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{{Infobox planet
 
{{Infobox planet
 
|name=Koldenwelt
 
|name=Koldenwelt
|image=KoldenweltTerrain.png
+
|image=NewKoldenweltTestMap.png|400px
 
|creator=TheImperios
 
|creator=TheImperios
 
|location=Unknown
 
|location=Unknown
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|strategic hidden=No
 
|strategic hidden=No
 
}}
 
}}
'''Koldenwelt''' is a planet protected by [[SporeWiki:Fantasy Universe/The Source|the Source]].
+
'''Koldenwelt''' is a planet protected by [[SporeWiki:Fantasy Universe/The Source|the Source]], and is the main location for the [[SporeWiki:Fantasy Universe|Fantasy Universe]].
  +
 
== History ==
 
{{main|Planet:Koldenwelt/History}}
  +
 
Years in Koldenwelt's history are given in the BNA/NA (Before New Age/New Age) dating system. Koldenwelt's history is divided into five "Ages" - Prehistoric, Orichalcum, Adamantine, Old, and New –– each separated by major events.
   
 
== Geography ==
 
== Geography ==
The main continent of Koldenwelt extends from the Arctic Circle to the Equator, and thus has features ranging from frozen tundra to thick jungle.
+
The main continent of Koldenwelt extends from the Arctic Circle to the Equator, and thus has features ranging from frozen tundra to thick jungle. The planet has a large amount of water on its surface, which makes up at least one large ocean surrounding the main continent.
 
The planet has a large ammount of water on its surface, which makes up at least one large ocean surrounding the main continent. These oceans are currently ruled the [[Fiction:The Sea Peoples|Sea Peoples]].
 
   
 
===Polar Lands ===
 
===Polar Lands ===
The north of the continent, above and around the Arctic Circle, is frozen for all but a few months of the year. Above the Arctic Circle, there is little life, especially as the summer often brings with it perpetual sunlight and the winter often becomes a seemingly-eternal night.
+
The north of the continent, above and around the Arctic Circle, is frozen for all but a few months of the year. Above the Arctic Circle, there is little life, especially as the summer often brings with it perpetual sunlight and the winter often becomes a seemingly-eternal night. The [[/Northern Region|Northern Region]] is home to the Urindalë civilisation; nearby races include the {{creature|Drow}}, the {{fiction|Empire of Gorthúron}} and the {{Creature|Arakai}}.
 
The [[/Northern Region|Northern Region]] is home to the Urindalë civilisation; nearby races include the {{fiction|Voledari Clan}}, the {{fiction|Empire of Gorthúron}} and the {{Creature|Arakai}}.
 
 
The Northern Mountains, located in the south of Polar Lands and immediately north of the Western Forests, are home to the {{creature|Tragnon}}, dwarves who have massive mines and forts there. The whole southern side of the Northern Mountains belong to them.
 
   
 
In the northeastern reaches of Koldenwelt lie the [[Planet:Koldenwelt/Forgotten Lands|Forgotten Lands]], which has been untouched by civilisation for hundreds of thousands of years. Even further north east lies [[Planet:Koldenwelt/Serenity Woods|Serenity Woods]], a mysteriously dreaded place.
 
In the northeastern reaches of Koldenwelt lie the [[Planet:Koldenwelt/Forgotten Lands|Forgotten Lands]], which has been untouched by civilisation for hundreds of thousands of years. Even further north east lies [[Planet:Koldenwelt/Serenity Woods|Serenity Woods]], a mysteriously dreaded place.
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Towards the east lies a large, semi-arid grassland region, which begins as heathland near the arctic circle, continues into a vast steppe and scrublands in the temperate regions and ends as savannah where it borders the tropical forests at the south. The grass is watered by rivers, such as the Rin, most of which run from the mountains in the far east towards the sea at the western and southern coasts of the continent. There are large areas, dozens of kilometres away from these rivers, that are actually desert.
 
Towards the east lies a large, semi-arid grassland region, which begins as heathland near the arctic circle, continues into a vast steppe and scrublands in the temperate regions and ends as savannah where it borders the tropical forests at the south. The grass is watered by rivers, such as the Rin, most of which run from the mountains in the far east towards the sea at the western and southern coasts of the continent. There are large areas, dozens of kilometres away from these rivers, that are actually desert.
   
Close to the border with the Northern Region lie the Stormlands, so named because of the constant, violent storms that affect the area. Inhabiting it are the {{creature|Lunsincth}}, a race of large Dragon-like beings who can fly gracefully through the air without lifting a wing. It is almost impenetrable, and the weather causeed by a mixture of climatic activity and the Lunsincth's magic.
+
Close to the border with the Northern Region lie the Stormlands, so named because of the constant, violent storms that affect the area. Inhabiting it are the {{creature|Lunsincth}}, a race of large Dragon-like beings who can fly gracefully through the air without lifting a wing. It is almost impenetrable, and the weather caused by a mixture of climatic activity and the Lunsincth's magic.
   
 
Southeast of the Stormalands, in the two inland seas of [[/Inland Seas of Xa'in and Korishimia|Xa'in and Korishimia]], there are a few large islands, where a rather secretive race inhabits. They may well be another tribe of Elves, but not even their name is known, and they are quick to defend their territory from any intruders. As no one has ever been known to penetrate their defenses, they may have strong naval forces and a perimeter around the island. The Lunsincth may also have came from this region; if so, there might be a cultural connection between the two races.
 
Southeast of the Stormalands, in the two inland seas of [[/Inland Seas of Xa'in and Korishimia|Xa'in and Korishimia]], there are a few large islands, where a rather secretive race inhabits. They may well be another tribe of Elves, but not even their name is known, and they are quick to defend their territory from any intruders. As no one has ever been known to penetrate their defenses, they may have strong naval forces and a perimeter around the island. The Lunsincth may also have came from this region; if so, there might be a cultural connection between the two races.
   
West of this is where the Seven Knights Council's homeland is. They are led by Lord Tyrborin and Queen Alibellath, and they only control a enough space to meet their civilization's needs. The villages of the Nand'ieos Clan, a tribal group of creatures that just evolved from their creature stage and also led by Chieftain Menatr'olieos, are around the Seven Knights Council's capital city of Kyroitriteqi.
+
West of this is where the Seven Knights Council's homeland is. They are led by Lord Tyrborin and Queen Alibellath, and they only control a enough space to meet their civilization's needs. The villages of the Nand'ieos Clan, a tribal group of creatures that just evolved from their creature stage and also led by Chieftain Menatr'olieos, are around the Seven Knights Council's capital city of Kyroitriteqi. Further south, the temperate parts of Plains contain the Ar-Klith Mountains, a small group of active and dormant volanoes that are the home of the {{creature|Klaxxa}} civilisation. In the southeastern savannah grasslands are the {{creature|Vrorekaa}} [[Creature:Vrorekaa/Vrorekaa Territories|Territories]].
 
Further south, the temperate parts of Plains contain the Ar-Klith Mountains, a small group of active and dormant volanoes that are the home of the {{creature|Klaxxa}} civilisation.
 
 
In the southeastern savannah grasslands are the {{creature|Vrorekaa}} [[Creature:Vrorekaa/Vrorekaa Territories|Territories]].
 
   
 
=== Western Forests ===
 
=== Western Forests ===
 
[[File:Western_Forests.png|thumb|The Western Forests.]]
 
[[File:Western_Forests.png|thumb|The Western Forests.]]
   
In the west lies a large forested region, although large areas of it have been cleared by systematic deforestation by native civilisations, and there are long coastlines where the land meets the ocean all along the far western edge of the land. Like the Eastern Plains, the type of forest depends on the latitude, varying from thick conifer forest where it borders the Northern Region, to deciduous woodland, where it eventually turns into subtropical forest. This small region is considered to be where the Western Forests end and the Tropical Lands begin.
+
In the west lies a large forested region, although large areas of it have been cleared by systematic deforestation by native civilisations, and there are long coastlines where the land meets the ocean all along the far western edge of the land. Like the Eastern Plains, the type of forest depends on the latitude, varying from thick conifer forest where it borders the Northern Region, to deciduous woodland, where it eventually turns into subtropical forest. This small region is considered to be where the Western Forests end and the Tropical Lands begin. The Western Forest are the home of numerous spirits which protect the woods, as such, the inhabitants of the western forests tend to have a spiritist culture/religion. The most famous of these spirits and the most powerful is named Okaima, residing in the largest tree of the Woods. Its roots easily influence a third of the entire forest, providing the trees with magical power.
   
 
In the centre of the region lies the city state of [[/Reneath|Reneath]] lies, home of the warrior race called [[Fiction:Maern'Ren|Maern'Ren]]. On the southwestern border of the Western Forests sits the [[/Everwinter Highlands|Everwinter Highlands]], home of the [[Creature:Dèlwen|Dèlwen]], [[Fiction:The Knights|The Knights]], [[Creature:Panssari|Panssari]] and [[Creature:Knobi|Knobi]]. Members of the Cult of Pilgni can be found scattered across the whole of the Western Forests, with followers from various races. It is possible that members the Cult can be found in every city and village in the Forests, although there is little evidence for this theory. Other races of the Western Forests include the {{creature|Shaeg}} and {{creature|Screeg}}, and the races of [[/Eierland|Eierland]].
The Western Forest are the home of numerous spirits which protect the woods, as such, the inhabitants of the western forests tend to have a spiritist culture/religion. The most famous of these spirits and the most powerful is named Okaima, residing in the largest tree of the Woods. Its roots easily influence a third of the entire forest, providing the trees with magical power.
 
   
 
The [[/Fernia_Domain|Fernia Domian]] lies on the edge with the Tropical Lands. This region serves as the home of the Fernia Tribes and the [[Creature:Trofandalorian|Trofandalorians]]. Off the coast of the Western Forests lies the relatively small island continent of [[Planet:Koldenwelt/Marmor|Marmor]], home to four distinct and currently unknown species. Marmor was once home to a kingdom of a reptillian kingdom near the south of the island known as Marmoreal, however, this kingdom mysteriously vanished recently, it's once verdant grasslands replaced by a volcanic wasteland. The northern half of Marmor however, remains green, uncorrupted by the dark magic that spreads from the South. At the central mountains of Marmor, there are special part of forest which keep untouchable for many millenia, [[Planet:Koldenwelt/Forest_of_The_Ancients| Forest of The Ancients]].
In the centre of the region lies the city state of [[/Reneath|Reneath]] lies, home of the warrior race called [[Fiction:Maern'Ren|Maern'Ren]]. On the southwestern border of the Western Forests sits the [[/Everwinter Highlands|Everwinter Highlands]], home of the [[Creature:Dèlwen|Dèlwen]], [[Fiction:The Knights|The Knights]], and Nobi. Members of the Cult of Pilgni can be found scattered across the whole of the Western Forests, with followers from various races. It is possible that members the Cult can be found in every city and village in the Forests, although there is little evidence for this theory. Other races of the Western Forests include the {{creature|Shaeg}} and {{creature|Screeg}}, and the races of [[/Eierland|Eierland]].
 
 
The [[/Fernia_Domain|Fernia Domian]] lies on the edge with the Tropical Lands. This region serves as the home of the Fernia Tribes and the [[Creature:Trofandalorian|Trofandalorians]]
 
 
Off the coast of the Western Forests lies the relatively small island continent of [[Planet:Koldenwelt/Marmor|Marmor]], home to four distinct and currently unknown species. Marmor was once home to a kingdom of a reptillian kingdom near the south of the island known as Marmoreal, however, this kingdom mysteriously vanished recently, it's once verdant grasslands replaced by a volcanic wasteland. The northern half of Marmor however, remains green, uncorrupted by the dark magic that spreads from the South.
 
   
 
=== Tropical Lands ===
 
=== Tropical Lands ===
 
[[File:Tropical_Lands.png|thumb|left|The Tropical Lands.]]
 
[[File:Tropical_Lands.png|thumb|left|The Tropical Lands.]]
   
The southern edge of the continent lies a few hundred kilometres north of the Equator. Its primary features include sand-covered beaches, which continue from those along the Western Forests, and tropical rainforests.
+
The southern edge of the continent lies a few hundred kilometres north of the Equator. Its primary features include sand-covered beaches, which continue from those along the Western Forests, and tropical rainforests. Locations within the Tropical Lands include [[/Abyssus|Abyssus]] (home of the [[Fiction:Legion of Shiarchon|Shiarchon]]) in the Southern Mountains, the Enigmar Rift, and [[/Sprak Island|Sprak Island]] (home of the {{fiction|Caxildiz}}) three kilometres from the southern coast. Further south, fifty kilometres into the ocean, lies the [[/Archipelago|Archipelago]], although it appears that the Archipelago was part of the mainland many thousands of years ago.
   
  +
The [[/Fernia_Domain|Fernia Domian]] lies on the edge with the Western Forests. This region serves as the home of the Fernia Tribes and the [[Creature:Trofandalorian|Trofandalorians]]. More further to the south, just around the equator is located Lepthakalian island, homeland of {{creature|Khoyan'Xa}}. It is mostly covered by rainforests and deserts, and eastern part of it is covered by uninhabited volcanic wasteland [[/Ayredthúr|Ayredthúr]]. Around the southern edges of the Lands lie the Great Cliffs, an area of cliffs located in the shore. The tallest cliff houses a large cavern known as Skull Cave, the lair of the {{captain|Sea Witch}}. Near the cliffs, lies a small forest inhabited by the strange and bizarre {{creature|Dark Caxildiz}}.
Locations within the Tropical Lands include [[/Abyssus|Abyssus]] (home of the [[Fiction:Legion of Shiarchon|Shiarchon]]) in the Southern Mountains, the Enigmar Rift, and [[/Sprak Island|Sprak Island]] (home of the {{fiction|Caxildiz}}) three kilometres from the southern coast. Further south, fifty kilometres into the ocean, lies the [[/Archipelago|Archipelago]], although it appears that the Archipelago was part of the mainland many thousands of years ago.
 
 
The [[/Fernia_Domain|Fernia Domian]] lies on the Edge with the Western Forests. This region serves as the home of the Fernia Tribes and the [[Creature:Trofandalorian|Trofandalorians]]
 
 
The far western part of the Tropical Lands are home to the {{creature|Khoyan'Xa}}, a massive nomadic tribe with an enormous primitive militia including massive battle beasts.
 
 
More further to the south, just around the equator is located Lepthakalian island, homeland of {{creature|Khoyan'Xa}}. It is mostly covered by rainforests and deserts, and eastern part of it is covered by uninhabited volcanic wasteland [[/Ayredthúr|Ayredthúr]].
 
 
{{creature|Kappa}}s can be found in this region, and in watery areas in others.
 
 
== History ==
 
{{main|Planet:Koldenwelt/History}}
 
 
Years in Koldenwelt's history are given in the BNA/NA (Before New Age/New Age) dating system. Koldenwelt's history is divided into five "Ages" - Prehistoric, Orichalcum, Adamantine, Old, and New - each seperated by major events.
 
   
 
== Society and Culture ==
 
== Society and Culture ==
The world of Koldenwelt is not a unified society, being composed of various tribes, cities, and nations. However, it can be roughly divided into two regions based on cultural and trade links. The cultures of the forests and grasslands of the west coast are heavily influenced by [[Creature:Tragnon|Tragnon]], [[/Marmoreal|Marmoreal]] and [[/Reneath|Reneath]], while Koldenwelt's interior remains under the sway of the [[Fiction:Mushrum Kingdoms|Mushrum Kingdoms]] and the trade routes of the [[Creature:Klaxxa|Klaxxa]] extend all the way across the Eastern Plains from the [[/Northern Region|Northern Region]] to the [[/Archipelago|Archipelago]].
+
The world of Koldenwelt is not a unified society, being composed of various tribes, cities, and nations. However, it can be roughly divided into two regions based on cultural and trade links, separated by the deserts of the Eastern Plains. These areas of influence resulted in several [[/Languages|languages]], the "common tongues", becoming widely-used across the planet in diplomacy and trade. These first of these was the Old Tongue, an ancient Elvish language which fell into disuse at the end of the Adamantine Age. It is still sometimes used for ceremonial names, and its descendants make up the majority of languages on the planet. The modern-day common tongues are the pidgins Kolden (in the west) and New Common (in the east).
   
 
Other beings, the [[Planet:Koldenwelt/Colossi|Colossi of Koldenwelt]], are beings who live outside of society and are considered to be above it, or too different from it. The Colossi have been called 'too dangerous' by the people of Koldenwelt, who often choose to avoid them.
These areas of cultural influence have also resulted in several languages, the "common tongues", becoming widely-used across the planet in diplomacy and trade. These first of these was the Old Tongue, an ancient Elvish language which fell into disuse circa 20,000 BNA, but is still often used for ceremonial names, and its descendants make up the majority of languages on the planet. In the last 5,000 years BNA, the two spheres of influence resulted in another two common tongues appearing: Kolden, derived from the languages of the Dracacituí and Maen'Ren, and New Common, a pidgin of the major languages of the Klaxxa trade routes.
 
 
Other beings, the so named [[Planet:Koldenwelt/Colossi|Colossi of Koldenwelt]], are beings who live outside of society but are considered to be above it, or too different from it. The Colossi have been called 'too dangerous' by the people of Koldenwelt, and often, they choose to avoid them.
 
   
 
== Maps ==
 
== Maps ==
 
<gallery>
 
<gallery>
  +
KoldenweltTMapCurrent.png|Current territories
Kolden.png|Tragnon map, 150 BNA
 
  +
NewKoldenweltRegions.png|Geographic regions
The antique map.png|Tragnon map, 20 NA
 
  +
KoldenweltAncientTerritoryMap.png|Territories c. 15,500 BNA
FalKolden.png|Drawing based on Tragnon maps
 
KoldenweltTerrainTerritory.png|Current territories in Koldenwelt
 
KoldenweltTerrainTerritoryAncient2.png|Territories of Koldenwelt, c. 55,000 BNA
 
 
</gallery>
 
</gallery>
   
*Land area - 18,000,000 sq. miles (50,000,000 sq. km)
+
*Land area - 22,300,000 sq.km
 
*Highest mountain - Mount Tethale, 7,895 m above sea level (23,000 ft)
 
*Highest mountain - Mount Tethale, 7,895 m above sea level (23,000 ft)
 
*Largest lake - Lake Dynamis, 125.000 sq. km
 
*Largest lake - Lake Dynamis, 125.000 sq. km
 
*Longest river - The Grand River, 8900 km
 
*Longest river - The Grand River, 8900 km
  +
  +
<center><imap map-id=1776 /></center>
  +
  +
==Quotes==
  +
  +
{{quote|This world and all those who live in it are fascinating. I can only hope it will last for an eternity to come.|{{fiction|Vectrom}}}}
  +
{{quote|The mortal plane is diverse, unique, and gives me so much work to do. It's marvelous.|{{captain|Mortium}}}}
  +
{{quote|Koldenwelt will be consumed by the void. The spread of our abyss cannot be stopped.|{{captain|Praenuntius}}}}
  +
  +
{{Fantasy Universe}}

Revision as of 20:16, 16 November 2014

Koldenwelt is a planet protected by the Source, and is the main location for the Fantasy Universe.

History

Main article: Planet:Koldenwelt/History

Years in Koldenwelt's history are given in the BNA/NA (Before New Age/New Age) dating system. Koldenwelt's history is divided into five "Ages" - Prehistoric, Orichalcum, Adamantine, Old, and New –– each separated by major events.

Geography

The main continent of Koldenwelt extends from the Arctic Circle to the Equator, and thus has features ranging from frozen tundra to thick jungle. The planet has a large amount of water on its surface, which makes up at least one large ocean surrounding the main continent.

Polar Lands

The north of the continent, above and around the Arctic Circle, is frozen for all but a few months of the year. Above the Arctic Circle, there is little life, especially as the summer often brings with it perpetual sunlight and the winter often becomes a seemingly-eternal night. The Northern Region is home to the Urindalë civilisation; nearby races include the Drow, the Empire of Gorthúron and the Arakai.

In the northeastern reaches of Koldenwelt lie the Forgotten Lands, which has been untouched by civilisation for hundreds of thousands of years. Even further north east lies Serenity Woods, a mysteriously dreaded place.

Eastern Plains

Eastern Plains

The Eastern Plains.

Towards the east lies a large, semi-arid grassland region, which begins as heathland near the arctic circle, continues into a vast steppe and scrublands in the temperate regions and ends as savannah where it borders the tropical forests at the south. The grass is watered by rivers, such as the Rin, most of which run from the mountains in the far east towards the sea at the western and southern coasts of the continent. There are large areas, dozens of kilometres away from these rivers, that are actually desert.

Close to the border with the Northern Region lie the Stormlands, so named because of the constant, violent storms that affect the area. Inhabiting it are the Lunsincth, a race of large Dragon-like beings who can fly gracefully through the air without lifting a wing. It is almost impenetrable, and the weather caused by a mixture of climatic activity and the Lunsincth's magic.

Southeast of the Stormalands, in the two inland seas of Xa'in and Korishimia, there are a few large islands, where a rather secretive race inhabits. They may well be another tribe of Elves, but not even their name is known, and they are quick to defend their territory from any intruders. As no one has ever been known to penetrate their defenses, they may have strong naval forces and a perimeter around the island. The Lunsincth may also have came from this region; if so, there might be a cultural connection between the two races.

West of this is where the Seven Knights Council's homeland is. They are led by Lord Tyrborin and Queen Alibellath, and they only control a enough space to meet their civilization's needs. The villages of the Nand'ieos Clan, a tribal group of creatures that just evolved from their creature stage and also led by Chieftain Menatr'olieos, are around the Seven Knights Council's capital city of Kyroitriteqi. Further south, the temperate parts of Plains contain the Ar-Klith Mountains, a small group of active and dormant volanoes that are the home of the Klaxxa civilisation. In the southeastern savannah grasslands are the Vrorekaa Territories.

Western Forests

Western Forests

The Western Forests.

In the west lies a large forested region, although large areas of it have been cleared by systematic deforestation by native civilisations, and there are long coastlines where the land meets the ocean all along the far western edge of the land. Like the Eastern Plains, the type of forest depends on the latitude, varying from thick conifer forest where it borders the Northern Region, to deciduous woodland, where it eventually turns into subtropical forest. This small region is considered to be where the Western Forests end and the Tropical Lands begin. The Western Forest are the home of numerous spirits which protect the woods, as such, the inhabitants of the western forests tend to have a spiritist culture/religion. The most famous of these spirits and the most powerful is named Okaima, residing in the largest tree of the Woods. Its roots easily influence a third of the entire forest, providing the trees with magical power.

In the centre of the region lies the city state of Reneath lies, home of the warrior race called Maern'Ren. On the southwestern border of the Western Forests sits the Everwinter Highlands, home of the Dèlwen, The Knights, Panssari and Knobi. Members of the Cult of Pilgni can be found scattered across the whole of the Western Forests, with followers from various races. It is possible that members the Cult can be found in every city and village in the Forests, although there is little evidence for this theory. Other races of the Western Forests include the Shaeg and Screeg, and the races of Eierland.

The Fernia Domian lies on the edge with the Tropical Lands. This region serves as the home of the Fernia Tribes and the Trofandalorians. Off the coast of the Western Forests lies the relatively small island continent of Marmor, home to four distinct and currently unknown species. Marmor was once home to a kingdom of a reptillian kingdom near the south of the island known as Marmoreal, however, this kingdom mysteriously vanished recently, it's once verdant grasslands replaced by a volcanic wasteland. The northern half of Marmor however, remains green, uncorrupted by the dark magic that spreads from the South. At the central mountains of Marmor, there are special part of forest which keep untouchable for many millenia, Forest of The Ancients.

Tropical Lands

Tropical Lands

The Tropical Lands.

The southern edge of the continent lies a few hundred kilometres north of the Equator. Its primary features include sand-covered beaches, which continue from those along the Western Forests, and tropical rainforests. Locations within the Tropical Lands include Abyssus (home of the Shiarchon) in the Southern Mountains, the Enigmar Rift, and Sprak Island (home of the Caxildiz) three kilometres from the southern coast. Further south, fifty kilometres into the ocean, lies the Archipelago, although it appears that the Archipelago was part of the mainland many thousands of years ago.

The Fernia Domian lies on the edge with the Western Forests. This region serves as the home of the Fernia Tribes and the Trofandalorians. More further to the south, just around the equator is located Lepthakalian island, homeland of Khoyan'Xa. It is mostly covered by rainforests and deserts, and eastern part of it is covered by uninhabited volcanic wasteland Ayredthúr. Around the southern edges of the Lands lie the Great Cliffs, an area of cliffs located in the shore. The tallest cliff houses a large cavern known as Skull Cave, the lair of the Sea Witch. Near the cliffs, lies a small forest inhabited by the strange and bizarre Dark Caxildiz.

Society and Culture

The world of Koldenwelt is not a unified society, being composed of various tribes, cities, and nations. However, it can be roughly divided into two regions based on cultural and trade links, separated by the deserts of the Eastern Plains. These areas of influence resulted in several languages, the "common tongues", becoming widely-used across the planet in diplomacy and trade. These first of these was the Old Tongue, an ancient Elvish language which fell into disuse at the end of the Adamantine Age. It is still sometimes used for ceremonial names, and its descendants make up the majority of languages on the planet. The modern-day common tongues are the pidgins Kolden (in the west) and New Common (in the east).

Other beings, the Colossi of Koldenwelt, are beings who live outside of society and are considered to be above it, or too different from it. The Colossi have been called 'too dangerous' by the people of Koldenwelt, who often choose to avoid them.

Maps

  • Land area - 22,300,000 sq.km
  • Highest mountain - Mount Tethale, 7,895 m above sea level (23,000 ft)
  • Largest lake - Lake Dynamis, 125.000 sq. km
  • Longest river - The Grand River, 8900 km

Quotes

This world and all those who live in it are fascinating. I can only hope it will last for an eternity to come.

- Vectrom

The mortal plane is diverse, unique, and gives me so much work to do. It's marvelous.

- Mortium

Koldenwelt will be consumed by the void. The spread of our abyss cannot be stopped.

- Praenuntius
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Important topics