Locations of Interest:

# Type Location People
1 Temple Sandpoint Cathedral Abstalar Zantus
2 Cemetery Boneyard Naffer Vosk
3 Inn & Tavern The White Deer Garridan Viskalai
4 Craftsman (Cartographer) The Way North Veznutt Parooh
5 Craftsman (Jeweler) Kesk’s Jewelry Maver Kesk
6 Junkyard Junker’s Edge Gorvi
7 Home Gorvi’s Shack Gorvi
8 Scholar (History) Brodert the Sage Brodert Quink
9 Craftsman (Locksmith) Locksmith’s shop Volioker Briskalberd
10 Civic Building Town Garrison Sheriff Belor Hemlock
11 Civic Building Town Hall Mayor Kendra Deverin
12 Merchant (Armor & Weapons) Savah’s Armory Savah Bevaniky
13 Tavern Risa’s Place Besk, Lanalee, and Vodger, Risa Magravi
14 Craftsman (Tanner) Rovanky Tannery Larz Rovanky
15 Craftsman (Blacksmith) Red Dog Smithy Das Korvut
16 Craftsman (Apothecary) The Pillbug’s Pantry Aliver “Pillbug” Podiker
17 Craftsman(Alchemist) Bottled Solutions Nisk Tander
18 Tavern Cracktooth’s Tavern Jesk “Cracktooth” Berinni
19 Monastery House of Blue Stones Sabyl Sorn
20 Craftsmen (Glass-blowers) Glassworks Kaijitsu family
21 Craftsman (Baker) Sandpoint Savories Arika and Aneka and Alma Avertin
22 Merchant (Book-seller) The Curious Goblin Chask Haladan
23 Theater Sandpoint Theater Cyrdak Drokkus
24 Guildhall (Carpenters) Carpenter’s Guild Aesrick Battlehorn
25 Mill (Lumber) Lumber Mill Banny Harker
26 Merchant (General Store) General Store Ven Vinder, Solsta Vinder, Katrine, Shayliss
27 School Turandarok Academy Ilsoari Gandethus
28 Home Madame Mvashti’s House Niska Mvashti
29 Guildhall (Grocers) Grocer’s Hall Olmur Danvakus
30 Guildhall (Clothing) Vernah’s Fine Clothing Rynshinn Povalli
31 Craftsman (Wagons) Wheen’s Wagons Bilivar Wheen
32 Mill (Grain) Scarnetti Mill Courrin Whesterwill
33 Tavern The Hagfish Jargie Quinn
34 Merchant (Fishmonger) Valdemar Fishmarket Turch Sterglus
35 Merchant (Co-op Market) Sandpoint Market
36 Merchant (Butcher) Sandpoint Meat Market Chod Bevuk
37 Inn & Eatery The Rusty Dragon Ameiko Kaijitsu, Bethana Corwin
38 Stables Goblin Squash Stables Daviren Hosk
39 Mill (Brewery) Two Knight Brewery Gaven Deverin
40 Guildhall (Mercantile) Sandpoint Mercantile League Sir Jasper Korvask
41 Merchant (Sundries) Sandpoint Boutique Hayliss Korvaski
42 Tavern Fatman’s Feedbag Gressel Tenniwar, Jubrayl Vhiski
43 Brothel The Pixie’s Kitten Kaye Tesarani
44 Merchant (Magic Items) The Feathered Serpent Vorvashali Voon
45 Merchant (Herbalist) Hannah’s Hannah Velerin
46 Shipyard Sandpoint Shipyard Belven Valdemar
47 Home Valdemar Manor Ethram Valdemar
48 Home Scarnetti Manor Titus Scarnetti
49 Home Kaijitsu Manor Lonjiku Kaijitsu, Ameiko Kaijitsu
50 Home Deverin Manor Kendra Deverin

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 travelers unaware. Given time, any of the seeds of civilization could bloom into a full- grown town, or even a city. It’s happened once already, along the shores of a natural harbor nestled among the cliffs some so 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, the Light of the Lost Coast.

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 the waves. 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 and the arc of the rocky outcroppings and lightly forested hilltops that rise up just east of town, 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 whlo have spent the last few days alone on the Lost Coast Road.

From the south, entrance to Sandpoint i s 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 i s 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 cause to worry 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!”

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 so 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.


Order of the Red Band Zandu Zandu