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Kaerwyn is more than the typical RP
Nexus realm. We have built it into a
rich, working environment with
several "setting" choices for your
characters to interact and play out
storylines. We mistakenly assumed
that we didn't need to give much
information on Kaerwyn itself,
however, the background behind
Kaerwyn adds in that extra element
of realistic restraints.
Please note, players, that no
character will start with this
information about Kaerwyn.
Kaerwyn exists on the etheric plane.
Well first you need to know some
things about the "Etheric". Now
anyone that's all new-agey would
know that the "etheric" means
different things to different
people, so we'll explain to you what
we think the "etheric" is. First,
you need to know about the
multiverse as a whole.
The multiverse is made up of several
layers of reality. They are
organized by their physically realistic
density. This is not a physical
term, per se, but the physical
nature of these planes is what
causes their eventual organization.
Beings who are as old as the
universe are from the astral, the
oldest of the planes. In the astral,
there is no physical. Reality has no
cohesion; it is literally a plane of
thought and existence. This is quite
boring when you've spent a few
millennia there - Even if time does
not pass as mortals experience it. These beings, which
we shall call the dragons, decided
they wanted to go on an extended
vacation. But in order for beings
without form to pass into physical
realms, they needed to form some
kind of ethereal vessels. The Etheric plane exists between the
astral and the physical realms. It
is a pseudophysical realm. Much like
the astral it could be affected by
thought, and much like the physical,
it has a form true to itself. The
dragons that formed Kaerwyn maintain
Kaerwyn, and prevent others from
"changing" Kaerwyn with thought to
suit their needs. These dragons
created Kaerwyn as a gateway nexus
world. They were bored in the
astral, they wanted to travel, see
the multiverse! They wanted to live
new lives and experience new things.
Using Kaerwyn, they could obtain
physical bodies, and visit physical
worlds. They could leave Kaerwyn as
spirits and be "born" to other
worlds as well.
But soon the rifts, controlled not
by dragons but by fate, opened for
others than the dragons. People from
all times, worlds, places, cultures,
et cetera started pouring into
Kaerwyn over time. The dragons were
nowhere to be found. They are still
there, however, making sure the
visitors don't step out of line...
they however wish to keep themselves
unknown to the otherworlders. The
dragons allowed the mortals to build
their own town on the lake, but that
is all. Anything else the mortals
tried to build would seemingly
disappear, as if it never existed.
The town, by appearance looks
normal, however, by experience it is
quite extraordinary. It is an
obvious mixture of the ingenuity of
several different races, times, and
technique. Many of the buildings
have electricity and running water,
but there is no obvious source of
such power. Some buildings use
crystals for energy storage, some
use a mix of magic and technology.
The town itself has different types
of businesses and residents. It has
a library, some restaurants and
pubs, many apartment complexes,
clothing stores, weapon stores and
just about anything else you can
think of. Technology, however, is
rarely found for sale in any
business, for it is rare and people
tend to keep their hands.... paws...
fins... etc on them. As far as play
goes, the town makes for a good plot
device. You can have your character
"live" in the town, get many
"supplies" in town, and meet people
in town. You should not however, put
any kind of limits on the town, or
make any definitive statements about
the town that the administration of
Kaerwyn have not approved.
If you wander down the path to the
south, you'll find yourself walking
into a thick old growth forest. The
path is rather large, definitely
large enough to fit a full size
pickup truck through. Your character
might wonder why everyone is
clustered together in the town, but
then again who would ruin such a
beautiful forest? There is very
little to see outside of the town
except for various untouched natural
landscapes. If you walk about two
miles away from town on the path to
the south... you will find a small
rustic tavern... just sitting in the
middle of a clearing. Weird. The
tavern is obviously old, but it
looks like it's really well taken
care of. The tavern is where most of
the characters will interact, it's a
great starting point. The tavern has
several different "interior"
settings. You have the bar,
obviously, several open area tables,
several secluded booths, a couch in
front of the fireplace, a very
private upstairs "inner balcony",
kitchen, storage room, and even
"guest rooms" upstairs. These are
great settings for various types of
character interaction. The tavern
has a strange quirk about it though.
If you damage it, it will repair
itself. Now the tavern won't show
any signs of healing. It'll stay
damaged exactly as it was (assuming
no one does anything additional to
it) until people's backs are turned.
When no one is looking, suddenly the
tavern is as good as new. If you go
around and damage the tavern often
though, you might catch the
attention of the dragons. This is
probably not a good thing.
If you keep walking down the path to
the south, past the tavern, about 7
miles away, there's some ancient
city ruins. It's mostly covered up
by plantlife such as trees, vines,
etc. It looks like an old Roman
city. Crumbled pillars and broken
walls litter the area. There is
absolutely nothing of value here.
You won't find anything special
here. It just appears to be
the ruined remains of an ancient
city.
There are several other areas that
your character could happen upon.
Surrounding the immediate area are
large mountains, they look somewhat
like the "Rockies" of the US plains.
These mountains have beautiful views
if your characters feel like hiking.
There are also caves in these
mountains, no telling what's there
just waiting to be found. There are
many open grassland areas near the
lake, and the lake has some sandy
"beach like" areas. Overall it's a
beautiful landscape that many would
consider a paradise. The playable
area is known as the “Kaerwyn
Caldera”. This is the area between
the mountains and the lake. Beyond
the mountains is mostly unexplored.

-=+ The Kaerwyn Riftways +=-
As everyone by this point
undoubtedly knows, you get to
Kaerwyn through point to point
singularities, or “Rifts”. These
rifts make for /instantaneous/
travel between point A to Kaerwyn.
These rifts cannot be opened by
unauthorized characters, and cannot
be controlled in /any/ way by
mortals.
Characters on Kaerwyn will find they
are “trapped.” This is to prevent
people from wandering about, realm
to realm, without any idea of what
they’re doing. It also brings in
several character interaction
development scenarios.
Rifts on Kaerwyn most commonly open
up in the town, in the tavern, at
the lakeshore, and at the
crossroads. You may choose any place
within the Kaerwyn caldera for your
character to arrive on Kaerwyn, save
the Dragon City Ruins. We
highly suggest brand new players put
their characters in the Tavern
Clearing when arriving.

The Map of
the Kaerwyn Caldera
(The general area of play)
Scale: 1 block = 2 miles²
Kaerwyn itself is littered with many
different areas for potential play.
While the mountains are colored
grey, they are much like the
Appalachian mountains of the eastern
US. (Mostly covered in Trees, few
bald spots, but is rocky.) There
are many mountain paths and caves to
explore in the mountain areas.
There are also some cliffs with
wonderful views of Kaerwyn on the
eastern side of the mountains. The
lake, while it looks small, is
actually the size of Lake Superior
(One of the Great Lakes in the
USA). What you see here is merely a
"cape".
The Full
Map of the Playable Area
(Click for the full-size map
with detailed information.)

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