“A hidden pocket of civilization stands defiant in the wilderness surrounding it from all sides. Several wooden bridges, mechanically operated to open and close, lead into the central plateau with guard towers overlooking each entrance. 

The smoke from one or several forges drift lazily above the curved rooftops, creating an eerie sense of serenity in this place, cursed with a brooding darkness. A massive mead hall dominates the cityscape, but even this is humbled by the imposing dwarven fortress. Carved into the northern mountainside, Farhold Keep stands vigilant like an ancient god of indifference and stone, judging the tiny and meager existences that are mortals in this realm of madness. 

The shifting light from the window slits hint of living fires from hidden braziers, signaling life even in this remote and desolate place, that has retreated from a world that no longer holds any memory, nor affection, for it”.

Farhold was the largest permanent settlement of the Farwalker faction, well hidden and protected inside the Cragmaw Heights. Most of the village consisted of farmland and small huts, along with a a large community hall and what the citizens referred to as the "Deephome" - old abandoned tunnels dug out by the dwarves that previously lived here. The tunnels were barred up by metal beams and patrolled by the guards in the city. 

The most prominent feature of the village was Farhold Keep - a large building constructed in whitestone bricks that housed the priests, militia, and other important figures leading various aspects of everyday life.

Farhold Overseers

The day-to-day management of Farhold and its townsfolk was in the hands of Overseers, each with their own field of expertise and influence. 

OverseerFunctions and description
UlgrithDiplomat, scholar and master of the arcane arts. Occasionally took on trips to the nearby towns. Ulgrith was a pale and charismatic tiefling who met the party when they ventured into Delenar, and later fought against them in Briskwater. 
FedderheimTaskmaster and city planner. Fedderheim had daily contact to all townsfolk, and knew everyone well. He was rumored to be a bit slimy, and untrustworthy. 
YomaiSpiritual leader. She apparently appeared quite similar to Yuka, according to the Icewalkers that lived in the nearby forest. 
BrandurGuardsmaster and Head of Defense. He was a harsh instructor, who mercilessly instructed discipline and adherence. 
RiekelTeacher. She took care of the children in the town that was too young to work, and taught them the basics of the Farwalker tenets. 
HieraEngineer and master craftsman. 
GwentChef and Alchemist. 

Jorlenskar

A black substance that were used for both ritualistic purposes and for consumption, Jorlenskar was a specialty that could only be found in Farhold. It was used to introduce newborn children into Farwalker society, and townsfolk began to feel sick when they no longer consumed it. Some of the outcasts that joined up with the werebears in the nearby forest did not live through their withdrawal from the substance. 

Farhold Keep

A repurposed dwarven fortress, Farhold Keep stnds vigil over the surrounding town. The front of the keep was covered in large columns depicting statues of dwarves and giants in various activities, and the gate entrance were around 40 feet high - large enough for giantkin to walk through. 

A thick, black mist choked the entire keep in dim light. It was said that the mist caused the mind to go awry when one spent too much time in it, though Jorlenskar (or Mindshield Potions) nullified the effect. 

The keep had at least three floors that were connected by lifts. A floor below the entrance floor, and a floor above. 

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Map of Farhold Keep

Farhold

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