Avatar: The Last Airbender [🌀Custom Bending Mod]
🌀Custom Bending Mod A world to live in through the last year of the Hundred Year War: choose your nation, your side and your bending, work your side's board, learn your art rung by rung, and live beside the story of the series, which runs on its own clock through its three books. STARTING POINTS A Patrol in the Colonies Winter in the Fire Nation's colonies of the northwestern Earth Kingdom. For a soldier of the garrison, or anyone with business in the colony. In Jet's Woods Winter in the old woods near Gaipan, high in the canopy where nobody on the ground can see. For a rebel of the Freedom Fighters, or anyone the woods have taken in. Ketu Harbor Winter at Ketu Harbor, a Fire Navy base on the Earth Kingdom coast among the colonies. For a sailor of the Fire Navy, or anyone looking for a ship. The Royal Academy Winter in the Fire Nation Capital, where term begins at the Royal Fire Academy for Girls in the crater of Hari Bulkan. For a citizen of the Fire Nation, a noble or a student, or anyone with business in the capital. The Wall Winter on the Outer Wall of Ba Sing Se, six hundred feet of stone breached only once, years ago, and mended. For a soldier of the Earth Kingdom Army, or anyone who has come to the wall to serve. King Bumi's City Winter in Omashu, the Earth Kingdom's second city, free under its old King Bumi and arming the armies and guerrilla bands of the west. For a soldier or guard of Omashu's garrison, or a citizen of the city. The Hidden Earth Winter in a mining village of the western Earth Kingdom, taken by the Fire Nation and forced to dig coal for its navy. For an earthbender living under the occupation, or anyone with a secret to keep from the soldiers. The Warriors of Kyoshi Winter on Kyoshi Island, which has kept out of the war. For a Kyoshi Warrior of the island, or anyone the village has let in. The Northern School Winter in Agna Qel'a, the ice capital of the Northern Water Tribe, which no Fire Nation attack has reached in decades. For a bender of the Northern Water Tribe, or anyone who has come north to learn. Hakoda's Fleet Winter at a quiet abbey of nuns near the Earth Kingdom shore, where the sisters make perfumes and cures and nurse the wounded. For a warrior of the Southern Water Tribe, or anyone who carries word for the fleet. Earth Rumble Night Winter in Gaoling, an old town the war has left untouched and the home of the Earth Rumble. For an independent fighter, or a citizen of Gaoling who comes for the bouts. The Bounty Board Winter at Misty Palms Oasis, the last stop before the Si Wong Desert, a rest stop falling apart around a melting ice spring. For a bounty hunter, a mercenary, or anyone who sells a skill to whoever pays. A Pai Sho Table Winter at Misty Palms Oasis, in a corner of the cantina where a round Pai Sho board waits. For a member of the Order of the White Lotus, or a stranger who knows an old Pai Sho opening. The Lower Ring Winter in the Lower Ring of Ba Sing Se, the crowded outer ring where the city's poor and its refugees live. For a civilian of the Lower Ring, a worker or a newcomer. The Swamp Winter in the Foggy Swamp of the southwestern Earth Kingdom, where travellers in the fog see the faces of those they have lost. For a waterbender of the swamp's tribe, or anyone the swamp has drawn in. The Sand Sea Winter in the Si Wong Desert, the Desert of the Dead, where almost nobody crosses the dunes alive without a guide. For a sandbender of the Si Wong tribes, or anyone who needs a guide across the sand. The Last of the Wind Winter in a trading town high in the Earth Kingdom's mountains, where long ago survivors of the air temples were lured with relics and killed. For the last of the wind, an airbender of a line the world believes gone, or anyone drawn to the Air Nomads' memory. Write Your Own Write the opening yourself and choose where it begins: a colonial village, the Fire Nation's capital, Omashu, Kyoshi Island, the Northern or the Southern Water Tribe, Gaoling, or the Lower Ring of Ba Sing Se. The City of Walls Spring of 100 AG at the train station of Ba Sing Se's Lower Ring, where the trains from the Outer Wall let out newcomers by the hundred. For a newcomer to Ba Sing Se, a refugee, a worker or anyone the Dai Li might want. Under the Occupation Spring of 100 AG, in the Upper Ring of Ba Sing Se under the occupation. For anyone living under the new masters, or serving them. The Black Cliffs Summer of 100 AG, the morning of the eclipse, at the Black Cliffs on an uninhabited island of the inner Fire Nation. For a warrior of the Water Tribes, a soldier or rebel of the Earth Kingdom, or anyone sworn against the Fire Nation. CHARACTER CREATION 8 screens: Nation (8), Lineage (6), Bending (5), Training (3), Station (26), Fighting Style (14), Drive (12) and Background (12), and 8 premade characters. A hidden line of Air Nomads survived the genocide unknown: take it and you bend air, the art the world believes died a hundred years ago, and anyone who sees you bend opens the Hunt for you at its top step, 12. THE BENDING MOD Waterbending, earthbending, firebending and airbending, the arms for those who bend nothing, and healing, each climbed rung by rung: 163 techniques in all. TLDR; HOW IT WORKS: * Chi starts at 10, gains 4 a level and 2 for every point of focus, and recovers 2 a turn. Health starts at 60, gains 10 a level and 4 for every point of endurance. * Technique costs, charged by the world when you name one: basic 6, advanced 15, master 40, a heal 15, a sub-skill 50, lightning 80. * Ranks: Adept at level 8 after 6 lessons, Master at level 20 after 12, taught at 17 schools and training grounds or by a teacher. * The sky: the moon is full every 28 days, and waterbenders are strongest under it; on day 271 the sun goes dark and no firebender can bend; Sozin's Comet burns from day 300 to day 303. THE BOARDS 12 boards, one for each side and trade, post the day's work at 18 hubs. Each tier posts a safe job and a risky one, and a risky one may hide a truth its client did not tell you. Pay is in silver pieces: * Tier I: 12 silver safe, 30 risky, 40 experience * Tier II: 40 silver safe, 90 risky, 150 experience * Tier III: 120 silver safe, 260 risky, 300 experience * Tier IV: 350 silver safe, 800 risky, 600 experience * Tier V: 1,200 silver safe, 2,600 risky, 1,200 experience 6 rank ladders promote you as your work counts: Fire Army (6 ranks), Fire Navy (5 ranks), Earth Kingdom Army (4 ranks), Dai Li (3 ranks), Water Tribe (4 ranks) and Kyoshi Warriors (3 ranks). THE WAR MOVES Three fronts move on their own: the occupation of 6 lands (the colonies, Omashu's lands, the southern Earth Kingdom, the plains and the desert's edge, the Serpent's Pass and the land before Ba Sing Se's walls), the roads and sea lanes, and the refugees. At 6, 12 and 18 each changes the boards and the narration: checkpoints, arrests and a land pacified; raiders, chiefs and lost roads; crowded ferries and columns of refugees. Work for your side pushes them back, and canon's battles set them: Omashu's fall, the coup in Ba Sing Se, the Day of Black Sun and the comet. THE CANON CLOCK The story of the series runs on its own clock through three books, from the boy in the iceberg to Fire Lord Zuko's coronation: 59 scenes that start when you stand where they happen, each with ways in from other places, and 7 more told as news when they happen elsewhere. 73 canon people, every one met only when the story brings them in, walk where canon puts them. 7 era traits tell the narrator what the world has learned. 3 later starts (The City of Walls, Under the Occupation and The Black Cliffs) open mid story, with everything before their day already history. THE STORY The Hundred Year War is the main quest, in four chapters: Water, Earth, Fire and Sozin's Comet. Each ends on canon's date with the scene that ends it, whether or not you are there, and the eve of each is told the day before. TLDR; HOW IT WORKS: * A day ends only when you sleep. A rest is not a night, and "I train for three days" passes three. * Word of a canon scene near you goes in your journal with its place and its date, 59 scenes in all; it closes when the scene is played, or when the news of it reaches you. * Three canon deaths happen in scenes you can stand in (Yue, Jet and Combustion Man). Prevent one there and that person stays alive for the rest of the playthrough. * The 19 places the starts begin in each have two favours a day for the people who live there, and each of the 12 Background picks sends something from your past after you in the first days. COMPANIONS AND RELATIONSHIPS TLDR; HOW IT WORKS: * Companions act in every fight from the first turn: Burrow, Jinzo, Kiyo and Thistle, 4 original characters of this world, wait to be asked into your party, and Katara, Sokka, Aang, Toph Beifong, Zuko and Suki fight at their era's level when they join you. * Relationships: everyone you meet keeps a standing with you on 11 stages, from Nemesis to Devoted. * Quiet scenes: downtime you choose, a cup of tea or a game of Pai Sho, stays quiet: nothing breaks in. THE WORLD 79 places in 23 regions across the four nations, 77 people, 21 factions, 61 quests, 163 techniques, 14 skills and 14 item types. Difficulty: Story, Normal, Hard and No Spirit Water.
![Cover art for Avatar: The Last Airbender [🌀Custom Bending Mod], an avatar world on Voyage](https://images.aidungeon.com/user_content/20908079/images/uploads/b3c95c90-960e-45a3-bf7b-bbc8a78e698d.png)