Tinderkell: Siltria
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- #1Siltria
Keys: Siltria
Enabled · After character · Order 10 · 100%
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Siltria (syl-tree-ah) Is a province located on the eastern coast of Hovehko. It is a burgeoning nation home to a melting pot of Qothic and Hovehkish cultures. It is currently ruled by the Qothic Empire, though there are some territorial disputes in the western parts. Despite these conflicts, it is known as the “land of opportunity” and has abundant resources. Siltria is the sub-tropical eastern edge of continental Hovehko. To the east, the famous red outcrops hug the shores of the Sea of Triumph. In the west, fertile floodplains and forest borders the Ippe river and the grasslands of Hwombazu.
- #2Shintaricism
Keys: Shintari
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Shintaricism (shin•TAR•eh•sizem), is an ancient religion that is prevalent throughout most of Hovehko and is by and large associated with the Mandaskan people. It is a religion that believes in a singular god, known as Daunto, the Father of Sapience and the Grand Architect of civilization. Central to this faith lies The Covenant of Dawn’s Light, a mysterious institution that once ruled the Mandaskan Empire with divine mandate, and even to the modern day their influence lingers over Hovehko. At the pinnacle stands the holy Qohva, the mortal reincarnate wife of Daunto. Beside her stands her many Lightkeepers, who are said to be avatars of Daunto’s divine light itself.
Shintarism rests on the Three Peaks of Dawn: Parity, Progress, and Pride. All peoples share one spark and thrive through cooperation. Followers must create and advance civilization, and take pride in their work, letting their splendor inspire a world worth preserving.
- #3Gnomanya
Keys: Gnomanyan
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Gnomanya (NO-MON-YAH), formerly a kingdom, is a large Western Hemisphere continent bordered by the Sea of Wrath, Kopothokualassa, and Hovehko, facing the Sea of Brine to the south. Its west has a chain of islands merging into the Great Archipelagocia. Steppe covers much of the mainland, with mountains separating it from Hovehko; wetlands host moss draggers and ass biters. Tornadoes are frequent due to clashing polar and hot air. Historically, Wuln hunters dominated, displacing grazers and laying cultural foundations. Sorrova and Catoxl revolts ended Wuln rule, sparking technological advances. The kingdom collapsed under The Consciousness, leaving city-states and warlords. Gnomanyans, mainly Moon Catoxls with Sorrova minorities, value Wooly Tramplers, firearms, alcohol, sword dancing, and salt-rich cuisine, preserving secular traditions and scientific knowledge in Mind Vaults.
- #4Sorrova
Keys: Sorrova
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The Sorrova (zor•roe•vah) are a vulpine-like species of the western hemisphere, famed for their navigation via “The North’s Whisper.” They diverged into three subspecies: Gnomanyan, Sorya, and Andkii, adapting to their environments. Gnomanyan Sorrova are largest, hardy, with drab fur, three toes, and long moisture-wicking hair. Sorya inhabit tropical Kopothokualassa, are shorter, colorful, four-toed, and excellent swimmers. Andkii dwell in icy Andako, are smallest, white-furred, blue-eyed, and long-lived. Sorrova are intelligent, cunning, and curious, with Gnomanyan forms being most strategic. Historically enslaved by the Wuln, they revolted under Lady Mi, gaining freedom. Many migrated to Kopothokualassa, forming the Sorya, who dominate the region. Sorrova remain minorities elsewhere but are respected for adaptability, creativity, and precision in trade, exploration, and combat.
- #5Kunehva
Keys: Kunehva
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Kunehva (koo•nay•vuh) are a short, stocky lagomorph-like race, forming the bulk of Qoth’s population and part of Hovehko’s. Despite their stature, they rival Ceveran in strength and excel in coordination, completing massive construction projects quickly and moving large groups of soldiers efficiently across rugged terrain. Qothic Kunehva show some effects of historical eugenics, being taller than Hovehkish cousins. They are more laid-back and friendly than Ceveran, though most comfortable among their own. Kunehva are skilled workers, requiring little direction, and have built much of Qoth’s sprawling infrastructure and industrial complexes, shaping the empire’s cities and contributing heavily to its economy and military logistics.
- #6Ceveran
Keys: Ceveran
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Ceveran (seh•ver•en) are tall, slender cervid-like beings dominating much of Qoth’s population. They have short fur from brown to cream, blue or pale eyes, and long head fluff that changes color. Males bear antlers, often with over five points, varying in size and shape, influencing mate choice. Early “Siltrian” Ceveran had darker antlers, brown eyes, and shorter builds, but Qoth’s selective breeding produced taller, lighter-furred High Ceveran with larger antlers. This has increased aggression and weakened immunity. Despite trends favoring Siltrian traits, many High Ceveran tan and dye fur. They prize honor, social standing, and appearance, often arrogant and easily offended. Antler size defines male ego. Ceveran hold noble and administrative roles, frequently dueling over status, though military duels were recently outlawed.
- #7Bovani
Keys: Bovani
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Bovani are a diverse, widespread species native to Hovehko, inhabiting nearly every region and boasting the largest population. Though historically less powerful than the Mandanto, Bovani have shaped Hovekish society. They are characterized by sleek heads, wide brown eyes, short fur, and highly variable horns, which are valued for aesthetics and function. Horns regulate body temperature, improve burn tolerance, and in rare cases can concentrate heat, a skill known in Shintari. Both sexes grow horns, males usually larger, influenced by genetics and conception timing. Optimal conception occurs during the dry “Harvest Window”; off-season “strayborns” show developmental issues and reversed hormonal traits. Mating season triggers seasonal hormonal changes, affecting muscle and appearance. Bovani lack a singular culture, identifying with their province rather than species.
- #8Hunters of The Circle
Keys: The Circle
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The Hunters of the Circle, also known as the Circle, Meat Wizards, or Blood Bandits, are a global cult that practices the forbidden act of carnoism. Unlike typical cults, they have no central leader and instead arise naturally in regions where hunters and grazers exist in balance. Followers, called true hunters, believe in an eternal cycle of nature in which hunters must consume grazers to preserve order and freedom. Most knowledge of the Circle comes from ancient Mandaskan texts, scarce archaeological finds in northern Hovehko, and rumors of hidden records denied by Shintaric officials. Their enemies, the Shintaric Covenant, describe the Circle as a destructive horde that swept the northern badlands, enslaving or consuming populations such as the early Herdish people of Hwombazu. The Circle declined after a total war with Mandasko, aided by the Lightkeepers and a rebellion in Hwombazu. In the modern age, such acts are punished by immediate execution, and no return has been recorded.
- #9Pasturism
Keys: Pasturist
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Pasturism is a faith practiced in eastern Hovehko, rooted in ancestral struggle and defiance, centered on the grazer god Shama. Shama is believed to have liberated ancient grazers from use as livestock under the carnoist tyranny of The Pridelands. Pasturism values humility, community, and perseverance. Prayers honor Shama and the souls of the consumed, with a commitment to “lift up” one’s community, or “herd.” Like Shintarics, Pasturists see light as the soul’s manifestation, but hunters are considered soulless and prone to feed on grazer light. This belief has caused centuries of conflict, as hunter lightkeepers in Shintarism are seen as heretical. Campaigns to reclaim what is considered holy have been led by the Order of the Nanzuul, the authority behind Pasturism’s crusades against Shintarics.
- #10Mandasko
Keys: Mandasko
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Mandasko, an ancient city and empire in central Hovehko, shaped much of Hovekish culture and remains a religious and cultural center. Founded in the Shintari valley at the Peaks of Dawn, it blends tropical and mountain climates. Mandasko is governed by the Covenant of Dawns Light, led by the Qohva, believed to be the reincarnate wife of Daunto. She is supported by Lightkeepers, avatars of Daunto’s fragments, and the Three Pillars overseeing religion, law, and defense. Lightkeepers are exclusively Shintuln, identified through trials, and trained to wield the holy motes. The Three Pillars manage treaties, infrastructure, justice, and the military. Mandasko’s First Beacon and the Lightkeepers’ calendar remain central to Shintaric society, reflecting the city’s enduring religious, political, and cultural authority.
- #11Confederation of Soryaban
Keys: The Confederation
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The Confederation of One Thousand Islands of Soryaban, or Soryaban, is a nation of millions of islands in Kopothokualassa, spanning much of the continent and western hemisphere. Islands are united under the Kualassic Assembly, which manages currency, diplomacy, citizens’ rights, and a central navy. Most of the continent is submerged, with reefs called “The Scuttle” deterring invaders. Islands retain autonomy, with Island Guards and local ambassadors. The navy is professional and skilled; explosives, firearms, and rockets dominate combat. Curiosity defines Sorya culture, with semi-nomadic families mastering swimming and sailing. Sorrova have pioneered chemistry and medicine. Fashion includes straw hats with ferns and flowers; metal jewelry is taboo. Kualassi, a poetic vertical language, uses trust outcome-based rather than moral-based, with honesty guided by advantage, never demanded or asked.
- #12Qoth
Keys: Qothic Empire
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The Qothic Empire, or Qoth, dominates eastern Calixo with 9 provinces and Hovehkan colonies. Born from Starfall, it is a major power, bordered by the Seas of Triumph and Question, the Abyssal Cauldron, and snowcapped mountains dividing the continent. Northern Qoth has vermillion conifers and ochre highlands; southern Qoth, birch forests and rolling plains under a constant fall-like climate. An autocracy, Qoth is led by the emperum—currently Empress Voxaurdi—assisted by the Court of Oxcot, 11 chambers informed by 111 representatives. Provincial governors wield delegated authority; the Lord Commander controls military forces. Qoth’s five main species are: Ceveran, noble cervids; Kunehva, skilled laborers; Abunaax, massive native tribes; Pokes, brilliant inventors behind rail systems and automatons; and Equilox, equestrian elites. Outsiders now live in select cities under controlled policies.
- #13Cohv
Keys: Cohv
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Cohv, a “great city” of Siltria, hosts the 9th Shintaric Beacon and is the spiritual and cultural capital. Nestled on cliffs by the Masahva river and sea stacks, its crescent-shaped terraces rise to the central Beacon. Wealthier districts lie higher; the lower city is crowded. Subtropical but temperate, rainfall is low yet consistent, with limited arable land requiring cisterns. Founded by Mandaskan Lightkeepers in 344 BSF, Cohv grew around the Beacon, surviving the empire’s collapse and Starfall. Lightkeepers ruled until the Shintaric Covenant restored indirect governance. Cohv endured sieges during the 5th and 7th Crusades, with a mysterious fire repelling the Nanzuul. Rebuilt with Qothic aid, Cohv became a Qothic territory in 1576 and remains one today.
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