> [!infobox|wikipedia]
> # Farhaven
> [![[Farhaven_small.webp|cover hsmall]]](Farhaven.webp)
> ###### Location Information
> Attribute | Details |
> ---|---|
> Type | City |
> Region | [[Gulf of Miriel]] |
> Defining Feature | Working port on the Gulf of Miriel's western shore |
> Government | Civilian Mayor beneath an Imperial garrison commander |
> Imperial Presence | Light — a permanent garrison with a resident commander |
> ###### Status
> Attribute | Details |
> ---|---|
> Status | Active |
**Farhaven** is a mid-sized port city on the western shore of the [[Gulf of Miriel]], built across a wide peninsula that juts into the gulf and opens onto the water on three sides. One of four major settlements ringing the gulf, it sits roughly a hundred miles south of [[Camaar]] along the coastal road and handles a steady share of the gulf trade: fish, cargo, and the movement of people between the gulf cities. It is a working city rather than a great one, administered as an extension of [[Val Miriel]] and held by a permanent [[Valtorran Empire|Imperial]] garrison.
## Geography & Layout
Farhaven occupies a broad peninsula on the western shore of the [[Gulf of Miriel]], its buildings packed densely enough that the outer edge of the settlement serves as its border in place of any wall. The coastal road approaches from the north, reaches a junction at the city's landward margin, and continues south. A second road branches east through the city to the main Eastern Dock. Three docks open onto the water: the Northern, the Eastern facing directly into the gulf, and the Southern. Between them the peninsula is filled with the ordinary fabric of a working port: smiths, ropewalks, inns, markets, and the constant movement of cargo.
The mainland west of the junction is agricultural — fields, pastures, and scattered farmhouses lining the road for some distance before the buildings begin.
## Government & Imperial Presence
Farhaven is administered as an extension of [[Val Miriel]], with a civilian Mayor handling trade permits, taxation, and ordinary civil disputes. The Mayor defers to the garrison commander on all legal and security matters. The garrison is permanent rather than rotational — a standing [[Valtorran Empire|Imperial]] force with a resident commander — and while it is not large, its authority is not subtle. Imperial law in Farhaven is enforced visibly.
## [[The Bloody Nails|Campaign: The Bloody Nails]]
#### [[Session 17 - A New Journey Begins]]
The party arrived at Farhaven's outskirts at the end of a four-day march south from [[Camaar]], after bluffing their way past an Imperial regiment on the coastal road. They reached the city's edge as the session ended.
#### [[Session 18 - The Old Forest]]
Approaching the city junction at midday, the party found Imperial soldiers hoisting Juliana to the gallows alongside two prisoners already dead, her charges posted on a sign: rabble-rousing, conspiring for treason, attacking Imperial soldiers. Vaeleran and Ryo posed as high-ranking Imperial officers and secured her release before the execution could be completed. Before reaching the junction the party had passed a farmhouse with a large black Nail symbol painted on its outer wall — among the earliest signs of open rebellion activity they had encountered.
The party did not enter Farhaven. They turned northeast into the [[Ancient Woods]] to meet the [[Finegolds]], and the city remained behind them.