Where is everything? A Guide to the Town Hall District

Traceroo

Rogue
To assist nobles, merchants, residents, and visitors to New Acarthia, here is a guide to the Town Hall district, also known lovingly in some circles as, "Old New Acarthia."

The largest building in the area is the Town Hall. It serves as the community tavern as well, and may be called that. In the afternoons, Harri Deepjug operates there The Deepest Jug light tavern service.

Deepjug's Tavern is not located within this section of the city. It is accessible by a short walk. [OOG: You need a Plot Marshal.]

Out on the veranda of the Town Hall, overlooking the city, is the Tea House.

Connected to the Town Hall, but inaccessible from its interior, you must step outside to reach the Mages Guild on the outer corner near the road. There is a celestial circle of power in this branch of the Mages Guild. Please note that it is a newly cast circle. All persons invested in the original Mages Guild circle near Deepjug's Tavern should be invested here.

Construction continues at the lower floor of the Town Hall building. Please pardon any noise or disruption coming from that area. For safety reasons during the construction, please announce your presence loudly as you approach. [OOG: This is Monster Camp, off-limits to casual PC visits. If you need Plot or a Marshal, please announce, "PC APPROACHING!" loudly as you come to the door.]

From the Town Hall, the right fork in the road leads to the Tent Camp enjoyed by many visitors to New Acarthia. That road leads further to the Village area. It is recommended that horse-drawn carts do not use the road much past Tent Camp, however, as the mud in that area is terrible. Pedestrians should take heed.

The left fork in the road (or straight, as one might view it) leads to the Residential Cabins, numbered 1 through 6. No. 1 houses the Ducal Logistics Area where travelers may get assistance with various papers. This area is open until 10 bells on Friday night, and thus there may be some disruptive traffic nearby; please pardon any inconvenience. No 2. is the Guildhall, and houses the Healers Guild, Merchants Guild, meetings for Loremasters Guild, and Town Guard housing. Nos. 3-4 are residential housing. Nos. 5-6 house laborers for the city projects at present, who should not be disturbed. Please pardon any noise or disruption from the area. [OOG: Cabins 5 & 6 are OOG for volunteer use.]

Behind the Residential Cabins is the Village of smaller buildings. These cabins see various uses, such as inclusion of New Acarthia's Jailhouse, monitored by guards within the building. It is clearly marked with an engraved sign on the outside which reads, "JAIL." Some uses of the Village may be temporary, and are best pardoned if not invited there by a guide. Other spectacles may call widespread attention visually and with sounds that cannot be ignored, and then visitors are welcome to investigate the Village area. [OOG: These cabins are generally for mods. Alliance Marshals will try to keep sounds down to a minimum when the area is in use. If there is a large encounter there, such as a field battle, or the use of sound or lighting effects, or an NPC calls a group to the area, you know that may investigate in-game as if the area is "live." Team Prometheus apologizes for the mixed use; we'll all have to do our best to make this smooth as to what's IG and what's "modland."]

Beyond the central Town Hall district, local features include a prominent outcropping of stones that makes for an easy navigational landmark. Beyond those stones, heading out of town, to the left, is the training course of the New Acarthia Town Guard. There is a ropes course, with many tripping hazards in this area. The Town Guard will attempt to mark safety hazards with red liquid lights, which should not be moved. Nevertheless, adventurers and visitors are advised to avoid this area unless traveling with a guide.

Heading out of the Town Hall district toward the town reservoir, there are entrances to caves, abandoned dwellings, and many areas which are often popular with adventurers. It is best not to enter those areas without a guide, however. [OOG: Gymnasium is always modland. Don't go there without an encounter Marshal.] Beyond that is the local water tower serving New Acarthia, and although it is a fair walking distance from the town, visitors to the city are welcome to travel there whenever they like; normally they do not need a guide to access the water tower.
 
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