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#2
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The town of Sandpoint needs you!
Whatpoint? Sandwho? Whatwho? If the name of this friendly little coastal town doesn’t mean anything to you yet, never fear—your adventures in this game will fix that. Sandpoint, in a nutshell, is your new hometown. Here, you’ll make friends, buy your first suit of armor, visit your first tavern, and eventually tangle with monsters. The adventures you're about to embark on will determine the fate of not just Sandpoint, but the surrounding region as well. If you fail, your friends. families and countrymen might well be doomed to a new age of slavery and horror, but if you succeed, your triumphs shall be recorded by sages and kings, your immortality assured. You will become the latest heroes recorded in the Pathfinder Chronicles. Those who head north from Magnimar along the rocky coastline quickly find themselves in a peculiar country. Fog drapes the rolling landscape, floating spectrally along damp and lonely moors. Small woodlands grace the region, their tangled depths redolent of nettles and pepperwood and pine sap, while further inland, river valleys lined by majestic redwoods wind between ragged tors and limestone escarpments. This vastness and the sense of isolation have earned the region its local name. This is the Lost Coast. Yet there are pockets of civilization along the Lost Coast. Traditional Varisian campsites can be found in nearly every gulch and hollow along the cliff-lined reaches, and lonely houses sit upon bluffs now and then—domiciles for eccentrics or the rich seeking a bit of peace far from the bustle of Magnimar’s streets. Roadside inns grace the Lost Coast road every 24 miles or so, placed by virtue of the distance most travelers can walk given a day’s travel. Low stone shrines to Desna, goddess of wanderers and patron of the Varisians, give further opportunities for shelter should one of the all-too-common rainstorms catch the traveler unaware. Given time, any of these seeds of civilization could bloom into a fullgrown town, or even a city. It’s happened once already, along the shores of a natural harbor nestled among the cliffs some 50 miles northeast of Magnimar. What was once a larger-than-normal Varisian campsite in the shadow of an ancient ruined tower has become the Lost Coast’s largest town: Sandpoint. Sandpoint Small Town conventional (mayor); AL NG GP Limit 800 gp; Assets 49,600 gp ---------------------------------------------------------- Demographics ---------------------------------------------------------- Population 1,240 Type isolated (58% Chelaxian human, 27% Varisian human, and 5% Shoanti human, 3% halfling, 2% dwarf, 2% elf, 1% half-elf, 1% gnome, 1% half-orc) ---------------------------------------------------------- Authority Figures ---------------------------------------------------------- Kendra Deverin, mayor; Belor Hemlock, sheriff; Abstalar Zantus, town priest; Titus Scarnetti, nobleman; Ethram Valdemar, nobleman; Lonjiku Kaijitsu, nobleman ---------------------------------------------------------- The important families of Sandpoint are all Chelaxian: The Kaijitsus (glassmakers and jewelers) The Valdemars (shipbuilders) The Scarnettis (loggers) The Deverins (farmers and brewers) Sandpoint At a Glance Most of the buildings in Sandpoint are made of wood, with stone foundations and wood shingle roofs. The majority are single story structures, with a few noted exceptions. The town is often thought of as two districts by the locals. Most of the buildings in Uptown are relatively new, and the streets are open and less crowded. This section of town is also physically above the rest, situated on a level bluff overlooking the southern half of town. The majority of the town’s buildings can be found downtown, which grows increasingly crowded as available space is claimed by new arrivals. Downtown is built on a gentle slope that runs from a height of about 60 feet above sea level to the west down to only a few feet above the waterline to the east and south. Sandpoint Harbor is a fairly deep natural harbor, 30 feet for most of its expanse, with sharply rising slopes near the shore. The languid waters of the Turandarok River wind down from the hinterlands, skirting Devil’s Platter to empty into the harbor—the river is often used to transport lumber harvested far upriver down to the local saw mill. South of town rises another bluff on which Sandpoint’s most affluent landowners have staked their claims. Only a few hundred feet north of town rises an upthrust spur of rocky land topped with a few trees—this is known now as Chopper’s Isle, once the home to Sandpoint’s most notorious criminal. A remote outcropping accessible only by flight or by a skilled climber, locals now believe the isle to be haunted by Chopper’s ghost. Children often dare each other to go out to the isle’s base at low tide and touch the barren cliff face that surrounds it, but no one’s visited the top in years. The sight that strikes all visitors to Sandpoint at first is the ruins of the Old Light. The original height of this tower is unknown, but those who have studied the ancient architecture of the crumbling remains estimate it might have stood more than 700 feet tall. Today, less than a quarter of that remains. The Old Light rises from sea level and is built into the face of a 120-foot-tall cliff, the tower extending another 50 feet above that level to culminate in ragged ruins. The remaining shell is yet another reminder that neither the Chelaxians nor the Varisians are the first settlers of this land, yet apart from a few badly weathered carvings signifying that the peak of this tower once held a brilliant light, no insight to the tower’s true purpose remains. |
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#3
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Sandpoint #1. Sandpoint Cathedral
![]() Easily the largest building in Sandpoint, this impressive cathedral is also the town’s newest structure. Built over the foundations of the previous chapel, Sandpoint Cathedral is not dedicated to the worship of a single deity. Rather, it gathers under its eaves the six most commonly worshiped deities in the region, providing chapels for all of these deities in a communal forum. In a way, Sandpoint Cathedral is six different churches under one impressive roof. The original chapel built here was a collection of six different shrines, each its own building and connected to the others by open-air walkways. Desna’s worship was incorporated into these shrines as part of the peace accord with the local Varisians, but the original builders also incorporated five other deities as well. Four of these (Abadar, Sarenrae, Shelyn, and Gozreh) were patrons of the original founders of the Sandpoint Mercantile Consortium, while the fifth, Erastil, was the most popular among the initial settlers. The previous chapel hosted less than a dozen acolytes, led by a well-loved cleric named Ezakien Tobyn, who sadly perished in the fire that claimed the church. The new high-priest of Sandpoint is his most accomplished student, a pleasant man named Abstalar Zantus. Himself a worshiper of Desna, Abstalar is very open about matters of faith and has slipped into the role of adviser for worshipers of other gods of Sandpoint with ease. The rest of the staff is of acolyte level, except for Bowyer Artur Mellic, a cleric of Eristal, and the newly ordained Riggor Bladstal, also a Bowyer of Eristal. ---------------------------------------------------------------------------- Sandpoint #2. Sandpoint Boneyard Set in the shadow of the Sandpoint Cathedral and accessible via a gate to the north or from several doors leading into the cathedral itself, this expansive cemetery overlooks the Turandarok River. Stone vaults owned by affluent members of the town stand near the cemetery’s edges or at its center, while dozens of humble plots, each marked with a simple gravestone, sit amid trees and shrubberies. The boneyard is well-maintained, kept by a man named Naffer Vosk. Naffer has found redemption in Sarenrae, and despite a twisted spine that, from birth, has given him a sinister lurching gait, he’s one of the town’s most devout citizens. He keeps the boneyard meticulously clean and is also responsible for ringing the church bells every day at dawn, noon, and dusk. |
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#4
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Sandpoint #3. The White Deer
A pair of wooden life-sized deer, carved with painstaking care from white birch, stand astride the entrance to this sizable tavern and inn. The White Deer commands an impressive view of the Varisian Gulf to the north. The building is new, recently rebuilt after the previous inn at this location burnt to the ground five years ago in the same fire that destroyed the Sandpoint Chapel. The new building is a grand affair, three stories tall with a stone first floor and wooden upper floors with a dozen large rooms that can accommodate two to three guests each. A somber and quiet Shoanti man named Garridan Viskalai owns the White Deer and runs the place with the aid of his family and a few local girls. Although Shoanti, and with a temperament ill-suited to town life, Garridan has been firmly rooted in Sandpoint for most of his life. Eager to encourage visitors to stay at his inn, Garridan keeps the prices of his rooms and board low, matching those of the Rusty Dragon (area 37) despite the fact that his accommodations are much cleaner and more spacious. Still, his gruff attitude tends to make his establishment less popular than the Dragon. Garridan is the brother of Sandpoint’s sheriff, Belor Hemlock, although the two of them are in a long-running feud. |
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#5
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Sandpoint #4. The Way North
As with several other buildings in the vicinity, this one-story structure was recently rebuilt after the Sandpoint Fire. Originally a stable, the building has been converted by its owner, an aged but spry gnome named Veznutt Parooh, into a cramped and cluttered library to house his tremendous collection of maps and sea charts. Maps of local regions, from the immediate vicinity up to the whole of Varisia and the Storval Plateau, can be purchased from him. |
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#6
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Sandpoint #5. Jeweler
This squat stone building escaped the fire that ravaged northern Sandpoint, much to the relief of its owner, a wild-haired jeweler named Maver Kesk. Maver retains a halfdozen local toughs as guards, but he has a habit of leaving doors and vaults open—a trait his wife Pennae Kesk often berates him for publicly. |
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#7
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Sandpoint #6. Junker’s Edge
Garbage gathered by Gorvi’s boys (see area 7) is routinely dumped over the edge of this cliff to gather on the beach below. Several of the town’s Gozreh worshipers (in particular Hannah Velerin) rankle at this practice, but until an equally cost-effective and convenient option is presented, the town council is reticent to change its ways. In any event, the sea generally makes short work of the junk, ensuring it never piles up too high. ---------------------------------------------------------------------------- Sandpoint #7. Gorvi’s Shack This dilapidated shack is home to one of Sandpoint’s few halforcs, a fat, heavily tattooed lummox named Gorvi. Despite the ramshackle look of his home, Gorvi’s made quite a pretty penny for himself serving as Sandpoint’s dungsweeper, enough that he employs about two dozen vagrants and curs who would otherwise be causing trouble along the boardwalk, paying them regularly in copper to haul one of his distinctive red wheelbarrows through the streets to collect refuse and garbage. Sandpoint pays him handsomely for his services, a job that no one else really wants but everyone wants to see done. |
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#8
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Sandpoint #8. Sage
The sole occupant of this ancient building is a cantankerous old man named Brodert Quink, a balding expert on Varisian history and engineering. Brodert claims to have spent two decades of his youth studying with dwarven engineers at Janderhoff and three decades as a cataloger at the Great Library of Magnimar, and is continually baffled and enraged that his learning and obvious intelligence haven’t afforded him more prestige. |
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#9
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Sandpoint #9. Locksmith
A flamboyant dwarf named Volioker Briskalberd has owned and operated Sandpoint’s locksmith business since the town’s founding. Something of an institution, most of the town’s locks were built by Volioker. He’s a tremendous fan of the arts, and never misses a new show at the playhouse. |
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#10
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Sandpoint #10. Sandpoint Garrison
![]() This stone fortress serves double duty as Sandpoint’s militia barracks and its jail. The jail itself is located in an underground wing, while the above-ground portion houses the town’s guard. The garrison is currently under the watchful eye of Sheriff Belor Hemlock, a native Shoanti who inherited the post of sheriff when the previous holder, Casp Avertin, was murdered by Chopper. Belor saw the town through that last terrible night and is generally held to be the man who stopped Chopper’s rampage. The jail below the garrison is generally empty save for a few drunks or Sczarni doing time for some minor crime. The garrison’s jailor is a heavily scarred brute named Vachedi, a Shoanti tribesman. |
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