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Ascalon

Ascalon is a medium-sized island within the Sascianian archipelago, a place where imperial control and ancient wilds exist in an uneasy balance. Though nominally ruled by Governor Kylrenic, the island is largely untamed, its thick jungle and sprawling swamps resisting full colonization. Ascalon boasts two major port settlements, bustling with trade, while its interior remains a lawless expanse home to centaurs, dinosaurs, and ancient ruins lost to time.  

Geography & Environment

The majority of Ascalon is covered in a vast, dense jungle teeming with life both beautiful and deadly. Towering trees form a thick canopy, their roots entangling forgotten ruins beneath layers of moss and vines. The jungle is not just a barrier—it is alive, a force that has swallowed entire expeditions whole, leaving only scattered bones and rusted weapons behind.  
  • The Duskveil Wilds – The oldest and darkest part of the jungle, where even the bravest hunters dare not tread. Legends tell of an ancient, unseen force that claims those who wander too deep.
  • The Tyrant’s Hollow – A vast valley where great reptilian beasts roam. Dinosaurs dominate this region, both hunted and revered by the native centaur clans.
  • The Brackenswamp – A treacherous wetland at the jungle’s edge, thick with mist, poison-laced flora, and creatures lurking just below the surface.
 

Settlements & Ports

 

Port Vaylen – The Imperial Stronghold

  Located on Ascalon’s northern coast, Port Vaylen serves as the Empire’s foothold on the island. Though Governor Kylrenic rules from here, much of the day-to-day governance falls to his advisors and the military garrison that enforces order.  
  • Ironclad Keep – A looming fortress overlooking the harbor, its walls slick with sea mist and adorned with banners of the Empire.
  • The Crucible Docks – The heart of trade and commerce, where elven merchants profit off the labor of halfling shipwrights and human artisans.
  • The Marrow Pit – A prison-mine where dissenters are sentenced to toil until death or madness takes them.
  • The Governor’s Villa – A fortified estate lying separate from Port Vaylen, surrounded by high walls and patrolled by elite guards. It serves as Governor Kylrenic’s private retreat, hosting only the most trusted members of the imperial administration.
 

Hearthmere– The Watchful Port

  Brighthollow, on Ascalon's southern coast, is a vital port town, heavily monitored by the imperial authorities. While it remains a hub for trade, it operates under strict regulations, ensuring that no illicit dealings threaten the Empire’s hold. Any sign of sedition, smuggling, or rebellion is swiftly crushed by the Governor’s enforcers.  
  • The Magistrate’s Hall – The center of governance in Brighthollow, where imperial officers oversee every aspect of trade and law enforcement.
  • The Sealed Bazaar – A heavily regulated market where only approved merchants may trade. Some say there are secret deals made in the shadows, but any caught engaging in unauthorized commerce disappear swiftly.
  • The Silver Garrison – Home to the Empire’s watchful enforcers, ensuring that law and order prevail at all times.
  Imperial dominance is absolute in Brighthollow—unlike more lawless regions, this port is a beacon of the Empire’s strength. Those who whisper of rebellion do so in hushed tones, knowing that even a hint of defiance may result in their swift and permanent removal.  

The Centaurs of Ascalon

Unlike the scattered remnants of their kind across Sasciana, the centaurs of Ascalon still maintain a powerful presence. Deep in the jungle, they live as warriors, beastmasters, and guardians of the land, refusing to bend the knee to imperial rule.
  • The Ironhoof Clan – Known for their ruthless tactics, they have waged a silent war against the Empire, striking from the jungle before vanishing like ghosts.
  • The Sunstride Clan – More isolationist, these centaurs seek to preserve their way of life in the deep jungle, avoiding conflict where possible.
  • The Veyrathi Pact – A group of centaurs who have entered an uneasy truce with the Empire, serving as guides and hunters in exchange for protection.
 

Secrets & Dangers

Ascalon is more than just another conquered land—it is a place of forgotten power, of ruins that predate even the elves. Whispers speak of strange forces hidden within the jungle, of spirits that watch, and of an ancient hunger waiting to awaken.
  • The Obsidian Ruins – A temple swallowed by the jungle, said to hold relics of an empire older than the elves.
  • The Silent Pools – A series of mist-covered lakes where voices echo, even when no one speaks.
  • The Moonlit Maw – A cave where the jungle itself seems to breathe, and from which none who enter return.
Ascalon is a land on the edge—of civilization, of rebellion, and of something far older. The Empire holds its ports, but the jungle holds its secrets. And in the shadows, something stirs.

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