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 up thrust 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!”
Sandpoint has faced many hardships but also great
prosperity in its 42-year history. A small town on the Varisian Bay ,
fishermen, farmers, and other simple folk make the community one of the rare truly
peaceful havens in Varisia. Yet, while the townsfolk have known dark times in
the past, a new shadow has begun to loom over the unsuspecting town.
The
Town
A simple,
relatively peaceful town with all the color and common oddities one expects
from a tightly-knit community, Sandpoint sits at a point on the Lost Coast
halfway between Magnimar and Windsong Abbey. Wood buildings and cluttered docks
line the town’s natural harbor, while farms and the manors of wealthy citizens
dot the surrounding countryside. During
the day, fishing, farming, lumbering, glassmaking, and shipbuilding occupy most
of the townsfolk, who commonly retire to their homes by way of Sandpoint’s many
taverns. A playhouse and would-be museum make unusual attractions in such a
small community, but Sandpoint’s true landmark is the Old Light, a lighthouse
of ancient origins that lies in ruins.
A relatively peaceful town, devoid of many
of the dangers of a true frontier town and intrigues of a sprawling city,
Sandpoint has nonetheless had its share of troubles. The fading scars of a
recent terror still linger, a time most folk refer to as the Late
Unpleasantness.
Just over five years ago, a madman stalked
the streets of Sandpoint, killing dozens. Known as Chopper, the killer’s month long
terror ended bloodily when an eccentric local artisan was revealed as the
murderer and killed during his attempted capture. Adding to the pain, less than a month later
the local chapel burned to the ground in a conflagration that nearly consumed
the town’s northern half and left the local priest dead.
The
Law
Kendra Deverin has
served as Sandpoint’s mayor for the past eight years. Lawmaker, judge, and
general peacemaker, Deverin has proven to be both an adept diplomat and stern
hand when need be—skills likely honed during her youth in Magnimar and
adventuring in the region. With a personal—some say sisterly—style of
governing, Kendra holds the abiding respect of most of Sandpoint’s people,
charming them with her fiery temper and tenacity for justice (as demonstrated
during the Late Unpleasantness). A council of several of the town’s most
respected and affluent landowners aids Deverin’s work. While several council members
have their own agendas and visions for the town, the mayor’s no-nonsense
attitude assures that council decisions ever work toward the common good.
Meting out the town’s good justice, sheriff and
councilmember Belor Hemlock keeps watch over Sandpoint’s people. Held as
something of a local hero, Hemlock is lauded with being the man who brought the
serial killer, Chopper, to justice. Although rarely faced with misconduct more
severe than vandalism and public drunkenness, the sheriff is both a keen wit
and a skilled swordsman, and openly proves both when the rare crime requires it.
While the town’s chief enforcer, Hemlock knows the difference between the word
of the law and its intent, and often gives those under his protection the
benefit of the doubt.
Their sheriff’s work aside, Sandpoint’s
people realize they must often fend for and defend themselves, especially on the
outlying farms. In the rarest and most extreme cases— and even then thoroughly
discouraged—mob justice is sometimes all that satisfies the outraged people.
The
People
A welcoming,
largely unprejudiced community of colorful locals call Sandpoint home. Presented here are but a few of the town’s
most noteworthy residents.
Kendra
Deverin: Town mayor.
Cyrdak
Drokkus: Grandiloquent actor, gadabout,
and proprietor of the Sandpoint Theater.
Belor
Hemlock: The gruff but protective
town sheriff.
Ameiko
Kaijitsu: Ex-adventurer and
proprietor of the Rusty Dragon inn, rebellious daughter to nobleman Lonjiku
Kaijitsu.
Lonjiku
Kaijitsu: Stoic noble, owner
of the town Glassworks.
Jargie
Quinn: One-legged owner of the
Hagfish tavern.
Titus
Scarnetti: Tradition-minded
noble who controls Sandpoint’s bustling lumber trade.
Ethram
Valdemar: Oldest of the town
nobles.
Ven
Vinder: Owner of Sandpoint’s
best-stocked general store.
Abstalar
Zantus: Sandpoint’s
mild-mannered local priest.
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