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Auskull Map by Sixnco

Auskull Map

Sixnco

This is a map I created to depict a fictional land called Auskull. It was going to be for an RP site that I was creating but never got around to finishing it. I may have plans in the future to revive it if it turns out that there is a lot of interest in it. It would feature humanoids [humans with animal parts], as well as other races/species/creatures. Here's some information on the specific parts of the map.

"Here's a map of my fantasy world, Auskull. The darker brown is all unexplored territory and filled with nasty beasties that steal you away should you wander too far. Thus it's creatively named "The Wilds". The main cities are Thavul Port and Delph Cape. Iteos and Austriva are small fishing communities, while Castiba is in the desert [think old wild west], and Escul is in middle of a forest, on the brim of The Wilds.

Thavul Port - A bustling port city where the ships come in from far off lands. The first city to be founded by the new colonies. It has technological advancements found nowhere else in Auskull, and even has a ban of said advances being traded to outside towns and villages. One may only bring the technology out if it is permitted by the Lord or Lady who governs, or if it is attached to you. Has automail, much like FMA universe.

Delph Cape - Founded by accident when a fleet of ships were steered off course by a wicked storm. Cartographers mapped the peninsula as being in the shape of a sea creature, thus named it Delph. Unlike Thavul Port, Delph is not a shipping port. It makes its money from whaling, manufacturing, and trade between the other Auskullian towns.

Escul - On the edge of The Wilds, it's not uncommon to hear of people disappearing, often for good. Whether they're being taken, snatched up by the creatures of the darkness; or they just ended up getting lost. It's a quiet village. The people here are wrought with paranoia of the outside world. Only a select few traders are allowed to come and go, but only after notifying the village council. Travelers are turned away, or left for dead should they refuse to leave.

Iteos - The only lifeline for Castiba and Austriva. Goods come from Thavul Port and are sent along their merry way. Iteos is a trade and merchant town, fishing on the side. They have the fortune of getting shipments from the port city and then hiking the prices up for the two towns that rely on them. Iteos is a rather large town, but certainly not worthy of the title of being a city. Not yet at least. It's prosperous, and clean. People here are nice when they aren't selling something, otherwise they're firm and pushy.

Austriva - A small fishing town, specializing in shallow watered sea life. The underwater rocks keep this town from becoming a major fishing trader. Ships cannot navigate the waters here, so small row boats or kayaks are used for catching the life within the quiet shallows. Unlike Iteos, it's a poor community, and the streets are often dirty.

Castiba - The desert town. Much like the wild wild west of old. Very little water, but there is some trade to be had here. Various plants in the area often go for a pretty large sum in Iteos. Many of these plants have healing properties or aid in the recovery of illness. Hand guns and shot guns are made here and are not a part of Thavul's technology bans.

The Wilds - Exploration into these parts are warned against. Many who wander in, don't wander out. Many dangerous creatures call The Wilds their home. It spans all of Auskull save for the colonized southeastern portion. In the south, the desert extends past the mountains, turning into sweeping grasslands. North of the grasslands are the jungles, extending from the Escullian Mountains, west to the large bay, and north to the central lake. There the temperatures change from tropical to temperate. Jungle turns into temperate forests that extend to Escul, up half way of the hooked peninsula, and to the western seaboard. North of these forests, it turns into cold-weather forests and tundra. Only the most northern edges keep ice and snow all year round. Otherwise, the southern portion of the tundra turns into wetlands and swamps. The rest of the hooked peninsula that is not covered in dense forest, has large bogs and swampland. "

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