Far Haven Factsheet

Note: This document should be **referenced** as the original source of information, however all **links** should be to the copy and expansions of information on the Far Haven page.

When the first humans arrived on the North Island at Far Haven it was simply a small fishing hamlet, with the majority of the population in the area being a minor Giant Nomad tribe. The area was rarely bothered by the Elven Empire and so as more humans arrived, Far Haven grew. The humans brought with them their religion of Universal with its message of inclusion and alliance, but within a generation a lot of the early settlers adopted the beliefs of the Wyldwood, as followed by the local Giants.

Not much is known now of what led to the majority of humans migrating south during the Age of Chaos, but Far Haven itself drifted away from Universal and became known as a seat of learning for those of the Wyldwood faith. There are stories that the Shrine at Far Haven petitioned to be included within the Wyldwood pilgrimage route, but these are probably false. Whatever the case, Far Haven itself survived and seemingly prospered during the Age of Chaos, and with it the Church of Wyldwood.

It was 26 years ago that the First Sword of Shanah led an assault upon the Wyldwood Church, it took two days before the inner shrine was finally breached and with it fell all of the Priests and acolytes.

The site was reconsecrated to Shanah and named the “Temple of the Book”, and Shanah has been the dominant religion on Far Haven ever since. It is believed that some of the old library still exists, but the Shanah priesthood have to date refused entry to anyone.

Nowadays, Wyldwood visitors to Far Haven are welcome, although they will not be allowed to enter the Temple grounds under any circumstances.

## Major Personages

### Warlord Saratak (Male Giant):

Lord of the City, he is known to be half mad. A Giant Nomad from the St Lukas Mountains, it is said he lost part of his mind when he crossed the Crack of Doom, which slanderous rumour suggests was fatal, his being only possessed of half a mind to begin with. Despite this, however, or perhaps because of it, he commands utter loyalty from the Knights of Shanah and the masses of Far Haven both.

### Kth’ar Kortan (Male Giant):

City chancellor and minister for trade, controls the city purse strings and probably the real power behind Saratak.

### Ronshadow Warskull (Male Human):

High Priest of Shanah, was briefly First Sword of Shanah, but lost his arm during a war with Trollheim around 10 years ago. He took post at the Temple of the Book shortly thereafter.

### Marany Shadoweye (Female Human):

Head of City Watch – or the Guardian Avengers as they are locally known. Effectively also minister for security and it is believed – not so friendly with Kth’ar Kortan.

### Ficare Moonshadow (Female Giant):

Lord Knight of Shanah, and city Marshal, second in command to Saratak on all matters military. The city maintains a herd of huge horses (easily 6’ at the shoulder) which form the core of a truly fearsome armoured cavalry regiment which Ficare normally leads in person.

## City Areas/Locations

### The Citadel:

Sarataks dwelling out on the Haven Island, the citadel is not that large but is well fortified. The city treasury is kept here.

### Shipyards:

Far Havens shipyards, allow it to maintain a small fleet generally used to patrol the local area rather than a projection of force.

### Wreckers Point:

The strange currents where the river channel meets the sea makes this point very dangerous for shipping. There used to be a lighthouse here, but that was removed about a year ago with the city authorities saying that they did not want to guide the Elves into the heart of the city.

### The Landings:

Believed to be where the first human arrivals on the North Island were shipwrecked, again a treacherous coastline with high cliffs and jagged rocks. However there are a few safe bays in this area, all now fortified against hostile landings. Away from the coastal strip, the area is quite rough and certainly not a place to be wandering around on your own late at night.

### Docks:

Where the merchant fleets are based, for trade with White Beach and beyond, also the Far Haven fishing fleet. There are often a variety of visiting ships in port and so in this area you are as likely to find a Lizardman as a Human, there have even been reports of Elven traders requesting and being granted landing rights.

### Northmarket:

Handles all of the trade from the Docks and also the local Nomadic tribes. There are a couple of decent inns in this area, recommended are the “Fools Landing” and the “Red Lion”.

### Waterside:

Primarily occupied by dockers and fishermen, so not an affluent area but generally a safe one, except possibly on a Saturday night when the multitude of taverns in the area disgorge large numbers of inebriated patrons.

### Westfold:

Those nomads who opt to stay for a short while inside Far Haven do so in the Westfold district. Normally a chaotic area with tents, temporary stockades with livestock and only rudimentary sanitation. Small wonder that few nomads stay and then for as short a time as possible.

### Meeting Place:

Every so often a number of the local nomadic tribes will meet up outside Far Haven, normally for trade but occasionally for other reasons such as inter tribe dispute resolution (for some reason Soratan [Correction: Saratak] is recognised by the tribes as a wise man – or giant). When they do gather, it is in the area known as the meeting place, simply because there are a number of fresh water springs in that area that will support large numbers of animals.

### Temple of the Book:

Once a Wyldwood temple, library and college, a while back it was sacked by the Shanah since when it has been a temple of the war god. Wyldwood worshippers are strictly forbidden any access to the temple although others religions are allowed access to visit the old library (or what is left of it).

### Guardian Avengers:

The name for the city watch and internal security force, outsiders claim that it is simply an assassins cult disguised as a peacekeeping organisation. Vocal opponents of Soratan [Correction: Saratak] have certainly been known to disappear or come to a messy end – so there may be a degree of truth in these claims.

### Gold Quarter:

Where the wealth congregates in Far Haven, whether it is the city merchants or the more highly skilled craftsmen, this is the area they will be found. Heavily patrolled by the city watch, even minor misdemeanours here can carry a severe punishment. There is an excellent, albeit expensive, hostelry on the edge of this quarter known as the “Safe Haven”.

### Knights of Shanah:

A large training complex for warriors and in particular the aforesaid Knights. The complex also contains stabling for the Greathorses that the Knights are so proud of.

### Havensgate:

Nobody knows why there were two city gates in this area, whatever the reason, the Southern one has been blocked up and work is underway to fully wall that area. Most residents of the area are farm labourers that work out in the fields near to the city.

### The Cliffs:

The Great North River flows into the sea at Far Haven, but this area of the city is around 10’ above the normal river level, with sheer cliffs down to the river. In the past some people have tried to build jetties on the river down from the cliffs, but every year these have been washed away in the Spring floods**.**

### Southmarket:

Handles all of the trade from the South, primarily Northlake. Due to the nature of the terrain, all trade landings are made about half a mile south of the city and then brought in through the Southgate. A prosperous area, reasonable inns to stay at would be the “Desert Star” or the “Wanderer”.

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