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Travel the world of the Roku Era aboard the research vessel Unity in this connected series of five officially licensed adventures.
Long before Fire Prince Zuko set sail in pursuit of Avatar Aang, the shipping magnate Tiqriganianniq dreamed an incredible dream—a Grand Tour aboard the most technologically advanced ship of the Era of Avatar Roku, the Unity, that would expand the Southern Water Tribe’s economic reach, forge connections between peoples, and spread goodwill throughout the Four Nations. Tiq (as she’s called by her friends, allies, lovers, enemies, and employees) has spent years securing the funding for the voyage, and the ship is finally ready to set sail on a multiyear journey that will be remembered forever.
Unfortunately, the scientists, artists, and diplomats who have agreed to join the crew of the Unity—drawn from across the Four Nations—bring their own prejudices, fears, and ambitions, and the governments of the world are highly suspicious of this “charitable voyage” that must surely have an ulterior motive!
During the Roku Era, new technological institutes and universities spring up around the world—scholars, inventors, and educators directly forge connections with one another in the name of progress. It’s a time of unprecedented collaboration fostered by business and academia to solve the era’s most pressing concerns. While the Four Nations grow more suspicious of each other, the people of the world are finding new reasons to connect and share resources, knowledge, and culture.
The seafaring vessel Unity is a joint venture funded by the business magnate Tiqriganiannig (often called Tiq) with various learning institutes across the world. It was built with the accumulated knowledge of these technological institutes and is a massive floating wonder of the world. Now, the Unity embarks on a year-long world trek to visit all the different nations, sharing their studies and technology in a gesture of togetherness.
Unfortunately, nearly all the ruling bodies of the world (and a few rivals of Tiq) wish to stop the voyage! The governments tend to view the Unity as a trick, an attempt to deploy spies all over the world; Tiq’s rivals, on the other hand, are simply jealous of the Unity’s success and want to see the massive ship sunk.
The Voyage of the Unity adventure comes in five booklets:
Part One: Welcome to the Unity
This booklet contains an introductory scenario and a way for the players to explore the Unity and meet some of the characters they’ll be sailing with, including Taqukaq, waterbending teacher of Roku.
Part Two: Temple of Ukoa
As the Unity arrives on Natsuo Island to investigate a politically challenging archeological discovery, a strange, shadowy, fire-breathing figure appears at night, destroying equipment and sending representatives of both the Fire Nation and Earth Kingdom fleeing.
Part Three: Dead Calm
The PCs, tasked with providing support and protection to the Unity, find themselves in the middle of a storm.
Part Four: Wings of Destiny
During a port visit in the Fire Nation during the Festival of Szeto, the companions learn of a plot by the city’s autocratic ruler to kill a young, wounded dragon to advance her son’s career.
Part Five: A Devious Wind
On the way to a port near Ba Sing Se, the Unity faces a pirate attack, aided by someone on board the ship.