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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

At the end of the Goblin/Dwarf wars some 2,500 years ago (in the year 3,000 by Dwarven reckoning), the invading Goblins were driven from the Old World and into the Dark Lands. Now, only the vilest creatures inhabit the Dark Land and the surrounding mountains are riddled with tunnels infested by Goblinoids and Daemons. Deep beneath these tunnels are the tangled labyrinths of the Lizardmen, where few venture and even fewer return.

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  • Dark Lands
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  • At the end of the Goblin/Dwarf wars some 2,500 years ago (in the year 3,000 by Dwarven reckoning), the invading Goblins were driven from the Old World and into the Dark Lands. Now, only the vilest creatures inhabit the Dark Land and the surrounding mountains are riddled with tunnels infested by Goblinoids and Daemons. Deep beneath these tunnels are the tangled labyrinths of the Lizardmen, where few venture and even fewer return.
  • A mysterious continent south of Middle-earth. No Elves or Dwarves lived here, but wild Men could have been there. The Númenóreans likely visited it on their long journeys, although it is not known if they established dwellings there. In the game Middle-Earth Role Play by Iron Crown Enterprises, a Sindarin name for the Dark Land — Morenor (probably intended to mean "Dark Middle-earth") — was given, although it does not appear in any of Tolkien's writings.
  • The Dark Lands is a Lorian territory located in Battleonia's eastern coast, near the Paxian archipelago, and is connected by the miles-long Bridge to the Middle Isles. There are several villages throughout the lands. (Dark Lands, Beastmaster Class) A geographic accident known as the Kerda Cliffs, formed when the geomancer Kerda lost her temper, is part of its terrain (Beastmaster Class).
  • At the centre of the empire lies the great Ziggurat of Zharr-Naggrund, the obsidian capital of the Chaos Dwarfs, and home to the great temple of Hashut. Much of the Dark Lands is a stark place where nature has rent the ground and burst the mountains apart. Amongst the peaks volcanoes spew black smoke into the sky. In the plains the stench of tar pits and oil pools hangs heavily in the air. Steaming lava from beneath the earth's crust covers the ash wastes with a blanket of bubbling magma. As a result it is almost impossible for anything to grow in these harsh and unforgiving conditions, the dim light and polluted air ensure that nothing except for a few thin black thorns can thrive there. The volcanoes and pits bring up all sorts of minerals and gems as well as sulphur, oil and tar - thing
  • They take the form of completely pitch-blank landmasses, billowy like clouds and filled with strange shapes and sights. The Dark Lands can be considered destruction incarnate, a perfect manifestation of Yveltal's power; it is an area that absorbs all life energy that comes near it. As a result, all of the apparent vegetation within them is either long dead or merely conduits through which the energy of passing lifeforms can be stolen. No life can survive for very long in the Dark Lands, and even Dark or Ghost-type Pokémon struggle with it (though Ghost types can apparently withstand the area's effects longer than others). The few bits of life that have managed to survive have been driven feral by the ordeal, and thus pose another danger to the few who would attempt to pass through on foot.
  • The Dark Lands had once been part of the greater continent of Middle-Earth but had been separated from the main landmass during the great wars between the Valar and Morgoth in the Elder days. In the Second Age the coasts of Mórinore were visited by Númenórean Explorers but most of their outposts seem to have been abandoned after the Akallabeth though legends and myths about the "Hidden Things of Númen" prevailed in the lore of the Men of Morinore.
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abstract
  • They take the form of completely pitch-blank landmasses, billowy like clouds and filled with strange shapes and sights. The Dark Lands can be considered destruction incarnate, a perfect manifestation of Yveltal's power; it is an area that absorbs all life energy that comes near it. As a result, all of the apparent vegetation within them is either long dead or merely conduits through which the energy of passing lifeforms can be stolen. No life can survive for very long in the Dark Lands, and even Dark or Ghost-type Pokémon struggle with it (though Ghost types can apparently withstand the area's effects longer than others). The few bits of life that have managed to survive have been driven feral by the ordeal, and thus pose another danger to the few who would attempt to pass through on foot. Those who escape are notably weakened and some are even driven mad by the experience; all who pass through are never the same again. Those with the ability to sense Aura have noted that survivors of the Dark Lands possess a unique feeling to them that differentiates them from others. Despite the incredible dangers of the area, a select number of people have managed to travel through or out of it. Hunter first discovered Xeno by battling his way through them, and Celeste seems to have even been born there, as well as escaped. However, such experiences are not without their negative effects; Hunter's physical health is noted to have deteriorated drastically in recent years, and Celeste has been corroded by its energies since both, giving her a lifespan of 14 years or so. The Emanation Spirits together in their Ancient Formes supposedly have the power to fully negate the Dark Lands' negative effects on humans or Pokémon. The area made its debut in Pokémon Aether, Nether, and Tether Versions, and as such plays a major role both within them and Pokémon ANT.
  • At the end of the Goblin/Dwarf wars some 2,500 years ago (in the year 3,000 by Dwarven reckoning), the invading Goblins were driven from the Old World and into the Dark Lands. Now, only the vilest creatures inhabit the Dark Land and the surrounding mountains are riddled with tunnels infested by Goblinoids and Daemons. Deep beneath these tunnels are the tangled labyrinths of the Lizardmen, where few venture and even fewer return.
  • A mysterious continent south of Middle-earth. No Elves or Dwarves lived here, but wild Men could have been there. The Númenóreans likely visited it on their long journeys, although it is not known if they established dwellings there. In the game Middle-Earth Role Play by Iron Crown Enterprises, a Sindarin name for the Dark Land — Morenor (probably intended to mean "Dark Middle-earth") — was given, although it does not appear in any of Tolkien's writings.
  • At the centre of the empire lies the great Ziggurat of Zharr-Naggrund, the obsidian capital of the Chaos Dwarfs, and home to the great temple of Hashut. Much of the Dark Lands is a stark place where nature has rent the ground and burst the mountains apart. Amongst the peaks volcanoes spew black smoke into the sky. In the plains the stench of tar pits and oil pools hangs heavily in the air. Steaming lava from beneath the earth's crust covers the ash wastes with a blanket of bubbling magma. As a result it is almost impossible for anything to grow in these harsh and unforgiving conditions, the dim light and polluted air ensure that nothing except for a few thin black thorns can thrive there. The volcanoes and pits bring up all sorts of minerals and gems as well as sulphur, oil and tar - things that the Chaos Dwarfs long for above anything else. The south coast of the Dark Lands is covered in thick forest, the exception of the previous rule, as are the foothills of the World's Edge Mountains and the Mountains of Mourn.
  • The Dark Lands is a Lorian territory located in Battleonia's eastern coast, near the Paxian archipelago, and is connected by the miles-long Bridge to the Middle Isles. There are several villages throughout the lands. (Dark Lands, Beastmaster Class) A geographic accident known as the Kerda Cliffs, formed when the geomancer Kerda lost her temper, is part of its terrain (Beastmaster Class). A thick jungle, the Dark Lands are characterized by their copious amounts of flora and fauna. Plants such as the bondo tree (which itself is home to over 230 species of animal life alone), the havashi, the Danzu vine, and malogu grass grow in the jungle, (Beastmaster Class) as much as it is home to Rhynos and... (Dark Lands). Besides its human inhabitants, many animals are sentient because of Wandy's magic spells and efforts to build an army to free its inhabitants from the Tyrant King's rule, who had outlawed cutting down trees and forced its several villages to buy it from him. (Dark Lands) However, upon his defeat at the hands of the Chosen and Wandy, Vephoma the Beastmaster became responsible for looking after its inhabitants. (Beastmaster Class)
  • The Dark Lands had once been part of the greater continent of Middle-Earth but had been separated from the main landmass during the great wars between the Valar and Morgoth in the Elder days. In the Second Age the coasts of Mórinore were visited by Númenórean Explorers but most of their outposts seem to have been abandoned after the Akallabeth though legends and myths about the "Hidden Things of Númen" prevailed in the lore of the Men of Morinore. The Original Inhabitants of Morinore were a race of men known as the Old Ones, who still formed the majority of the mannish populance in the inner lands, although the northern Coasts of the continent had also been settled by Colonists from the north, most of them Outcasts, former prisoners or slaves, who had formed a number of smaller cities and realms, some of which tried to preserve some sort of civilisation while others fell into barbarism and chaos.It was belived that Morinore was also home to a tribe of Dwarves from the Yellow Mountains who had long been separated from the other Seven Tribes, Avari-Elves and races akin to the Giants, Orcs and Trolls of Middle-Earth. At the Peak of their power the Black Númenórean realms of western Harad and even Gondor knew about Morinore and had loose ties to the former prison-colonies on it's northern coasts (some of which had ancient númenórean roots) but with the decline of the Realms in exile Morinore largely fell into oblivion, although some seafaring nations of Far harad and the Utter south still ventured to it's northern and western coasts. It was not until the early fourth Age, that the inhabitants of Morínore renewed contacts with their removed kinsmen to the north.
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