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  Waterbender

Yarru








NationalitySouthern Water Tribe
EthnicityWater Tribe
PronounsShe/her[1]
PositionJasmine Island protector
AffiliationJasmine Island protectors
WeaponWater
Fighting styleWaterbending
ProfessionSoldier
AlliesJoh, Fu Karaq, Revik, Ara, Chidaw, Hei-Ran, Tei Eesoni
EnemiesFifth Nation, Mirlon, Tagaka, Erchtei
First appearanceUncle Iroh's Adventure Guide - Tea & Troubles (only appearance)

Yarru was a warrior and waterbender of Southern Water Tribe descent who lived on Jasmine Island during the 3rd century BG. A member of a martial family, she joined Jasmine Island's protectors and helped to defend her home from a major raid by Fifth Nation pirates.

History

Yarru was born to two mothers[2] and a member of the traditional community of Southern Water Tribe settlers on Jasmine Island.[1][3] Her family had a proud martial tradition, with her parents being a renowned waterbender and a high-ranking warrior, respectively.[2] All of Yarru's other relatives were also powerful waterbenders.[1] This put great pressure on her to prove herself worthy of this legacy as well as caused her to constantly judge her own achievements.[1][2] Striving to prove herself, she eventually joined the Jasmine Island protectors.[1]

Yarru thus took part in a formal tea ceremony in an temple at Jasmine Island's coast, where she and four others โ€”Ara, Joh, Fu Karaq, Revikโ€” had gathered with the protectors' leader Chidaw and an elderly talekeeper named Siarruk. In this ceremony, they officially joined the protectors.[4] Later that day, the five new protectors opted to celebrate their new status together, and took a small fishing boat on a joyride. Eventually, they spotted a large warship approaching Jasmine Island, followed by a smaller vessel. To the group's shock, the large ship was manned by Fifth Nation corsairs under Tagaka, while the smaller ship was attacking them under the leadership of famous Fire National Hei-Ran. After making contact with the latter, Yarru and her comrades hurried back to Jasmine Island to warn the locals of the upcoming pirate raid.[5]

The group and the other protectors subsequently fended off a first landing led by a pirate scout force under Erchtei.[5] After this small victory, the protectors tried to coordinate their next action with Hei-Ran's Fire Nationals who revealed that they were seeking to rescue kidnapped inventor Tei Eesoni from the pirates. Together, the local fighters and Hei-Ran worked out a plan to defeat the next pirate attack as well as save Tei.[6] Indeed, Yarru and her comrades fought hard in the subsequent battle, even battling Tagaka herself and helping to defeat Erchtei,[7] though both managed to escape.[8] The group also discovered that another protector, Mirlon, had defected to the Fifth Nation and assisted the raid. They confronted the turncoat.[7][9]

Yarru and her comrades subsequently helped to decide what the Jasmine Islanders should do with the pirates captured during the failed raid. They also tried to mediate in an unexpected dispute between Hei-Ran and the rescued Tei Eesoni.[10]

Personality

As a result of her family background, Yarru was resolute and stubborn. Striving to prove herself worthy of her parents' legacy, she constantly tried to better herself and often kept trying the same approaches, believing that any failures could not stem from faulty techniques but instead reflected herself not being "good enough". Furthermore, her upbringing led her to have a military mindset, causing her to often use force to solve problems.[1][2]

Abilities

Yarru was a highly talented waterbender. She favored an aggressive and resolute fighting style, often using a water sword which was constantly switching between liquid and ice. Furthermore, Yarru was very focused and good at judging her enemies' weaknesses and strengths.[2]

Appearances

Avatar Legends: The Roleplaying Game

Trivia

  • Yarru is a pregenerated character for players to use in the Tea & Troubles campaign, using The Prodigy playbook.[2]

References