Cosmere symbol.svg
White sand.svg


From The Coppermind
Jump to navigation Jump to search

This wiki can now have Rhythm of War and Dawnshard spoilers. To view an earlier version of the wiki without these spoilers, go to the Time Machine!

Dayside map.jpg
Shards Autonomy
Investitures Sand mastery
System Taldain system[1]
Universe Cosmere
Featured In White Sand
This page or section needs to be updated with new information for White Sand Volume 3!
Be aware that in its current state, it does not include this additional content yet.

Taldain is one of the most bizarre planets in the cosmere, a fact that, in turn, feels bizarre to me.

Taldain is a planet in the cosmere upon which the story of White Sand is set.


Taldain is a tidally locked planet--one side experiencing perpetual day and the other locked in endless night--located in the Taldain system.

An hour on Taldain is 100 minutes long.[3]


The Dayside has one roughly circular landmass, surrounded on all sides by ocean. People from Dayside are called Daysiders. There are six nations on the Dayside of Taldain; Kerzta, Lossand, Denka, Seevis, Nor'Tallon and Tallon. There is a mountain range on the eastern side of the landmass, which runs through Nor'Tallon and borders Seevis and Tallon. A mountain named KraeDa lies at the center of Dayside.[4]

Much of Dayside is covered in sand and rock. Fauna such as sandlings and other sand animals inhabit the areas known as the deep sands. Tonks are a type of domesticated animal on Dayside, used as mounts. The Dorim vine is a plant used as a water source on Dayside, and areas where they grow are not considered to be desert.

Some of the inhabitants of the Dayside, known as sand masters, can animate sand and make it attack and defend as needed.

Many Daysiders feel a spiritual bond with their sun, and some, such as the Kerztians, worship it.[5]

Most Daysiders are afraid of the dark.[6]


Darkside is illuminated primarily by UV light, the flora having adapted to utilize this section of the electromagnetic spectrum. This causes Darksiders to have illuminated teeth, eyes, and nails.[7] It also accounts for why Darksiders have dark skin when they don't live in a traditional climate for high melanin content. Darksiders have their own unique abilities and must wear dark lenses when visiting the Dayside.

The Kerztian word for Darksider is Lonsha.[5]


Autonomy, a Shard of Adonalsium, resides on Taldain.[8]

Autonomy has made Taldain inaccessible from the Cognitive Realm.[9] However, at some point it became possible to enter Taldain again.[10]



Kerzta is a powerful nation in the western portion of the Dayside continent. Its people worship the Sand Lord and abide by the Ker'Reen Philosophy. It has a deep enmity with its neighbor, Lossand, due to its acceptance of Sand mastery although they have not been in direct conflict in centuries.


Lossand is a country that stretches in a wedge from KraeDa in the center of the continent to the southern coast around the Ry'Do Ali River. It is ruled by the Council of Taishin, the heads of the eight Professions vital to their life and culture.

Rim Kingdoms

The Rim Kingdoms are a series of smaller nations on the eastern and north-eastern coast of the Dayside continent. They consist of:


Darkside is more technologically and scientifically advanced than the Dayside, having invented weapons such as guns and explosives.[11]

The people on Darkside speak a language known as Dynastic.[5] The language comes from the Dynasty, the dominant economic and political force on the continent. However, Darkside is home to more states, including Elis and Iiaria.


This article is still missing information. Please help The Coppermind by expanding it.