DarkSiders 1 is developed by Vigil Games and presented by THQ Games. Dark Siders is the game based on the perfect story line and the plot about the mysterious land with some dark creatures with some vicious powers. The games story is totally based on the magical land and the tiny detailing and the objects of the game are based on these magical powers but the only difference is that these elements are dark, they are not good to be used as for good thing. These are the weapons of destruction. Although the game is really smooth and has the best features including the map tracking and the weapons but there is far more greater thing which is called presentation. Every character of the game is unique and has the ability to fight differently with different weapons that he can choose from his collection. The characters made in the game are really amazing and the costume made of each and every character is unique and eye catching. Although there is another game which also has this feature is called Shadow of Mordor.
The graphical and visual effects of Darksiders Wrath Of War are really amazing. The best thing about this game is that the colour pixels are much brighter. Most of the game have this different dark visual effect which is also good but this game made it more interesting. The maps of the game are really amazing and not that easy to remember. The sound effects of the game are really amazing. The background tracks are well chosen and are really interesting. There is another game from this series that you may like to play is called darksiders 2.
The Coppermind has spoilers for all of Brandon's published works. Information about books that have not yet been released, like Stormlight 5, is allowed only on meta-pages for the books themselves. For more details, see our spoiler policy. To view an earlier version of the wiki without spoilers for a book, go to the Time Machine!
Taldain is a planet in the cosmere located within the Taldain system and is the current residence of the Shard Autonomy.[3][4][2] It is the home world of Khriss. The demonym of Taldain is Taldain.[5]
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.[2] 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.[6]
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.[8] 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.[2] 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.[7]
In the Kerla, most plants, including farms of vegetables, exist beneath the sand.[7] 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.[11] As a result, the growth of dorim vines limits how large sandlings can grow in these regions.[12]
The banks of the Ry'do Ali in Lossand is cultivated for farming despite the area being less fertile than the Kerla.[13][14][7] Plants in this area of rocky low sands are described as being noticbly shorter and "more stumpy" than Darkside flora.[7] The Darkside quarter of Kezare has flowers native to Darkside growing within it.[15]
Sandlings 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 sands.[16] 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.[7] Some sandlings, like the DelRakin are predators that eat other sandlings.[12]
There are multiple breeds of deep sandling. Some of them, such as KaRakin, 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.[7][12]
Tonks are a type of domesticated sandling on Dayside used as beasts of burden; they are primarily used as mounts.[7][11] 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.[13]
Terhan 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.[7][12] Rezalin may be used for faster long-distance transportation beasts, as their oversized rear legs allow them to move quickly from dune to dune.[7][fn 1]
Darkside, also known as Starside in Elis,[8] 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.[7] The result is that the sky is perpetually in a state of twilight as if the sun had just set.[2] This causes Darksiders to have illuminated teeth, eyes, and nails.[17] The plant and animal life also glow under UV light.[6][2] Visitors to the region often describe it as looking somewhere between striking and garish.[2] 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.[18][fn 2]
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.[8] Nimmyn is a geographical location whose flora has been imported to Lraezare, but it is not known if it is a country or region.[15]
Unlike what was once assumed, Darkside is Invested by Autonomy, though the effects of this aren't as noticeable.[2][19][9] 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.[7]
On Darkside, the flora having adapted to utilize the UV section of the electromagnetic spectrum.[20] Lichen is a common growth across the entire Darkside continent,[10] but flowers and crops also grow well.[2] 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.[13][21][7]
Fauna on Darkside is "remarkable" are often referenced as proverbs, usually with reference to Starmarks.[2] Wombears are a saddle-able beast of burden on Darkside.[7] The diversity of animal life extends at least from invertibrates, like the venomleech, to apex predators, like the devil-tiger.[8][22]
At an unknown date the planet was created and purposefully placed in its current location in the Taldain System.[23] Following the Shattering, Autonomy settled into the system as the sole Shard present.[3][4] 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.[24]
Over time those on Dayside began to notice the influence of one of Autonomy's Avatars which became known as the Sand Lord.[19] 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.[11]
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 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.[16][25] Their efforts nearly succeeded but ultimately the remnants of the Diem managed to organize themselves and the 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.[26]
d3342ee215