
THE LAND OF CORWYN
Corwyn is the name of the 4th planet from the sun in the Shayan Solar System. Its vast ecosystem contains millions of different life forms living in various climates. While it was originally believed that these life forms all developed naturally over time, the current theory is that extra-planetary forces (such as magic and off-planet beings) have contributed to the development of the world and its inhabitants. While most of the planet is inhabited by intelligent life, some of the most peculiar stories of these inhabitants take place on the continent of Craggmoä where The Breggin Empire rules. Neighbouring regions of Bogrythe and Ballendur rest east of Craggmoä, and they are each led by empires of their own.

Craggmoä
Addervale
ˈæd.ər.veɪl
IPA:
A rugged south western territory of Craggmoä, defined by fractured terrain and a relentless abundance of venomous life. Within it lies Lae Equinôs, a concealed region that serves as the headquarters of the Fei Aurŷn.
Breggin
ˈbrɛɡ.ɪn
IPA:
A south-central region of Craggmoä, Breggin stands as the Empire’s political heart, anchored by Syndall, its capital. Authority gathers here as readily as trade, its cities shaped by governance, decree, and quiet negotiation. Power is not only held in Breggin, it is maintained, measured, and continually contested within its halls.
Bëil
beɪl
IPA:
A northern reach of Craggmoä, Bëil lies against the Impassable Alps, where the land breaks into stone and the empire fades to memory. Passage is rare, the mountains cutting it off from the south. Those born here come marked by the land, calloused in hand and foot, shaped early to endure. Life is hard, yet its people carry a quiet contentment outsiders seldom understand.
Caleandar
ˈkæl.i.ən.dɑːr
IPA:
A sparsely inhabited empiric expanse east of Karnath, Caleandar is a quiet land of abandoned ambition, where borders exist more on maps than in lived reality.
Ethrô Cúmmin
ˈɛθ.roʊ ˈkuː.mɪn
IPA:
The westernmost reach of Craggmoä, Ethrô Cúmmin is a region of varied towns and open discourse, second only to Breggin in political influence. Its capital, State’s Landing, stands along the coast as a port that welcomes all who arrive, its harbours as active as its councils. Close ties with the dwarves of Fôrh-Nam shape both its trade and its temperament, lending it a balance of ambition and pragmatism.
Hartland
ˈhɑːrt.lænd
IPA:
A central region of Craggmoä encompassing much of the Great Divide, where settlement clings to the canyon’s edge as much by necessity as design. Parriün City stands as its capital, a place where governance and spectacle meet, and where the land itself shapes the rhythm of those who live upon it.
Karnath
ˈkɑːr.næθ
IPA:
A region shaped by discipline, Karnath favours steel, law, and cold certainty above all else. Its people value order over invention, trusting in what can be proven and enforced. Imagination finds little purchase here, where strength is measured in structure and resolve rather than vision.
Sunderlea
ˈsʌn.dər.liː
IPA:
A region of quiet strangeness, Sunderlea bends toward mysticism more than settlement. Its lands resist certainty, where even nature cannot be trusted to remain as it seems. Sparse in population yet rich in arcane potential, it favours magical ingenuity over structure and unsettles any who seek to impose order upon it.
Teague
tiːɡ
IPA:
A small but restless region bordering Breggin, Hartland, and Sunderlea, Teague is known less for its land than for what it produces. Its pace outstrips its size, activity constant, its influence carried outward through those it trains.
Îssard
ˈaɪz.ɑːrd
IPA:
A cursed north eastern expanse of Craggmoä, where life persists in distorted forms. Once ruled by nobles, it is now defined by decay, undeath, and lingering corruption.

Parriün City (Hartland Region)
A merchant and entertainment city, it was originally carved from the edge of Craggmoä's largest canyon, The Great Divide. Home of Stone Giant Arena, the city's main source of entertainment stems from the gladiator games. With the popularity of the games as well as the fame Gandelore Market has made for itself, Parriün City is the empire's highest source of revenue. Its unfortunate location on the north side of the canyon makes travelling there difficult for most southerners, like those located in the regions of Breggin or Sunderlea, but most would say spending time in the city was well worth the trip.

Seahaven (Addervale Region)
Seahaven is the main port city located on the shores of The Great Bal. While other port cities and towns (like State's Landing) may claim to be the preferred harbor for sailors, Seahaven remains the continent's largest and most well-known. Its central coastal location makes it a perfect layaway spot for seafarers from neighboring continents and regions. Many spend time in Merchant's Row, bartering over trinkets and knickknacks.

Syndall (Breggin Region)
Syndall is the empire's capital city where their government and military forces reside. The nation began in Syndall, formerly known only as Breggin, and expanded out toward the eastern region of Sunderlea and the northern region of Bëil. The Great Griffin tower resides in Syndall. Pointing northeast, it overlooks the nation with proud eyes.

Sword & Witchhazel (Tegue Region)
Residing in The Breggin Empire's smallest region, the towns of Witchhazel and of Sword are perhaps the most peculiar of places in the empire. By unknown means (magic or otherwise), whatever happens in one town tends to happen in the other. If a blade shop opens in Sword, a potion master's shop may open in a similar location in Witchhazel at the same time. What's odder, when a person is born in one town, another is born in the other town. Deemed "Echoes" these twins (if they may be called that) eerily share many similarities. To learn more about the Twin Towns, visit this link: Witchhazel & Sword, or purchase a copy of Sword & Witchhazel, a novella written with two stories in mind.























