A tabletop RPG about light out of darkness


Nations & Traditions

This section is for the purpose of choosing a Nation and a Tradition at character creation, so only brief descriptions are provided here.
Deep dives into each Nation are given elsewhere, in individual posts regarding each nation.

Below is a brief description of 9 of the numerous nations in the world of BOD, along with the main Traditions that are followed there.

  1. People of the Lake
  2. People of the River
  3. The land of Towers
  4. The former Ashadi Empire
  5. Ishiul
  6. The Eastern Orthodoxy
  7. The Kingdom of Lightning
  8. People of the Plateau
  9. Empire of the Sun

People of the Lake

A tribal desert people becoming the tyrannical rulers (or just rulers, depending on your point of view) of the most dominant empire in the known world, the Din Empire. They are famous for their self control and rigid ways, combined with rare but devastating frenzy outbursts.

Traditions:
The Undying – the most feared military units in the known world. Famous for literally coming back from the dead during battles, most likely due to special connection they developed to the waters in the Lake of Life. (Outer Gate – Water).
Fate Speakers – a tradition of leaders, judges and priests, whispered to be abled to determine fate by speaking it. (Outer Gate – Water).
Fate Walkers – a tradition focused on fulfilling a personal fate gradually revealed to to those walking this path. Not excluded to a certain profession. (Outer Gate – Water)
Demons Eaters – a tradition of demon slayers, known throughout the world for their incredible bravery and mental fortitude (one of the only groups of People of the Lake that are welcomed in opposing nations). (Outer Gate – Earth).
Song of the Sea -a tradition of bards and naval explorers, an anomality among the People of the Lake, they are known for being open minded and outgoing, famous for for their songs which are rumored to move the hearts of man and perhaps also reality itself. (Outer Gate Fire).

Famous Landscapes:
The Lake of Life – the most contested area in the world, countless wars were fought over control of it due to the remarkable healing and longevity properties of its waters. The nation which controls the lake most likely swiftly becomes the dominant empire in the known world due to the political, economical and military power the lake provides those who control it. In the mountains around it are the famous Red Citadels, which defend the entrances to it.
The Walled City – capital of the Din Empire, seat of its political and religious power, a terrifying wonder to behold (a mountainous city surrounded by seven enormous walls), and like the Lake of Life, which is a major destination for pilgrims seeking divine intervention, and a chance to drink of the healing waters, The Walled City attracts countless emissaries of all kinds seeking political audience with the most powerful clerks and leaders.

Affiliated Gates:
Inner Gate: Fire, Water, Ether or Earth.
Outer Gate: Water, Fire or Earth.

People of the River

A nomad people travelling along rivers, primarily along the Great River. A severely persecuted people throughout the known world, primarily due to a skin illness they are born with (targeting their arms only for some strange reason) which many cultures interpreting as a curse put upon them due to an alleged worship of Demons.
In truth the People of the River are gentle people extremely sensitive (both consciously and unconsciously) to the ailments of the people around them, moral and otherwise, and the severity of the skin illness is a manifestation of the condition of the people around them.
Because of their persecution and prohibitions from owning land they mostly engage in petty trade. Those who manage to assimilate to their surrounding nation usually work in free professions. They are also known for their great storytellers (being a nomad people, and one with a very strong oral tradition).

Traditions:
Way of Peace – the People of the River have only one tradition, a religious tradition worshiping a god they call Peace. Those developing this tradition are said to be able to sense and interact with the souls of man. (Outer Gate – Fire)
Other than that the People of the River usually learn traditions of the nation that surround them, if possible.

Write about Traditions of people around them, which they can emulate through the Outer Fire Gate.

Famous landscapes:
The Great River – a huge river running across the former Ashadi Empire, provides to many people, the most famous of them though not the most widespread are the People of the River. Many of the people living of the Great River are nations that worship some sort of natural landscape or force, such as a mountain sacred to them, a forest, the moon, and most of the time also the river itself. The river is also known as The River of Wisdom, as it is said those who drink from its waters gain wisdom.

The Sky Mountain – a large mountain, from which the Great River originates, which is considered sacred and a target of pilgrimage for many religions, including that of the People of the River. Arriving to its base is hard enough of a journey, and most pilgrims do with that, or climbing its first peak, but true zealots try and ascend it to the top, a feat considered close to suicidal as very few return, and many of those who do lose their minds. It is said the more you ascend the Sky Mountain the closer you get to the divine, being beset by prophetic dreams and visions.

Affiliated Gates:
Inner gates: Major- one of a nation that surround them. Minor- one of a nation that surround them.
Outer Gate: Fire.

The Land of Towers (Tera Di Tori)

Set along the northern shores of The Clear Sea, the Land of Towers is a rising force in the world, politically, culturally, economically, militarily, becoming one of the few forces to threaten the Din Empire.
The Tori’s culture revolves significantly around their religion, known as The Saint’s Ascension, once focusing on emulating the ways of ancient saints, striving to reach moral, mental and physical perfection. A thousand years ago, following a failed assassination attempt against a legendary king named Ganaro which left him mute, the crazed king sought revenge against all those who failed him in his eyes, maiming all of them where they failed him, and forcing a costume of maiming certain professions. The Toris acclimated to this horrid costume by creating traditions that turning the forced debility into an advantage.
The land is ruled by a council led by the heads of the Seven Big Families. It is a rule beset by constant plotting and power struggles, and those struggles resonate through all social classes.

Traditions:
The Iron Hands -a fighting tradition making up the majority of elite soldiers and officers in the armies of the Land of Towers. The followers of this tradition have their right hand removed and replaced with an iron hand. They are known as ruthless, exceptionally professional, and are said to be able to control metal and with their iron hand. (Inner Gate Earth – Change. Metal)
The Silver Hands – a master-crafters tradition whom members are considered some of the top artisans in the known world. Their masons build the great towers in the Land of Towers, their massive size supported by the Silver Hands secret techniques, their blacksmiths make the actual iron hands, imbuing them with power beyond worlds. (Inner Gate Earth – Essence. Metal or Stone or Wood).
Seer Scouts – a tradition of blind scouts. Blinded in birth, the Seer Scouts learn to see without sight, their other senses being hone to supernatural sensitivity. They are said to be able to hear armies days before they arrive.
The Seer Scouts are also known as formidable fighters, the strongest among them moving so fast their opponents are the ones left not seeing what’s coming at them. (Inner Gate Earth – Sense: Smell. Hearing. Body: Speed)
The Silvery Path – a tradition of crazed mages. They inhale mercury fumes as part of their initiation to the tradition, loosing part (at the least) of their sanity. The least of them are known as mind readers and illusionists, making them valuable tools or dangerous self promoting agents in the endless power struggle that rages in society. The greatest among them live almost in solitary in Great Towers (most Great Towers are home to one of the Seven Great families, not individuals) and are rumored to venture way beyond thought and illusions, into melding reality itself. (Inner Gate – Ether.
The Sword Tongue – all nobles in The Land of Towers are muted by cutting their vocal cords at a young age, while a constantly accompanying priest function as their mouth-piece – them speaking in sign language only. Under those sinister conditions a dark tradition was developed followed by a select group of nobles and priests, allowing them to communicate with and influence the minds of others.
Nobles and crowds cower or secretly manipulated before the gaze of a Sword Tongue. It is rumored they associated with Demons, which grant them horrendous powers.
The Saint’s Ascension – persecuted remnants of the original religion of The Land of Towers before corrupted by King Genaro, still practiced secretly by many of the common folk, and even some nobles. They strive to emulate the ways of their ancient saints, which according to scripture is pictured as climbing a spiritual tower, reaching perfection in body, mind and spirit. Those among them who develop in the path may gain supernatural strength, durability or agility, mental clarity capable of piercing the heavens and some say a heart that can become one with all things.

Famous landscapes:

Affiliated Gates:
Inner Gates: Major: Earth or Ether.
Outer Gate: Fire.

The Former Ashadi Empire

For a 400 years, up to a 80 years ago, a different empire ruled the world and the Lake of Life, the Ashadi Empire. Centered around massive city states along the Great River the Ashadi governed with remarkable efficiency through the vast network of trade roads and trading posts they created.
The empire is now dismantled, its massive city states governed by high ranked officials from the Din Empire. Many of the proud Ashadi still cannot accept their fall from what they consider their natural place in the world.
The Ashadi are considered (by themselves, but not just) the first nation in world, and their language the first and true language (it is actually still used as the trade language throughout the world.

Traditions:

Fire Mages – fire slingers and manipulators. Amongst the most sought after mercenaries in the world. Aside from their mastery of the flame some Fire Mages are experts in Alchemy, others in the practice of Astrology.

The Order of Wisdom – an ancient order set on the retention of knowledge, which added in the last few hundred years a religious aspect to it as most of its members embraced the Word of the Prophet religion. They are known for their immaculate memory and immense knowledge.
The less known name of the order is – Keepers of the Scrolls. They are entrusted with keeping ancient scrolls written in the True Tongue, and as some of the only people in the world capable of understanding and reading True Tongue they can gain access to its terrible power.

Heroes of the Pantheon – Ashadi’s elite fighters and leaders. Their power is rooted in the legends of their people. They are capable of inspiring others through them, and most terrifyingly, embody them, gaining the great powers of those ancient heroes. They are exceptionally skilled with ancient weapons passed-on to them from their ancestors.

Coin Speak – a merchants’ tradition. Some Ashadi merchants are known for their incredible persuasiveness, shaping the thoughts of those they speak to. They also pass on a somewhat corrupted spoken version of True Tongue, enabling them to create illusions, but also draw the attention of Demons.
Their trading network is still unmatched, and they are known for the exotic tressures and magical secrets in their possession.

Heart of Clay – a feminine tradition holding the secrets of emotion and thought through the crafting of special vessels. they are known for creating mirrors that are capable of holding and reflecting the thoughts of others, as well as creating clay vessels which can gather emotions around them, releasing them upon breaking.

Affiliated Gates:
Inner Gates: Major- Fire, Ether.
Outer Gates: Ether.

Famous landscapes:

Ishiul

A divided land. Northern Ishiul is ruled by a self proffessed messiah, preaching a somewhat hollow version of the Word of the Prophet religion, governing Miadi-Rukal, perhaps the greatest city in the known world.
Southern Ishiul is the ancestral land of the Ishiuls, and where the Word of the Prophet first heard thousands of years ago. They do not accept the rule of the so called Messiah, and fight to hold the old ways of their ancestors.
They are a proud people, known for their physical strength and their strong connection to their traditions (famous among which is their generous hospitality).

Traditions:

Stone Warden – Sovereigns of the Ishiuls. Wardens of their ancestral lands (from a single household with small surrounding lands to vast areas and population). They are known for their physical prowess and their command of the earth it self.
Voice of the Ancestors – Ishiul’s spiritual leaders. They follow and preach the teaching passed on to them from their ancestors (unique to each oral lineage), and are known to possess the ability to converse with their ancestors and call for their advice and aid.
Evoker – Following an ancient now forbidden tradition, Evokers worship water and earth Spirits and are rumored to be able to manifest their powers and the greatest among them even summon them.
Urion Mugui – A nomadic tribe, accepted as war refugees by the Ishiuls many centuries ago. Known as great warriors, many serve in the armies of the Ishiul. They are sought after mercenaries all over the world famous for their resiliency and their great skill with composite bows. Some are rumored to be able to able to control organic matter (leather, wood) using it in marvelous and horrendous ways in crafting and combat respectively.
Nisari – Sometimes people are born with a fractured soul, yearning to make whole that which was not complete in their past lives. They are considered mad around the world, as their hidden inner calling sometimes makes them behave in strange or unexplained ways. Ishiuls recognize past lives as truth, and those people are respected and accepted there, they are called Nisari and usually gather in nomadic communes.
The Nisari’s fractued personality led to the development of a unique tradition focused on creating silence, disappearing self and other and shifting one’s physical appearance.

Affiliated Gates:
Inner Gates: Major- Earth or Water. Minor- One of their choice.
Outer Gate: Ether.

Famous landscapes:

The Eastern Kingdoms

The Eastern Kingdoms are divided. Each of the main Eastern Kingdoms to the west of the Scar Cloud mountain chain is said to be descended from one of the great mountain clans, drawing much of its symbolism, myths and in fact, their actual name from it.
The kingdom of Medved descended from the Bear clan, eastmost of the kingdoms, and at the moment the most powerful of the three eastern kingdoms, their Ice-Knights, the most formidable force in the land. The kingdom of Orzel descended from the Eagle clan, its capital is the cultural and intellectual hub of the land. The kingdom of Lev descended from the Lion clan, the westmost of the Eastern Kingdoms, its inhabitants the most pious in the land.

Speaking of faith, the Eastern Kingdoms urban population follow a less extreme version of the Saint’s Ascension religion known as the Eastern Orthodoxy, which incorporated many of the local myths into the religion. Much of rural population on the other hand, specifically those farther from the cities stick mostly to their ancient shamanic beliefs despite occasionally aggressive attempts to convert them.

East to the Scar-Cloud Mountains are the endless frozen planes and forests known as the Belyy Kit, home to the Samian people, an ancient people accustomed to live in the extremally harsh environment of the Belyy Kit.
What’s beyond the Belyy Kit? nobody knows.

The Eastern Kingdoms war amongst themselves constantly through the centuries, “uniting” briefly only by temporarily submitting to a dominant warring king or to the call of a holy war to conquer the Lake of Life.

Traditions:

Samian Scouts – Arguably the most sought after scouts in the world, known for their ability to see through the eyes of animals, their seemingly immunity to cold weather, ability to produce intense cold around them, and some the ability to clock themselves in darkness. It is assumed the Bear Clan are descended from the Samian people, as is evident from the formidable powers the Ice Knights of the Medved Kingdom wield.

Shaman- Shamanic traditions are heavily rooted in the Eastern Kingdoms, and vary from area to area and people to people, with the great Shamans of the Samian people which are known through out history as ending mass battles against overwhelming odds by bringing down the wrath of nature upon their enemies, local Shamans communing with local nature spirits to gain their favor and so on. Outer Powers: Wind (commune with nature spirits).

Scar-Cloud Mountain Clan Warrior – Control Wind. Animal spirit.

Essence Empaths – capable of accessing Essence from all Inner Gates up to the level of their Water Gate regardless the level of other Gates they have opened, if any (usually in order to access Essence one must have a similar Essence Inner Gate open to the level of the Essence). On top of that, Essence Empaths are much more efficient in accessing Essence, they are capable of accessing more Essence Charges from each source.

Dark Well – a Corrupted tradition focusing on curses and pacts with evil spirits. Inner Powers: Water- Siphon Strength. Corrupted Power: Water (Death).

Affiliated Gates:
Inner Gates:
Major- Water. Minor- Wind or Earth.
Outer Gates: Wind.

Famous landscapes:

The Kingdoms of Lightning

The Kingdoms of Lightning are named after the Order of Lightning, which is a one of the most dominant military, political and religious forces in that area, active in all kingdoms in this area. It is a knights’ order, which set its values according to the Saint’s Ascension and followed (up until recently) the word of the High Bishop which sits in the Land of Towers.
The kingdoms are quite different culturally from each other, and are ruled by a king which might have political ambitions which contradict that of the Order of Lightning, and in each the power balance between the king and the order is different.
But, what separates most the Kingdoms of Lighting from the rest of the known world is the Other Side. The Great Maze does not exist there, instead, throughout the lands there are places known as the Other Side, places not following the rules of the True Side, places where giants, and goblins and witches and such horrors live, and those who wander there risk their lives and their sanity, but also might gain riches or powers beyond compare.
There are four main Kingdoms of Lightning:

Aetern – rolling green hills, mud, castles and villages. Aetern is known for the great heroes that came from it, but also by the great villains that spawned there. The Order of Lightning is very dominant there but has complicated relations with the king.

Affiliated Gates:
Inner Gates:
Major – Wind. Fire. Minor – Earth.
Outer Gates: Earth.

Famous landscapes:


Montes Ignis – mountain clans worshiping (up until recently) the god of fire and power, now some of the clan leaders converted to the Saint’s Ascension. They are known for the fire powers their warriors possess, their great sword-smith abilities and the powerful runes they carve on their swords.

Affiliated Gates:
Inner Gates:
Major – Fire. Earth. Minor – Ether.
Outer Gates: Earth.

Somnia – similar to Aetern in many ways, but due to relative closeness and past conflicts with the former Ashadi Empire, Somnia culture has subtle influences from the Ashadi. Somnia is also the Kingdom of Lightning most convoluted by the Other Side, many Somnians knights have lost their life or minds battling the horrors and temptations of the Other Side.

Affiliated Gates:
Inner Gates:
Major – Fire.
Outer Gates: Earth, Water.

Havkraft – known for its great seafaring and warring traditions, and for the great physical strength of their people, most Krafts worshiped the Sea god up until recently until some of their leaders converted to the Saint’s Ascension religion.
The northern border of Havkraft IS the Other Side, beyond it, people believe reside only the realms of souls and gods.

Affiliated Gates:
Inner Gates:
Major – Earth. Water. Minor – Wind.
Outer Gates: Earth.

Famous landscapes:

Traditions:

The Order of Lightning – Lighting powers (Inner Gate – Wind). Destroy Demons (Outer Gate – Earth). Empower Body, Control (Inner Gate – Earth, Minor).

God’s Whisper – Hear Secrets (Inner Gate – Wind). Whisper Secrets (Inner Gate – Wind). Some – Serenade, Influence Individual\Crowd (Inner Gate – Fire).

Dragon Slayers – Manifest dreams (Outer Gate Earth). Receive dream (Passive – Outer Gate – Water). Serenade, Influence Individual\Crowd (Inner Gate – Fire).

The Starka Stammar (the strong tribes)

Skald

Rune –
Detonating Energy (Inner Gates – Fire, Earth). Rune Magic (Inner Gate – Earth Major, Ether Minor).

Spirit-men\woman

The Berserkers

Priest of the Deep

People of the Plateau

Affiliated Gates:
Inner Gates:
Major – Ether. Wind.
Outer Gates: Water.

Traditions:

Enforcers of Khos: Deduce Immediate Future (Inner Gate – Ether, Major). Affect Immediate Probabilities (Inner Gate – Ether, Major).

Order of the Stars: Deduce Far Future (Inner Gate – Ether, Major). Affect Far Probabilities (Inner Gate – Ether, Major). Influence Single\Crowd? (Inner Gate – Fire, Minor)?

Fate Weavers: Know Future, Weave Fate (Outer Gate – Water). Speaking with birds (Outer Gate – Wind, Minor, Passive?).

Warriors of Destiny: Gust of Wind (Inner Gate – Wind, Major). Shout (Inner Gate – Wind, Major). Arrow of Destiny (Outer Gate – Water, Minor).

Temple of the Serpent: Illusions (Inner Gate – Ether, Major). Devour Mind (Corrupt Ether & Earth Gate). Mind Speak (Inner Gate – Ether, Major).

Famous landscapes:

Kingdom of the Endless Sun

Affiliated Gates:
The people of the Kingdom of the Endless Sun have no affinity to one of the Inner or Outer Gates (though they can develop them without an advantage). Instead they have an affinity to gaining Advantages & Disadvantages (see chapter XXX).
Similarly, their Tradition are related to Advantages & Disadvantages.

Traditions:

The Royal Lineage:
Advantages (Disadvantages) – Commanding Speech (Curse of Vanity). Rejuvenating Sun (Curse of the Flesh).

Guardians of the Sun:
Advantages (Disadvantages) – Precision (Fanatic) Hawk Eye (Paranoya).

Priests of the Voyage: Heart’s Scale (Burden). Erudite of The Path (Echoes).

Mages of the Snake:
Advantages (Disadvantages) – Inner Pattern (Curse of Water\Earth\Sky\Sun\maybe thought is for the priests). Snake Speak (Curse of the Snake).

The Golden Tribe:

Affiliated Gates:
Inner Gates:
Major – Earth. Fire.
Outer Gates: Earth.

Powers: (Inner Gate – Earth), Create Fire – Hands of the Sun (Inner Gate – Fire).

The Light Tribe:

Affiliated Gates:
Inner Gates:
Major – Earth. Fire.
Outer Gates: Fire.

Powers: Create Light (Inner Gate – Fire), Create Fire – Hands of the Sun (Inner Gate – Fire). Immunity to Fire (Inner Gate – Fire & Earth)? or part of the previous power.

The Clay Tribe:

Famous landscapes:


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