I present to you...
The First Travel Guide of Kaelserver!
Written by Chief Architect Lady Alania Silkthread
As the amount of settlements, monuments and floating castle warships of SPACE grows with each day, it is hard to navigate the region whilst searching for certain place or one of NPC's. This guide is suggested for all those who need help with traveling around.
Note from author: Due to the nature of skybases and hidden underground forts, most of info about them won't be included. One can consult with the server map if location of those is required.
I. The City of Spawnburg and its Immediate Surroundings.
You will most propably start your travels here. The City of Spawnburg. Home of many explorers and skilled fighters clad in shiney armors.
The city has working inn, alehouse, and all workshops that you would need for crafting. Clothier workshops (Loom) is located just east from The Broken Broadsword Inn. Under it, Carpenter has his workshop (Sawmill). The City's Blacksmith is located near the Alehouse, which itself has been built upon a cliff west from spawn point.
The city offers resting place for homeless (Inn), as well as private caves (with chest for things) and brickhouses (basic workshops + piggybank) for those who like living large. NPC's of the Spawnburg are: Santa Claus, roaming in the main city; Merchant who resides in the space house on top of the tower shaft, and Mechanic - she lives in the golden airship (look lower). Said NPC's are prone to dislocation because of invaders, bosses or careless players with tools of mass destruction.
The shaft under the spawn point is also a hellevator - due to very seldom use, take caution as there might be blocks or platforms or many other sudden dangers that will force you to end your journey into underworld with a loud splat. Because shadow chest are already looted and server is under the Common Rule #1 - which is: UNDER NO FUCKING CIRCUMSTANCES EVER ATTEMPT TO FIGHT WITH WALL OF FLESH AND TRIGGER HARDMODE - visiting and exploring Hell isn't neither profitable nor wise to do so.
Above Spawnburg, by using a nice tower shaft, you can reach the Boss Platform, where frequent fights with Skeletron are performed. Docked to the shaft is the Grand Fucking Golden Airship made by Flar.
The surroundings of the City are quite crowded.
East from the settlement lies the Grand Library of Kaelserver, where various books and texts from The Elder Scrolls series are kept. Just behind it, Tellemurius' has his home, and just a little further east is former manor of Alania, now occupied by Urist. Behind and above it, large manor, and it's owner didn't revealed his identity at the time of writing this guide.
West from Spawnburg lie Golden Donation Base - new players can often find equipment and resources in the vast storage room. Also, the Greatest Leader and Omniscient Hobo Admin of the Glorious Kaelserver, Kael, dwells in his humble yet wonderul abode. Above the Golden Donation House, one can ascend the pearlstone tower and reach the Baystation12, the shelter for all in case something horrid happens to the surface of the planet. Behind them, there are the Triple-Towers of Urist, glorious and shiny marvels constructed from glittery materials like gold, cobalt and pearlstone.
II. General note about Geography of Kaelserver region.
Traveler's who wish to explore the region outside Spawnburg should know one thing: the landscape is rugged. Steep cliffs, big caves and endless shafts mark the terrain with countless of natural dangers. It is thus advised that one attempting exploration is equipped at least with Cloud in a Bottle, Rocket Shoes or Grappling Hook - in fact, many places are intraversible without such equipment.
Most of the Underground caverns are barely explored or not explored at all. Possibly vast amounts of precious metals and treasures still lie hidden in the darkness, guarded by monsters, traps and pools of lava. The further from Spawnburg one will look, the chances of finding undisturbed treasure cache multiply very quickly.
III. The Western Swampland and Wilderness Beyond.
Behind the Urist's Towers and Hallowed land, one will find a desert, on which outskirts live Fulgrim and Repulsion. Said desert is quite small and quickly turns into The Jungle - exotic place of danger, which is quite civilized. Vaptu's ebonstone abode is first building there. Further into the Jungle, one will reach Vladimir's wooden house. Directly under the cliff west from said house, there are ruins of castle or other keep.
After a short trek, one will reach the largest settlement of the Jungle - the Village of Iunmud. It's governor is the very Chief Architect, Lady Alania Silkthread herself. Together with her loyal servant Wolf, they govern a small community dedicated mostly to ore mining, farming of dayblooms and moonglows and hoarding of the riches in the dangerous underground part of the Jungle.
Iunmud Village offers free shelter and access workshops for any travelers that happen to visit the settlement - in emergency, Lady Alania Silkthread is willing to share various magickal ingredients and potions from her manor's larder. The Mudcrab Tavern has small, but pest-free room with a bed and chest for temporary storage. It is wise to spend a night there - it is practically the last civilized place on the West. Sadly, the Village of Iunmud has no NPC's.
As it was said already, there's little to see west from Iunmud - the jungle ultimately ends, giving up the land for normal grassland. Several architects have created a lake between jungle and the Pearlstone Cathedral - said lake is yet to be filled at the moment of writing this guide. It is notable for it's size. It is called 'Lake Enor' the word 'Enor' is dwarven word for 'Blue'.
The Pearlstone Cathedral is marvelous monument created in joint effort by Wymar and Alania Silkthread. The wonderful temple was build from pearlstone, and decorated with finest quality golden bricks. There's a nicely furnished bedroom on the very top of the Cathedral - it is currently occupied by an NPC - Goblin Tinkerer named Trogem - he offers his mechanical goods and is willing to buy accumulated clutter and treasure from any visiting adventurers.
Wilderness beyond Cathedral is untouched by any hands. One will pass a small desert, and then another grassland, before arriving at the edge of Western Ocean. The bunker found at the beach is of unknown origin and purpose - it is easy, however, to turn it into temporary or permament base. In the depths of the oceans - rumors say - are ruins of Atlantis, built by ancient civilization from pearlstone bricks alone.
IV. The Wild East
Unlike the western part of the region, the east is quite uncivilized place, with just few buildings, mostly well-equipped strongholds. Behind the desert on which Silkthread Manor and unidentified stronghold stand, one will quite quickly encounter The Corruption. It was partially purified albeit chasms still litter the landscape and various wicked monsters are ready to chew on hapless adventurer.
The Cobalt Tower is first notable building - it leads to a cobalt base in the sky, where one can encounter a bed if a resting place is needed. The authoer of this guide is so far unaware of the Cobalt Base's owner.
Deeper into the corruption, adventurers going east shall encounter several shallow but still deadly pools of lava, as well as partially corrupted desert. It is notable that the landscape here is dotted with craters made by dynamite explosions - it is one of the reasons why East is so sparsely populated. Back in older days, the area was ridden with pressure plates attached to stacks of dynamite which instantly killed any unfortunate victim that stepped on them. There are rumors that few such landmines are still in the area, thus travelers should be exceptionally careful.
The Corruption occupies vast amount of land. At one point, there will be a cobalt-platform tower leading to another skybase. There are many beds, and, most importantl, Arms Dealer NPC.
After much shorter trip, east of the cobalt skybase, one will find entrance of the Dungeon, architecturally modified for greater aesthetic experience. Just behind it, corruption ends and one at last can step on healthy, green land and then, yellow desert.
It is ill-advised to travel further east beyond that point without preparation or at least decent armor - travelers will be, at this moment, approaching the heavily-defended and partially automated Stronghold of Warlord Scout. Lava pools, mechanically opened walls and most dangerous of all, rows upon rows of timed dart traps. They reach for quite long distance and thus, most of the approach will be a dance of careful dodging and jumping out of the way of the poisoned darts.
The Stronghold itself has many beds and places to rest. There's small greenhouse with important herbs and plants, as well as room filled with all workshops needed for crafting. There are several artificial 'biomes', like jungle, lake and magma chamber, where Mimics can be spawned - average adventurers are advised to stay away from them, as their steel lid-jaws can snap one in two with few bites. It is notable that two NPC's live in the Stronghold: The Guide and The Dryad.
After leaving the grandiose yet terrifying Stronghold by it's eastern entrance, one will almost immediatelly start ascending tall sand and dirt cliffs and hills. Then, the brave explorers who endured this long trip, shall arrive at the beach of The Eastern Ocean. Strange construction site floats above it, apparently owned by El Groove, but sadly the author has no information about this person.
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And at last you came to the end of this lengthy 'First Guide of Kaelserver'! Congratulations if you managed to read it all.
Chief Architect Lady Alania Silkthread hopes that from now on many travelers will be better informed about the landscape, settlements and NPCs of Kaelserver, and she also wishes them good luck in their future travels.
-This was written in the Library of Kaelserver, 30th December 2011.