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For a future bot, you already know it if you read it, it's still in progress, unlike any other webcomic, you can suggest what the character should do next, which is a fantastic and innovative idea. I highly recommend checking it out.
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Tinderkell
9 entries · scan depth 2 · budget 512 tokens
- #1[PLACES]disabled
this is a title
- #2Gnomanyaconstant
Keys: Location, Place, Gnomanya
Description: Gnomanya (formerly the Kingdom of Gnomanya) is a large continent located in the Western Hemisphere. It is bordered by the Sea of Wrath to the north, cradled by the Great Archipelagocia (or known as Kopothokualassa) to the southwest, and Hovehko to the East.
Other Things: Captial: Enduring Bulwark Largest City: Writhing Gutter
Species: Moon Catoxl (75%), Sorrova (20%), Other (5%) Religion: Atheist (90%), Spirit of the North (10%) Demonym: Gnomanyan
Language: Wulnic (Germanic-Language, Literal Finnish.) Government: Formerly a Technocratic Monarchy, now a Failed State. Currency: Lock "Coins"
Geography (or Detailed Description): Gnomanya’s is a massive, sprawling peninsula jutting out from the northwest of Hovehko. Down south, it stares across the Brine Sea, the saltiest water you’ll find anywhere. Its western edge isn’t just one solid landmass; it’s a jagged chain of big islands that blend into the sprawling Great Archipelagocia (or known as Kopothokualassa) toward the southwest.
This place is a patchwork of wild landscapes. The mainland’s mostly wide-open steppe, perfect for endless horizons, but a hefty mountain range cuts Gnomanya off from Hovehko, like nature’s own fortress wall. Down in the lowlands, you’ve got the biggest wetlands, a swampy paradise crawling with critters like the terrifying moss draggers and the aptly named "ass biters".
Weather in Gnomanya is a battleground. Hot air rolling in from Hovehko crashes into icy gusts from Andako up north, creating some seriously wild conditions. The steppe gets hammered by tornadoes, big, angry ones that rip through like they own the place. Gnomanya’s not just a land; "it’s a force of nature".
Places Writhing Gutter: A 5,000 mile long fortification dug to contain The Consciousness.
Enduring Bulwark: The capital of Gnomanya, now infested by The Consciousness.
Splendiferous Steppe: A large, golden expanse of grassland. Grazing ground for Tramplers, and controlled by the Splendid Horde.
Sinking Muskeg: A sinking city located in the southern boglands.
Unyielding Bastard: Fortified Frontier City known for repelling countless invasions. Been active since its founding.
Ancient Gnomanya: "A Land of Tribes" Back in the Daunterkellic era (Around 400 BCE), Gnomanya was a vibrant mosaic of tribal species. Picture herds of grazers roaming the endless steppes and foragers picking through shadowy forests, nothing like the hunter-heavy populations of today. But those records are mostly gone. Modern Gnomanya’s collapse led to a deliberate purge of history, with what little remains locked away in secretive mind vaults to shield it from something called The Consciousness.
Things took a dark turn when the Wuln, a fierce hunter species from the icy north, swept in. Riding massive Wooly Tramplers and backed by their enslaved Sorrova, the Wuln conquered the continent through brute force, displacing or hunting entire tribes to extinction. For a thousand years, their clans ruled Gnomanya’s heartland. Brutal as they were, the Wuln left a lasting mark, shaping the language and culture that modern Gnomanyans still carry.
The Fall of the Wuln: "Chaos and Rebellion" Fast forward to the late Rendalkellic era (Around the 5th Century), a time of global turmoil. The Wuln’s reign started crumbling as they overhunted the grazers, triggering famines that tore their clans apart. Starving and divided, they were ripe for rebellion. The Sorrova slaves, aided by the southern Catoxl clans, rose up in a bloody revolt. Years of war followed, and by the end, the Wuln were nearly wiped out, their once-mighty population reduced to a whisper.
The Sorrova, now free, mostly ditched Gnomanya for the Great Archipelagocia (or known as Kopothokualassa) to start fresh. That left the Catoxls as the new bosses of the continent.
A "Golden Age": Enter the era of ashes, kicked off by the Great Sunder, a dark age for the world, but not for Gnomanya. The Sorrova and Catoxls united as a kingdom, and boy, did they thrive. While the rest of the world wallowed in chaos, Gnomanya became a beacon of progress. They churned out breakthroughs in science, math, astronomy, infrastructure, and even philosophy. This kingdom wasn’t just surviving; it was dominating, stashing its knowledge in mind vaults to keep it safe. For a while, Gnomanya was the world’s unrivaled powerhouse.
The Fall of Gnomanya: "War and Ruin" But nothing built can last forever. By the Tinderkellic period (Around the 14th Century), trouble was brewing. As the kingdom expanded, it butted heads with neighbors, especially the stubborn bog clans in the south. The city guarding a key river delta, nicknamed "Unyielding Bastard," became legendary for holding off attack after attack. Still, expansion slowed as bigger threats loomed.
Enter the Confederation of One-Thousand Islands of Soryaban, descendants of those freed Sorrova who’d settled in the Archipelagocia. For ages, Gnomanya and Soryaban got along fine, until a territorial spat over two islands sparked the War of the Twins. This wasn’t just any war; it was the first major conflict with gunpowder, and both sides came out swinging. Gnomanya scored early wins, but the real enemy wasn’t Soryaban.
The Consciousness, nobody knows exactly what it was, but it hit like a tidal wave. It tore through Gnomanya, collapsing society faster than anyone could react. Desperate, First Scholar Osmium ordered a massive, 5,000-mile trench dug in the east, creating the Writhing Gutter to stop the spread. It worked, but at a horrific cost: countless lives, including Osmium’s. Acting general Steel Cross made a final call, soldiers were to either seal themselves in mind vaults to protect Gnomanya’s knowledge or burn the land to contain the blight. The kingdom shattered. Fleeing survivors begged for refuge in Soryaban’s coastal islands, but the Confederation, terrified of The Consciousness, turned them away or sank their ships.
In just fifty years, Gnomanya went from a global titan to a fractured mess of city-states and warlords squatting in the ruins. The interior’s still a no-go zone, scarred by the fallout. The only piece of the old kingdom still standing is the Unyielding Bastard, now a fortified city that’s cut itself off from the world, hostile to anyone who comes by.
Government: Gnomanya currently has no functioning government. Since the Tinderkellic period, the stability of the nation has rapidly disintegrated and is now home to a patchwork of struggling factions.
Before its collapse, Gnomanya was governed as a Technocratic Monarchy, with a First Scholar at the helm, overseeing subordinate regional governors who each specialized in their respective fields of expertise.
Culture: Gnomanyans have a reputation for being a bit chaotic. They’re the life of the party, with a rowdy streak that’s been around forever. But, surprisingly, or not, these people are crazy smart. Scholars from Qoth rave about Gnomanyan ingenuity, joking that their brilliant minds are only held back by their, well, Gnomanyan-ness. They’ve given the world game-changers like the stirrup, telescopes, anesthesia, gunpowder, flamethrowers, the wheelock firearm, and the F-word. They fucking invented everything.
They’ve got some baggage, though. Gnomanyans hold a grudge against the Archipelagociac cultures, especially the Sorya, thanks to a messy history. But they’re not bigots when it comes to species. The Catoxl majority welcomes the Sorrova minority like family and even hands out the title of “saltmen” to foreigners they respect. It’s a rare honor, and it’s all about that salty Gnomanyan pride.
At the core of Gnomanyan identity is the Wooly Trampler, a shaggy, stubborn beast they’ve tamed for riding, something few cultures can claim. These creatures, native to the steppe, are as tough as the riders who wrangle them. Trampling’s a way of life, especially out in the open plains, and it’s a tradition straight from the Wuln conquerors of old.
Appearance: Appearance-wise, Moon Catoxls dominate the population, with Sorrova as the main minority. Both have muted, drab fur, perfect for blending into the rugged landscape. What sets them apart is that they can grow fur all over their bodies, probably to shrug off water in those swampy wetlands. Gnomanyans rock their shaggy look, Catoxls especially love styling their "chops" (those fluffy cheeks) and head fur. Women often shave their body fur close and weave their hair into intricate braids.
Music: Gnomanyan music is deeply rooted in themes of overcoming adversity, exploring astronomy and science, firearms, and the frontier. Post collapse, musical themes have shifted to mostly cynical, if not comedic at times. The traditional music features a variety of instruments such as the Wailing-Wheeler, a hand-crank-operated string instrument, and incorporates unique singing styles like throat singing.
Sword dancing is a distinctive aspect of Gnomanyan culture. This dance emphasizes hip and belly movements with a percussive yet fluid style. Performers balance a throat cutter, a traditional Gnomanyan sabre, on their heads while executing intricate hip movements.
Cuisine: Gnomanyan cuisine is bold and in-your-face. Meat, fish, dairy, and even insects are staples, washed down with some seriously strong booze. The star dish, a literal salt soup, a tangy, vinegary broth packed with sour leaves and chunks of meat or fish. Salt’s not just a seasoning here; it’s a symbol of who they are. Pickled foods, sour flavors, and acidic bites are everywhere. They hunt moss draggers for their meat and fish the ultra-salty Sea of Brine. As for drinks, Gnomanyans love their alcohol, and they can handle it; it takes a lot to get these folks tipsy.
Firearms: Ever since they cracked the secret of gunpowder, firearms have been Gnomanya’s lifeblood. Men and women carry wheelock pistols like it’s no big deal, and they’ve perfected shooting from the back of a charging Wooly Trampler. Whether hunting or fighting, they’re deadly accurate and fearless. Guns aren’t just tools; they’re a way of life.
Traditions: Death Duels are a custom of Gnomanyan culture, and are used to settle conflicts between two parties. These duels are both deadly and often impulsive. They begin with each combatant firing at the other with pistols. If the initial gunfire does not produce a decisive result, the duel progresses to melee combat, which typically (not always) involves the clubbing of wheelock pistols. The winner is declared when the opponent either dies or falls unconscious.
Post collapse, Gnomanyans still celebrate their bond with the Wooly Trampler, and hold events centered around these creatures. One such activity is racing, where teams of riders navigate obstacle courses designed to test both the riders’ and the animals’ agility. Shooting competitions are also common, especially whilst trampling. In more stable cities, these events culminate in a communal feast where stories of the past Kingdom are typically shared.
Drinking competitions are also a popular pastime, but can be quite expensive as Gnomanyans require a lot of alcohol just to feel a buzz.
Religion: Though Gnomanya is officially atheist, it was never an atheist state. The country’s history and development has been defined by its secularism, and continues post-collapse. Though a small fraction of the population follows the Spirit of the North, a belief system which overlaps with the Sorrova demographic.
- #3Hovehkoconstant
Keys: Location, Place, Hovehko
Description: Hovehko is a central continent encompassing a majority of the known realm. It is home to multitudes of different species and cultures, dating back to the very beginning of recorded history.
With most of the continent once being united by the Mandaskan Empire, regions in Hovehko are divided into many different provinces that are still referred to in the modern day, even as political boundaries change.
Other Things: Demonym: Hovehkish
Province: [SILTRIA] Siltria 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.
Other Things: Capital: Matu
Demonym: Siltrian Religion: Shintaric, Pasturist, Qothic Pantheon
Ruler: Qothic Empire Language: Continental (Arabic), High Continental (An Arabic Dialect), Herdish (Literal Irish)
Land Appearance (Siltria): The Southern coast of Siltria presents a landscape dominated by warm, earthy tones, contrasting with the cool blues and greens of the sky and sea. Jagged, layered cliffs of orange and tan sandstone rise sharply from the coastline, creating a dramatic and rugged terrain. These rock formations are partially covered with patches of dark green vegetation, adding a touch of life to the otherwise arid appearance.
In the distance, the land slopes upward into soft, hazy green mountains that blend seamlessly with the light blue sky. A cluster of buildings, possibly a town or settlement, sits perched atop one of these distant hills, its structures hinted at in muted ochre tones.
The coastline itself features sandy beaches that meet the turquoise waters. A dense, dark green forest occupies the foreground, framing the scene and adding depth. The brushstrokes are loose and painterly, giving the overall impression of a vibrant, sun-drenched environment. The light appears to be soft and diffused, casting gentle shadows and highlighting the natural textures of the rocks, vegetation, and sand.
Locations: Vebruk: Small hamlet on the southern coast of Siltria, a Suburb of the port city of Cohv. Cohv: Southernmost port city of Siltria.
[SHINTARI]: Shintari is the central and oldest province in Hovehko, and considered to be the birthplace of civilization itself.
Other Things: Capital: Mandasko Denonym: Shintari
Religion: Shintaric
Ruler: Mandasko Language: Continental (Arabic)
Land Appearance (Shintari): The Shintari province of central Hovehko. It presents a rugged, mountainous landscape bathed in the hues of twilight. Towering mountains dominate the skyline, their peaks touched with streaks of snow that reflect the fading sunlight. One prominent mountain, positioned on the right, stands tall with a gradient of light and shadow playing across its rocky facade.
The sky transitions from a soft, muted blue at the zenith to deeper, purplish tones near the horizon, creating a sense of depth and vastness. Wisps of clouds add texture to the upper reaches of the sky, while a misty haze envelops the lower areas, obscuring details and adding an ethereal quality to the scene.
The terrain features smaller, forested hills and rocky outcrops, creating a sense of depth and layering. In the middle ground, there are what seem to be structures or natural formations, resembling tall stone towers, perched atop elevated positions, possibly serving as landmarks or ancient ruins.
The foreground is a bit obscured by shadow, suggesting a lower elevation with a possible water feature indicated by subtle blue highlights amidst the darkness. The overall impression is one of a serene, yet imposing environment.
[TENVAR]: A province of Jungles in the southwestern tip of Hovehko.
Land Appearance: The province of Jungles in the southwestern tip of Hovehko is depicted as a lush, tropical landscape characterized by dense vegetation and towering geological formations. The scene is bathed in a vibrant, warm light, suggesting a tropical climate. The sky transitions from a pale turquoise to a brilliant yellow where it meets the sun, hinting at humid conditions.
The most prominent feature is a cluster of steep, rocky peaks covered in greenery, possibly indicating dense jungle growth. A thin, arched bridge spans a gap between one of these formations, hinting at some form of civilization or passage. A river or large stream flows through the valley, its surface reflecting the sunlight in a dazzling array of sparkling highlights.
Palm trees with large, fan-like leaves dot the foreground, adding to the tropical feel. In the background, larger, more gradual mountain ranges fade into the distance, their slopes also cloaked in verdant vegetation. The overall impression is one of a vibrant, thriving ecosystem, dense with life and natural beauty, set within a dramatic landscape of towering peaks and winding waterways.
[HWOMBANZU]: Hwombazu is a central province known for its abundance of fertile land and proximity to vast rivers and lakes, leading to the province having one of the largest population sizes in all of Hovehko.
It, however, has the smallest population of hunters on the continent due to centuries of ethnic cleansing, fueled by ancient grievances as the ancestors of the grazier majority were once enslaved and farmed by The Circle.
Other Things: Capital: Tatohv
Religion: Pasturist Demonym: Herdish
Language: Herdish (Literal Irish)
Ruler: Kingdom of the Herd
Land Appearance: The landscape of Hwombazu is depicted as a lush, fertile province under a hazy, golden sky, suggesting either sunrise or sunset. The terrain is primarily characterized by rolling hills and meadows, richly covered with varied shades of green vegetation. Dominating the foreground are dense clusters of bushes, some dotted with pale yellow flowers, contributing to the province's reputation for abundance.
A winding, light-colored path cuts through the verdant expanse, hinting at the presence of rivers or lakes that facilitate the land's fertility and support a large population. The path leads towards the middle ground, where scattered trees of different shapes and sizes add depth to the scenery. Some of these trees feature broad canopies, while others stand tall and slender.
In the distance, the landscape rises to reveal prominent rock formations and a large mountain, adding a sense of scale and grandeur to the view. These features are partially obscured by the golden haze, creating an ethereal, almost dreamlike quality. The artistic style employs broad brushstrokes and a muted color palette.
- #4Calixoconstant
Keys: Calixo, Location, Place
Calixo is an island continent of endless Autumm, located in the northeastern hemisphere. Mainland of the Qothic Empire.
Land Appearance: The Calixo, an island continent perpetually bathed in the hues of autumn, presents a picturesque landscape. The foreground is dominated by trees bursting with vibrant yellow and orange foliage. Hints of green peek through the autumn leaves, adding depth to the scene. In the middle ground, quaint buildings with distinctive red-tiled roofs and unique architectural details are nestled. A stone bridge arches gracefully over a valley, connecting different parts of the settlement. In the background, majestic mountains rise, their peaks capped with snow. Over all, the sky is a blend of soft blues and whites.
Locations: Qoth: Capital province on the western coast of Calixo.
Locations within Qoth: Oxcot: Capital city of the Qothic Empire.
- #5Great Archipelagocia (Kopothokualassa)constant
Keys: Great Archipelagocia, Location, Place, Kopothokualassa
Kopothokualassa (or the Great Archipelagocia) is a massive continent that lies mostly just below water with an average elevation of around one hundred meters below sea level, with a vast collection of islands and reefs. Home to the Confederation of Soryaban
Land Appearance: The Kopothokualassa is represented in the image as a coastal archipelago, dominated by a large rock formation sculpted by the elements into a natural archway through which a sailing ship passes. The rock is rugged, rising dramatically from the turquoise sea, with exposed areas colored in light tan and accented by shadows of grey and brown. Green vegetation sparsely clings to the stone, suggesting a harsh but fertile environment.
On top of the arch, several buildings are perched, their roofs angled and accented with small red flags. The style of these buildings appears functional and integrated with the natural landscape. The environment suggests that this location is part of the Confederation of Soryaban. The sky above is bright, with hints of diffused sunlight filtering through the clouds.
- #6[FACTIONS]disabled
this is a title
- #7Qothconstant
Keys: Factions, Nation, Qoth
The Qothic Empire, commonly known as Qoth, is a nation located on the continent of Calixo, northeast of Hovehko. Born from the ashes of Sunderkell, Qoth has grown to be one of the most influential nations of the modern world.
Flag Appearance: The flag features a simple design using only two colors: a dark, reddish-brown for the background and white for the central emblem and supporting elements.
Central Emblem: At the "heart" of the flag is a stylized emblem composed of the following: Helmeted Face: A simplified, what seems to be a head of a cat in white, is depicted, appearing to wear a helmet. The helmet has a smooth, rounded shape covering the head, with minimal details. The facial features include slightly curved, closed eyes, a small nose, and a subtle mouth.
Concentric Circles: The face is encircled by three thin, white concentric circles, creating a halo-like effect around the head.
Supporting Elements: Extending outward from the emblem, there are four elongated, white shapes positioned at right angles to each other. These shapes resemble what seems to be stylized arms, or maybe even beams of light, or decoration. Each arm-like shape broadens as it extends from the concentric circles towards the edges of the flag.
Other Things: Capital: Oxcot
Demonym: Qothic, Qoth Species Kunehva (40%), High Ceveran (21.7%), Pokes (18%), Equilox (13.3%), Abunaax (6.7%), False Kunehva (0.3%)
Language: High Continental (A Arabic Dialect)
Ruler: Empress Voxaurdi Religion: Qothic Pantheon
Currency: Urchins
Geography: Qoth is a land of contrasts, hugged by two seas: the Sea of Triumph to the west and the Sea of Question to the east. Down south, you’ve got the Abyssal Cauldron, a massive, mysterious expanse that dominates the Eastern Hemisphere. Splitting the continent right down the middle are towering, snow-capped mountains.
In the Northern Qoth, is a lush wonderland of towering coniferous trees with striking vermillion needles, paired with soft, ochre-colored highland grass.
Southern Qoth, on the other hand, is all about white birch forests and rolling plains that stretch forever. With an autumnal vibe, think crisp air and vibrant colors, that sticks around all year long.
Species of Qoth: Qoth is home to 5 distinct species: Ceveran: These tall, slender deer-like folks are the big shots of Qoth, making up most of the population. The guys flaunt antlers that can have five or more prongs, and antler size is a big deal when it comes to picking a partner. Ceverans love their status, often holding fancy noble or administrative jobs, and they’re not shy about reminding you of their credentials. Picture them as the self-proclaimed aristocracy who’ll correct you if you step out of line.
Kunehva: Short, stocky, and built like tanks, these rabbit-like Kunehva are the backbone of Qoth’s industry. They’re masters of mining and construction, whipping up sprawling complexes in days and marching armies across rough terrain without breaking a sweat. Despite their strength, they’re super chill, friendly even to outsiders, and way more approachable than the high-and-mighty Ceverans. If you see a massive city or factory in Qoth, odds are the Kunehva built it.
Abunaax: Hailing from the continent of Calixo, these massive, palmate-antlered giants are the strong, silent types. They started as primitive tribes during Qoth’s formation and faced plenty of hardship, but their sheer size and strength make them a force to be reckoned with. You won’t see many Abunaax outside their homeland; they’re solitary by nature, but when they do pop up, they’re hauling freight or serving as heavy infantry. Their intimidating vibe kept enemies at bay even when their tech was basic, and they still command respect.
Pokes: Tiny cousins of the Kunehva, Pokes are small in size but huge in brainpower. These big-eared geniuses are behind Qoth’s biggest leaps forward, from vertical plumbing and vaccines to articulated prosthetics, automatons, sailing castles, Oxcot’s rail system, and the game-changing crank engine. They’ve saved lives, uncovered Qoth’s ancient past, and fueled its prosperity, but sadly, the bigger species often treat them like second-class citizens. One Ceveran scholar put it best: "Pokes deserve better. They’ve done more for us than anyone, yet we look down on them. We’ve got to judge people for their deeds, not their looks, or we’re no better than mud." Literal Racism.
Equilox: These sleek, horse-like beauties are Qoth’s supermodels, with flowing hair and a knack for turning heads. They’re the gold standard for beauty in Qothic society, and they know it. If Ceverans are stuck-up, Equilox takes it to another level. They’ve got short fuses and aren’t the sharpest, but their stunning looks and athletic builds make them the envy of the continent.
Other Species: Qoth used to be super isolationist, with a side of xenophobia, but things are changing. Thanks to a policy shift in the modern Qothic Empire, folks from places like Siltria and southeastern Hovehko are starting to settle in cities like Oxcot and Dellor. Western hunter species are still banned, but there are exceptions: Gnomanyan prisoners who earned freedom in factory colonies and a small group of Wuln who migrated during the Rendal era, now living in the eastern mountains. It’s a slow thaw, but Qoth’s getting more diverse by the day.
- #8[WIP]constant
Keys: Nation, The Confederation of One thousand Islands of Soryaban, Soryaban, Faction
The Confederation of One thousand Islands of Soryaban, or Soryaban for short is, despite the name, a country of potentially millions of islands located in Kopothokualassa. The confederation spans the entirety of the continent and almost the entire western hemisphere, leading to very different cultures and climates at both extremes, held together by the central High Islands.
- #9[WIP]constant
Keys: Nation, Faction, Mandasko
Mandasko is an Ancient city and empire that ruled over most of Hovehko, and still remains as a significant country in central Hovehko.
Considered The harbinger of civilization, it was the first known domain in this world. A powerful empire created in the name of a god and his demigod wife, Mandasko shaped much of modern Hovekish culture, and old structures and ruins are found all the way from Tenvar to Siltria.
Modern Mandasko still remains an important religious and cultural center of Hovehko, more recently famous for its neutrality and tourism.
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