear their hair down. Their skin complexion is usually fair, tan or brown, uniquely various
throughout the Kingdom, especially compared to the homogeneous appearances of the other
bending groups. They most typically express light brown, deep brown or green eyes. They
usually wear green, yellow-green, tan or brown clothing, though they have been seen wearing
outfits of other colors.

The national emblem of the Earth Kingdom is a circle inscribed within a square, at the center of
which is a much smaller square (Like a Chinese coin). The insignia symbolizes both the literal
and figurative depth of the Earth Kingdom. It represents the immeasurable layers of deep rock
and minerals which Earthbenders manipulate to maintain their great cities, as well as the depth of
the inhabitants' commitment and strive towards the effort of a peaceful and productive way of
life.[42] This emblem can be seen on the helmets of Earth Kingdom troops.

The Earth Kingdom uses coins as their currency. The coins are composed from metals such as
copper shaped into the fashion of the national emblem.[43]

Culture

From the technology-driven refugees under the "Mechanist" to the initially isolationist
inhabitants of Kyoshi Island, the culture of the Earth Kingdom is far less monolithic than those
of the other nations. The common aspect of these different cultures is their rather simplistic and
somewhat archaic nature, especially in comparison to the more industrialized Fire Nation.

The Earth Kingdom citizens have created many games and attractions. In Omashu, the game first
played by Aang and invented by King Bumi is based on the mail delivery system of Omashu,
which Bumi has referred to as "The World's Greatest Superslide."[15] In Ba Sing Se, an
apparently common game played in alleys is a form of soccer that employs Earthbending.

Rock and stone are the Earth Kingdom's greatest natural resources; Earthbending allows the
Earth Kingdom to use and manipulate it for nearly anything. While the Earth Kingdom as a
whole does not make use of fossil fuels nearly as much as the industrialized Fire Nation, coal is
mined in some villages, along with timber. An ample amount of vegetables manage to
sufficiently grow within the rich, fertile soil of the Earth Kingdom, while fruits and nut trees are
equally as abundant. Wild game and domesticated animals thrive in the forests and farmlands,
adding beef and poultry to the Earth Kingdom citizens' diet.[44]

Architecture, farming, carpentry, hunting, and mining are among many significant Earth
Kingdom industries. Its citizens have managed to develop an advanced trade and commerce
system so that almost all may benefit.[45] From the complex sewage and postal system of
Omashu,[15] to the Ba Sing Se metro transit stations,[20] and various inventions and their
inventors, such as the Mechanist, all serve as demonstration of the Earth Kingdom's sophisticated
society.

Government

The Earth Kingdom is a large nation divided into provinces[46] and major cities[15] which are
subdivided into smaller townships or separate towns. The capital of the Earth Kingdom is Ba
Sing Se. While there is a central ruler of the Earth Kingdom, known as the The Earth King, who
resides in Ba Sing Se, some larger cities, such as Omashu, have kings of their own. However, the
Earth Kingdom's central form of government is a Confederate Monarchy; the Earth Kings have
continued to cede power to the governmental bureaucracies. Before the fall of Ba Sing Se, the
Earth King was little more than a figurehead.[1] Power was truly held by various advisers and
counsels such as Long Feng, the Grand Secretariat of Ba Sing Se & Head of the Dai Li. It is also
implied that the Ba Sing Se government chooses to make use of little power beyond its own
fortified city, which perhaps explains the dire situation in much of the Earth Kingdom.[47]
The government in Ba Sing Se was very oppressive during the war. Long Feng subjected the
population to varying degrees of severe economic and social regimentation and segregation, and
various methods of eliminating dissent through brainwashing. The government of Ba Sing Se is
also incredibly bureaucratic; processing a request to meet with an official may take up to two
months[47] and proper clearance is required for posting "lost animal" fliers.[48] The Earth
Kingdom is heavily influenced by Qing Dynasty China.[49]

Military

Due to the majority of its territory being landlocked and segregated by mountainous terrain, the
Earth Kingdom is most dependent on its land-based army forces. Like the Fire Nation, the Earth
Kingdom armies consist of benders and normal foot soldiers. Soldiers, both benders and non-
benders, carry a wide variety of weapons. Nonbending soldiers are more heavily armored, and
typically wear a helmet shaped like a mix of a conical straw hat and a spinning top, along with a
neck guard underneath. Earthbenders' helmets are pointed and are decorated with the Earth
Kingdom emblem. The Benders are also barefooted, unlike the soldiers, to better harmonize
themselves with the Earth. Officers wear yellow armor in place of the regular green armor.

Earth Kingdom soldiers in various parts of the Earth Kingdom tend to wear slightly different
colored uniforms than that of others. Yellow brown,[50] light green,[17] brown tan,[51] and cream
colored uniforms have all been seen.[52]The non-bending soldiers of Omashu wear leaf-green
colors, while other non-bending soldiers across the Earth Kingdom wear a drab olive green. At
Ba Sing Se the soldiers on the walls have more diverse uniforms, with black and gold colors. The
cavalry consists of foot soldiers on Ostrich Horses, which can vertically climb short distances
and run at high speeds.[17] They are also used as civilian transports.

Earthbenders use stones shaped like the Earth Kingdom emblem as artillery and catapult
projectiles.[17] These person-sized round coins are invaluable weapons to the Earthbenders. The
coins can be lined up side by side to make a defensive mobile wall, or stacked to make an
impromptu lookout tower. Skilled Earthbenders can use these coins as a vehicle and "ride" in the
hole in the middle of the coins.

By consulting with various Earthbenders, The Mechanist was able to design Earthbending-
powered tanks which were actively used in the Fire Nation invasion. The Earth Kingdom tanks
are piloted by a crew of four Earthbenders who work to move the caterpillar-like vehicle by
pushing off the ground with their feet. The tanks are able to navigate on uneven terrain and even
climb over elevated obstacles. Hatches on the sides of the tank open and close, allowing
Earthbenders to fire stone projectiles at the enemy.[1]

The Earth Kingdom's Navy is inferior to that of the Fire Nation.[53]

Dai Li

The Dai Li are the cultural enforcers of Ba Sing Se. Prior to the fall of Ba Sing Se, they were
under the direct command of Long Feng, the culture minister, for over twenty years, and
functioned as a secret police. They arrested and re-educated anyone who speaks of the war while
in Ba Sing Se.[47] In addition to distinct uniforms, they also have stone gloves and shoes, which
can be used as weapons through Earthbending. Though they serve the Earth King, they are loyal
only to Long Feng.[38] However, after the events of the coup d'état led against the Earth Kingdom
capital, they pledged loyalty to Azula and the Fire Nation[19] and tore down the walls of Ba Sing
Se.[2] The Dai Li are seen again during Sozin's Comet, where they are summoned by Firelord
Azula. Azula, unsatisfied with their performance and fearing that they will eventually betray her,
banishes the Dai Li from the palace. They are not seen again afterward.

According to the online flash game, "Escape from the Spirit World," the Dai Li were created
several centuries before the start of the story by Avatar Kyoshi to preserve the cultural heritage
of Ba Sing Se, in response to a peasant uprising against the Earth King.[54]

The Dai Li in Avatar are modeled after the government agents of Qing Dynasty China, who were
also known as the Dai Li. The organization may also be named after Dai Li: the feared
Spymaster of Chiang Kai-Shek before and during the Second World War. (Chinese: 大内;
Pinyin: dà nèi)-- which literally means "Greater-Inner" and refers to those who serve in the
Greater Inner Sanctum of the Forbidden City.

Kyoshi Warriors

The Kyoshi Island Warriors are an all-female group of fighters led by Suki on Kyoshi Island.
Their fighting style and clothing honor that of their founder, Avatar Kyoshi, although the current
members do not implement any of the bending arts in their physical movements. Clad in ornate,
green armor and Kabuki-like makeup designed to intimidate opponents, Kyoshi Island Warriors
use metal fans as their primary weapons,[55] but it is later revealed the warriors additionally
utilize katana and wrist shields.[56] Holding the fans like extensions of their own arms, they aim
to turn the strength of their opponents against them, a principle also hinged upon in
Waterbending. Traditionally, only women are trained as Kyoshi Warriors,[1] however there have
been exceptions over the years.[57]

Although Kyoshi Island had long remained neutral in the war, this changed when the Avatar
arrived on their island. The Kyoshi Island Warriors were inspired to assist the Earth Kingdom
army in its attempts to resist the Fire Nation, serving as guards for refugee ferries to Ba Sing
Se.[51]The warriors appeared again in "Appa's Lost Days" where they struggled to protect Appa
from capture at the hands of Princess Azula, Mai, and Ty Lee. Following the confrontation,
Azula, Mai, and Ty Lee infiltrate the city of Ba Sing Se disguised as members of the Kyoshi
Warriors,[38] confirming the real Kyoshi Warriors' defeat. They did however succeed in saving
the life of Appa, a great aid to the Avatar.[53]

Council of Five

The Council of Five is a group of five high-ranking Earth Kingdom Generals who decide
military strategy outside the walls of Ba Sing Se.[53] In addition to this, the Council also controls
the Kings Guards, an elite force of guards who protect the Earth King. The Council of Five was
established along with the King of Ba Sing Se, and was equal in power with him until the rise of
Long Feng.[1] After Princess Azula's execution of the coup d'état against the capital, all members
of the council were taken captive by the Dai Li,[19] but were released after the Order of the White
Lotus liberated Ba Sing Se.[18]

Kings Guards

The Earthbending guards are affiliated with neither the Dai Li nor the military and instead serve
as personal protectors of the Earth King.[1] There seem to be hundreds of them guarding the
Royal Palace. The guards use specialized surface-to-surface rocks against invaders approaching
on foot, but the projectiles are displayed to be able to also serve as surface-to-air rocks against
airborne intruders.[38]

The guards wear dark green armor and feather-topped helmets, the guards have also been shown
as the gate keepers of the outer and inner walls of Ba Sing Se.[20][58]

Locations

Kyoshi Island

Kyoshi Island is an island in the South Sea which was founded by Avatar Kyoshi in an effort to
protect her people from invaders.[1][57] Because the island is predominately a fishing port,
travelers and traders favor the island as a stopping point. The denizens of Kyoshi Island's dwell
scattered amongst several small villages found all around the island. Each village has its own
leader and is served and protected by a band of female Kyoshi Island Warriors, who fight with
metal fans in the same techniques as the island's namesake Avatar.[1] The island, the birthplace of
Kyoshi, has a shrine dedicated to her.

Because it holds no significant military advantage, Kyoshi Island managed to stay out of the Fire
Nation's war for nearly a century.[57] The villagers are hostile towards outsiders, for they feared
Fire Nation spies. After the visit of Avatar Aang, the citizens adopted a more welcoming
attitude.[59]

Omashu

Omashu was the first city built in the Earth Kingdom and was founded and named for Oma and
Shu, a Romeo and Juliet pair from two warring villages who became the first Earthbenders.[60] It
sits within a mountain range, surrounded on all sides by steep canyons and an enormous gorge. It
is guarded by massive stone gates,[61] but was still captured by the Fire Nation during the war.
Omashu's main industry was producing weapons and supplies for the war effort, and so it
developed a complex and efficient mail system used to transport goods throughout the city that
employed Earthbending and gravity using extensive ramps and chutes.[1][15]

Ba Sing Se

Ba Sing Se is the capital of the Earth Kingdom. It is impenetrable and isolated from the rest of
the world. It withstood a six-hundred day siege led by the Fire Nation's General Iroh,[50]which
ended after Iroh's son, Lu Ten, died on the front lines. At Comicon 2006, Ba Sing Se was shown
as an enormous city with several rock-like monorails, similar to the ones in Omashu. The "cars"
are moved by Earthbending. Ba Sing Se's greatest secret to its staying power in the war is the
farmland behind its outer wall. These vast fields supply the entire city with food to enable them
to survive a siege of any duration, so long as the outer wall remains intact. Only on two separate
occasions has the great wall ever been penetrated. It was apparently breached during Iroh's six-
hundred day siege, however, the city survived, as the siege broke shortly thereafter. The city's
wall is nearly penetrated once again by a giant drill created by The Mechanist for the Fire
Nation. The government of Ba Sing Se was once deposed through a coup d'état by Azula.[19] The
Fire Nation was deposed by the Order of the White Lotus in the Book 3 finale.[18]

In Book 2, the city is shown to be divided into various levels based on social class, with the
ghettos of the poor and refugees being walled off from the rest of the town, mirroring the strict
societal rules of class interaction that governed ancient China. It was heavily controlled and the
war is not allowed to be mentioned inside the walls. This was supposedly meant to maintain
order and the cultural heritage of the city, making it the only remaining "utopian" society in the
world. It is eventually revealed that the Earth King was actually a figurehead with little authority.
The political leader of the city is Long Feng, the Grand Secretariat of Ba Sing Se and the Head of
the Dai Li. He and the Dai Li maintain strict control of the people and the culture, and prefer to
pretend the war does not exist. This is most likely the result of Ba Sing Se's safety - the people of
the city consider it impenetrable, and thus feel they can delude themselves into pretending all is
fine in the rest of the Kingdom. Those who attempt to disrupt this fantasy are promptly
brainwashed by the Dai Li into believing that the war doesn't even exist.

Earthbending

Humans first learned Earthbending by observing and imitating the Badgermoles, large
subterranean creatures that use Earthbending to see and interact with the world. The first people
to learn Earthbending were two lovers (Oma and Shu) from warring villages who used the art to
meet in secret beneath the mountain that separated their people.[60]

Earthbending is generally based on the Hung Gar style of Kung Fu, which features heavily
rooted stances and strong kicks and punches. The martial art is based on the movements of
animals, among them the Tiger and the Crane. The Tiger represents Hard Power, while the crane
embodies Soft Power.[62] One notable exception comes from the blind Earthbender, Toph, who
uses a style based on Southern Praying Mantis Kung Fu.[63] Unlike other bending disciplines,
Earthbending stresses the aspect of neutral "jing", which involves listening and waiting for the
right moment to attack.[17] Toph uses this discipline having learned it directly from Badgermoles,
and teaches this form to Aang.This discipline also allows Toph and Aang to feel minute
vibrations in the earth when in direct contact and use these vibrations as radar.[52]

Earthbenders are known to stand their ground. More skilled Earthbenders absorb and intercept
attacks before overwhelming the opponent with superior force. Some can tunnel through the
earth to out-maneuver their foes.[64] Earthbenders have been shown to use objects to augment
their bending.[59][46] An Earthbender gains a notable advantage or disadvantage over other
bending arts depending on the amount of earth in their vicinity. Earthbending is not limited to
rock or soil, but can also use mud, slurry, sand, meteors, crystals, coal, and even metal.
Earthbenders are able to encase themselves in rock or crystals, giving them a resistance to
extreme temperatures and physical blows. When encased they are totally covered with rock or
crystal, creating a sort of suit of armor.

Fire Nation

The Fire Nation is located near the planet's equator in the western hemisphere and comprises an
archipelago of volcanic islands, drawing its inspiration from countries like China, Iceland, and
Indonesia, as well as the many volcanic Pacific islands.[66] The Fire Nation is home to an order of
men and women who practice Firebending, the pyrokinetic ability to create and control fire. The
Fire Nation armed forces had subjected much of the globe to colonization and imperialism over
the course of a century-long campaign of expansion. According to Iroh, Fire is the element of
power; its people have a energetic willpower to strive to get what they want and need and the
drive to get it, as reflected in Firebending.[3]

Influences

The Fire Nation's landscape and geologic features were based on Iceland. The creators wanted
the Fire Nation to look nothing like other locations seen earlier in Avatar, so they captured
photos of Iceland to use for the show.[67] Examples of locations from Iceland that were used as
models for places in the show include a waterfall from "Sokka's Master"[68] and the hot spring,
lava pillars, and lava sand seen in The Beach.[67] Some of the Fire Nation's background designs
also come from Korea. In the original designs, the Fire Nation was very industrialized, with its
land stripped and its cities full of factories.[68]

Culture

While all the names of people and places in the Avatar series clearly have Chinese influence, the
Fire Nation seems most similar to it. Women wear their hair in various updos, usually simple and
elegant in style and noblewomen often sport long, sharp, well-manicured nails. Men have various
hairstyles; those of importance and higher class wear a traditional bun or top-knot accompanied
by a hairpiece. Men also display prominent sideburns, some accopanied with beards or goatees.
Fashion in the Fire Nation mimics traditional Chinese elements as well. Layers of various colors,
coats, and traditional pieces of armor are common elements in their style, as in Chinese
traditional clothing. Citizens and rulers of the Fire Nation wear colors ranging from black, to
brown, to various reds, very often accented by gold lining or jewelry. Skin complexion is usually
fair or pale, however sparingly ranges to tan and darker brown. Those from the Fire Nation have
golden, amber or light gray-blue eyes.

The emblem that represents the Fire Nation is a black flame on a red flag. The flag that holds this
emblem is shown many times and in many places, from the Fire Nation itself to the cities and
towns that the Fire Nation has conquered and reside in. Unlike other nations, this emblem is not
usually worn on the army and navy uniforms, but only stays on the flags of their nation. A gold
flame hairpiece is used to signify Fire Nation royalty.

The "Fire Days Festival" is a traveling street fair in Fire Nation towns and villages, including
those situated in former Earth Kingdom territory.[1] Its participants wear stylized hand-carved
wooden masks similar to that of Kabuki theater masks, and merchants vendor a wide variety of
trinkets and local snacks. The festival's attractions include puppet shows, fireworks, Firebending
jugglers and magicians, and overall displays of individual or group bending prowess.[69] As
illustrated in its cultural festivals, the Fire Nation employs propaganda to indoctrinate a sense of
nationalism and loyalty to the Fire Lord (cult of personality) in its citizens from the earliest age
possible.[56] The Fire Nation is heavily influenced by the Han-Chinese culture.

Agni Kai

Among Firebenders conflicts and disputes of honor are settled by a challenge to an Agni Kai, or
"fire-duel," a traditional Firebender duel that is centuries old. Such a match is conducted in an
open-air arena at sunset and may be witnessed by spectators. The goal in these duels is to knock
an opponent off-balance, and incapacitate (fatally or otherwise) with a final blow. The duels have
claimed the lives of countless Firebenders, and they've been even more unforgiving to those who
show mercy on their opponents. The term 'Agni' was derived from the Sanskrit word for the fire
element.[1]

Education

The Fire Nation has a formal education system quite similar to real-life public schools. Subjects
including history, music, etiquette, warfare, and Firebending are taught to the students by various
teachers.[1] However, the educational system works also as a "mind-molding" process, causing
students to develop a strong sense of nationalism and loyalty to the Fire Lord. Teachers maintain
rigid discipline and order and refuse to teach the students the art of dance or any form of self-
expression. In addition, censorship and propaganda can be found in articles within history books
(e.g. the genocide of the Air Nomads is described as a battle with the Air Nomads' "army,"
despite the fact that they have no formal military).[70]

Military

The Fire Nation military is the strongest of the Four Nations. It is the only nation to possess a
mechanized armed force. The Fire Nation military makes active use of armored naval vessels as
well as a variety of land-based war machines and vehicles. It is also the only nation to have an air
force. They also utilize "Sozin's Comet" every one hundred years to enhance their Firebending
attacks.

The Fire Nation's army comprises non-bender foot soldiers, who normally wield spears, swords,
and shields, and Firebenders, who normally travel unarmed. The majority of Firebending soldiers
wear white faceplates shaped like abstract skulls, while ranking officers do not. Both have spiked
fire crests on the front of their helmets. Normal soldiers wear cone shaped helmets without
masks. It is a possibility that a soldier's skull mask is also used for psychological warfare due to
their frightening appearance. For practicality, the faceplates can be removed from the helmets.
Additionally, troops are shown to retain different sets of uniforms pertaining to the season or
climate of the region that they are situated in.[24] Elite Firebenders who serve as the Fire Lord's
Royal Procession wear red, highly stylized armor all over, and have three-eyed faceplates.[17]
The cavalry ride "Komodo Rhinos," a cross between a rhinoceros and a komodo dragon with
three horns and a long whip-like tail. Outfitted with heavy armor around the face, they are used
for pulling carts and carrying people, both for war and civilian purposes. Fire Nation soldiers
mount these frightening beasts to terrorize their enemies.[1] One band of Fire Nation cavalry, the
"Rough Rhinos" was led by Colonel Mongke. The Rough Rhinos comprise a variety of warriors
of varying skills, including a masked warrior who hurls explosives and a Yu Yan Archer. Riding
their trademark mounts, they act on their own free will, attacking enemies of the Fire Nation, and
claiming land and towns in the name of the Fire Lord. Both of their appearances have been
defeats, the first by Aang and company[59] and the second by Iroh and Zuko, although the latter
was more of a humiliating draw.[71] In "Lake Laogai," it was revealed that they were responsible
for the death of Jet's parents and the burning of his village. According to Iroh the Rough Rhinos
are also famed for their singing talents.

The Fire Nation also did not hesitate to sacrifice soldiers, much like the ancient Mongolians and
some Chinese warlords. During a war planning meeting, a Fire Nation general suggests
sacrificing a novice division of troops to provide a distraction.

The Yu Yan Archers are Colonel Shinu's highly skilled unit of tattooed archers, and are,
according to Zhao, "capable of pinning a fly to a tree from 100 yards (91 m) away without killing
it."[72] This statement resembles the skill of "piercing a willow leaf at one hundred paces", which
is a common occurrence in Chinese literature.[73] It also resembles the skills of a famous archer
who lived in ancient China. Records comment after being told by his archery teacher that his
vision needed to be trained until something impossibly small looked large, "Ji Chang hung a flea
from the window frame by a hair and facing south, watched it. In a couple of weeks it seemed
larger, and after three years of practice, it seemed like a cartwheel ... Then he took a bow ... and
shot [at the flea]. He hit the middle of the flea and the hair did not even break."[74] They are so
skilled that they succeeded in overwhelming and capturing Aang, the Avatar, though he
subsequently escaped from custody. A possible way to write their name is 玉眼 for "jade eye."
The Chinese believed that jade had magical properties and would prevent the decay of the body.
The word 'Shinu' (死), the colonel's name, means 'to die' in Japanese, however in Chinese, it is
pronounced "Si" with a third tone accent above the 'i'.

As a result of being an island nation and primarily situated near large bodies of water, the Fire
Nation has developed a powerful naval force. The Fire Nation's navy is composed of hundreds of
coal-powered ironclad warships. In addition to its sturdy properties, the Fire Nation's use of
metallurgy to remove impurities from the metal ensures that Earthbenders cannot damage their
ships with their powers. These vessels serve many purposes, from ferrying and disembarking
troops to providing bombardment with their catapults to creating blockades.[75]

The Fire Nation manages to acquire a refugee War Balloon, a primitive hot air balloon designed
by "The Mechanist", an Earth Kingdom inventor whom the Fire Nation had pressed into service
designing weapons and technology. With the ability to carry heavy loads and possessing the
ultimate high ground, the hot air balloon is a potent weapon.[7] Near the end of failed Fire Nation
invasion, the war balloons were effectively used in combat to close the battle. In addition,
utilizing the same technology that engineered the Mechanist's hot air balloon, the Fire Nation has
managed to develop gigantic airships that looks like zeppelins. Several times larger and more
destructive than their original counterparts, the airships are able to hold a crew of fifty, along
with numerous Firebenders, and capable of flying vast distances. In terms of firepower, the
airships are equipped with an engine that has propellers and coal burning to keep the engine
moving and a bomb bay for dropping explosives and flanked with catwalks hanging off the belly
where safely-harnessed Firebenders are able to open fire on their enemies below and a main deck
with advanced controls.

History

Originally, the Fire Sages controlled the land with the Grand Sage (Fire Lord) as the head of
state. The Fire Sages were independent to the Grand Sage for a time, but were eventually forced
to swear vows of loyalty. An absolute monarchy with a lineage of Fire Lords formed, with the
title of Fire Lord (烈火君) passing down to each generation's eldest son.[76][77] Under the
servitude of Fire Lord Ozai, few Fire Sages remained and were not consulted for any important
matter.[78]

During the time of Fire Lord Sozin, a new Firebender tradition was created. It was said that if a
Firebender tracked down, battled, and killed a dragon, then his powers would become legendary.
Though dragons had long been friends of mankind, this act turned them against man and they
fled into places of hiding. Once a Firebender killed a dragon, he was bestowed the title of
'Dragon.' The last Dragon was Crown Prince Iroh, who wore the title "Dragon of the West" to his
elder years. What he discovered from fighting the dragon was the ability known as Breath of
Fire, which he then went on to teach to his family. However, according to Iroh, the dragon that
he killed was the last one in existence. It was later discovered that he was lying in order to
protect the secret of the Sun Warriors.

The Sun Warriors were an ancient sect of powerful Firebenders. They practiced a unique version
of Firebending that focused on the pure aspect of fire as the source of life, rather than the
channeling of rage and aggression as the modern Firebenders used. To them, fire was a form of
energy, the counterpoint to the other nation's views of their own elements as states of matter:
earth is solid, water is fluid, and air is gaseous.

The Sun Warriors were said to have died out or been destroyed centuries ago, the Fire Nation
archipelago dotted with ancient Sun Warrior ruins. Zuko and Aang went to these ruins to find the
ancient source of Firebending, only to discover the last of the Sun Warriors living in seclusion
beneath the city ruins. There, they discovered that the Sun Warriors worshipped and were guided
by the ancient Firebending masters, the last two dragons in existence, Ran and Sha.

Locations

Prisons

The Fire Nation military also makes use of coal mines and prisons. The prisons are segregated
facilities in which prisoners from other nations are forced to labor. Made of metal, one such
facility can be a stationary shipyard situated in the middle of the ocean. Bisected by an enormous
wall, one side is used as the shipyard where warships are repaired and refueled, while the other
side serves as a prison for captive Earthbenders. Surrounded by the sea and miles away from
solid, earthen land, the benders are rendered powerless. However their muscular strength is not
wasted, as the wardens force them to labor away in the shipyard, building new ships for the Fire
Nation navy to be later used as aid in the conquest of their own Kingdom.

The Boiling Rock is the Fire Nation's most infamous maximum security prison, specifically built
to house the Fire Nation's most dangerous criminals and traitors. The prison is built in the crater
of a volcano and is surrounded by a lake of boiling water, which is heated by the geothermal
energy of the volcano below it. The only way to access the prison is by cable car, which is
connected to a port and war balloon landing pad on the outer edge of the volcano. The Boiling
Rock appears to be built like a conventional maximum security prison complete with cell blocks,
a central courtyard for recreation, and elevated positions for guards to keep an eye on the
prisoners. Since the majority of the prison population are Fire Nation criminals, many of them
are also skilled Firebenders. To control them, the guards enforce a ban on all Firebending.
Anybody who breaks this rule is sent to the "cooler", which is an isolated, refrigerated pod
cooled to below-freezing temperatures. However, even with these strict security measures, the
guards often have a difficult time controlling the prisoners. Prisoneres deliberately start riots for
distractions and escape attempts, though only Sokka and Zuko's had ever been successful.

Ember Island

Ember Island (餘燼島) is a highly regarded tropical resort found within the Fire Nation. Filled
with palm trees and luscious vegetation, the private beaches are surrounded by mountains and
dunes which provide a secluded atmosphere for visitors. Several vacation homes found on the
island are owned by high-ranking Fire Nation officials. The Fire Lord owns an estate on Ember
Island and used it for family summer vacations.[1]

Roku's Island

The island was a small one that housed Avatar Roku and was situated about one hundred miles
away from the Fire Nation capital. When he wasn't attending to his Avatar duties, Roku and his
wife Ta Min lived in a modest cottage here. As a result of a volcanic explosion that buried the
island village and killed Roku, the isle appears to be a barren wasteland, showing no signs of
past or present civilization.

Firebending

While the sun is the origin and inspiration for Firebending, the Dragons were the Firebenders
that taught them how to Firebend. The philosophy of Firebending from when it was first created
differs radically from that of the present-day Fire Nation. Originally representing warmth, energy
and life, the Fire Nation's is fueled by rage and anger.[10] Firebending in itself is not totally
devoted to unleashing the power of fire on opponents. In actuality, the focus is placed upon
balance. Firebending hinges on mental stability such as inner calm, discipline, emotional stability
and physical stability such as a firm balanced form, breath control and general good health.[1]
Firebenders are more powerful during the day than the night due to solar sympathy.[24]
Firebenders lose their power to bend during a solar eclipse[29] When a Comet is near, a
Firebender's power is vastly increased. This gives them the ability to fly and produce pillars of
fire and gigantic fire blasts. Sozin first used the comet to wipe out all the Air Nomads, and thus
began the war. Ozai then attempted to use it to wipe out everyone in the Earth Kingdom with it,
but he was stopped by Aang and his allies.[79]

Firebending moves are based mainly on the style of Northern Shaolin.[80] Northern Shaolin Kung
Fu features quick, successive and flamboyant attacks, making Firebending the most aggressive of
the four bending arts. Firebenders tire much easier in battle than other benders due to breath
control. Breath control is one of the first things taught to young Firebenders because without
control of breath, they are more prone to lose control of the fire they are creating or
controlling.[81]

Spirit World
The Spirit World does not exist at all in the physical world of Avatar. It is instead a secondary
location accessible only by a few select individuals; a parallel universe connected to the mortal
world. It is home to the various spirits as well as the spirits of the Avatar, who is the spirit of the
world. Some spirit creatures act as guardians of rivers, mountains, and forests.

Appearance

When a spirit is in the physical world, they are seen as a bright sky blue and are slightly
transparent.[50] A spirit choosing to reside within the physical world, such as Wan Shi Tong and
his assistants or the Moon and Ocean spirits Tui and La, however, appears fully formed and
tangible. Some such as Hei Bai exhibit the ability to freely pass or pass others between the two
realms. In the Spirit World, though solid and colored as if it was real; everything is also cast in a
darker light.

If a person crosses over to the Spirit world, he or she is still able to observe and hear the physical
world if they wish, but cannot be seen or heard themselves. Those in the natural world cannot
observe or hear the spirit world. Also, if something were to happen to a person's body while they
are in the spirit world, the spirit cannot return to the physical world. When a Bender is in the
Spirit World, he loses the ability to Bend.

Gateways

On a solstice, a natural phenomenon that occurs when the sun is at its greatest distance from the
Earth's equator, the natural world and the Spirit world grow closer together until the line between
the two is almost completely blurred. During the solstices, the spirits are able to exert incredible
power when within the natural world. This is also the ideal time for people who possess the
ability to enter the Spirit World to do so.

Notable Spirits
 Hei Bai - the spirit of a forest (a bear).[86]
 Tui and La - the Moon and Ocean spirits (fish) [24]
 Koh - a face-stealing spirit.[40]
 Wan Shi Tong - a knowledge spirit (an owl).[65]
 Knowledge Seekers - The servants of Wan Shi Tong that resemble conventional earth
foxes.[65]
 Emna - a spirit resembling a humanoid langur that resides on a mound of dirt in the
swamp of the Spirit World where he meditates. Enma or Emma is the Japanese name for
Yama, the ruler of the underworld in Buddhist and Hindu mythology. Also, the Mystical
Monkey meditating beneath a giant tree is an allusion of the Bodhi tree where Siddhartha
Gautama sat under and achieved enlightenment in becoming Buddha.
 The Painted Lady - A pale river spirit with flowing robes and black hair, as well as
mysterious red markings striped across her face and body, and the guardian of the river
town of Jang Hui, a small fishing village in the Fire Nation.

Avatars

 Avatar Roku (James Garrett) is the Avatar before Aang, who was born to the Fire
Nation on the same day as Fire Lord Sozin. They were good friends until Sozin's greed
and warmongering drove a wedge between them. Roku was eventually betrayed by him,
and left to die in a volcanic eruption, along with his dragon, Fang. Throughout the series,
Avatar Roku appears as a spirit to help Aang fulfill his duties as the Avatar. He is the
grandfather of Princess Ursa, thus making him the maternal great-grandfather of Zuko
and Azula. He is also the one who appears during the title sequence, bending all 4
elements, as well as the one who says "Previously on Avatar..." at the beginning of each
episode.
 Avatar Kyoshi (Jennifer Hale) was the Avatar before Avatar Roku. An Earth Kingdom
Avatar, her story is significant to Aang's reputation in his time. Aang is put on trial for a
murder that Kyoshi was accused of committing. It is later revealed that, although
justified, Avatar Kyoshi did in fact murder Chin the Conqueror, although not
intentionally. She was also revealed to have been the person who created the Dai Li
during a peasant uprising in her time. She is also said to be the oldest Avatar, living for
over 200 years before she died.
 Avatar Kuruk (Jim Meskimen) was the Avatar before Avatar Kyoshi. He is a Water
Tribe Avatar who tells his story to Aang towards the end of the third book. He says that
during his time, there was an unprecedented time of peace. He was an easy-going Avatar
who did not do much and he consequently lost his love to Koh the face-stealer.
 Avatar Yang Chen (Grey DeLisle) was the Avatar before Avatar Kuruk. She is the only
Avatar who manages to convince Aang that he has a greater duty to the world than to his
beliefs. As another Air Nomad Avatar, she understands Aang's situation and is there to
persuade Aang to fight the Fire Lord.

Avatar

The Avatar is the spirit of the planet reincarnated in human form whose task it is to keep balance
among the four nations. The Avatar is also a link between the physical and Spirit Worlds. When
the Avatar dies, the Avatar Spirit is reincarnated into a newborn in a specific cycle: Water, Earth,
Fire, Air, based on the passage of the four seasons. Every new Avatar is tasked with mastering
each of the four elements in the same order as the Avatar Cycle. When the new Avatar turns 16
(the typical age of maturity), his or her identity is revealed (by their bending masters) and travels
to study the other three Bending discipline from the perspective Masters. Aang is the only noted
Avatar who was revealed before the age of 16 because of the Air Nomad Masters' fear of the
upcoming war.[87][88]

The Avatar possess a defense mechanism known as the Avatar State. Even if the Avatar has not
mastered all four elements, he still can gain access to the knowledge and powers of his previous
lives. The Avatar State is an involuntary response, but can be activated at will by an experienced
Avatar. The Avatar State makes an Avatar nigh invulnerable when using it. However, if an
Avatar is killed while in the Avatar State, they will break the cycle of reincarnation.[17][19][75]

Energybending

Energybending[89]is the oldest of the bending arts and predates the Avatar, the Four Nations, and
the other bending arts. It involves testing and bending the energy within oneself. On the day of
Sozin's Comet, Aang was able to Energybend, but there is no evidence that there is a connection
between Sozin's Comet and Aang's ability to Energybend. On the eve of Sozin's Comet, a giant
Lion Turtle revealed this truth to Aang. In order to bend another person's energy, the bender's
spirit must be "unbendable" and must be completely pure. If the bender's spirit is bendable, and
they attempt to bend another's energy, they will be corrupted by the other's energy and be killed.
Aang uses this technique to defeat Fire Lord Ozai without killing him by permanently removing
Fire Lord Ozai's Firebending abilities.[18] Only Avatars can learn this technique, though few have
bothered to and even less have had to.[89]

Creatures of Avatar
Armadillo Lion

Affiliation: Earth

Location Sighted: The zoo in Ba-Sing-Se.

Description: This large animal has the body and head of a lion. The fur on its feet
and lower part of its face is white. Its main trunk and the upper parts of its legs are covered by
shaggy brown hair. Its back is topped by an armadillo-like segmented carpace, which extends to cover
the top of its head. It has an armadillo-like hairless tail. When startled, the armadillo lion can curl up
into an armored ball, much like the three-banded armadillo.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Badger Mole
Affiliation: Earth

Location Sighted: The Cave of Two Lovers tunnel leading to Omashu.

Description: An enormous mammal, the badger mole has the shovel-shaped claws and long tail
associated with the mole and a badger-like body. It has brown fur, a white face, and a white stripe
running down its back. The badger mole seems to be the natural predator of the wolfbats and is able
to earthbend by slamming its paws into the ground and motioning with its stance to move the dirt
around. It also seems to enjoy music and becomes tranquil when it hears music playing.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Bear

Affiliation: Earth

Location Sighted: The Earth-King's party in Ba-Sing-Se.

Description: "Bosco", as he was named by the Earth King, is a large brown bear,
very similar to the Grizzly bear of North America. At the party, he is dressed in an Earth Kingdom style
yellow jacket and a green hat.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Blue Jay

Affiliation: Air

Location Sighted: On Aang's head at their campsite in "The Chase", and in a tree
outside of the kid's assigned house in the upper ring of Ba-sing-Se.

Description: This bird is primarily blue, with a white stomach and long tail feathers. There are stripes
of darker blue and white on its wings and tail; it's blue head is separated from its white underbelly by
a dark blue band of feathers.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Boar-q-pine

Affiliation: Earth

Location Sighted: Large forests in the Earth Kingdom.

Description: This animal is enormous, almost as large as Appa. It has the body and
general appearance of a boar, except that its body is covered in quills like a porcupine. It has a large
head compared to the rest of its body, and from it emerge emerge a pair of sharp, white tusks.
However, in youth, these creatures resemble their porcupine half more, being small in size, not much
bigger than a hand, and also appearing more rodent-like rather than like a large boar. They also
appear to be much more docile, which is to be expected with young creatures.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Buffalo Deer
Affiliation: Earth

Location Sighted: Draft animal seen in the Northern Water Tribe City.

Description: The buffalo deer is a domesticated, reindeer like creature that is large enough to be
ridden by a human. Each of its muscular legs ends in hooves and its head is crowned with a pair of
horns that emerge sideways from its forehead and then curve backward. The creature's body ends in
a small, furry tail. It's shaggy fur or hair is gray on its back and white in a patch around its eyes, on
its neck, and underbelly. This fur flares out around its feet in a "bell bottom" type fashion.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Bull Antelope

Affiliation: Earth

Location Sighted: The zoo in Ba Sing Se.

Description: These ungulates have the stocky bodies of domestic bulls, Their
bodies are very muscular and their heads are bovine-esque. They resemble antelopes such as the
bontebok or the springbok in color pattern and horn shape. Their upper parts are light brown, their
enderparts and their legs below the knee are cream colored. A border of dark brown marks the
transition areas around their knees and their bellies. One dark stripe extends from under each eye
towards the muzzle, with a third stipe in the middle. A dark stripe extends down their underside from
under their chin. Their long black horns are only slightly curved.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Butterfly

Affiliation: Air

Location Sighted: Near Haru's village

Description: This is a small insect with large, attractive wings and small antennae.
The wings are colored bright yellow with an orange interior.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Buzzard Wasp

Affiliation: Air

Location Sighted: The Si Wong desert.

Description: These hideous creatures are four legged insects that have a bird like
head and a bee or wasp like body. They are brown in color except for their beaks, a collar of greyish
fur around their neck and grey or white stripes on their abdomens. They have wings attached to their
midsections and are capable of flight.
Toughness: Hit Points: Attack/Evade Skill: Damage:

Canyon Crawler

Affiliation: Earth

Location Sighted: The Great Divide Canyon

Description: The canyon crawler is a monstrous, agile creature with four long,
insect-like legs and a long snout filled with razor sharp teeth. It has a total of sixteen eyes, eight on
each side of its face, and the rest of its body is covered in brown fur. It apparently has a very keen
sense of smell and is attracted by the scent of food, even from some distance away. Canyon crawlers
are very dangerous animals, even more so when they swarm as a group upon one target.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Cat (Bearded)

Affiliation: Earth

Location Sighted: Earth Kingdom city of Omashu.

Description: This is a small, four legged animal with oversized ears. Mostly feline in
appearance, it has short hair and a tail. Its fur is light brown, except for a "Y" patch of dark brown
that covers the bridge of its nose and its eyebrows.

The bearded cat, does, however, have a few features that set it apart from cats. The irises of its eyes
are not convex like a cat's, but circular. Most striking is its long, white beard and mustache.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Cat Gator

Affiliation: Water

Location Sighted: The waterways of the Earth Kingdom swamp.

Description: The cat gator is a large green reptile that is about seven or eight feet
long from snout to tail. It is a squatty, short creature and moves with its body close to the ground. Its
back is lined with ridges and it has a flat head with barbel whiskers coming from the snout. The cat
gator's mouth itself is lined with sharp teeth and its tail has a small fin at the end.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Cat Owl

Affiliation: Air

Location Sighted: A pet shop in Ba-Sing-Se and the woods of the Fire Nation.

Description: A cat-owls has the head of a cat, plus the wings and tail of an owl.
It'd head, torso and claws are covered in fur, which is dark slate gray on its dorsal parts, and creamy
white on its ventral parts. The feathers of its wings and tail are also dark slate-gray. Its eyes are
green.
Toughness: Hit Points: Attack/Evade Skill: Damage:

Cave-hopper

Affiliation: Earth

Location Sighted: Coastal caves in the Fire Nation islands.

Description: These are small, white, grasshopper-like creatures that live in dark
caves in the Fire Nation. They have long antennae, two short front legs and two larger hind legs,
ending in four-digit semi-webbed feet with toe-pads. According to Nick.com, they feed on "algae and
other cave vegetation", and their natural predators are the Toucan-puffins.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Chicken Pig

Affiliation: Earth

Location Sighted: Gansu and Sela's farm in "Zuko Alone"

Description: The chicken pig has the head a pig, but the feet, body and tail of a
rooster.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Clam

Affiliation: Water

Location Sighted: Village of Jang Hui.

Description: These bivalved mollusks are brownish/greenish in color and have


what appear to be blisters on their shells. They can be found in the bottom of the Jang Hui river, and
according to Nick.com, "are filled with all sorts of disgusting items including dirt, seaweed, and dead
bugs." Regardless of this, they are still sold as food.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Cow Hippo

Affiliation: Earth

Location Sighted: Fire Nation Bazaar

Description: A very large, meat-eating domesticated animal, it's mostly white with
irregular black spots on its skin, small horns and floppy ears. It has the head of a hippopotamus and
the body of a cow, with short, stubby legs that end in hoofs.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Cow Pig
Affiliation: Earth

Location Sighted: Gansu and Sela's farm in "Zuko Alone"

Description: The cow pig has the head and body shape of a pig, but has horns like a bull.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Dragon

Affiliation: Fire

Location Sighted: In a brief vision just outside Hei-Bai's forest in "The Spirit
World: Winter Solstice Part I," Aang sees Avatar Roku's dragon as it was when it
was alive. The dragon was Roku's animal guide, just as Appa is Aang's.

Description: Dragons are horned reptiles with long, scaly bodies that end in a thin tail. It has four
short legs and very large wings that enable it to fly quickly over great distances. The dragon's head is
large compared to the rest of its body. Its bearded face is dominated by a wide, flat nose and golden,
cat-like eyes. The audience mostly sees the dragon in spirit form, so it's difficult to tell whether the
telepathic capabilities it exhibited were with it when it was living in the material world.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Dragon Fly

Affiliation: Air

Location Sighted: The zoo in Ba Sing Se.

Description: Bearing some resemblance to Chinese dragons, the dragon flies have
elongated, lizard-like bodies. They can fly or hover vertically via the two pairs of dragonfly-like wings
attached to their shoulders. Their upper parts are dusky green, their nape areas are decorated with
three spines with dark green tips. Their faces are dark green, with a a lighter green band extending
form under each eye, meeting and flaring over the nostrils. Their eyes are yellow. They have no
external ears. The scutes on their underparts are creamy mint green. After being freed form their
cages, the dragon-flies hovered above Ba Sing Se passerbys and harassed them. They were also seen
perched on rooftops, balancing on their lower limbs.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Dragon Moose

Affiliation: Earth

Location Sighted: Fire-Fountain City

Description: A carriage-pulling quadruped, about the size and build of a moose. Its
head is crowned with a pair of long, backwards-curving bifurcated horns, and its neck and shoulders
sport a dark mane. Its 'dragonness' is indicated by its bat-wing like ears, the long barbels at the
corners of its mouth, and the row of dorsal spines extending from its nape to the tufty tip of its tail.
Toughness: Hit Points: Attack/Evade Skill: Damage:

Elbow Leech

Affiliation: Water

Location Sighted: The swamp in the episode "The Swamp."

Description: Large, segmented, wormlike creatures with a small mouth on one end
that they use to attach to people's elbows. It has an odd series of white dots that travel down its side.
It lives in the murky waters of the swamp.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Elephant Koi

Affiliation: Water

Location Sighted: The bay of Kyoshi Island.

Description: The elephant koi are enormous fish, around forty or fifty feet long.
They are a light shade of yellow with broken orange patterns down their back, on the tops of their
heads between the eyes, on the tips of their fins, and in a small circle around the base of their tail.
Variations of this color pattern can be seen on most of the elephant koi.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Elephant Mandrill

Affiliation: Earth

Location Sighted: The zoo in Ba-Sing-Se.

Description: This large quadruped has the large body of an elephant, with the head
and colorful face of a mandrill1, a babboon-like monkey. It's stocky body (all but its elephant-like legs)
is covered with shaggy brown fur.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Elephant Rat

Affiliation: Earth

Location Sighted: The jailhouse courtyard in the town of Chin, and in the Fire
Nation jail where Hama was imprisoned.
Description: This little rodent has black fur on its entire body except its tail and inner ears, where it
has no fur, and around its eyes where it has patches of white fur. Its most distinguishing feature is its
long, trunk like nose that it uses to sniff out food. It is an agile creature and is able to stand on its
hind legs. Toughness: Hit Points: Attack/Evade Skill: Damage:

Firefly

Affiliation: Air

Location Sighted: Northern Air Temple and the Cave of Two Lovers

Description: The firefly is a small insect. It has a short grayish-black body, two tiny
eyes, and two wings. The wings appear to emit a pale bluish light. The pocket of natural gas on which
the temple was built necessitates the use of a non-flammable light source when venturing deep into
the mountain, so the Mechanist uses fireflies in his lanterns for this reason.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Flying Beetle

Affiliation: Earth

Location Sighted: In the Earth Kingdom forest seen in the episode "Jet."

Description: The flying beetle is a small green insect. It has six legs and its back
shell is segmented into four sections. It has a very small head and two small, curly antennae. To fly, it
opens up its shell to allow a concealed set of wings to emerge.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Flying Bison

Affiliation: Air

Location Sighted: Aang's animal guide, Appa, is the only flying bison we have seen
alive in present day. He transports Aang and his friends from one location to the
next on their journey.

Description: The flying bison is a huge, two-ton, fluffy beast with six pawed legs and a large, broad,
beaver-like tail. Two curved horns protrude out of its head and it has big, dark eyes. The flying bison's
body is large enough that a platform can be harnessed to its back for groups of people to sit in.
Traditionally an Air Nomad animal, it has the ability to fly and maneuver in the air. It can also use its
large tail to create powerful gusts of air to blow back enemies. It has an airbender arrow on its
forehead, as well, though it is currently unknown if this is a natural marking or if the airbenders
branded them in some way.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Flying Boar
Affiliation: Air (or spirit?)

Location Sighted: Sighted in Aang's vision in the Earth Kingdom swamp.

Description: A white boar with large wings attached to its back.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Fox Antelope

Affiliation: Earth

Location Sighted: The agrarian area between the outer and inner walls of Ba-Sing-
Se.

Description: These graceful grazers have the heads of antelopes, adorned with spiral horns, and the
bodies of red foxes. The fur on their upper parts is rust-red colored; their underparts, the areas
around their eyes, and the tips of their fox-like tails are white.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Giant Beetle

Affiliation: Earth

Location Sighted: Draft insect seen used by the sand people of the Si Wong
Desert.

Description: This creature is a giant insect with a large green shell that serves as its body. It has
small black eyes and, like all insects, it has six legs. These creatures have been domesticated and are
used like oxen to pull large, heavy loads.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Giant Fly

Affiliation: Earth/Air

Location Sighted: This creature was found served as a meal for the people in the
Earth Kingdom swamp.

Description: An enormous brown-green insect with tiny translucent wings and red eyes. It appears to
have eight legs in total and has a very large thorax compared to the rest of its body.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Giant Serpent
Affiliation: Water

Location Sighted: The Serpent's Pass

Description: This gigantic green monster is incredibly fierce and dangerous. It appears to attack any
and everything that attempts to pass through the water it inhabits. The body is very long and large
with various fins on the back. Its head has large red eyes and a very long mouth which contains a
great amount of teeth and an equally long tongue. It has two fins on either side of its face that go
outward and appear fan like. It also has two large whiskers, one on either side of the nose. The
creature is very similar to the Unagi and may be related.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Glow Fly

Affiliation: Air

Location Sighted: The Earth Kingdom swamp

Description: A pretty small insect, the glow fly's features are not distinguishable
due to the intense luminosity of its light. When it is lit up fully, the bug appears to be much larger
than usual.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Green Catfish

Affiliation: Water

Location Sighted: In the Earth Kingdom river or pond near Aunt Wu's village seen
in the episode "The Fortuneteller."

Description: This fish is chubby and green with a broad face that has whiskers, but no lips. It has a
short dorsal fin that goes from the top of its head all the way down its spine and two greenish-yellow
fins on either side of its body. This fish also has a habit of repeatedly jumping high out of the water.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Green Parrot

Affiliation: Air

Location Sighted: On the shoulder of the Pirate Captain.

Description: This creature has feathers and is capable of flight, but has many
reptilian characteristics as well. It has a parrot-like beak and a feathered tail, but its wings end in
claws and it moves on all four limbs when it chooses not to fly. Its feet also seem to lack the reversed
toe characteristic of all modern birds, giving it a more reptilian appearance. The green parrot also has
a small dorsal fin on its back.

Toughness: Hit Points: Attack/Evade Skill: Damage:


Green Sealguana

Affiliation: Water

Location Sighted: Outlying islands of the Fire Nation.

Description: This creature is a cross between an iguana and a seal. It's head is
lizard-like and it has the central row of spines from it's cranium to the tip of it's long tail, typical of the
iguana. Its torso is seal shaped, but its long, lizard-like legs end with enlarged, webbed feet.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Hamster

Affiliation: Earth

Location Sighted: The derelict Fire Navy ship in "The Boy in the Iceberg."

Description: Small, furry rodents that have slightly feline facial features. Their fur
is white and they have small, flattened tails. They make squealing noises much like hamsters or mice.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Hermit Crab

Affiliation: Air

Location Sighted: In and around the Northern Air Temple.

Description: The hermit crabs are palm-sized, terrestrial crustaceans who live in
mountainous environments. They have small black eyes on short stalks and long, curly antennae on
their heads. The hermit crabs have at least six furry legs that they use to walk sideways. The spiral
shaped shells have an alternating black and white pattern, and if the crabs choose to they can
withdraw almost entirely inside of them.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Hog Monkey

Affiliation: Earth

Location Sighted: The Earth Kingdom forest seen in "Jet", the zoo in Ba Sing Se.

Description: The hog monkey has a vaguely canine face, a long tail and the body
of a monkey. It has reddish eyes and a dog like snout that is full of sharp teeth. Its fur is brown over
most of its body, except around its face and head area which is a very dark brown. Although the hog
monkey does not really resemble a pig in any way, its noises are swinish in nature.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Kimodo Rhinoceros

Affiliation: Fire

Location Sighted: Mounts for Fire Nation cavalry.

Description: This enormous beast is covered in thick, grey skin, which likely serves
as natural protection for its body. Three large, curved horns dominate its face, two curving down from
its forehead and one curving upward from its snout. The rhino's mouth and jaw structure look
somewhat reptilian, but the small ears on either side of its head are mammalian. Its torso resembles
that of a rhinoceros, but ends in a long, dinosaur-like tail. The animal's feet are short, muscular, and
clawed.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Koala Sheep

Affiliation: Earth

Location Sighted: The Black Cliffs in the Fire Nation.

Description: The body of this creature is sheep like in every fashion, except for the
koala face, recognizable by the large nose and ears. The koala sheep is extremely docile and seems to
spend the majority of it’s time sleeping. It seems to care very little about its surroundings and is in no
way afraid or intimated by humans, even to the point they apparently do not mind being used as
pillows. They’re wool is very soft, and if shaved off, can create an exceptionally comfortable
cushioning.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Koalaotters

Affiliation: Water

Location Sighted: Seen in the arctic waters near the Northern Water Tribe city.

Description: The koalaotter is a furry, aquatic mammal who enjoys backstroking


through icy waters. The creature has rounded ears, a black nose, and small black eyes. It has large
furry ears, four legs and a wide, flat tail. The koalaotter's back and head are light gray while its
underbelly is white.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Library Fox
Affiliation: Spirit

Location Sighted: Wan Shi Tong's library.

Description: These small, four legged canines serve the Knowledge Spirit, Wan Shi Tong, by
gathering knowledge from all over the world for safe keeping in his library. They are about the size of
a small dog and have grey fur except for their abdomen, front paws and the ends of their tails which
are white.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Meadow Voles

Affiliation: Earth

Location Sighted: The Earth Kingdom forest near the hot springs where Iroh took
a bath in "The Spirit World, Winter Solstice, Part I."

Description: Meadow voles are palm-sized rodents with four stubby legs. They have brown fur and a
rat-like tail. As a prey animal, the meadow vole is naturally vigilant and seems to have the ability to
detect approaching threats through heightened senses. When alarmed, they hop up and down before
ultimately running for safety.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Messenger Hawk

Affiliation: Air/Fire

Location Sighted: The Fire Nation uses this bird to carry messages to and from
bases, troops, and enemies.

Description: A moderately sized bird of prey with dark red or brown feathers all over its body and
two long plumes falling from its tail. Its leg feathers are white. In domestic use, it has a canister on its
back for transporting message scrolls.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Mongoose Dragon

Affiliation: Earth

Location Sighted: The mounts for Azula, Ty Lee, and Mai.

Description: This dark green giant reptile is large enough to be ridden on,
approximately fifteen to twenty feet long from snout to tail. It has bright yellow eyes and crests on its
head and back that have light green stripe patterns on them. It moves along the ground quickly on its
four squatty clawed legs.

Toughness: Hit Points: Attack/Evade Skill: Damage:


Ostrich Horse

Affiliation: Earth

Location Sighted: Mounts for Earth Kingdom cavalry.

Description: Ostrich horses are brown, bipedal, bird like creatures approximately
ten feet tall. They have two toes facing forward and one facing backward. They have wide flat tails
and short, stubby wings that are most likely incapable of flight. Their heads and necks are equine, but
their mouths are avian. As domesticated animals used in war, ostriche horses only appear in body
armor that covers their head, neck and part of their sides. This makes a positive description of their
facial features problematic.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Penguin

Affiliation: Water

Location Sighted: These creatures have been seen in abundance in the south polar
regions near Katara and Sokka's village.

Description: The penguins in Avatar have four flippers and are as tall as teenage humans. Their faces
are somewhat otter-like, with small black noses and whiskers. They have short necks that are almost
indistinguishable from their chests. Their feet also seem to be webbed. Their coloration is counter
shaded, meaning their backs, tail, flippers and head are black and their underbellies are white. They
walk upright and make excellent sleds for enterprising youngsters.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Platypus Bear

Affiliation: Earth

Location Sighted: The forest near the Earth Kingdom village seen in "The
Fortuneteller", the zoo in Ba Sing Se.

Description: The platypus bear is a large, furry animal that has been known to attack humans. Its fur
is mostly brown with a shallow white "V" on its chest and a patch of lighter brown around its eyes. The
creature has a large bill lined with jagged teeth and a beaver-like tail. Its front paws are padded with
claws and it has large, webbed hind feet. The platypus bear is capable of standing upright and also
lays eggs rather than giving birth to live young.

Toughness: Hit Points: Attack/Evade Skill: Damage:


Polar Bear

Affiliation: Earth/Water

Location Sighted: As a domesticated animal in Katara and Sokka's village.

Description: This creature is the size of a large dog. It has a pink or reddish nose,
rounded ears and three toed paws. Its fur is white except for a black striped pattern that begins at its
nose and runs over its forehead and along its back.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Possum Chicken

Affiliation: Earth

Location Sighted: Hanging from a tree branch by its tail in the Earth Kingdom
swamp.

Description: A white animal with a chicken's body and an opposum's face. It has a long rat-like tail,
talon feet, and small, stubby wings.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Purple Pentapus

Affiliation: Water

Location Sighted: The secret sewer passage leading into Omashu.

Description: Tiny purple octopus-like creatures with five small tentacles as well as
eyes and a bright purple head section. It is roughly the size of a human fist and though it latches onto
targets, it is apparently harmless. The purple pentapus is tough to remove with brute force, but if one
strokes its head it will readily release its grip.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Pygmy Panther

Affiliation: Earth

Location Sighted: The streets of Ba Sing Se.

Description: As their name suggests, these creatures are about the size of house
cats, and otherwise resemble melanistic leopards. Their eyes are yellowish-green.
Toughness: Hit Points: Attack/Evade Skill: Damage:

Rabbaroo

Affiliation: Earth

Location Sighted: The zoo in Ba-Sing-Se.

Description: The rabbaroo has the face and long floppy ears of a rabbit. It has the
body of a kangaroo, including a pouch. It stands nearly as tall as a grown man. The rabbaroo's head,
including ears and neck is brown, but it's muzzle is beige. It's upper torso, forelimbs are beige colored
but it's hands are brown (the coloration pattern resemles a jacket). Its belly and the underside of its
tail are beige. It's hind legs and tail are brown. According to the Ba-Sing-Se zookeeper they enjoy
hopping in large fields. They also appear to have a taste for cabbage. The rabbaroo featured in Aang's
Tale was carrying three "joeys" in her pouch.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Rabbit

Affiliation: Earth

Location Sighted: Earth Kingdom city of Omashu.

Description: The rabbit is a small furry animal. It has a pink nose, two very long
ears, and is covered in white fur. Its rear legs are long and broad and allow it to move quickly by
hopping.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Raven Eagle

Affiliation: Air

Location Sighted: Fire Nation Islands

Description: A large bird of prey, it feeds on other birds. It has brown feathers on
most of its body, with white feathers on the top and back of its head and a patch of red on its neck
and the sides of its head. Its head feathers form a crest that is flanked by two back streaks that rise
up from the sides of its eyes. It has a yellow, hooked beak.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Saber-Toothed Mooselion

Affiliation: Earth
Location Sighted: The campsite in the Earth Kingdom seen in "Bitter Work"

Description: The saber-toothed mooselion stands at least ten feet tall, with brown fur, a long muzzle,
and palm-shaped antlers on its head. Its body and tail are feline in appearance, and its two enlarged
upper fangs extend past its lower jaw. The mooselion also has large clawed paws.

Cubs are very small (less than two feet in length) and are difficult to classify until their horns and
fangs grow in. They vaguely resemble a light brown hippo with a stubby tail.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Scorpion

Affiliation: Earth

Location Sighted: The desert floor in the huge canyon known as the Great Divide.

Description: This is a brownish, six-legged creature that lives in arid environments


characterized by open, rocky terrain. Its body appears to be a hard, shell-like exoskeleton that is
distinguished by two large fore claws and a large, stinger on its tail. Its shell is dark brown and its
stinger is light brown.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Screaming Bird

Affiliation: Air

Location Sighted: The Earth Kingdom swamp

Description: The screaming bird has mottled gray and whitish feathers that appear
to be puffed up all around its body. The white feathers are on the tips of its wings and cheeks. Its
eyes and beak are almost hidden by its pudgy face; the eyes especially appear beady and dark
beneath its head feathers. Its beak is very tiny when closed; when open, it can spread very wide to
emit a loud shriek that sounds like a woman screaming.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Sea Lion

Affiliation: Water

Location Sighted: On the waters near Ember Island.

Description: A large and strong animal, the sea lion is used in the Fire Nation to
pull on engine-less and sail-less boats. Its skin is pinkish-brown, with a tan underside. It has small
ears and small eyes, a large nose and a somewhat portly snout, with short whiskers coming off the
sides of its cheeks. It is unknown if the animal has legs or fins.

Toughness: Hit Points: Attack/Evade Skill: Damage:


Sheep Pig

Affiliation: Earth

Location Sighted: Gansu and Sela's farm in "Zuko Alone"

Description: The sheep pig has the head and body shape of a pig, but is covered in
wool like a sheep.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Shirshu

Affiliation: Earth

Location Sighted: The mount of the bounty hunter, Jun, seen in "Bato of the
Water Tribe."

Description: The shirshu is a huge mammalian monster with a wolf or dog-like head that lacks eyes.
It instead relies exclusively on smell for navigation, and the animal's face is dominated by a large
snout that ends in a collection of small tentacles that it uses to "see by smell." For this reason, the
shirshu is a superior tracker. It also has a long, whip-like tongue with barbs at the end; the barbs
secrete a venom that paralyzes the animal's victim. Almost as large as Appa, the shirshu is
nevertheless extremely fast and agile.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Singing Groundhogs

Affiliation: Earth

Location Sighted: The prairie or steppe regions of the Earth Kingdom.

Description: Singing groundhogs are small, brown furry rodents. They live in huge
colonies on wide open prairies. With an ear for music, these creatures will respond to single tones
from a flute or other instrument by repeating that tone back to the player.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Sparrowkeet

Affiliation: Air

Location Sighted: A pet shop in Ba-Sing-Se.

Description: The feathers on all but the heads of these dove-sized birds are lime-
green colored. Their heads are yellow, except for the area around the eyes which is white, and an
orange spot on the cheek. They have peach colored parakeets-like beaks, suited for seed-cracking.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Spirit Crane

Affiliation: Spirit

Location Sighted: Soaring through the Spirit World

Description: An enormous white bird with tufts of spiky feathers atop its head. It
has long legs and a very long, thin neck, which is outstretched as it flies.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Spirit Koi

Affiliation: Spirit

Location Sighted: The oasis in the center of the Northern Water Tribe city.

Description: The two koi fish are a healthy two or three feet in length. The black
koi has a single white spot on its head while the white koi has a single black spot.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Spirit Wolf

Affiliation: Spirit

Location Sighted: Walking behind Koh's tree in the spirit world.

Description: This creature is an enormous, furry, four legged animal that is largely
canine in appearance. It has a black nose and brown fur over most of its body, except for a patch of
light brown or beige fur around each of its eyes. It is unknown whether this spirit is intelligent or not.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Tiger Seal

Affiliation: Water

Location Sighted: South Pole

Description: The facial features of tigerseals are predominantly feline, with cat-like
ears, snout, and whiskers. The rest of the animal resembles a seal, with flippers, a sleek body, and
tail. Adult tigerseals appear to be approximately five to six feet in length and are gray with a pattern
of black stripes. Tigerseal pups have the same markings as their parents, but appear to be only about
two to three feet in length.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Toucan-puffin

Affiliation: Air

Location Sighted: Near coastal caves in the Fire Nation islands.

Description: Small birds with black and white plumage and blue necks. They have
large red/yellow beaks that end in a black tip, and their feet are webbed. According to Nick.com, "they
have the ability to fly, but would rather hang out by the ocean and eat cave-hoppers".

Toughness: Hit Points: Attack/Evade Skill: Damage:

Tree Chameleon

Affiliation: Earth

Location Sighted: The woods by Iroh and Zuko's cave in "Avatar Day."

Description: A small lizard with yellowish eyes and a crest on its head. The tree
chameleon has a spotted green marking pattern along its back and what appears to be very small
wings attached to its sides. It also has a long, curled up tail and a long tongue that it uses to catch
and eat bugs.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Turkey Duck

Affiliation: Air/Earth

Location Sighted: The Fortuneteller's Village

Description: The duck is a small white bird. It has two webbed feet, two wings and
a stubby fan-shaped tail. The duck has gray feathers encircling both its eyes and a yellow bill. Besides
the gray eye feathers, the only color on the duck is a band of red skin over its bill. They have a loud,
distinctive warble.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Turtle Duck

Affiliation: Earth

Location Sighted: The garden pond in the Fire Lord's palace


Description: This creature has the head, neck, webbed feet and tail of a duck, but the body and shell
of a turtle. Its neck, tail and most of its head are light brown or beige in color. A dark brown stripe
runs from its beak back over its head. Its shell is dark green and its scaly underside is light green or
off white. Toughness: Hit Points: Attack/Evade Skill: Damage:

Turtle Seal

Affiliation: Water

Location Sighted: Turtle seals have been seen in great numbers near the Northern
Water Tribe city. They fish the coastal waters and take shelter in the many rock
caves found among the cliffs and glaciers.

Description: The turtle seal is green with a hard shell around its midsection and four flippers that
allow it to swim well in cold water. The creature has a long, sleek neck and head and its face is
characterized by small black eyes, small ears, and whiskers. They are social creatures that live in
herds and make loud barking noises.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Two Headed Fish

Affiliation: Water

Location Sighted: Village of Jang Hui.

Description: These brown fish are just like normal fish, except for the fact that
they have two heads, a mutation caused by the pollution in their environment. According to Nick.com,
they "aren't pretty, but they are edible."

Toughness: Hit Points: Attack/Evade Skill: Damage:

Unagi

Affiliation: Water

Location Sighted: The bay of Kyoshi Island.

Description: The unagi is an enormous sea serpent that lurks in the bay of Kyoshi
Island. Its body, easily several hundred feet in length, is a very dark brown and does not have scales.
Sharp spikes line the back of its body from head to tail. The unagi has bright green eyes and a mouth
full of sharp, interlocking teeth. A large fin protrudes from the top of its head and appears to be made
of approximately seven hollow bone-like structures with connective webbing. The unagi can expand
and contract this fin. Below that, on either side of its head, are four bright yellow stripes, possibly its
gills. The unagi also has two very long barbels, which Aang can be seen hanging from in "The Warriors
of Kyoshi." The unagi's primary food source seems to be the elephant koi which also inhabit the bay of
Kyoshi Island.

Toughness: Hit Points: Attack/Evade Skill: Damage:


Vulture Griffin

Affiliation: Air

Location Sighted: Seen as a circus animal in Ty Lee's circus.

Description: The vulture griffin is a large bird that has the head and wings of a
vulture and the body of a lion. It's head and neck have no feathers. The wings and upper body have
black feathers and it has a ring of white feathers around the base of its neck. Its feet and underbody
are that of a lion, with tawny colored fur.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Winged Lemur

Affiliation: Air

Location Sighted: Before the war, these creatures could be found in abundance in
the Southern Air Temple and, presumably, in the other air temples as well. Their
numbers are currently lessened, but they still inhabit the air temples. Momo, Aang's
winged lemur, travels with

Description: The winged lemur is a small, lightweight creature with special wings attached to its
arms to allow flight. Its fur is mostly white with some select black stripes and a black face, which has
two proportionately large green eyes. Two very wide and large ears on its head give it fantastic
hearing and, being so lightweight, it is very quick and difficult to catch. The lemur seems to have a
very acute sense of smell as it is able to detect food from a distance and is not above taking it directly
out of the hands of any person who might be holding it at the time. It would appear Air Nomads used
to keep these creatures as pets.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Wolf Bat

Affiliation: Earth

Location Sighted: The Cave of Two Lovers in the episode of the same name.

Description: A furry brown creature with the body similar to that of a wolf, a bat-
like face, and leathery bat wings that fold up under its front two legs.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Wood Frog
Affiliation: Earth

Location Sighted: Swamp in the episode "The Blue Spirit".

Description: A palm-sized, brown colored amphibian that lives in a swamp. When frozen, the frog
skin secretes a substance that has medicinal purposes, but when it thaws out it's just a normal frog
again.

Toughness: Hit Points: Attack/Evade Skill: Damage:

Scrolls & Special Items

Waterbending Scroll

A scroll that depicts four real Waterbending forms -- a must for


any waterbender in training. Katara acquired this by "high-risk
trading" with the pirates from an Earth Kingdom port. Click here
for a larger image, and here for a translation.

Aang's Wanted Poster

A wanted poster distributed from the Fire Nation for Aang's


arrest. Features a sketch of Aang and his staff, along with some
basic info. Click here for a larger image, and here for a
translation.

Iroh & Zuko's Wanted Poster

A wanted poster distributed from the Fire Nation for Iroh and Prince
Zuko's arrest. Iroh is charged as a "traitor" and blamed for the Fire
Nation loss at the North Pole, and Zuko is considered a failure. Poster
features a sketch of their faces, along with some basic info. Click here
for a larger image.
Jeong Jeong's Wanted Poster

A wanted poster distributed from the Fire Nation for Jeong Jeong's
arrest. Jeong Jeong was a Fire Nation admiral, and the first to
escape the army and survive. Features a sketch of his face, along
with some basic info. Click here for a translation.

Blue Spirit Wanted Poster

A wanted poster distributed from the Fire Nation for the Blue
Spirit's arrest. The Blue Spirit is a "criminal" who helped Aang
escape from Fire Nation custody. Poster features a sketch of his
face, along with some basic info. Click here for a (partial)
translation.

Chey's Wanted Poster

A wanted poster distributed from the Fire Nation for Chey's arrest. Chey is
the second Fire Nation soldier to escape the army and survive. Poster
features a sketch of his face, along with some basic info.

The Four Avatar Relics

These are treasured items from previous Avatars, each one


representing a different nation. They are presented to possible
Avatar children with thousands of other toys to help determine
who is the Avatar. The four toys are a turtle (Water), a string-
powered propeller (Air), a Hog-Monkey (Earth) and a clapper
drum (Fire).
Four Ceremonial Clothes

Including a helmet from the Earth Kingdom, a robe from the Water
Tribe, and what looks like a belt/skirt thing from the Fire Nation.
Not sure what the Air nation item is. Aang wore these in an attempt
to enter the Avatar State. (it didn't work)

Map to the Rendezvous spot

A map leading to where the Water Tribe's rendezvous location


was in the Earth Kingdom -- and where Sokka and Katara's
father was at the time this map was delivered. Click here for a
larger image.

Cloud Reading Book

Kept by fortuneteller Aunt Wu, the book describes many cloud


shapes and their meanings. Like, Bending Arrow: good crop
season/big harvest, Wavy Moon: great year for twins, Fluffy
Bunny: doom and destruction, Moaning Skull: volcanic doom,
and Cumulus with Twisted Knob: village will not be destroyed by
the volcano this year.

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