The World of Icengale

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The World of Icengale
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Welcome to the World of Icengale, a world divided. The bulk of Icengale is comprised of a single continent that nearly circumnavigates the entire planet. This continent goes by many names in many parts of the world, but most know it simply as The Great Belt. The continent, and the world itself, is dominated by the Godspawn Mountains, a single chain of mountains that rise to a height of nearly 45,000 feet. This mountain range is in turn dominated by the Vainen Glacier, an inhospitable region inhabited by a few species of animals that are uniquely adapted to survive in this frozen realm. Together these two features make an impassable barrier that literally divides the world in two. The only known means for non-magical travel between the two halves of the world is via a narrow strip of water known as the Icen Channel.

The Icen Channel, however, is not always accessible. The Vainen Glacier completely fills the Icen Channel, blocking it with a solid wall, right down to the bottom of the channel itself. Every two years, though, the currents in the surrounding seas shift and warmer water thaws a tunnel through the glacier, exposing the channel. This tunnel, often referred to as The Merchant's Portico, is only open for about 4 months. During this time merchants and explorers from both sides race through to do as much trading as possible before the glacier once more closes in and seals off both halves of the world. Many a merchant has found himself stranded on the other side of the world because they tarried too long. And untold numbers of ships and dead sailors litter the bottom of the channel because they did not tarry long enough.

For those caught in the channel once the glacier starts to freeze back over death is by no means certain. A massive, dwarven kingdom exists beneath the shores and water of the Icen Channel and numerous entrances to their kingdom dot the region. It is believed that the channel somehow thaws from the middle out as when the merchants sail through they find the dwarves there, waiting behind makeshift defensive works and offering all sorts of services for everyone sailing through. These services range from shelter to food and drink to arbitration and appraisal services. They also offer a last hope refuge for those unable to escape the channel. Those rescued are made to pay for their room and board while given sanctuary and those unable to pay either pay their debt through hard work or are locked up until someone will pay for them. This treatment might seem harsh but the dwarves are least fair and treat everyone the same way.

Rumors persist that the Merchant's Portico is not the only means to cross over to the other side of the world. A few intrepid adventurers have claimed that the Vainen Glacier does not completely seal the Icen Channel, and that hundreds of feet beneath the surface of the water the currents carve a veritable maze of small tunnels through the ice. They tell tales of the tunnels being inhabited by all manner of aquatic denizens and countless undead, but they claim it is possible to travel through to the other side. Oddly those who make such claims never seem able to remember exactly what route they took or seem eager to retrace their steps. Many a person has gone searching for this warren of tunnels and is never seen again. There are also tales of similar tunnels located above ground, up among the upper reaches of the Godspawn Mountains. No one has ever been able to prove this to be true, but given the countless number of streams and rivers that issue forth from the glacier it is easy to see how such rumors are born. One of the most common rumors tells of a hidden valley within the mountains, a verdant bowl of geysers and tropical plants surmounted by a dome of ice through which sunlight filters down. This valley is said to be the home of a community of dwarven mages, but given their non-magical nature everyone knows that there is no truth behind this fantastical story.

There is one other means of travel to the other side that has been verified, and that is beneath the mountains themselves. At least a dozen known charted routes exist in the underground realms, the Dark Regions. These routes, however, are very long, often circuitous, and in addition to being fraught with natural and monstrous perils they are not ideal for trade as everything has to be packed through on one's back or on the backs of pack lizards. None of these routes are considered safe all the way through and only a handful of merchants ever attempt to trade along these routes. Many adventurers, though, readily attempt these crossings. Other routes are suspected of existing but none of these have been successfully mapped out and are thought to be nothing more than rumors that have spread and grown with each retelling. This still does not prevent intrepid explorers from searching for yet another route under The Great Belt.

This natural divide has led to an interesting cultural divide between both halves of the world. The southern half of the world, which calls itself after the world itself, has developed a cultural that is relatively similar to the Medieval European culture of the Middles Ages of the planet Earth. The Northern half of the world, which calls itself Elagenci, is culturally different from that of the South. It is similar to that of the various regions of Asia found on the planet Earth, or that of Kara-Tur on Toril. This cultural difference, however, is not tied to a racial difference between the two. Those of Asian racial stock are just as likely to be found on the Sourthern half as those of Caucasian racial stock can be found in the Northern part of the world. This applies to all of the human racial types. In addition to the cross existence of human racial types on both sides of the world, the human racial types also exist among the more common humanoid races, though in lesser numbers. Thus it is possible to find dwarves that in addition to being, well, dwarves, are also of Asian stock, or elves that are swarthy and dark skinned. The only exception to this is those who are similar to the ancient Aztecs and Incans of Earth. This racial type exists only in humans and is only found in one isolated valley within the Godspawn Mountains and only accessible from the Southern side of the world.

Another interesting difference between the two worlds is one of directions. Both halves of the world view the Godspawn Mountains as being to the "North." This extends also to mapping preferences. Maps from both sides almost always are oriented with the great mountain range on the top of the map. When working off of a map this is generally not a problem to foreigners on the far side of the world, but when asking for verbal directions travelers have to take extra care to mentally invert North and South directions lest they inadvertently find themselves traveling in the wrong direction. To add to the confusion both East and West are the same on both sides of the world, with the sun "rising" in the East and "setting" in the West.

Icengale has two green moons, Gainem and Nirvea. Nirvea is the larger of the two moons with an orbit of 19 days. Sometimes known as Mirstar's Bane, Nirvea is a battered and scarred satellite, with many large craters and streaks of dark green stretched across her pale surface. The same side faces Icengale at all times. This was not always so, and in a few of the oldest Sarain libraries can still be found maps of the far side of Nirvea. These maps, however, show her before she was scarred and battered. There are also maps of the near side as it once appeared. Gainem is a smaller moon and is farther away, having an orbit of 30 days. She is too small to see any details and has an orbit lasting 30 days. Known as the Dark Watcher she sails across the sky, a symbol of endurance for she alone of the old world has appeared to remain constant and unchanged. The Sarai revere her greatly.

A note on Slavery: Slavery is a common practice throughout the entire world. This is not to say that every kingdom practices slavery, but rather that every kingdom knows of slavery. Most kingdoms that practice slavery follow the same general rule that the status of slavery is hereditary, though freedom can usually be purchased. The acquisition of new slaves is an oft touchy subject. The normal means is to purchase slaves from legal slave dealers in kingdoms where slavery is legal, and most of those slaves are the offspring of slaves. New stock, however, is often acquired through other means. Some of these are the captives of war, the victims of raids by slavers, the victims of kidnappings, or criminals sentenced to slavery as a punishment. The open seas are probably the most common source of new slaves. Among those kingdoms where slavery is not legal it is at least tolerated in the sense that it is legal for visitors to bring their slaves with them. Universally every one of these kingdoms has a law that allows them to seize slaves who are openly abused or are citizens of that kingdom and many of those allow for the seizure of all assets of the slave's owner. A few kingdoms, however, have complete and total bans on slavery and they will actively seize and release all slaves within their borders and arrest their owners. Only one race as an entirety practices slavery, and that is the Sarai.

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Statistics
Equatorial Radius 23,038.5 miles
Polar Radius 23,163.4 miles
Length of Day 25.0004878 hours
Length of Year 410 days
Number of Moons 2 (Gainem and Nirvea)
Gainem's Cycle 30 days
Nirvea's Cycle 19 days
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Interactive map of Icengale:

The World of Icengale
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Regions of South Icengale

Belthurl Peninsula: This massive region extends all the way from the Great Glacier to far southern regions, with some of the most southernmost communities in Icengale. Home to a wide variety of climates the region is known for its extensive salt and silver mines. The northern region is home to a great number of gnomes who hunt the arctic animals for their pelts. The region is also home to what is suspected of being one of the largest halfling communities in on South Icengale.

Perryn Island: This region is known for its pear trees and lumber industries. It stretches for several thousand miles from East to West and a couple thousand miles from North to South. Many island communities extend far to the South and a few to the North. The Easternmost part of the region is a lawless land full of pirates and brigands. Many an invading army has simply vanished to the freebooters who while generally lawless are some of the fiercest fighters of the region. It is a common destination for escaped slaves, especially those who used to fight in the gladiator pits. From the Dark Regions beneath the Southern islands come a rare delicacy, Blind Spitz, a small fish similar in size to sardines that have a truly unique flavor that commands an extremely high price, in no small part due to the dangers of getting it to the surface communities.

Norfinn Expanse: Home to the Norfinn tribes, this part of the word is made up of heavily wooded lowland regions and high plains where trees are sparse the climate is often harsh. The tribes, masters of horse riding, only have a few cities, which are often used exclusively during foaling season, as well as one central city where visitors are welcome to come and trade. The region is known far and wide for its Field of Weapons, a vast multi-tribal burial ground where heroes are laid to rest and their favored weapons are embedded in the ground. Some of these are magical and under the right circumstances those in need of great assistance can beseech a fallen hero for use of their revered weapon. Those not worthy are often never heard from again.

The Golden Sea Basin: Dominated by The Ansar Knights, this region surrounds a vast inland sea that is one vast market place. The Ansar Knights are a religious order of Warrior-Merchants and Priests who often travel the world and act as self-appointed guardians of the peace. In many regions they maintain safe houses along well guarded and well paved roads through dangerous wilderness regions. They do so not only for purposes of maintaining the peace but also as a means to secure caravan routes for their merchants, who travel far and wide selling their own wares and buying and selling the wares of others. They are a fairly sensitive group that is easily insulted. Their contracts are iron clad and they are often sought out as intermediaries for trade negotionations. It is also home to the "___?___" Desert, the homeland of the Vriss.

Nrowl Island: This part of South Icengale is dominated by many Sarai communities. There is a lot of tension and often outright war between the Sarai and non-Sarai kingdoms, especially over the issues of slavery. It is generally considered a hostile region. The Nrowl Straits on the North side of the island is heavily trafficked by merchant ships who are often plagued by raiders and kingdoms that would that charge you high tariffs for safe passage and protection against their own ships. The seas to the South are very rough and most captains would rather take their chances to with pirates and high tariffs.

Vainen Sea: This region is made up of coastal kingdoms and island communities. It known for its great merchant houses who spend their time stockpiling merchandise and waiting for the Icen Channel to thaw. And once it does thaw, they swarm en masse for the lands to the North to trade their wares as quickly as possible and get back before the channel freezes over again. The Vainen Sea is also home to otodons, a species of giant sharks that can grow to several hundred feet in length and can easily sink a large ship with a single bite. They tend to ply the Siger Depths which transverse the Vainen Sea from East to West. While attacks on ships is not all that common the happen often enough that many ships sail around the sea to avoid this threat.

Pearl Islands: Sparsely populated this region of island kindgoms are known for their sapphire-blue pearls which can only be found in this part of the world. They tend to thrive in regions that are favored by hostile predators and as such harvesting these pearls is very dangerous and means the pearls command a high price. The Southwestern islands are also known to be the home of several large merchant companies who have experience traversing around Nrowl Island and do a lot of trade with the Ansar Knights and other regions to the West.

Crown Islands: This is another land of merchant houses who do with a lot of trade with the lands to the North of the Great Glacier. Unlike the Vainen Sea where the merchants tend to let traders come to them, those of the Crown Islands often cut out the middle man and send their own caravans far and wide to gather various wares to sell. They are also home to vast copper and silver mines.

West Draikian Island: Vast, humid jungles cover this end of the island and it is home to the largest population of tribal Sarai in South Icengale. It is an extremely hostile region home to very few non-tribal Sarai, and most of those are made up of The Old Ones. They most reside in the area to act as guardians to some of the old Sarai ruins that can still be found in the region, ruins that draw many adventurers seeking wealth and fame. The region is also known for rivers and streams that have sizeable gold deposits. The Old Ones trade heavily with their tribal brethren for this gold.

East Draikian Island: Similar to West Draikian in climate this region is a cultural reversal of West Draikian. Here the Old Ones dominate, with their cities and roads spanning the region and the Tribal Sarai being wandering nomads living off the land. The region is known for its ancient libraries that draw visitors from around the world.

Myerth Plateau: Similar to the Norfinn Expanse in climate and terrain this region is very civilized. It is the home to several enclaves of Ansar Knights as well as, The Jerld Barony, one of the oldest non-Sarai kingdoms in South Icengale. It actually existed before the Divine Rebellion and the region did not suffer too much during the upheaval. It is also one of the safest regions of Icengale due to the vigilance of the Jerld military.

Vydel Sea: This roughly circular region surrounds a small inland sea. The high regions around the sea are sparsely populated as they home to a fairly large number of dragons of various species. The lowlands are known for their lush farmland and pasturage. The Vydel Sea is known for its caviar, which is shipped far and wide as a delicacy. From deep with the Dark Regions beneath the Vydel Sea can be found the only source of blood pearls, a deep red pearl that comes from carnivorous oysters.

Taiyoral Peninsual: Home to one of only two deserts in all of South Icengale this region is an oddity. It is inherently dangerous due to large numbers of monsters residing in the region and quite a few access points to the Dark Regions, but it is also a prosperous region full of castle farms and castle cities. The desert is home to few Vriss who split off from their brethren, but they find the light colored sand unappealing to their eyes. It is also home to desert nomads to travel the sands on ships fitted with skis.

Paiteet Sea: This region is known for its large number of sea elf and drow-sea elf communities, which are constantly at war at the depths and shallows of the sea. It makes the sea itself an often dangerous place for ships, but ships still traverse the sea hunting the elusive friel whales, which are sought for their blubber, which is use in the manufacturing of waterproof and windproof clothing, which is highly sought after by those who travel in the colder regions of the world.

Apaec Sea: Many have heard of this isolated region, especially its fierce warriors and deadly great cats, but very few people know where it exists. All they know is that is somewhere behind the edge of the Great Glacier. It is full of thermal vents that give it a lush, tropical climate. The reason very few people know of it is that there only a couple of underground tunnel complexes that connect the region to the rest of the world. Its culture and language are very unique and removed from the rest of South Icengale.

Icen Channel: The only known natural channel between the Northern and Southern halves of the world, this region is most of the time filled by a solid wall of ice that extends all the way to the bottom of the sea. Beneath the surface it is a full of twisting tunnels that may lead to the other side, or as is almost always the case, lead to dead ends. When the currents change, and the channel tunnel thaws out it reveals desolate region devoid of natural life. But the region is not fully devoid of life. A handful of dwarven communities reside beneath the surface beneath the ice and when the channel forms the emerge from their dark homes and set up shops where they trade goods. More than a few traders have had to ditch their ships near these dwarven enclaves and seek refuge beneath the earth until the channel thaws again, and then they must somehow find passage out of the region.

Rockfire Valley: The entire world knows of Rockfire Valley, the famous domed kingdom hidden beneath the Great Glacier, a cavern formed by thermal vents. It is home to the largest gathering of mages, priests, and scribes on the entire planet, who have all come to the valley to study at the greatest library in the world or research at some of the greats labs to be found anywhere. This valley is purely a myth, of course, with reports putting it north of the Vydel Sea, North of the Norfinn Expanse and protected by the Norfinn Tribes, in the Belthural Region, and some say even above the Icen Channel.

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Developmental Notes:

The world of Icengale is currently a work in progress, even if it is often a neglected work. I endeaver, however, to work on it when time and life allows me to. At present the main area of development is in the area of Perryn Island, which is located in the south-west area of the main map. My overall plan is not to fully develop and flesh out every area of the world. Most areas will only have a brief description. Some, however, will be developed beyond this, be it slightly more detailed all the way up to fully detailed.

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