Island formation Geographic Location in The Shattered Isles | World Anvil
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Island formation

Centurna is the most central of the six known continental islands. It is mostly made up of rolling plains, with a few forests and hill formations scattered throughout to break up the skyline. It is mainly known for it's production of food and cash crops which is the chief export of the continent, serving as a bread-basket for many of the other island continents. It is said that Centurna held the largest trade road of the Old World, which is why so many different groups and cultures of humanoids survived here in the aftermath of the Great Shatter. Today, the central nature of the island makes its coasts major trade centers for goods travelling between islands, and so it has grown to be a major trade hub and many of the worlds ships were built in Centurna skydocks. The harbor cities of Centurna are also major centers of crime, most notably smuggling and piracy.

Regional Divisions:

The ruling power of the Continent is separated into four noble holds. Warric hold is the center-most region of the island, and is directly ruled by King Adrien Warric. The capital city of Crucks is an administrative and production center, both for the island as well as the rest of the Isles, as the united council of the Aerial Alliance convenes here. It's major exports are finished goods, gunpowder and cannons, timber and potions. While Gryndow to the north is within this hold, it is usually treated as an independent entity that supports Warric Hold by way of giving them any arcane advancements first before passing this knowledge to other empires and institutes.   The western-most region of the continent is called Crane Hold. While the rest of the island consists of grasslands and plains, the coast of Crane Hold fades into dryer savannah and even pockets of dry deserts. The capital city of Georgen does most of its trades with Regalia, and for many travelers is the jumping-off point for those who wish to settle on Creyla. Because of this, many rare monster parts are shipped through the region, even before the regions own unique monster populations are added to that list. The native monsters of this region include the common cockatrice or jackalwere to the invasive species of kruthiks, and the fierce bullettes and chimaeras. Apart from monster hides, bones, and reagents, Crane Hold's most common export are minerals mined via ships in the Brisir, but some groups still perform quarrying and clay gathering.   The southern-most region of the continent is called Tyranic Hold, and it is most known for its production of crops. It is the region most affected by the Gravestones, and so it is full of adventurers as well as some of the strongest permanent garrisons of soldiers and guards. Apart from this it is relatively normal, with most denizens working as farmers or herbalists to capitalize on the bounty of natural products which can be found within this hold. Some gnomes claim that this was their original homeland post-shatter, but whatever nation may have been here was quickly dispersed throughout the continent and Isles before the humans and elves started their war for control of the continent.   The eastern-most region is the Galinian Hold, which is mainly used as a center for ranching, flax growing, and the production of cloths such as silk, linen, and wool. In addition to local production, the capital city of Rawsha is known for its close trade relations with both Ishiri, because of its skydocks, and Esteri, because of the elven relationships of old. This hold was once the seat of the Yanagi Empire, an Elven nation which did not survive to the end of the Settlement Age, being absorbed into the Kingdom of Augmento. To this day, it has the highest percentage of Elves, half-elves, and even gnomes of all the other regions of Centurna.

Minor Factions:

There are three semi-independent nations within Centurna which, while not directly under the control of Aumento, need to play by their rules for fear of being consumed by the military power that surrounds them. Unlike the Yanagi, these groups still survive because of their willingness to cooperate with the Kingdom of Augmento and by the fact they pose virtually no threat to the greater kingdom. They usually make deals through trade or in some cases treaties drawn up early in the formation of the kingdom.   The Forest Clans of Squatter's Row: Comprised mainly of humans, halflings, and gnomes, the Forest Clans were groups of people who did not want to bow down to a ruler. Many of them saw the breaking of the world as a sign that the kingdoms of old were not the right way to exist, and preferred a communal style of living in smaller, transient groups. They were left alone, because at the time the kingdom's interest was in fighting the Yanagi, and the reclusive Forest Clans were not interested in fighting. However, in the midst of the Settlement Wars, the third King of Augmento reached an agreement with them to serve as mercenaries and expeditionary forces, which proved vital in "safely" crossing the Divide (later known as the Gravestones) and the success of their war. Since then, the Forest Clans have been respected and granted the right to live as they please, but over time more and more of them defect into Augmento.   The Kobolds of Clay Town: Very few dwarven clans are native to Centurna, so before the pioneering and advancement of airship technology there were almost none to be found on the continent. Therefore, the only cultures with major knowledge of tunneling and underground work were gnomes, who were mostly aligned with the Yanagi, and the Kobolds, who were independent. The kobolds were hired to serve as sappers and tunnelers, building earthworks for defenses and digging sewers for many of the major cities of the continent. For their service they were allowed independence and claim to the territory around their original dens which have since developed into a community known as Clay Town. The kobolds tend to stretch their territory by building new dens further out, but so far the people of Crane Hold have been content that they take up stretches of land which is not seen as desirable for them.   The Timber Gobs of the Flamewood: One of the goblin lineages found in the Isles are the Timber Gobs of the Flamewood. These goblin descendants are more adept at climbing trees, and their green-toned skin lets them camouflage more effectively than other gob cousins. While war was breaking out around them, the Timber Gobs were a neutral power, and never took either side in the conflict. After the kingdom of Augmento won the war, they entered treaty talks with the kingdom which let the Tyranic Hold make use of the Flamewood so long as the gobs were allowed entrance into the town that would be constructed to engage in trade and social events. The gobs' knowledge of the region as well as the distinct capabilities of each tribe would make fighting them difficult and tedious, so treaty discussions were easier for everyone, and the Timber Gobs have managed to maintain the peace.

Organizations:

Centurna has a unique advantage over most other islands in that its central nature makes it a natural crossroads and meeting points for many of the Isles-spanning organizations which exist in the world. The most notable of them are listed here   The Aerial Alliance: The organization which was formed out of what was the World Council, The Aerial Alliance was founded in the year 236 at the end of the Dawn Age. The major difference between the two organizations is that the World Council only recognized Old World races and the dominant kingdoms, empires, and nations as seated members on the council. The Aerial Alliance was founded so that the New World races and their own nations, ranging in size from small chiefdoms to large empires in their own right, could sit on the new council and have a say in the decisions that, in theory, affect the entirety of the Isles. There are some groups that choose to live outside the AA's laws, and thus live outside its protections.   The Aerial Alliance is a large extra national organization that in theory serves as a check to corrupt power. The council building is located in Crucks, the capital of Centurna, where the pioneered skyspire, an in-land style of airship dock, allows rapid movement of agents, investigators, diplomats, and news to and from the AA. In addition to its role as a law-making body, its secondary objective is the policing of the Brisir and suppressing air-based crime such as inter-island smuggling, human trafficking, harmful organizations setting up outside of borders, piracy/banditry, and the protection of bastions and the populations there-in.   The Sky Rangers: A group which started as a gang of sailors and hunters searching for food beyond the islands, the Sky Rangers have amassed a large registry of sailors, hunters, navigators, mercenaries, and retired soldiers and have grown beyond people searching just for food. While the Aerial Alliance has a large presence in the Brisir, the Sky Rangers operate more independently, and often individual ships are charted for missions and services. the job of the Sky Rangers revolve around charting regions of the Brisir for mineral resources, transporting resources between bastions, guarding the more travelled trade routes, and are most known for the tracking and hunting of large sky beasts, the gargantuan creatures that have emerged post shatter.   The Sky Rangers' main base on Centurna is Fort Caywin, the name for both the fortified structure as well as the town which grew up around it. Fort Caywin serves as a training ground, shipwright harbor, trading post, and embassy between the Sky Rangers and Centurna. As it is the only port in Warric Hold, they have an agreement with the kingdom that they produce warships for Centurna's navy which end up being stationed in one of the other docks in Centurna.   Gryndow Academy: Gryndow Academy is a large magical and educating institution found on the northern coast of Centurna past a low range of hills. This area is a man-made desert, often used for testing new volatile spells and to let apprentice mages experiment without risk of harming anything. Students and professors at Gryndow have been responsible for many arcane advancements in the world. Graduates and professors have gone on to do studies throughout the isles, but they have always been closely related to the advancements of Centurna. Gryndow has a few campuses outside the island, most notable an institute in Drayden as well as one on Regalia.
Dominant Empire: The Kingdom of Aumento.   Capital City: Crucks, the Emerald City.   Ruling Family: House Warric   Regions and capitals:
  • Crane Hold, Georgen.
  • Galinian Hold, Rawsha.
  • Tyranic Hold, Hainsworth.
  • Warric Hold, Crucks.
  • Current Ruling Nobles:
  • Crane Hold, High Lord Colby Crane, human.
  • Galinian Hold, High Lady Teresse Galin, half-elf.
  • Tyranic hold, High Lord Somma Tyran, human.
  • Warric Hold, King Adrien Warric, Human
  • Type
    Continent

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