Sandpoint Information and Maps.   Posted by DM.Group: 0
DM
 GM, 4 posts
Sat 1 Apr 2017
at 21:44
Sandpoint Information and Maps
Around Sandpoint
As one approaches the town of Sandpoint, the footprint of civilization upon the Lost Coast grows more clear. Farmlands in the outlying moors and river valleys grow more numerous, and the blue-green waters of the Varisian Gulf bear more and more fishing vessels upon its surface. Passage over creeks and rivers is more often accomplished by wooden bridge than ford, and the Lost Coast Road itself grows wider and better-kept. Sight of Sandpoint from either approach (south or east) is kept hidden by the large upthrust limestone pavements known as the Devil’s Platter or the arc of rocky outcroppings known as Whistler’s Tors, but as the final bend in the road is rounded, Sandpoint’s smoking chimneys and bustling streets greet the traveler with open arms and the promise of warm beds, a welcome sight indeed for those who have spent the last few days alone on the Lost Coast Road.

From the south, entrance to Sandpoint is governed by a wooden bridge, while from the north a low stone wall gives the town a bit of protection. Here, the Lost Coast Road passes through a stone gatehouse that is generally watched by one or two guards—the southern bridge is typically unattended. Aside from the occasional goblin, the citizens of Sandpoint have traditionally had little worries about invasion or banditry—the region simply isn’t populated enough to make theft a lucrative business. Hanging from a bent nail at both the gatehouse and the southern bridge is a sign and a mirror— painted on each sign is the message: “Welcome to Sandpoint! Please stop to see yourself as we see you!”



http://pathfinder.wikia.com/wiki/Sandpoint
More recently, settlers from the southern nation of Cheliax have come to Varisia. The city of Magnimar was settled by colonists dissatisfied with the strong reliance on Chelish support in Eastern Varisia, and before long the need for additional farmland grew apparent. To the south, the sloppy expanse of the Mushfens made farming difficult, so the settlers turned their eyes northward along the Lost Coast. For much of its length, the coast offered little shelter, with one exception—a perfect cove about 50 miles away. A cove overlooked by a curious stone ruin.

The foundation of a new town is not a matter to be taken lightly, nor one to be funded by one man. Four powerful families from Magnimar had designs on the region, and rather than work against each other, they consolidated their efforts and formed the Sandpoint Mercantile League. These four families, the Kaijitsus (glassmakers and jewelers), the Valdemars (shipbuilders), the Scarnettis (loggers), and the Deverins (farmers and brewers), sailed north to claim their land after securing the rights from the Charterhouse in Magnimar. Yet when they arrived, they found the place already settled by a large tribe of Varisians.

Refusing to be set back, the Sandpoint Mercantile League began a series of talks with the Varisians, promising them an important place in the new township. Unfortunately, after a week of talks that seemed to be going nowhere, an impatient man named Alamon Scarnetti took matters into his own hands. Rounding up a group of his brothers and cousins, the Scarnettis mounted a murderous raid on the Varisian camp, intent on killing them all and leaving evidence to blame local goblins for the deed. Yet the Scarnettis, too drunk and overconfident, managed to kill only five Varisians before they were themselves forced to flee, leaving behind three of their own.

The Sandpoint Mercantile League fled back to Magnimar, and
in the months to follow were embroiled in the repercussions of
Alamon’s assault. Magnimar’s Varisian Council demanded punishment for all four families, but the High Court arbitrated a peace between them, in no small thanks to the remarkable diplomatic skills of a young bard and member of one of the families accused— Almah Deverin. Not only did she manage to assuage the Varisians’ call for blood payment, she also managed to salvage the plans for Sandpoint by promising not only to incorporate the worship of Desna into the new town’s cathedral, but to pay the Varisian Council a generous share of any profits made by Sandpoint businesses over the course of the next 40 years. One year later, the Sandpoint Mercantile League began construction on several buildings with the full cooperation of the Varisian people. In the 42 years since Sandpoint’s foundation, it has flourished. Although the initial term of the compact with the Varisian Council has passed, Sandpoint’s government has elected to extend the compact another 20 years, much to the consternation of a few locals.

Today, Sandpoint is a thriving community. Many industries, including fishing, lumber, farming, hunting, brewing, tanning, shipbuilding, and Kaijitsu’s own legacy of glassmaking, have flourished, luring skilled laborers from as far as Korvosa and Riddleport to relocate here. Yet Sandpoint’s location on the Lost Coast has also recently drawn settlers of another bent. As explorers and adventurers begin to piece together the fragments of ancient Thassilon’s influence over the region so long ago, the presence of Thassilonian ruins have acted as a magnet. The Old Light is no exception, and a few of Sandpoint’s recent arrivals are more interested in this ruin than anything else. Over its four decade history, Sandpoint has been thankfully free of major disasters. Every winter brings its share of strong storms, yet the natural harbor, sandbars, and cliffs do a remarkable job of blunting the force of wind and wave, leaving the town relatively untouched. Elders in town spin yarns of a few really big storms, but apart from the town’s somewhat rocky beginning with the Varisians, only two events have really qualified as disasters: the Sandpoint Fire and Chopper. These two events, occurring in such close and recent proximity as they have, are generally lumped together as the “Late Unpleasantness,” even though the two events didn’t have any obvious links. Natives of Sandpoint are reluctant to talk about either event, preferring to look ahead to brighter times.

The Late Unpleasantness (AKA Chopper's Killing Spree 5 years ago)
When Jervis Stoot made clear his intentions to build a home on the island just north of the Old Light, locals paid him no mind. Jervis had already garnered something of a reputation for eccentricity when he began his one-man crusade to carve depictions of birds on every building in town. Stoot never made a carving without securing permission, but his incredible skill at woodcarving made it a given that, if Stoot picked your building as the site of his latest project, you seized the opportunity.

“Sporting a Stoot” soon grew to be something of a bragging point, and Jervis eventually extended his gift to include ship figureheads and carriages. Those who asked or tried to pay him for his skill were rebuffed—Stoot told them, “There ain’t no birds in that wood for me t’set free,” and went on his way, often wandering the streets for days before noticing a hidden bird in a fencepost, lintel, steeple, or doorframe, which he’d then secure permission to “release” with his trusty hatchets and carving knives.

Stoot’s excuse for wanting to move onto the isle seemed innocent enough—the place was a haven for local birdlife, and his claim of “Wantin’ ta be with th’ birds” seemed to make sense. So much so, in fact, that the guild of carpenters (with whom Stoot had maintained a friendly competition for several years) volunteered to build a staircase, free of charge, along the southern cliff face so that Stoot could come and go from his new home with ease. For 15 years, Stoot lived on the island. His trips into town grew less and less frequent, making it something of an event when he chose a building to host a new Stoot.

Sandpoint was no stranger to crime, or even to murder. Once or twice a year, passions flared, robberies went bad, jealousy grew too much to bear, or one too many drinks were drunk, and someone would end up dead. But when the bodies began to mount five years ago, the town initially had no idea how to react. Sandpoint’s sheriff at the time was a no-nonsense man named Casp Avertin, a retired city watch officer from Magnimar. Yet even he was ill-prepared for the murderer who came to be known as Chopper. Over the course of one long winter, it seemed that every other day brought a new victim to light. Each was found in the same terrible state: bodies bearing deep cuts to the neck and torso, hands and feet severed and stacked nearby, and the eyes and tongue plucked crudely from the
head and missing entirely.

Over the course of that terrible winter, Chopper claimed 25 victims. His uncanny knack at eluding traps and pursuit quickly wore on the town guard, taking particular toll on Sherrif Avertin, who increasingly took to drinking. In any event, Sherrif Avertin himself became Chopper’s last victim, slain upon catching the murderer in a narrow lane—known now as Chopper’s Alley—as he was mutilating his latest victim. Yet in the battle that followed, Avertin managed a telling blow against the killer. When the town guard found both bodies several minutes later, they were able to follow the killer’s bloody trail. A trail that led straight to the stairs of Stoot’s Rock.

At first, the town guard refused to believe the implications, and feared that Chopper had come to claim poor Jervis Stoot as his 26th victim. Yet what the guards found in the modest home atop the isle, and in the larger complex of rooms that had been carved into the bedrock below, left no room for doubt. Jervis Stoot and Chopper were the same, and the eyes and tongues of all 25 victims were found upon a horrific altar to a birdlike demon whose name none dared speak aloud. Stoot himself was found dead at the base of the altar, having plucked his own eyes and tongue loose in a final offering. The guards collapsed the entrance to the chambers, burned Stoot’s house, tore down the stairs, and did their best to forget. Stoot himself was burned on the beach in a pyre, his ashes blessed and then scattered in an attempt to stave off an unholy return of his evil spirit.

As fate would have it, the people of Sandpoint would soon have a new tragedy to bear, one that almost eclipsed Chopper’s rampage. A month after the murderer was slain, a terrible fire struck Sandpoint. The fire started in the Sandpoint Chapel and spread quickly. As the town rallied to save the church, the fire spread, consuming the North Coast Stables, the White Deer Inn, and three homes. In the end, the church burnt to the ground, leaving the town’s beloved priest Ezakien Tobyn dead.

All that remains today of the once-loved Stoot carvings are ragged scars on buildings and figureheads where owners used hatchets to remove what had become a haunting reminder of a wolf in their fold. The homes and businesses ravaged by the fire have been reconstructed, and the Sandpoint Chapel has been rebuilt as well.


Sandpoint



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. Uptown consists of areas 1–12. Most of these buildings 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, which consists of areas 13–46. 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.

1 Sandpoint cathedral: The center of the newly constructed temple is open to the sky. Seven standing stones surround a circular stone altar. This is noted as an old Varisian holy site. Desna was predominately worshipped here. The cathedral houses chapels to six deities: Erastil, Abadar, Shelyn, Gozreh, Sarenrae and Desna. High Priest: Abstalar Zantus

Inns & Taverns:
3 The White Deer-Newly rebuilt after the old was razed in a fire five years ago. Proprieter: Garridan Viskalai.
13 Risas Place - Local hangout  Proprieter: Risa Magravi
18 Cracktooth's Tavern- favorite of Sandpoint Theater patrons Proprieter: Jesk “Cracktooth” Berinni
33 The Hagfish: known for the large aquarium and its occupant hagfish. Also known for tavern-games and bets involving taking a drink from the Hafish's tank. Sandpoint's most popular tavern.  Proprieter: Jargie Quinn
37 The Rusty Dragon-Sandpoint's oldest inn, noted for an impressive and rusty iron dragon on the inn's roof. Also one of Sandpoint's most popular eatery and excellent meeting point for travellers due to its location.  Proprieter: Ameiko Kaijitsu
42 Fatman's Feedbag-Sandpoint's most notorious tavern.  Proprieter-Gressel Tenniwar

Mercantile & Services
4  The Way North- Maps and Seacharts
5  Jeweler- jewels and gems
9  Locksmith- Volioker Briskalberd
12 Savah's Armory- Weapons shop.
14 Rovanky Tannery- Leather and fur goods
15 Red Dog Smithy- Blacksmith
29 Grocer's Hall- Produce and farming supply
30 Vernah's Fine Clothing-  Clothing shop
31 Wheen's Wagons- wheelwright
32 Scarnetti Mill- Granary and mill
16 The Pillbug's Pantry- Herbalist
17 Bottled Solutions- Alchemical products and supplies
21 Sandpoint Savories- Bakery
22 The Curious Goblin- Bookshop
25 Sandpoint Lumber Mill
26 General Store- Sandpoint's oldest and best-stocked general store. Proprieter: Ven Vinder.
34 Valdemar Fishmarket- Fresh seafood
28 Madame Mvashti’s- Foretellings and card readings
36 Sandpoint Meat Market- Slaughterhouse and fresh meats.
35 Sandpoint Market- twice a week farmers market.
38 Goblin Squash Stables- Stables, owned by Daviren Hosk, a bitter, goblin-hating ranger.
39 Two Knight Brewery
45 Hannah- midwife
41 Sandpoint Boutique- All manner of items: clothing, weapons, toys, artwork, books, and tools from all over the world.
43 The Pixie's Kitten- Brothrel. Proprieter: Kaye Tesarani
44 The Feathered Serpent- Part museum, part shop. Rare, specialty items, including magic items and other adventuring tools. Proprieter-Vorvashali Voon
across Market Street from 39 Rauno's Bows- Bowyer, fletcher. Proprieter-Rauno and Mara

Government & Guilds
10 Sandpoint Garrison- A stone fortress serving as barracks and jailhouse.
11 Sandpoint Townhall- Mayor's Office
40 Sandpoint Mercantile League
24 Carpenter's Guild

Places of Note
2  Sandpoint Boneyard- graveyard.
6  Junker's Edge- Sandpoint dumping ground.
8  Sage- Brodert Quink
20 Sandpoint Glassworks
23 Sandpoint Theater
19 House of Blue Stones-
27 Turandarok Academy- School and orphanage
46 Sandpoint Shipyard
47 Valdemar Manor
48 Scarnetti Manor
49 Kaijitsu Manor
50 Deverin Manor - Largest manor in Sandpoint. Home of the Mayer, Kendra Deverin
The Old Light- An old, ruined tower. Standing about 170 ft. from sea-level and built into the face of a cliff (extending about 50 ft. above that). Badly weathered carvings found on the architecture suggest that the peak of the tower once held a brilliant light.
Chopper's Isle- An upthrust spur of rocky land topped with few trees. Once the home of Sandpoint's most notorious criminal. No one has visited the top in years.

This message was last edited by the GM at 23:04, Sat 01 Apr 2017.

DM
 GM, 5 posts
Sat 1 Apr 2017
at 21:49
Npc's of note
Note on humans; Note; the following color scheme only applies to this post!
Cheliaxian(default), Varisian, Shoanti or Other
DEAD

Nobles
Kendra Deverin mayor (female human);
       brother with a large family, sister-in-law Vana
48 Titus Scarnetti, nobleman (male human);
49/20 Lonjiku Kaijitsu, nobleman/glassmaker (male humanO)
47 Ethram Valdemar, patriarch/nobleman (male human)
46 Belven Valdemar eldest son/shipwright(male human)
40 Sir Jasper Korvaski (male human - paladin of Abadar)
        - brother of Hayliss Korvaski

Clerics/religious type
Abstalar Zantus, town priest (male human - Desna);
        - brew potion
Naffer Vosk Graveyard Caretaker-bellringer/deformed(male human - Sarenrae)
19 Sabyl monk/scholar(female human), worshiper of Irori
41 Hayliss Korvaski shopkeeper(female human - cleric of Abadar)
        - Sister of Jasper Korvaski
        - does not like the Scarnetti family
45 Hannah Velerin midwife/herblist(female elf - Gozreh)
       -brew potion, cleric
Scholars/Wizards/Entertainers
Veznutt Parooh mapmaker(male gnome), aged but spry
Brodert Quink sage(male human -Varisian history and engineering), cantankerous old man, balding
13 Risa Magravi Innkeeper/mystic(female humanV  mysterious, mostly blind
17 Nisk Tander alchemist(male half-elf)
22 Chask Haladan bookshop(male human) 70 years old
23 Cyrdak Drokkus actor/theater owner(male human)
    Allishanda Magnimar Diva (female human) 40 years old
), Toughness
Skills Bluff +12, Diplomacy +9, Knowledge (nobility) +7, Linguistics +7, Perform (act) +9, Perform (sing) +12, Sense Motive +8
Languages Azlanti, Common, Dwarven, Infernal, Varisian
Gear fine clothes and jewelry worth 2,000 gp]
27 Ilsoari Gandethus academy’s headmaster (male human)
       -Wizard
       -has detect thoughts
       -Raven, Barry- speaks elven, common

28 Niska Mvashti seer/historian (female humanV)
       -ancient and mysterious
       -was old when the town was founded 40 years ago
       -druid, cast both druid and wizard spells
       -leader of the local Varisians
       -usually talks in riddles

   Ramas Mvashti assistant/"grand"daughter (female humanV)
44 Vorvashali Voon shopkeeper(male human)exotic-looking
           (bright blue eyes, long red hair, bronze-colored skin)
       -seems a friendly sort
       -Cat named Snoopy

43 Kaye Tesarani madame(female human)
     x3 bouncers (humanS male)

Guards
Belor Hemlock, sheriff (humanS male)
       - speaks goblin
Vachedi jailor(male humanS) heavily scarred brute

Innkeepers
Garridan Viskalai  (male humanS)
        -somber
         -wields spear/Klar

13 Besk, Lanalee, and Vodger (humanV), children of Risa Magravi
18 Jesk “Cracktooth” Berinni (halforc male)
33 Jargie Quinn (male human) one-legged
37 Ameiko Kaijitsu (female humanO)
     -lovely, exotic, popular
     -seemingly endless supply of eccentric hairstyles
     -speaks dwarven

42 Gressel Tenniwar owner(male human) enormous

Merchants
5   Maver Kesk jeweler (male human) wild-haired,
    Pennae Kesk wife(female human) shrill
    x6 guards(human)
Gorvi "dungsweeper" business(male halforc) fat, heavily tattooed lummox
Volioker Briskalberd locksmith (male dwarf) flamboyant
12 Savah Bevaniky weaponsmith(female Cheliaxian)
      -much stronger than average
      -some experience with command

14 Larz Rovanky tanner(male human)
15 DasKorvut smith(male human) bald and powerfully muscled
     3 large red mastiffs
16 Aliver “Pillbug” Podiker herbalist(male humanC/V) short, rotund
21 Alma Avertin baker(female human)
    Arika and Aneka  bakers(female human) twin daughters
24 Aesrick Battlehorn Carpenter Guildmaster(male dwarf)
25 Banny Harker lumber mill(male human)
   Ibor Thorn mill partner(male human)
26 Ven Vinder shopkeeper(male human)
   Solsta wife (female human) makes pies
   Katrine oldest daughter(female human)
   Shayliss youngest daughter(female human)
29 Olmur Danvakus grocer guildmaster(male halfling)
30 Rynshinn Povalli
tailor(female half-elf) beautiful
         -prettiest girl in town
31 Bilivar Wheen wheelwright(male human) lanky,
   Vorah wife(female human) shrill
   2 kids
32 Courrin Whesterwill  grain miller(male human) worried/sneezing
34 Turch Sterglus retired fisherman (male human)
        Lazy eye,wild white beard, lovably crochety manner,
   five sons, fish cleaners, haulers, and cooks
36 Chod Bevuk butcher(male human) lost the little finger of his left hand
38 Daviren Hosk retired hunter(male human) hates goblins
       -hardy and hale, but past his prime
39 Gaven Deverin brewer(human male) cousin of Mayor,
across Market Street from 39 Rauno's Bows
   Rauno Bowyer (male humanV)
   Mara fletcher(female humanV)

Old Megus the Swamp Witch
Rumors of an old swamp witch (Old Megus the Swamp Witch) living in Brinestump Marsh have existed for decades—since the foundation of Sandpoint itself. During her long life, Megus only rarely left her home in the swamps. Whispers of her sinister experiments were mostly wild conjecture, based on her rare visits to Sandpoint for certain supplies she couldn’t procure from the wild. The nature of the supplies she purchased—glass flasks, strange alchemical reagents, and disturbing books delivered to Sandpoint from faraway places as strange as Nex and Irrisen—did little to soften her reputation as a fearful witch, nor did periodic glimpses of the strange ratlike creature she kept hidden in the folds of her robes.

This message was last edited by the GM at 22:18, Sat 01 Apr 2017.