Fans looking to expand the world of Avatar: The Last Airbender into frontiers beyond the franchise will finally have their chance in Avatar: Legends. The TTRPG represents the latest installment in a franchise increasingly concerned with exploring its own past rather than its future. But where exactly does that future start out? With its story continued beyond The Legend of Korra series and swathes of the world seldom explored, this is everything you need to know about Korra's Era in Avatar: Legends.

The description for Korra's Era from the historic Kickstarter page reads as, "Korra's Era covers a period that takes place after the events of the Ruins of the Empire comic trilogy, months after the end of The Legend of Korra. Play in Korra's Era if you want to deal with the repercussions of imperialism and play in a modernized era." The description itself is general, referring to the comics and some of the main plot points from the show's final season as its jumping off point.

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Kuvira

The "repercussions of imperialism" primarily refers to Kuvira's campaign as the Great Uniter in Book Four of the series. Languishing for years in disarray following the assassination of Earth Queen Hou-Ting at the hands of the Red Lotus, the Earth Kingdom suffered from banditry and poverty that left it vulnerable to Kuvira's growing military might. Following her defeat at Korra's hands, Ruins of the Empire primarily concerned itself with the Gaoling Crisis that saw Commander Guan attempt to succeed Kuvira's imperial ambitions and Kuvira herself atone for her actions in defeating him.

Needless to say, all the goings on of the Earth Kingdom were a primary plot point in the show and would leave Avatar:Legends players with an amply-explored space to fill in the details. Failed attempts at democracy in Ruins left the Kingdom in need of a gentle guiding hand that could lead it toward suffrage, but perhaps most notably, democracy is not an element pervasive throughout much else of the world. Apart from the United Republic, most of the other governments in the Avatar world still operate under systems they've held for centuries.

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Conversely, the Fire Nation is sparsely detailed throughout Legend of Korra that players looking for creative freedom would do well to set a campaign there under the rule Zuko's daughter Fire Lord Izumi. Where the fandom can really run wild, however, is the exploration of the Spirit World, which became more open than ever following Korra's historic decision to keep the spirit portals open. Most anybody is free to explore the Spirit World with its constantly shifting nature, marking perhaps the most dramatic shift in setting between the Era of Korra and that of any other period offered in the game.

Legend of Korra Ruins of the Empire feature

There are other loose threads Game Masters could certainly pick up on for intriguing story hooks. The fate of the Lieutenant and his fellow Equalists are rife with possibility, and the spirit-infused villain Tokuga remains free in the Spirit World after obtaining leadership of the Triple Threat Triads and disrupting order in Republic City.

Republic City would be a natural setting for any campaign, and it's likely to be the one additional material supports. However, players would do well to remember the fullness of the Avatar world they can explore. The future is theirs to do with what they want, and Korra's Era may be one of the most liberating setting in the game.

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