Farund

## Information

Farund is a city founded some fourty years ago by Miles Farund, a somewhat eccentric wizard that built the Great Tower of Farund (now a lighthouse) on the coast to the east.

## Legend

### The Crimson Estate (guild-estate of the Crimson Covenant).

A larger villa close to the water with its own adjacent dock. It is however still under the authority of the city of Farund.

### The Grand Keep

The Grand Keep is where the high council of Farund holds their meetings and where most of the garrison is stationed.

### The Circular

A big amphitheater for large-scale exercise and mock battles. It is also used, sparingly, as a show-holder's arena.

### The Great Square

A square named for its grandiose size. It is filled with merchants and vendors for most savory and some unsavory things. Also holds the Great Keep and some of the larger shops found in Farund.

### The Docks

As the name suggest this is the main dock of Farund. It is a wet, noisy and pulpy place filled with sailors, merchantmen and their ilk.

### The Wet Square

A smaller square closer to the Docks. Holds fewer merchants and vendors but also the more esoteric of wares. Straight south of the Docks it is also where almost all merchandise passes through.

### The Watchtower-on-the-Height

One of the larger defensive buildings in Farund. Its age can be attested to because of its dwarven design and its subterranean tunnels. Some say it is haunted by the dwarves that built it.

### Pelemor's Keep

A bastion to the followers of Pelemor. Filled with religious zealots of most races and social statuses. The main church in the Kingdom of Benhorric to the god Pelemor, the Builder.

### The Church of Nellen

A larger institution devoted to the god Nellen.

### The Armory

An inn located in the military quarter of Farund.

### Warehouses

Larger warehouses used by merchants and the city to store grain and other foodstuffs.

### The Great Inn

The Great Inn is the largest inn in Farund yet that is not what the name tries to show off; it is the greatness it took to turn it into what it is. It has been plagued by fires, murders, burglaries and many other equally horrible deeds yet it has now finally turned a profit and is known throughout the Kingdom for its great quality of both food, service and beds. Also one of the few places that allows for mercenaries to be hired. They are confined to the lower levels however, under heavy guard.

### The Great Lighthouse of Farund

The old wizard's tower now turned lighthouse. It is one of the few places in the city of greater import that was recently built.

### The Military Docks

As the name suggests these are the docks used by the military.

### The Three Armories

A triumvirate of blacksmiths and smelters that sell their items for a higher price but also at higher quality than their less costly opposition.

### The Three Witches (islands)

The Three Witches are a series of islands located north-east of Farund but are still within the authority of the city itself. It boasts a dozen houses and one watchtower yet it is still dwarfed by the ancient history of these three islands as they were used by religions long forgotten for rites both heinous and benign.

### The Plains

As the name suggest this area outside the city limits is named after its bountiful fields of various grains and grass.

### The Walkways

A smaller area of docks intermingled with sub-par housing.