the City of Fang
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The small city of Fang is a secluded independent Daroon settlement; located in the Forbidden Hills region of the Far East.


Fang is a small rural city of no small wealth ruled over by the powerful local Baron named Sukumvit Charavask. The city is located in the province of Chiang-Mai in far northwestern Kurand. Fang is nestled in the Charavask Mountains; a series of jagged peaks within the Forbidden Hills region.

The city has always made a convenient stopover for river traders and passengers throughout most of the year and that trade has brought a steady source of income to Fang. However, the city's current wealth and infamy is also due to its prized Deathtrap Dungeon; that has long attracted adventurers and thrill-seekers from across the Continent of Corwyn, and even the entire world of Oris.

History:


The city of Fang began life hundreds of years of ago as a small town within the realm of the mighty Lost Empire of Shang-Zhou. After the collapse of that great nation, during the War of the Three Rings, some of the old provinces began to re-establish themselves as autonomous regions. One of those was Chiang-Mai, with the City of Fang as its capital. Chiang-Mai's southern border is the River Kok itself, with what locals term "Old Kurand" starting on the other side of the river. To the north, the province is limited by the mighty Forbidden Hills, whose in-hospitality holds little attraction for the Baron.

Fang has grown steadily from the trade that runs along the river. In only recent times, Fang was still considered by most as a large town rather than a city. The river has always brought a steady source of trade income to Fang, with small ships and barges passing up and down the River Kok from Zhengys, twenty days upstream to the east, all the way to the ocean and its coastal cities in the west. Also, the Horses bred in the surrounding province of Chiang-Mai have long been highly sought after, thus the bi-annual Horse markets attracted people from all over northern Kurand.

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The Trial of Champions:


A number of years ago things began to change when the current Baron Sukumvit Charavask succeeded his father; Arkat Charavask. His yearning for wealth, reputation and power was too great to be content with the steady nature of Fang's trading economy. Thus, the idea for a great spectacle came to him. One that would attract people from all over northern Kurand to either partake in, or to watch. The Deathtrap Dungeon was built to service this idea and the Trial of Champions was born. This Trial would involve contestants entering the labyrinthine dungeon, built in the hill behind Fang, with the aim being to come out alive via the only exit. This dungeon was filled with all manner of traps and monsters, designed to test to the limit the wits and weapon skill of those competing. The options for contestants were either to win or to die. To balance this ultimate risk was the glorious reward of 10,000 Gold Pieces and the freedom of Chiang-Mai forever. Suffice it to say that the interest generated by the Trial attracted attention from all over Kurand. The wealth and reputation that the Baron had sought soon followed, and surpassed even his expectations.

Once a year the river is crammed with boats as people arrive from hundreds of miles around hoping to see a victor in the Trial of Champions. Preparation for the Trial Festival begins months in advance as the town is decorated and tents and dining halls are erected. The last week of Sowing finds the people of Fang in wild celebration. The city is alive with music, dancing, acrobats and merriment of all varieties. Mighty warriors and heroes, who will be competing in "The Walk" as many affectionately call the Trial, wander the streets of Fang, wearing the famed violet scarf which silently proclaims their status. They are treated like demi-gods by the people of the city. Those that falsely wear the violet scarf are liable to be stoned to death. The contestants are also housed in special luxurious guesthouses with wonderful food and four-poster beds, not realizing that they are more akin to farm animals being fed up prior to their slaughter than members of the Celestial Court. The air is filled with the smell of feasts being prepared, and copious amounts of drink are consumed. This intoxicating mixture of song, drink, dance and laughter continues unabated until the trumpets sound at Glantanka's awakening on the first day of Winds. The crowds then throng to the mighty pillars of the Dungeon labyrinth to see the brave challengers enter.

During the last two weeks prior to "The Walk" the Baron's court sorcerer works in tandem with the priests of Myrival, the goddess of oceans/rivers, and Ixion, the goddess of winds, to work enchantment upon the River Kok and upon the wind from the ocean. Their aim is to slow down the flow of the river from Fang downstream to the ocean. The reason for this is simply to allow as many people to get to the Festival as possible. The journey to the ocean is normally around twenty days. However, with the mixture of the increased wind speed from the ocean, and the slowing down of the river's flow, passage only takes four days upstream from the ocean.

For the rest of the year life is quieter, and trade returns to normal along the river, although a significant proportion of our income has been made in those two short weeks. Much of the Baron's wealth, outside of that generated by the Trial, comes from the river taxes imposed on the traders. I will admit that the effect of the Trial has been quite phenomenal, and despite the gruesome nature of the event it has served the people of Fang well. The Baron's tax toll keeps the wealth of the population in check, but they live well by Kurandian standards. Many merchants would not have half the things they have in their emporiums without the city's attraction of foreign merchants.

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In its history, the Dungeon has never been defeated. But this has not dimmed its popularity, as each time it has come close tobeing beaten the Baron has reinvented it. Now, it is more lethal than ever.

Map of the City:


A Detailed map of the city of Fang can be found Here.

City Districts


Market District: The Market District is the largest and most heavily populated of Fang's five Districts. The huge open air market (A2 on the overlay map) runs on a daily basis. Just about any item imaginable can be found within this market including the less desirable items like poisons. The Thieves Guild, run by Ethan Amashar, and the Merchants Guild, run by Wendle Yorisar, have long since resolved their disputes in this area of the city.

The Thieves Guild used to send regular pickpockets, cat burglars and muggers to the Market District and trade began to drop off because of it. Now the Thieves Guild receives a regular payment from the Merchants Guild to stay away, which suits both parties. The Market District is also home to most of the inns and taverns of the city as well as several bathhouses.

The Market District Harbour (A4 on the overlay map) is always a busy place but thanks to the Harbour Master, Hubba Thangfane, it always runs smoothly. Merchant ships from the city of Zhengys are a regular sight as are passenger ships and ocean going vessels using Fang as a stopping point before venturing into the Vhan Myr via the River Kok that flows east, through Chiang-Mai Province.

The harbour has its own patrol of Militia both on land and water. During times of threat or war the city can close the South Gate Bridge (a magnificent steel structure that spans the river between the Old Town and Military Districts (C4 on the overlay map) or dispatch its five warships (or both). Regular checks are made on merchant vessels entering the city for contraband materials. Any one caught smuggling is dealt with swiftly.

Fang is busiest during the week leading up to the Trial of Champions (week of Sowing on the Chiang-Mai calendar). All of the inns, taverns and guest houses are full of travelers and adventurers wanting to catch a glimpse of the entrants entering the Deathtrap Dungeon (A3 on the overlay map) and possibly witness one of them emerge at the other end.

Temple District: The Temple District is home to countless small temples and prayer houses dedicated to just about every God and Goddess on the world of Oris. Three of the largest buildings in Fang are also located here. The Hall of Justice (B1 on the overlay map) - Temple of Sindla, is the largest Temple, which is presided over by the High Priestess Mea'lissia the Righteous. Mea'lissia has over 60 Clerics in her faith who live within the Temple. The Halls of Justice is the largest Temple dedicated to Libra on Allansia. The largest Temple to Libra is within the Crystal City of Femphrey (On the Old World Continent). The House Almighty (B2 on the overlay map) is a Temple Dedicated to Titan, The Father of the World. The High Priestess Ophelia is in charge of this Temple. She has 30 priests and 15 Priestesses residing within the Temple. The Church of Fortunate Gatherings (B3 on the overlay map) is the smallest of the three temples (but still a huge building). The Fortuitous Aarion Gorbain is the Temples High Overpriest. Aarion has 35 Clerics under his supervision although there is only room for 30 of them to reside at the Temple.

Military District: Only Military and Naval personnel are allowed within this District. The two Tower Gates, located in the 14-foot high wall by the West Gate, have their portcullises closed at all times, except to allow access to authorized personnel. The South Gate Bridge has a small garrison positioned on the west side.

The various buildings within this District are mainly barracks and stores. No shops, inns, taverns or bathhouses are present here.

Within this District is a large harbor area that is divided into two sections; The Naval Harbor (C2 on the overlay map), which holds Fang's five warships docked within it and Baron Sukumvit's personal harbor (C3 on the overlay map) where his own ship; The Ebony Sovereign is docked.

Sorcery Tower (Fang School of Magic)
The Sorcery Tower (C1 on the overlay map) is the tallest and grandest looking building within the city. Several smaller towers reach towards the skies but none as impressive as the central tower, which stands almost 300ft. high. The school's High Sorcerer is an aging Mountain Elf by the name of Szordrin the Grand. The tower is home to many Sorcerers and Wizards of varying degrees of expertise. The lower levels of the schools house the apprentices and the study rooms, while the higher levels (not often trodden by students) are said to hold dimensional portals to other worlds. Whether this is true or not cannot be said, the only man who knows the tower inside out is Szordrin and he is always reluctant to expose the towers secrets.

At any given time, there are at least 50-75 apprentice Wizards and Sorcerers within the school. Not all of these (in fact hardly any) will go on to become fully fledged magic users due to the high standards of the school and the nature of the examinations.

THE FANG MILITARY


The Fang army is the strongest in the entire Forbidden Hills region; boasting a total strength of almost 12,000 soldiers. The Fang Army is split into several different regiments: 8,000 Foot Soldiers, 1,000 Archers, 250 Elite Archers (Golden Falcon Company), 500 Mounted Horsemen, 150 Heavy Cavalry (Knights of Fang), and over 2,000 City Militia.

The army foot soldiers wear Chainmail armor, an open faced helmet, black leather boots, and a pure white tabard with the crest of Fang covering the chest area. The foot soldiers carry either a Longsword, Longbow and Small Wooden Shield or a Ransaur and Longsword. The only difference between the foot soldier and the city militia is that the city militia wear a blue tabard with the crest of Fang on it.

  • Typical Foot Soldier/ City Militia, human Ftr1: CR 1; Size M (various heights); HD 1D10; hp 8; Init +0; Spd 30 ft.; AC 15 (Chain shirt and Shield); Attack +3 melee (Longsword 1D8+1), or +3 melee (Ransaur 2D4+1), or +1 ranged (Longbow 1D8); SV Fort +2, Ref +0, Will +2; AL N; Str 13, Dex 11, Con 11, Int 11, Wis 15, Cha 10. Languages Spoken: Common. Skills and feats: Climb +6, Hide +2, Listen +3, Move silently +0, Spot +2; Point blank shot, Weapon focus (Longsword), Weapon focus (Ransaur).

The archers wear studded-leather armor and a pure white tabard, bearing the crest of Fang on the chest and carry a longbow, a quiver of 20 arrows and a dagger.

  • Typical Archer, human Ftr1: CR 1; Size M (various heights); HD 1D10; hp 7; Init +1 (+1 Dex); Spd 30 ft.; AC 15 (+3 Dex and Leather Armour); Attack +2 melee (Dagger 1D4+1), or +5 ranged (Longbow 1D8) or +4 ranged (Dagger 1D4+1); SV Fort +2, Ref +3, Will +0; ALN; Str 13, Dex 16, Con 11, Int 10, Wis 10, Cha 10. Languages Spoken: Common. Skills and feats: Climb +4, Hide +2, Listen +2, Move silently +2, Spot +2; Far shot, Point blank shot, Weapon focus (Longbow)

The Golden Falcon Company; under the personal command of Anurak Kajira, wear magical +1, golden-leather armor and boots (which is where they get the name the Golden Archers). The crest of Fang is embroidered on to the breast pocket of the leather tunic. All of the Golden Archers are experienced Daroon mercenaries, and they carry a magical +1 composite Longbow, a quiver with 20 arrows, as well as a Rapier Sword.

  • Typical Golden Archer, Ftr3: CR 3; Size M (Various heights); HD 3D10+6; hp 30; Init +3 (+3 Dex); Spd 30 ft.; AC 16 (+3 Dex, Leather Armour +1); Attack +7 melee (Rapier 1D6+2), or +9 ranged (Longbow 1D8+1); SV Fort +5, Ref +5, Will +1; AL N; Str 15, Dex 18, Con 14, Int 11, Wis 11, Cha 12. Languages Spoken: Common, Elven. Skills and feats:

Climb +6, Hide +3, Listen +3, Move silently +3, Search +2, Spot +4; Far shot, Point blank shot, Weapon focus (Longbow), Weapon finesse (Rapier).

The Mounted Horsemen wear heavier Breastplate armour, an open faced helmet and wear the white tabard with the crest of Fang on the chest. The Mounted Horsemen carry a Longsword, a Shortbow with a quiver of 20 arrows and a buckler. The horse ridden by these soldiers is a Light War Horse (see MM, Appendix 1, Animals for more information)

  • Typical Mounted Horseman, male human Ftr1: CR 1; Size M; HD 1D10+2; hp 10; Init +0; Spd 20 ft. (base 30ft.); AC 16 (Breastplate Armour and Buckler); Attack +5 melee (Longsword 1D8+3), or +3 ranged (Shortbow 1D6); SV Fort +4, Ref +2, Will +1; AL N; Str 16, Dex 14, Con 15, Int 13, Wis 12, Cha 10. Languages Spoken: Common, Dwarven. Skills and feats: Jump +4, Hide +1, Listen +2, Move silently +0, Ride +6, Spot +1; Mounted Combat, Mounted Archery, Weapon focus (Longsword)

The Heavy Cavalry; also called The Knights of Fang, are amongst the most feared in the Fang army, being capable of riding through and mowing down foot soldiers. The Heavy Horsemen are the most heavily armored regiment within the army, wearing Full Plate mail armor (with the crest of Fang etched on to the chest), a large steel shield bearing the crest of Fang and wielding a Heavy Lance. The Knights have a Longsword as a backup weapon. The Knights of Fang ride Heavy War Horses (see MM, Appendix 1, Animals for more information).

  • Typical Knight of Fang, male human Ftr 4: CR 4; Size M; HD 4D10+8; hp 38; Init +0; Spd 20 ft. (30ft. base); AC 21 (+1 Dex, Full Plate mail, Large Steel Shield); Attack +8 melee (Lance, Heavy 1D8+5), or +8 melee (Longsword 1D8+5); SV Fort +6, Ref +1, Will +0; AL N; Str 16, Dex 12, Con 14, Int 12, Wis 10, Cha 12. Languages Spoken: Common, Elven. Skills and feats: Climb -5, Hide -8, Listen +2, Move silently -8, Ride +8, Spot +2; Mounted combat, Trample, Weapon focus (Lance, Heavy), Weapon focus (Longsword), Weapon specialization (Lance, Heavy), Weapon specialization (Longsword).

City Patrols
There are regular patrols that walk the walls lining the city. A typical patrol will consist of 4 guards and there are two sets of patrols per guard tower. The guard towers have sleeping quarters for off duty guards and ammunition stores holding dozens of arrows and throwing spears.

The West and East Gates (A1 and B4 on the overlay map) both have two pairs of huge sturdy double, metal lined wooden doors almost a foot thick (Hardness 7, Hit points 80 each) which are only opened to allow large quantities of soldiers in or out. A smaller section of one of the doors opens enough to allow a horse and cart through and a single door for foot visitors. There are always 25 foot soldiers at each of the Main City Gates and 10 members of Captain Aris Aelbornn's Golden Archer Regiment

Palace District: The Palace District is the smallest of the City Districts'. The Fortified Palace of Baron Sukumvit Charavask is located within this area (D1 on the overlay map) and has restricted access to its grounds. The following people reside within the Palace: Baron Sukumvit Charavask; Ruler of Fang and Chiang-Mai; Aronkhon Charavask; Sukumvit's 16-year-old son and heir to the City and Kingdom; Lord Varn Chavesk; Army General and Zaragan; the court Sorcerer.

The large open spaces of land surrounding the palace have been utilized as training grounds for the troops (D2 on the overlay map). Jousting fences, archery ranges and wooden dummies are just some of the apparatus used by Lord Chavesk to train his troops to the high standard he requires.

Fang is ruled by Baron Sukumvit Charavask; eldest son of Arkat Charavask, who died over 30 years ago. Known for his violent rages and outbursts of vile temper, especially when his judgment is questioned, Sukumvit rules the city with an iron hand. Despite his tendencies to overreact when opposed and his unpredictable temper, the Baron has gained the grudging respect of the populous, though few can be said to love him. He is clearly an intelligent and capable ruler, trade and business has flourished under his rule and few dare oppose the well trained army he has created.

A well built man of advancing years, Sukumvit still retains the vitality of a man decades younger. He is well muscled and sports an unruly white beard matching his long hair. Icy dark eyes frown from his formidable face, his glare is known to intimidate even the most hardened veteran soldiers. The many battle scars on his body speak of a man who has seen battle dozens of times without flinching. The Baron's wild, warlike appearance hides a shrewd mind, many of his enemies have discovered too late just how intelligent he really is. His early years were spent under the sharp eye of his father who trained the Baron in the arts of war and diplomacy, trade and negotiation. Sukumvit was often sent to neighboring countries to negotiate and learn, and occasionally to fight. He has always been a quick learner and is now adept in all these disciplines. Recently, he applied all of these skills to end the long-running war between Chiang-Mai and Kai-Phong; bringing to an end 15 years of violence and bloodshed.

On official occasions, Baron Sukumvit wears the traditional robes of state and a large silver helm surmounted by the skull of a small dragon, with four sharp blades arranged in a star shape on the forehead. The rest of the time he prefers simple unadorned clothes, although they are always of the highest quality.

The Baron's family has always had a history of mental instability, which manifests in his frequent rages. The madness that destroyed the Baron's brother Carnuss, is also apparent in the Baron's son Aronkhon who schemes to gain the Baron's throne. The Baron is well aware of his son's burning ambition to supplant him as ruler of Chiang-Mai and his wild dreams to someday dominate the entire nation of Kurand. The Baron looks upon Aronkhon's schemes with a proud paternal eye; confident that he can thwart any attempt on his life.

The most obvious indication of the Baron's chaotic nature is the Trial of Champions, an enormous dungeon stocked with traps and monsters, its sole purpose to provide grisly entertainment for the Baron. A 25,000 gold piece prize is a tempting lure that brings floods of adventurers every year, for years the Baron has delighted in the demise of all those who have entered his labyrinth of death. The fact that the Trial of Champions also brings large numbers of merchants, adventurers and travelers (and their money) to the city is an added bonus!

The stats below are given for the Baron without his battle dress on.

Baron Sukumvit Charavask: male human Ftr10: CR 10; Size M (5 ft., 11 in. tall); HD 10D10+30; hp 100; Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 22 (+3 Dex, +5 Ring of Protection, +4 Amulet of Natural Armour); Attack +18/ +13 melee (Longsword 1D8+9); SV Fort +10, Ref +6, Will +6; AL CN; Str 16, Dex 16, Con 16, Int 16, Wis 16, Cha 13. Languages Spoken: Common, Elven and Dwarven. Skills and feats: Climb +11, Hide +6, Listen +6, Move silently +6, Ride +15, Spot +6, Swim +5; Improved Initiative, Improved critical (Longsword), Leadership, Mounted Combat, Ride-by attack, Skill focus (Ride), Spirited Charge, Weapon focus (Lance, heavy), Weapon focus (Longsword), Weapon specialization (Lance, Heavy), Weapon specialization (Longsword). Equipment: Ring of Protection +5, Amulet of Natural Armour +4, Longsword +4.

The stats below are given for Aronkhon without his battle dress on.

Aronkhon Charavask: male human (16 yrs old) Ftr2: CR 2; Size M (6 ft., 0 in. tall); HD 2D10+2; hp 22; Init +4 (+4 Dex); Spd 30 ft.; AC 18 (+4 Dex, Ring of Protection +4); Attack +6 melee (Longsword 1D8+4), or +10 ranged (Longbow 1D8+4); SV Fort +4, Ref +4, Will +2; AL NE; Str 15, Dex 18, Con 13, Int 10, Wis 14, Cha 15. Languages Spoken: Common. Skills and feats: Climb +5, Hide +1, Listen +1, Move silently +1, Ride +9, Spot +1, Swim +4; Mounted Archery, Mounted Combat, Point blank shot, Weapon focus (Longbow). Equipment: Longsword +2, Longbow +2, 20 +2 arrows, Ring of Protection +4

Lord Varn Chavesk: (Army General), male human Ftr-9: CR 9; Size M (6 ft., 3 in. tall); HD 9D10+18; hp 94; Init +6 (+2 Dex, +4 Improved initiative); Spd 20 ft. (30ft. base); AC 26 (Half Plate +4, Large Steel Shield +3); Attack +16/ +11 melee (Bastard sword 1D10+8); SV Fort +8, Ref +5, Will +2; AL CN; Str 17, Dex 15, Con 15, Int 14, Wis 9, Cha 12. Languages Spoken: Abyssal, Common, Elven. Skills and feats: Climb +10, Hide +4, Listen +6, Move silently +4, Ride +14, Spot +6, Swim +5. Exotic weapon proficiency: (Bastard Sword), Improved Initiative, Improved critical (Bastard Sword), Leadership, Mounted Combat, Ride-by attack, Spirited Charge, Weapon focus (Lance, heavy), Weapon focus (Bastard Sword), Weapon specialization (Bastard sword). Equipment: Half Plate +4, Large Steel Shield +3, Bastard Sword +3

Old Town District: Old Town incorporates some of the oldest and more rundown buildings of the city. This district has been nicknamed Slum town by some of the wealthier members of the community (and Fang certainly has its fair share of them). The streets here are cramped and narrow, litter, rotting food and excrement are common place in the gutters and roads. The taverns are full of violent, drunk would-be adventurers and bar room brawls are a familiar occurrence.

The Fang Thieves Guild (known as the "Talons of Fang") operates from within the aging sewer complex beneath the Old Town District. The Talons are led by Ethan Amashar, a young scoundrel who excels at picking pockets.
Fang Today:


Fang itself thrives, but the population of the city has increased as the promise of easy-to-come-by wealth seeps into the surrounding lands. Unfortunately, for those who come here they find the rumors are somewhat exaggerated, and Fang has now got a significant population of beggars.

Work:


For work the best place to visit is the Dockside. Places such as Dwight's Wharf may offer employment that can be found in the warehouses, or on passing ships and barges. Hubba Thangfane is among the best people to speak to for prospects of employment.

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Travel:


For those wanting to travel from here, the best way is via the River Kok, although there are routes across the land to Zengys and also to the west. Alternatively, the more adventurous can cross the river via the ferry to the northern boundaries of the Pagan Plains, but I would not recommend this to the inexperienced travelers among you.

Although the overland trade route from Zhengys to Fang is only open between Sowing and Hiding the river can still be used for the rest of the year, although between Close and Unlocking it is at its most treacherous. Generally, merchant caravans and barges will avoid the route completely until after the Trial of Champions and will stop once the harsh northern winter begins to take a hold in Close.

The Zhengys to Nakata trade route comes through Fang and continues in merchant caravans via the exotic seaport of Zhin, and finally to Nagata. If any of these destinations are your goal then getting a job with a merchant caravan may be a good option for you, for although such caravans attract unwanted attention, they are also normally very well guarded.

The Horse Market:


Also Chiang-Mai is famed for its Horses and there is a whole district set aside for the Horse Market in Fang. Visit here for the chance to invest in a fine steed to speed your journeys across the
Inns and Taverns


Accommodation in Fang is plentiful, due to the demands of the Trial Festival, and although the best guesthouses are booked out months in advance for the Festival, there should be room during most of the rest of the year. However, their prices are extortionate. Other than that, there is many an inn in Fang to accommodate your needs. Some popular places ot stay are:

The Staggering Fool: This tavern can be found down in the Dwight's Wharf district of the city. It is frequented by a clientèle which is interesting in its mixture to say the least. It stills operates a system of calling someone over to your table to order drinks. Strangers will not attract attention in the Foal due to its busy nature. However, if information is what you are after then there is no better place. Hubba Thangfane frequents this establishment as well, and you would do well to meet with him if work is your goal.

The Swordsmaster's Arms: This inn is located in the slightly better area of the Horse Market district. It boasts a number of artifacts from the dungeon itself, from skulls of former contestants contained in glass cabinets, to weapons recovered from the dungeon by the palace faithful (each year the Baron orders the dungeon to be cleared of such trinkets lest they aid the next group of contestants). The Arms are a favorite haunt of adventurers, looking to tell their stories to a like minded crowd, and also minstrels who recount tales of legend, myth and, of course, the dungeon itself. Go here for an evening of entertainment, and also if you want to stay abreast of adventuring news from across the continent.

The Laurel Wreath: This tavern is located on the corner of Champion's Plaza in the Palace District of the city and you will find that those members of the Palace Guard who enjoy a drink choose this tavern as their favorite haunt.

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The Imperial Inn: This inn is perhaps the least aptly named establishment in the city, so don't be fooled. It does nothing to inspire in you any notion of the past grandeur of Shang-Zhou. In fact it is lice-ridden pit. It was once shut down for serving customers with the wrong ale (when they asked for the local ale they were served Guursh (Orc ale) instead, which although cheaper to the landlord, managed to kill eight unsuspecting revelers during the Trial Festival several years ago). Somehow the landlord, Xing-Ma, managed to get his license back but, apart from not serving Guursh, he has done little to clean up the establishment. Be careful about staying here, because although very cheap, it may cost your health dearly if you leave with a lice infection.