Sandpoint (sANd-poynt)

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 the distance most travelers can walk given a day's travel. Low stone shrines to Desna, goddess of wanderers and patron of the Varisians, offer further opportunities for shelter should one of the all-too-common rainstorms catch travelers unaware. Given time, any of these 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 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, the Light of the Lost Coast.

Light of the Lost Coast

As one approaches the town of Sandpoint, the footprint of civilization upon the Lost Coast grows clearer. 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. Wooden bridges become more numerous over creeks and rivers, and the Lost Coast Road grows wider and better kept. The 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 who have spent the last few days alone on the Lost Coast Road.

From the south, the entrance to Sandpoint is governed by a wooden bridge, while from the north, a low stone wall somewhat protects the town. Here, the Lost Coast Road passes through a stone gatehouse 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 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!"

Demographics

89% humans (1,116), 3% halflings (37), 2% elves (25), 2% dwarves (24), 1% gnomes (13), 1% aiuvarins (13), 1% dromaars (12)

Government

Town council, led by a strong mayor. Four seats on the seven seat council are held by the leaders of the four founding families of Sandpoint. Three more positions are elected. One of these elected council members is always the mayor. Currently the mayor, Kendra Deverin, is also the head of the Deverin family and combines the mayor's seat with her founder's seat, leaving three additional elected seats.

Defences

Sheriff Belor Hemlock leads a small town guard.

Industry & Trade

Sandpoint's major export is fine glass from the Sandpoint Glassworks. Its theatre is comparable to those in much larger cities, and is a big tourist draw, as is the Thassilonian ruin known as the Old Light.

Districts

There are no official districts, however a drop in the ground level distinguishes between the higher elevation northern city and the lower elevation southern city. The norther city tends to be wealthier.

Guilds and Factions

History

Founded in 4666 AR, Sandpoint remains a sleepy fishing town, but is increasingly attracting more attention.

Tourism

The Old Light and Sandpoint Theatre are the major tourist draws.

Architecture

Most of the buildings are of wooden or wattle-and-daub construction. The exceptions are the Sandpoint Cathedral and the Sandpoint Garrison, both made of stone.

Geography

Sandpoint juts out from the Lost Coast into the Gulf of Varisia. The Turandarok River separates it from the mainland.

Climate

Sandpoint's climate is on the colder side of temperate, with cold winters and warm summers.

Natural Resources

The many forests around provide good lumber, and the fields are rich enough for good farming. Fishing is abundant in the Turandarok River and the Gulf of Varisia.

Settlement 4

Traits town

Diverse coastal town

Government Mayor (elected leader)

Population 1,240 (90% human, 3% halflings, 2% elves, 2% dwarves, 1% gnomes, 1% aiuvarins, 1% dromaar)

Languages Common, Varisian, Shoanti


Religions Abadar, Desna, Erastil, Gozreh, Sarenrae, Shelyn

Threats criminals, goblins

Quick to Chat The majority of Sandpoint’s citizens are eager to gossip and spread news. The Gather Information exploration activity takes half as long as normal in Sandpoint (typically reducing the time to 1 hour). If a character has the Hobnobber feat, then the Gather Information activity takes only a quarter as long for that character while they are in Sandpoint (typically reducing the time to 30 minutes).


Abstalar Zantus (male human cleric of Desna 4) high priest

Belor Hemlock (male human fighter 4) sheriff

Kendra Deverin (female human politician 7) mayor

Founding Date
4666
Alternative Name(s)
The Light of the Lost Coast
Type
Town
Population
1240
Inhabitant Demonym
Sandpointer
Owner/Ruler
Ruling/Owning Rank
Owning Organization
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