Rise of the Runelords
Welcome to Sandpoint!
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. 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 downtown, 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 modest-sized natural harbor, 30 feet deep 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 sawmill. 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 tidal island is now known as Chopper’s Isle, and was once the home of Sandpoint’s most notorious criminal. The remote outcropping is accessible only by flight or by a skilled climber, and 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 proves most striking to visitors of 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, with 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 into the tower’s true purpose remains.
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: Abadar, Desna, Erastil, Gozreh, Sarenrae, and Shelyn. The building provides 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 included five other deities as well. Four of these (Abadar, Gozreh, Sarenrae, and Shelyn) were patrons of the original founders of the Sandpoint Mercantile Consortium, while the fifth, Erastil, was the most popular among the initial settlers.
When that chapel burnt to the ground several years ago, Mayor Deverin set into motion a bold initiative. Not only would the chapel be rebuilt, but it would be rebuilt on a grand scale. A cathedral would be constructed in place of the chapel, and it would be made of stone and glass. Funding for this project came partially from the founding families, partially from Sandpoint businesses eager to earn favor in the eyes of the gods, and partially from the respective churches. It took years to finish the cathedral, but the end result is truly impressive. To the south, facing Sandpoint’s heart, are the shrines of civilization: Erastil and Abadar. To the west, offering a view of the Old Light and the sea beyond, are the shrines of Shelyn and Gozreh. And to the east, offering a view of the Sandpoint Boneyard and the rising sun, are the shrines of Sarenrae and Desna.
The previous chapel hosted fewer than a dozen acolytes, led by a well-loved cleric named Ezakien Tobyn, who sadly perished with his fair daughter Nualia 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.
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 and kept by a man named NAFFER VOSK, a deformed smuggler Father Tobyn took pity on after his ship wrecked just north of town a decade ago. 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.
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, which 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 several years ago in the same fire that destroyed the Sandpoint Chapel. The new White Deer 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 locals. Although his parents were members of the Shriikirri-Quah tribe, they abandoned their ties to settle in Sandpoint. Garridan regrets their choice, but his love for his wife and family keeps him rooted firmly in town. 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 stemming from what Garridan sees as his brother’s complete abandonment of Shoanti tradition.
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 for prices ranging from 5 gp to 100 gp, depending on the size and level of detail. When not here crafting copies of old maps, Veznutt can usually be found arguing over history with his best friend Ilsoari at Turandarok Academy (area 27).
This squat stone building escaped the fire that ravaged northern Sandpoint, much to the relief of its owner, a wildhaired jeweler named MAVER KESK. Maver retains a half-dozen 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.
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; see area 45) rankle at this practice, but until an equally cost-effective and convenient option is presented, the town council is reluctant to change its ways. In any event, the sea generally makes short work of the junk, ensuring it never piles up too high.
7 GORVI’S SHACK
This dilapidated shack is home to one of Sandpoint’s few half-orcs, a fat, heavily tattooed lummox named GORVI (male half-orc warrior). Despite the ramshackle look of his home, Gorvi has 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.
The sole occupant of this ancient building is an old man named BRODERT QUINK, a balding scholar of Varisian history and engineering. Brodert claims to have spent 2 decades of his youth studying with dwarven engineers at Janderhoff and 3 decades as a cataloger at the Founder’s Archive in Magnimar, and is continually baff led and enraged that his learning and obvious intelligence haven’t afforded him more prestige. Brodert has been studying ancient Thassilonian ruins for the past several years and has recently become obsessed with the Old Light. No one believes his theories that the tower was once a war machine capable of spewing fire to a range of more than a mile.
A flamboyant dwarf named VOLIOKER BRISKALBERD has owned and operated Sandpoint’s locksmith business since the town’s founding. Most of the town’s locks were built by Volioker. Volioker’s distaste for thievery and scoundrels may have its genesis in his childhood as a street orphan in Magnimar, although he’s traditionally close-mouthed about his past. He’s a tremendous fan of the arts, and never misses a new show at the playhouse.
10 SANDPOINT GARRISON
This stone fortress serves double duty as Sandpoint’s militia barracks and its jail. The jail is located in an underground wing, while the above-ground portion houses the town’s guard. Sandpoint’s town guard consists of a dozen full-time guards; about twice this many servants and other experts (smiths, cooks, bookkeepers, couriers, and the like) dwell here as well. Guards patrol the city alone— there’s generally not much trouble beyond the odd drunk for them to handle, so usually only three or four are on duty at any one time.
Sandpoint also maintains a militia of 62 able-bodied men and women who are expected to attend training and exercise here at least once a week. This militia can be brought to service in 1d3 hours.
The garrison is currently under the watchful eye of Sheriff BELOR HEMLOCK, a Shoanti who inherited the post of sheriff when the previous holder, Casp Avertin. Belor’s not-as-secret-as-he’d-like romance with Kaye Tesarani (see area 43) has put further strain on his relationship with his family.
The jail below the garrison is generally empty save for a few drunks or Sczarni doing time for some minor crime. Murderers and other hardened criminals generally stay for only a few days before an escort from Magnimar arrives to bring them to trial in the big city. The garrison’s jailor is a heavily scarred brute named VACHEDI.
11 SANDPOINT TOWN HALL
The majority of the ground floor of this two-story building consists of a meeting hall large enough to seat most of Sandpoint’s adults, although town meetings have rarely been even half so well attended. The upper floor contains offices and storerooms, while a vault in the basement below has functioned as the town bank for decades. Plans to build a proper bank have been stalled for various reasons since the town was founded. Sandpoint’s mayor, KENDRA DEVERIN, can often be found in this building, tending to the town’s needs.
12 SAVAH’S ARMORY
The northeast corner of this building bears a few scars from the Sandpoint Fire, but fortunately for its owner, SAVAH BEVANIKY, the building escaped significant damage. Savah’s shop sells all manner of weapons and armor, including several masterwork items and exotic weapons like a spiked chain, a dozen masterwork shuriken, and a + 1 repeating crossbow with a darkwood and ivory stock that bears the name “Vansaya.” She’s not sure what the name means—she bought the weapon from an adventurer on the way to Riddleport a year ago, and its high price and complexity have ensured its semi-permanent stay in her shop.
13 RISA’S PLACE
RISA MAGRAVI operated this tavern for the first 30 years of Sandpoint’s history, and even now that she’s gone mostly blind in her old age and has left the day-to-day affairs of the job to her three children BESK, LANALEE, and VODGER, the mysterious Varisian sorcerer remains a fixture of the tavern. Known as much for Risa’s tales of ancient legends and myths as for its spiced potatoes and cider, this tavern is a favorite of the locals if only because its out-of-the-way location ensures strangers rarely come by.
14 ROVANKY TANNERY
LARZ ROVANKY runs Sandpoint’s tannery, situated at the edge of town, with ruthless efficiency. He expects perfection from his workers and his products, and as a result often works long hours on his own during the stretches when he’s temporarily fired the help. His leather and fur goods are of high quality, enough so that locals generally don’t mind the extra wait for custom orders while Larz fusses with getting things perfect.
15 RED DOG SMITHY
Named for its owner’s affection for large red mastiffs, two to three of which can always be seen lounging about nearby, Red Dog Smithy is owned by a bald and powerfully muscled man named DAS KORVUT. Das’s temper is, perhaps, his true claim to fame—he has little patience for customers, and even less for everyone else. Sandpoint suffers his foulmouthed attitude and frequent drunken midnight rants because he really does know his job, and as long as he’s busy hammering metal, he stays relatively calm and confined to his smithy. The local children have recently been circulating a somewhat cruel rhyme about Das that they’ve taken to chanting at hopsquares, a doggerel sure to come to an end once the smith hears it.
16 THE PILLBUG’S PANTRY
Nestled at the base of a cliff and tucked between several old tenements, nothing but a painting of a pillbug perched on a mushroom indicates this building is anything more than yet another home. The proprietor of this establishment is a short, rotund man named ALIVER “PILLBUG” PODIKER, an accomplished herbalist and gardener. Although he’s of mixed Chelish and Varisian blood, the Sczarni have taken to treating him as a full-blooded Varisian. His primary source of income is from legitimate sales of medicine and potions.
17 BOTTLED SOLUTIONS
This cluttered shop is filled with shelves upon shelves of bottles, bags, and other alchemical containers, some covered with dust and others so new that the pungent stink of their brewing still fills the air. NISK TANDER fancies himself a more gifted potion-maker than he really is. Sometimes his potions don’t work as intended, but he doesn’t take too kindly to people looking too closely at his wares before they buy.
18 CRACKTOOTH’S TAVERN
A particular favorite of patrons of the Sandpoint Theater, Cracktooth’s Tavern is always full after the latest show at the nearby playhouse lets out. A large stage gives actors, singers, and anyone else the opportunity to show their stuff. Every night a crowd of would-be entertainers packs the taproom in the hopes of being discovered. Owner JESK “CRACKTOOTH” BERINNI might look like a thug, but he’s actually quite well read and possesses a scathing wit—nights when he takes the stage to deliver his observations on the political situation in Magnimar are quite popular.
19 HOUSE OF BLUE STONES
This stone building is primarily a single large chamber, the floor decorated with polished blue stones set within winding pathways of reed mats. This structure was built 10 years after Sandpoint was founded by a wandering monk named Enderaki Sorn—today, the monastery is tended by Enderaki’s daughter, SABYL SORN, her father having passed away 7 years ago. A worshiper of Irori, the god of self-perfection and knowledge, Sabyl maintains a large collection of old books and scrolls in the basement chambers below. She opens both the meditation floor and her library to fellow worshipers, but others must convince her of their good intentions before she’ll let them in.
20 SANDPOINT GLASSWORKS
One of the oldest industries in town, the Sandpoint Glassworks has been owned by the Kaijitsu family from the town’s inception. The glassworking trade has been in the family for generations, and many of their techniques—perfected in distant Minkai—result in dazzling and impressive works that fetch top price among the nobles of Magnimar, Korvosa, and beyond.
21 SANDPOINT SAVORIES
The smells issuing from this bakery fight against the salty tang of the sea every morning except on Sunday. The shop has been owned and operated by the Avertin family for the past 2 decades. ALMA AVERTIN still hasn’t quite recovered from the brutal death of her son Casp several years ago, and her twin daughters ARIKA and ANEKA all but run the business these days. Aneka doesn’t mind, but Arika is growing increasingly restless with the job.
22 THE CURIOUS GOBLIN
The sign out in front of this shop shows a wide-eyed goblin reading an upside-down book nearly as tall as him. Inside, this bookshop is a testament to one man’s obsession with the printed word. CHASK HALADAN has maintained his love affair with books for nearly 70 years and shows no sign of giving it up anytime soon. His store is surprisingly complete, and while almost all of his wares are far too pricey for any of the locals to shop here with any frequency, a nest egg gathered in his adventurous youth combined with a frugal lifestyle makes the success of his business secondary to his own satisfaction. Several locals, including Brodert Quink (area 8), Sabyl Sorn (area 19), and Ilsoari Gandethus (area 27) can often be found here, either chatting with Chask or sitting in one of several large chairs, reading.
23 SANDPOINT THEATER
Brand-new cathedrals and ancient ruins aren’t the only incongruities Sandpoint boasts. This massive playhouse, financed entirely by its larger-than-life owner, CYRDAK DROKKUS, features one of the most impressive theaters on this side of Varisia—it certainly competes with the playhouses of Magnimar, a fact that Cyrdak takes great pride in, since he was forced to flee that city for mysterious reasons he’s eager to hint at but reticent to expound upon (although they certainly involve another Sandpoint local of note—Jasper Korvaski). The Sandpoint Theater often showcases local talent, but it’s the three weekend shows that locals generally look forward to. Cyrdak uses his contacts in Magnimar to great extent, ensuring that the most exciting new productions in the big city are available here as well. Although Cyrdak enjoys flirting with all of Sandpoint’s young women, his romantic relationship with Jasper (area 40) is one of the town’s worst-kept secrets.
24 CARPENTER’S GUILD
The vast majority of the buildings in Sandpoint were erected by members of the town’s large and eternally busy Carpenter’s Guild. Currently overseen by Guildmaster AESRICK BATTLEHORN, a dwarf who left his homeland because of his a nearly heretical fondness for working with wood rather than stone, the Sandpoint Carpenter’s Guild has recently been accepting a growing number of projects in the outlying farmlands as well as work about town. The guild has been in a minor feud with the Sandpoint Shipyard (area 46) for years, one that most often flares up over which guild has claim to the best lumber from the mill.
25 SANDPOINT LUMBER MILL
This long building was one of the first to be built when Sandpoint was founded. Owned by the industrious Scarnetti family, the mill and its daily operations have recently been left more and more to a penny-pinching businessman named BANNY HARKER and his partner IBOR THORN. Neighbors have been complaining that the two have been running their insidiously noisy logsplitter into the wee hours of the night as they rush to keep up with demand in the face of Magnimar’s increased hunger for lumber, but Harker’s influence with the Scarnettis has so far kept any mandates against operating the logsplitter from coming to pass.
26 GENERAL STORE
Owned and operated by VEN VINDER and his family, Sandpoint’s oldest and best-stocked general store has a little bit of everything— farm equipment, weapons, tack, tools, furniture, food, and even homemade pies baked by Ven’s wife SOLSTA. Ven even keeps a shocking supply of alcohol in his basement, although a customer has to ask to see the “wine cellar” before Ven’ll admit to his special stock. Ven has a particular fondness for bitter grog and rotgut imported from places as far as the orc city of Urglin. His true prides, though, are his daughters, whom he dotes upon.
27 TURANDAROK ACADEMY
As families thronged to Sandpoint, the town founders quickly came to realize that they needed somewhere to handle the education of children, to house unfortunate orphans, and to busy older children and keep them from becoming delinquents. The answer was the Turandarok Academy. Part school, part orphanage, the academy is run by retired adventurer ILSOARI GANDETHUS. He volunteered to be the academy’s headmaster if he could have the basement of the two-story building to himself. He keeps these chambers locked, but the children who attend classes on the ground floor and the orphans who live on the upper floor have countless stories about what’s down there, ranging from a goblin farm to a nest of phantom spiders to the Sandpoint Devil itself. The old wizard does nothing to dissuade the children’s tales.
28 MADAME MVASHTI’S HOUSE
Although from outside this appears to be an ancient, decrepit manor house with several rooms, only one person lives in this old building—ancient and mysterious NISKA MVASHTI. Old even when Sandpoint was founded decades ago, Madame Mvashti (as she prefers to be called) is a Varisian historian and seer, part of a long tradition of oracles in her family. As with many seers, the current age’s unexpected departures from established prophecies have left her with a lifelong sense of brooding worry. She performs most of her readings with harrow cards or carved bones but seems only very rarely to enjoy casting her predictions.
Madame Mvashti had long complained that the yearly travels of her extended family hurt her bones, and when Sandpoint was founded, as part of the accord with the Sandpoint Mercantile League, the local Varisians demanded a large manor house be built for their respected elder. Once she passed away, the house was to revert to the town’s property, but Madame Mvashti has proven exceptionally tenacious and long-lived. She survives primarily on support and volunteer help from local Varisians and her only daughter, KOYA MVASHTI, although she spits and curses at those she knows belong to the Sczarni. Druids from the hinterlands make weekly visits to her home, often helping her along on the long walks she still enjoys in the nearby countryside.
29 GROCER’S HALL
This building’s facade is open to the air where it faces the market. During the day, bins and trays and tables here are heaped with produce brought in that morning from the outlying farms. Near the back of the store are tools, seeds, feed, tack, and other supplies useful for farming. The other half of this building is filled with living quarters, meeting halls, file rooms, and storage. OLMUR DANVAKUS took up the post of guildmaster here after the previous guildmaster was murdered by Chopper.
30 VERNAH’S FINE CLOTHING
RYNSHINN POVALLI has owned and operated this clothing shop for the last several years. Since her mother’s death several years ago during Chopper’s murder spree, Rynshinn has used much of the money from those gifts to expand her mother’s tailoring business, and even founded a guild that brings together dozens of quilters, crafters, sewers, and tailors so they can sell their wares here. She’s looking into opening a shop in Magnimar as well, but has yet to find a partner there whom she trusts. A number of Sandpoint’s young men idly court Rynshinn, whom many hold to be the town’s most beautiful citizen, but to date, she has politely eschewed all possible suitors for reasons she has not shared.
31 WHEEN’S WAGONS
A lanky man named BILIVAR WHEEN owns this workshop. Bilivar is a down-on-his-luck wheelwright who’s lately been spending more time at various taverns (especially the Hagfish—area 33) than here working—ever since his daughter Tanethia drowned in the Mill Pond last year, his wife VORAH has grown more and more shrill and paranoid that her remaining two children’s days are numbered as well. Bilivar’s been heard to mutter about packing up and skipping town to some of his drinking buddies at the Hagfish, but no one thinks he’ll really follow through on this plan.
32 SCARNETTI MILL
As with the Sandpoint Lumber Mill, this building is owned by the Scarnettis. All of the flower and grain produced here is supplied by local farmers. Mysterious fires have claimed the Soggy River Mill, the Biston Pond Mill, and most recently the Cougar Creek Mill, leaving Scarnetti’s the only functioning grain mill in the region. Accusations of Scarnetti-sponsored arson have been flying high, but the manager of this mill, constantly worried and sneezing COURRIN WHESTERWILL, has gracefully lowered the prices for its use to record lows until the outlying mills can be rebuilt, a gracious move that has alleviated, to some extent, extensive public outcry.
33 THE HAGFISH
One of Sandpoint’s most popular taverns, especially among fishermen and gamblers, the Hagfish is also Sandpoint’s best bet for a good old-fashioned seafood meal. Owned by a gregarious one-legged man named JARGIE QUINN, the Hagfish gets its name from the large glass aquarium that sits behind the bar, the home of a repellent Varisian hagfish that Jargie affectionately calls Norah. Hanging from a nail next to Norah’s tank is a leather pouch bulging with coins: prize money for anyone who can drink down a single tankard of “water” scooped from Norah’s tank. It costs a single silver coin to try, but the trick is that, since she’s a hagfish, the water in Norah’s tank is thick and horrifically slimy and foul tasting. Few can stomach the stuff, but those who do get to keep however many coins have accumulated in the pouch, and then get to carve their names in the ceiling beam above the bar. To date, there are only 28 names carved there, and the Hagfish has been in business for nearly 10 years.
But there’s certainly more to this tavern than Norah. Jargie’s game tables are always well attended, with games ranging from cards to checkers to dice to darts. Tall tales are a favorite pastime here, with one popular game called “yarning” involving seeing how long a local can string along an impromptu fable without contradicting himself. The most popular subject of these tales is traditionally Old Murdermaw, a legendary giant red snapper that might or might not dwell in the depths of the Varisian Gulf. Jargie himself is quite an accomplished yarner, with the ever-changing story of how he lost his leg being his favorite starting point for his tales.
34 VALDEMAR FISHMARKET
Like the Grocer’s Guild across the market, the facade of this long building is open to the air. Here, locals can shop for the day’s catch, picking out cod, salmon, tuna, shellfish, and even the odd octopus for the evening’s meal. TURCH STERGLUS, a retired fisherman with a lazy eye and a wild white beard, runs the fishmarket in a lovably crotchety manner, constantly complaining about the weather or the day’s catch or the antics of local youth, but always packaging his customers’ purchases with a smile and a wink. The fishmarket itself is owned by the Valdemar family, but most locals act as if the building and business were Turch’s, often tipping the lovable old man a few extra coins. Turch’s five sons, each smarter than the last, have all made careers working for their father as fish cleaners, haulers, and even cooks.
35 SANDPOINT MARKET
On most days, Sandpoint’s marketplace is empty save for the odd group of children who enjoy using the wide-open area to play whistleball or other games. Twice each week, the market fills with vendors. At the start of the week, the farmer’s market radically increases the daily selection of goods available at the Grocer’s Hall, while all day at the end of the week, merchants from Magnimar, Galduria, Nybor, Wartle, and beyond take part in the Town Market. It’s very rare to see any item worth more than a 500 gp base value go on sale at this market, but prices are generally 75% of the regular asking price.
36 SANDPOINT MEAT MARKET
Local butcher CHOD BEVUK runs the Sandpoint Meat Market. Half of this building doubles as a slaughterhouse, with the meat itself put on display for sale in the front half of the market. Most of the meat processed here is from livestock or animals caught by hunters. Chod still claims to this day that he encountered Chopper several days before he was ultimately caught and that the two of them fought, leaving Chod with one fewer finger, but most locals believe the wound was self-inflicted in an attempt to get attention. Chod’s penchant for lies and exaggeration in all matters not relating to his business doesn’t help lend credence to his version of how he lost the little finger of his left hand.
37 THE RUSTY DRAGON
This large structure is Sandpoint’s oldest inn, notable for the impressive (and quite rusty) iron dragon that looms on the building’s roof, doubling as a lightning rod and decoration. Owned and operated for the past 6 years by the lovely and popular AMEIKO KAIJITSU, the Rusty Dragon is not only one of the town’s most popular eateries (made so, in large part, by the spicy and exotic food served here), but also a great place to meet visitors from out of town, since most newcomers to Sandpoint come upon this inn first, as the northern stretch of the Lost Coast Road is less traveled. It certainly doesn’t hurt that Ameiko’s beauty is more than matched by her skill at music, and few are the evenings that pass without at least two or three songs being performed by the talented woman. Some bad blood exists between Ameiko and Cyrdak, and one never seems to miss a chance to badmouth the other, but no one in town really understands the reason behind their rivalry.
Of greater concern to Ameiko is her long-running feud with her family—leaving town to become an adventurer scandalized her family enough. But when she retired from adventuring a year later after a disastrous mission (the nature of which she never speaks of), she returned to Sandpoint and bought and renovated the Rusty Dragon—an act that only further scandalized and shamed her father. Ameiko claims not to care about her father’s opinions of her choices, but becomes evasive when anyone asks her why she gave up the adventuring life. Some believe she has a secret lover in town, while others theorize that something happened on her last adventure that took the bravery out of her. In any event, the Rusty Dragon is probably the most adventurer-friendly establishment in town, with its ubiquitous “Help Wanted” board near the bar and Ameiko’s policy of discounting rooms for any who tell exciting adventure stories.
38 GOBLIN SQUASH STABLES
The sign above this door perpetuates one of the greatest fears of the lowly goblin—being trampled underfoot by a horse. The stables are tended by a retired hunter named DAVIREN HOSK, whose hatred of goblins is nearly legendary in Sandpoint. In a somewhat grisly display, over the entrance to the stable’s covered barn is his collection of goblin ears: preserved and nailed to three different rafters, each bearing the goblin’s name burned into the leathery flesh—mostly because Daviren knows that writing down a goblin’s name is one of the worst things you can do to desecrate its memory. The bitter ranger’s pride and joy is a large glass bottle filled with brine in which he’s preserved the body of Chief Whartus of the now-extinct (due in large part to Daviren) Bonegrinder Tribe.
39 TWO KNIGHT BREWERY
While Sandpoint’s taverns offer a wide variety of spirits, they all proudly serve the mead, ale, and rum brewed here at the Two Knight Brewery. The brewery was established by two brothers (both worshipers of Abadar and cousins of Mayor Deverin) only a few years after Sandpoint was founded, and their expertise at brewing has only increased over the years. Tragically, Wade Deverin was one of the first of Chopper’s victims, a murder that has shaken the faith of his brother, GAVEN DEVERIN. Locals whisper that since Wade’s death, the brew from here simply hasn’t tasted as good, but they would never say something to this effect to Gaven’s face.
40 SANDPOINT MERCANTILE LEAGUE
This large building serves many purposes. One can book passage on a ship bound for other ports, arrange for caravans or carriages for overland travel, or send messages to folk in town or as far away as Korvosa or even Riddleport. Inquiries into land ownership, building construction, and establishing new businesses, both in Sandpoint proper and in the surrounding hinterlands, must begin their processes of official foundation here.
Although ownership of the league remains split evenly between Sandpoint’s four noble families, few of them take part anymore in the actual day-to-day business, leaving such matters in the capable hands of SIR JASPER KORVASKI. In his younger years, Jasper was a paladin of Abadar, and although he’s long since given up the more dangerous lifestyle of a crusader, he remains loyal and devout. Despite his best efforts, his romance with Cyrdak Drokkus (area 23) has become one of Sandpoint’s worst-kept secrets. The Scarnettis, easily Sandpoint’s most conservative and least open-minded family, claim to find the rumors of this relationship scandalous and offensive, but it’s unclear whether they’re more offended by the relationship itself or by the fact that the majority of Sandpoint is so accepting of it. In any event, the Scarnettis have been doing their best to make things difficult for Jasper in an attempt to not-so-subtly convince him to move back to Magnimar, but the support of the other three families has, so far, kept the Scarnettis from becoming too obnoxious.
41 SANDPOINT BOUTIQUE
This large boutique and shop sells all manner of clothing, weapons, toys, artwork, books, and tools imported from throughout the world, although most of the wares here are Varisian in nature. The place is owned by HAYLISS KORVASKI, who is, like her brother Jasper, a devout worshiper of Abadar. Yet unlike her brother, her temper isn’t balanced by a desire to keep everyone happy. Hayliss isn’t afraid of making enemies and wears her disdain for the Scarnettis on her sleeve. She’s even gone as far as sometimes upcharging her goods for members of the Scarnetti family, in spite of Mayor Deverin’s repeated requests to keep the peace.
42 FATMAN’S FEEDBAG
If the Hagfish is Sandpoint’s most popular tavern, Fatman’s Feedbag is its most notorious. Bar fights are common, and Sheriff Hemlock typically has to come down here two or three times a week to sort them out when they grow particularly violent or loud. The majority of the clientele here are Varisian scoundrels or less-than-reputable sailors. This tavern is owned and operated by an enormous man named GRESSEL TENNIWAR.
43 THE PIXIE’S KITTEN
Many of Sandpoint’s crasser locals have a much more colorful name for this establishment, but KAYE TESARANI runs the town brothel with class and distinguished grace. She pays her girls and boys quite well, and the three Shoanti bouncers she employs are more than enough to handle troublemakers. Although prostitution isn’t illegal in Sandpoint, the Scarnettis have long lobbied for it to be outlawed, publicly condemning the Kitten as a place where vice and criminal activity can take root.
44 THE FEATHERED SERPENT
This cramped and cluttered shop smells of a strange mixture of incense, spice, and dust. Its sole proprietor, VORVASHALI VOON, an exotic-looking character with bright blue eyes, long red hair, and almost bronze-colored skin, is gregarious and excited about every customer. Not everything in his shop is for sale, rendering the shop’s eclectic collection of strange relics, statues, and monument fragments part museum. Vorvashali’s stock changes constantly, as his dozens of contacts from Magnimar come in weekly to buy and trade stock. Adventurers seeking magic items and other tools of the trade can find what they’re looking for here more often than not.
While Abstalar Zantus (area 1) does his best to take care of Sandpoint’s truly sick and needy, he can’t help everyone. For minor aches, pains, and illnesses, most of Sandpoint’s citizens depend on HANNAH VELERIN. Hannah spends most of her mornings out in the surrounding wilds, gathering herbs or simply enjoying Gozreh’s bounty. In the afternoons, she returns to her shop and home here to prepare medicines and receive patients. Hannah’s ironically the one to go to when one either wants to end a pregnancy or needs a midwife to aid in a birth; Hannah encourages all of the women she sees to carry to term, and advises the use of pinberry extract to young women as a way to prevent any unwanted pregnancies from happening in the first place, but in cases where there’s no other option, her other services are discreet and confidential.
46 SANDPOINT SHIPYARD
The southern facade of this long building is open to Sandpoint Harbor, allowing its small army of shipwrights, ropemakers, and sailmakers to work their trade in one of four dry docks right on the shore. The shipyard is owned by the Valdemars, with BELVEN VALDEMAR, old Ethram’s eldest son, overseeing the constant work here. Belven is a handsome and quite available bachelor, but his dedication to his craft and family have so far left him little time to entertain the dozens of young women who’ve been trying to catch his eye for the past several years.
47 VALDEMAR MANOR
This manor house commands a breathtaking view of the town of Sandpoint and the harbor below, as befits the home of the family most connected to the town’s shipbuilding and fishing industries. The family itself remains under the patriarchal rule of old ETHRAM VALDEMAR, the only one of the original members of the Sandpoint Mercantile League who is still alive. Ethram’s years are numbered, though, for the old man has a persistent lung infection that keeps coming back, no matter how often the family pays to have it cured.
48 SCARNETTI MANOR
The Scarnettis are Sandpoint’s most notorious noble family, and many of Sandpoint’s elderly Varisian locals still haven’t forgotten or forgiven Alamon Scarnetti’s assault on their people more than 40 years ago, even with Alamon 20 years in the ground at the Sandpoint Cemetery. The Scarnetti family, now headed by Alamon’s only surviving son TITUS SCARNETTI, controls Sandpoint’s mills and the lumber industry. Their control over the lumber the Valdemars need for their enterprises is not lost on the Scarnettis, and they use this fact as often as possible to leverage Valdemar support. The Scarnettis are easily Sandpoint’s most traditional family, who cling to old Chelish values that are, in many cases, outdated today.
49 KAIJITSU MANOR
This manor is the smallest of the four noble houses overlooking Sandpoint, yet the Kaijitsus are perhaps the richest family in town. What this manor lacks in stature and size it more than makes up for in the exotic and impressive furnishings within. LONJIKU KAIJITSU has carried on his father’s proud work as glassmaker, and the Sandpoint Glassworks is perhaps the town’s most prosperous business, with its products regularly shipped as far as Korvosa. Lonjiku was born in Magnimar and has never visited his motherland, but he carries memories of its wonders in the form of stories told to him by his now-deceased parents. Yet for all of his success at business, Lonjiku has found the role of father to be one he’s particularly ill suited for. His eldest son Tsuto, in addition to being proof of his wife’s affair with an unknown elf, left the region several years ago after an argument that resulted in Lonjiku striking his son with his cane. His eldest daughter Ameiko shamed him not only by becoming an adventurer, but also by opening and running a tavern and flophouse—“hardly women’s work,” he’s fond of telling anyone who’ll listen. Of course, those who know Lonjiku know his short temper is his real problem. It is too early to tell if the youngest Kaijitsu – little Kimiko, will be a disappointment to the family or not.
50 DEVERIN MANOR
Living within the largest manor, the Deverins have traditionally held leadership roles in Sandpoint. Old Amos Deverin served as the town’s first mayor for 23 years, and his son Fenchus served as its second. Both Deverins perished after unfortunate accidents (Amos was trampled by a runaway horse on Festival street and Fenchus was killed by a snakebite while on a boar hunt), leaving Amos’s youngest daughter as the heir to the family fortune and a likely candidate for mayor. KENDRA DEVERIN didn’t initially want the job, but after she was nominated for the role by her close friend Casp Avertin, she won the election by a landslide, something her primary opponent in the election, Titus Scarnetti, has never quite come to terms with. She shares this manor with her brother’s rather large family, and although her sister-in-law Vana constantly complains about needing even more space and luxuries, Kendra has done a saintly job so far in keeping her temper under control.