Difference between revisions of "Taldain"

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{{Shardworld
|map=Dayside map.jpg
|shards=[[Autonomy]]
|magic=[[Sand mastery]], [[Starmarks]]
|system=[[Taldain system]]{{map ref|Taldain system}}
|universe=[[Cosmere]]
|books=[[White Sand]]
}}{{for|Taldain system|the planetary system that includes the planet Taldain}}
{{update|ws}}
{{quote
|Taldain is one of the most bizarre planets in the cosmere, a fact that, in turn, feels bizarre to me.
|[[Khriss]]{{au ref|Taldain}}
}}
'''Taldain''' is a planet of the [[cosmere]] upon which the story of ''[[White Sand]]'' is set.
 
'''Taldain''' is a planet in the [[cosmere]] located within the [[Taldain system]] and is the current residence of the [[Shard]] [[Autonomy]].{{wob ref|4021}}{{wob ref|6880}}{{au ref|Taldain}} It is the home world of [[Khriss]], and is the world upon which the story of ''[[White Sand]]'' is set.
Taldain is a tidally locked planet, with one side enjoying perpetual day and the other locked in endless night. <ref> http://blog.djmatioka.de/V1/udsishulgts/5294662928533928047.php </ref> The inhabitants of the Dayside can animate sand and make it attack and defend as needed, and the Darksiders have their own unique abilities and must wear dark lenses when visiting the Dayside. <ref> http://www.17thshard.com/forum/tags/ccs/white%2Bsand/ </ref>
 
== Geography and Ecology ==
It has been confirmed that the [[Shard]] [[Bavadin]] resides on Taldain.{{qa ref|622|78|Will we see Bavadin?|date=Aug 31st, 2011}}
Taldain is a tidally locked planet; one side of the world experiences perpetual day while the other side is locked in a type of endless night. This caused the ecology and culture on both sides of the planet to develop separately from one another. The two prominent cultures on Taldain are known as Dayside and Darkside.{{au ref|Taldain}} The individuals pertaining to each culture are known as 'Daysiders' and 'Darksiders' respectively. There is a temperature difference between the two halves, though not enough for it to snow on Darkside.{{wob ref|4158}}
 
The area between both sides is known as the [[Border Ocean]] which has the '''Terminal Storm''' at the center, a perpetual storm making it dangerous to cross.{{book ref|ws|part=ars}}{{book ref|ws|prologue}}
 
=== Dayside ===
{{image|Kerla Excerpt.jpg|side=right|width=150px|Kerla Landscape, as sketched by Duchess Khrissalla.}}
Most of the planet’s Investiture is found on Dayside.{{wob ref|1509}} Much of Dayside is covered in [[Sand (Taldain)|sand]] and rock, the sand itself being covered by lichen. This lichen is where the sand's striking white color comes from as well as the reason it changes between white and black in the process of sand mastery and other forms of Investiture.{{book ref|ws|11}}
 
'''Dayside''' is home to one large circular landmass that is surrounded by ocean on all sides. On this landmass there are five nations; [[Kerzta]], [[Lossand]], [[Denka]], [[Seevis]], and [[Tallon]]. There is a mountain range on the eastern side of the landmass, which marks the borders of Seevis and Tallon and separates the [[Rim Kingdoms]] from Kerzta and Lossand. A mountain named [[KraeDa]] lies at the center of Dayside.{{book ref|ws|prologue}} A wide variety of Flora and Fauna make their home on this part of the planet. But due to the harshness of the sunlight and environment, most of the flora and fauna live beneath the surface of the sand.{{au ref|Taldain}} In the [[Kerla]], where the water table is high, the majority of life is found in a unique ecosystem beneath the sand that has been described as more like a lake of sand than a desert.{{book ref|ws|part=ars}}
 
==== Flora ====
In the Kerla, most plants, including farms of vegetables, exist beneath the sand.{{book ref|ws|part=ars}} The [[dorim vine]] is a plant used as a water source on Dayside by its inhabitants, and areas where they grow are not considered to be a desert. The plant stores water primarily as a defensive measure against other creatures as water dissolves the shells of many sand creatures. Because of this any creature attempting to eat the plant would find their mouths beginning to melt.{{book ref|ws|3}} As a result, the growth of dorim vines limits how large sandlings can grow in these regions.{{book ref|ws|9}}
 
The banks of the [[Ry'Do_Ali_River|Ry'do Ali]] in Lossand is cultivated for farming despite the area being less fertile than the Kerla.{{book ref|ws|4}}{{wob ref|3963}}{{book ref|ws|part=ars}} Plants in this area of rocky low sands are described as being noticbly shorter and "more stumpy" than Darkside flora.{{book ref|ws|part=ars}} The [[Lonzare|Darkside quarter]] of [[Kezare]] has flowers native to Darkside growing within it.{{book ref|ws|5}}
 
==== Fauna ====
[[Sandling]]s inhabit all areas of the continent, ranging in size from insectile sandlings found everywhere to gargantuan deep sandlings. It is rare for a deep sandling to venture far from the [[deep sand]]s.{{book ref|ws|2}} Most sandlings live by eating the layer of sand exposed to the sun, and digesting the lichen that covers the sand. The sand turns dull after being digested, but the lichen from undigested sand will spread back onto it, given time.{{book ref|ws|part=ars}} Some sandlings, like the [[DelRak]]in are predators that eat other sandlings.{{book ref|ws|9}}
 
There are multiple breeds of deep sandling. Some of them, such as [[KaRak]]in, are hunted for sport. Another breed consists of thousands of small sandlings which act as a group in the deep sands; when they move they agitate the sand above them causing them to be mistaken for a much larger creature forcing wanderers to retreat. Delrak Naisha are another breed found in the deep sands. They are creatures that wait just beneath the sand; if the sand above them is disturbed, they emerge and consume whatever is above them.{{book ref|ws|part=ars}}{{book ref|ws|9}}
 
[[Tonk]]s are a type of domesticated sandling on Dayside used as beasts of burden; they are primarily used as mounts.{{book ref|ws|part=ars}}{{book ref|ws|3}} They are scared of water, however, and refuse to cross it. Travelling with tonks is also frustrating because of their natural instinct to bury themselves underneath sand during a sandstorm and their tendency to mistake many things for sandstorms.{{book ref|ws|4}}
 
[[Terha]]n are another beast of burden, larger than a tonk and often used by soldiers as beasts of war. They may be treated by [[DoKall]] to make their carapace immune to water when used in this role.{{book ref|ws|part=ars}}{{book ref|ws|9}} [[Rezal]]in may be used for faster long-distance transportation beasts, as their oversized rear legs allow them to move quickly from dune to dune.{{book ref|ws|part=ars}}{{ref|group=fn|text=Use of rezalin as mounts was described in the [[White_Sand_(prose)|prose]] version, but they only get one picture in the Omnibus and a passing reference in the [[Khrissalla's_Journal#Dayside_Kerla_and_Sandlings|Ars Arcanum]] sandling table.}}
 
=== Darkside ===
'''Darkside''', also known as '''Starside''' in Elis,{{book ref|ws|prologue}} is illuminated by the Eye of [[Ridos]] with a spectrum composed primarily by UV light, with most visible light filtered out by the particulate cloud.{{book ref|ws|part=ars}} The result is that the sky is perpetually in a state of twilight as if the sun had just set.{{au ref|Taldain}} This causes '''Darksiders''' to have illuminated teeth, eyes, and nails.{{wob ref|5781}} The plant and animal life also glow under UV light.{{wob ref|4158}}{{au ref|Taldain}} Visitors to the region often describe it as looking somewhere between striking and garish.{{au ref|Taldain}} It also accounts for why Darksiders have dark skin when they don't live in a traditional climate where a high melanin content is common. When visiting Dayside, Darksiders must wear dark lenses to protect their eyes. They can go without, however, if the angle of the sun is not directly above them or they force themselves to adapt.{{book ref|ws|1}}{{ref|group=fn|text=This was explained in both the [[White_Sand_(prose)|prose]] version and original Graphic Novel Vol 3. For the Omnibus, Khrissalla is still shown without her darkened spectacles while in Lraezare, but the dialog about them has been cut.}}
 
The landmass of Darkside is of an unknown size and shape. There are many countries, though most have been subordinated to the [[Dynastic]] Empire. Elis is a landlocked country on Darkside.{{book ref|ws|prologue}} Nimmyn is a geographical location whose flora has been imported to Lraezare, but it is not known if it is a country or region.{{book ref|ws|5}}
 
Unlike what was once assumed, Darkside is Invested by [[Autonomy]], though the effects of this aren't as noticeable.{{au ref|taldain}}{{wob ref|5876}}{{wob ref|1509}} The particulate cloud around Ridos's Eye emits a pulse every week that Invests [[Starmarks]] on Darkside, even if only some people can access that Investiture.{{book ref|ws|part=ars}}
 
==== Flora ====
On Darkside, the flora having adapted to utilize the UV section of the electromagnetic spectrum.{{wob ref|4160}} Lichen is a common growth across the entire Darkside continent,{{book ref|ws|11}} but flowers and crops also grow well.{{au ref|Taldain}} Grapes have been exported to Dayside for the making of wine, and some flowering plants have been imported for the [[Lraezare]] district of [[Kezare]] to help [[Lonsha]] expats feel more at-home.{{book ref|ws|4}}{{book ref|ws|15}}{{book ref|ws|part=ars}}
 
==== Fauna ====
Fauna on Darkside is "remarkable" are often referenced as proverbs, usually with reference to Starmarks.{{au ref|Taldain}} [[Wombear]]s are a saddle-able beast of burden on Darkside.{{book ref|ws|part=ars}} The diversity of animal life extends at least from invertibrates, like the [[venomleech]], to apex predators, like the [[devil-tiger]].{{book ref|ws|prologue}}{{book ref|ws|12}}
 
== History ==
At an unknown date the planet was created and purposefully placed in its current location in the [[Taldain System]].{{wob ref|3343}} Following the [[Shattering]], Autonomy settled into the system as the sole Shard present.{{wob ref|4021}}{{wob ref|6880}} At another stage in its early history the planet was settled by humans; due to how the genetics of the settlers played out, Daysiders ended up with paler skin.{{wob ref|1900}}
 
Over time those on Dayside began to notice the influence of one of Autonomy's Avatars which became known as the [[Sand Lord]].{{wob ref|5876}} This entity eventually would form the basis of the [[Ker'reen]] and [[Los'seen]] religions and became the dominant object of worship for the people of [[Kerzta]]. Differing religious beliefs were formed in the [[Diem]], an important part of the government of [[Lossand]]. This difference of faith led to frequent war between Lossand and Kerzta. Peace was eventually gained when the high priest government of Kerzta was replaced by a merchant nobility.{{book ref|ws|3}}
 
After 200 years, there was a push again by the A'kar, the head priest of Ker'reen, to take control by democratic means. They made contact with a [[Elorin|recent convert]] to Ker'reen within the Diem's ranks and persuaded them to remain a member of the Diem and assist with a plan to wipe the organization out. It was hoped that by doing so the A'kar would win favor with the public, under the pretense that the destruction of the Diem was the Sandlord's whim.{{book ref|ws|2}}{{book ref|ws|18}} Their efforts nearly succeeded but ultimately the remnants of the Diem managed to organize themselves and the [[Kenton|new Lord Mastrell]] succeeded in persuading the Lossand government to maintain the Diem. This allowed the Diem to grow more powerful than before. As a result, support for the A'kar crumbled and they failed to take control of the Kerztian government.{{book ref|ws|epilogue}}
 
At a later point, for reasons unknown, the planet became closed off to visitors.{{wob ref|1807}}{{au ref|taldain}}{{wob ref|4675}} Around this time the planet also stopped progressing technologically, this was a sudden shift as the world used to be one of the most advanced planets in the Cosmere.{{wob ref|1807}}{{wob ref|4675}} At a later date it became easy to visit Taldain again.{{wob ref|6205}}
 
== Culture ==
The culture of Taldain is split between the Dayside and Darkside due to the planet's unique geography.{{au ref|Taldain}}
 
=== Dayside ===
Because the sun does not set on '''Dayside''', individuals living there have a variety of issues that needed to be resolved. In regards to keeping time, an hour on Dayside is 90 minutes long.{{book ref|ws|part=ars}} Because of its stationary nature many Daysiders find it easy to navigate by using the sun as a reference point.{{book ref|ws|3|review=yes}} Due to its ever present nature many Daysiders feel a spiritual bond with their sun, and some, such as the Kerztians, worship it.{{book ref|ws|3|review=yes}} Most Daysiders are afraid of the dark as well being unused to it.{{book ref|ws|16|review=yes}}
 
On Dayside there is a large circular continent that can be found, on this landmass there are a variety of countries. The largest and most powerful nations is [[Kerzta]] which is located on the western portion of the Dayside continent. Its people worship the [[Sand Lord]] and abide by the [[Ker'reen]] religion. [[Lossand]] is a country that is immediately next to it and stretches in a wedge from [[KraeDa]] in the center of the continent to the southern coast around the [[Ry'DoAli River]]. It is ruled by the Council of [[Taishin]], the heads of the eight Professions vital to their life and culture. Both of these nations have an enmity with one another due to Kerzta accepting Sand mastery, althought they have not been in direct conflict in centuries.
 
In addition to these countries are the Rim Kingdoms which are a series of smaller nations on the eastern and north-eastern coast of the Dayside continent. They consist of; [[Denka]], [[Seevis]], [[Nor'Tallon]] and [[Tallon]].
 
=== Darkside ===
On '''Darkside''' or '''Starside''', the most powerful and influential force in regards to culture, economics and politics is the [[Dynasty]]. This force is ruled by [[Skathan]].{{book ref|ws|4|review=yes}} Its dominance is so strong that the language Darksiders speak is called Dynastic after the country.{{book ref|ws|3|review=yes}} It also is the most technologically advanced country in the planet with weapons such as guns and explosives being common creations within its borders.{{book ref|ws|4|review=yes}} They also had instant noodles, which Hoid enjoyed, and wants [[Scadrial]] to replicate.{{wob ref|8164}}{{wob ref|6161}} Despite its dominance some minor nations such as [[Elis]] and [[Iiaria]] resists the Dynasty's push to grow and expand its influence even further.{{book ref|ws|14|review=yes}} Despite this however the nations power runs deep within Darkside with them being able to send their agents to infiltrate different groups throughout the continent.{{book ref|ws|14|review=yes}}
 
The Kerztian word for Darksider is '''Lonsha'''.{{book ref|ws|3|review=yes}}
 
== Astronomy ==
{{image|Taldain_Astronomy_inset.jpg|side=right|width=150px|Top-down view of Taldain's Orbit.}}
Taldain is tidally locked around two suns, this makes it unique among other planets in the Cosmere.{{au ref|Taldain}} It is located between the two suns in the system which orbit one another, because of a layer of dust around one of these suns one half of the world is trapped in endless sunlight and the other half in night.{{au ref|Taldain}} This placement was done purposefully by its creator.{{book ref|ws|part=ars}}{{wob ref|3343}} It is the only planet within the system and a single moon, '''Nizh Da''', has a polar orbit around the world.{{au ref|Taldain}}
 
An hour on Dayside is ninety minutes long and each day is separated into fifteen hours. On Darkside, an hour is sixty minutes long, and a day is separated into twenty-four hours.{{book ref|ws|prologue}}{{book ref|ws|part=ars}} Due to this, ninety Dayside minutes are equal to ninety-six Darkside minutes, with one dayside minute being equal to approximately 1.066 Darkside minutes.{{book ref|ws|part=ars}}
 
It is kept in an unstable orbit around AisDa by the gravitational pull of Ridos, and by some other, unknown force, presumably Autonomy. This astronomically unstable orbit is known as "Wombear's Saddle".{{book ref|ws|part=ars}}
 
== Magic System ==
The world of Taldain has been settled by Autonomy and as a result her Investiture can be found throughout the planet, primarily in the atmosphere.{{wob ref|5876}} Autonomy has allowed it to spread unusually; making it in theory easy to access, a [[Returned]] for instance would have little difficulty living on Taldain{{wob ref|4675}} and one could also theoretically access the worlds Investiture on another planet so long as they can see the star system.{{wob ref|4770}} For a time this was the only way to access its magic system as the world was shut off from the [[Cognitive Realm]]{{wob ref|5876}} but eventually it became possible to visit the world again.{{wob ref|6205}}
 
The most dramatic form of Investiture that can be found on the planet is [[Sand mastery]] which is located on Dayside. Despite its flashy appearance, it uses very little Investiture however and primarily works through subtle manipulation with [[Connection]] between the user, Shard and White Sand. It is believed by residents of Taldain that only Dayside was Invested by the Shard; however, this is incorrect, and in fact both parts of the world are Invested, with the majority of it falling on Dayside.{{au ref|Taldain}}
 
Darkside magic primarily functions through tattoos,{{wob ref|14993}} but its effects are not nearly as noticeable.{{wob ref|1509}}{{wob ref|5876}} This is seemingly the system referred to as [[Starmarks]].{{book ref|ws|part=ars}}{{book ref|ws|prologue}}
 
== Notes ==
;Footnotes
<references group=fn />
;References
<references />
{{stubpartial}}
{{White Sand}}
{{Cosmere}}
[[es:Taldain]]

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