Sunday, November 30, 2008
House Rule on multiclass Barbarian Feat
After perusing a thread on a potential barbarian multiclass, I will offer the following options for characters in Golarian. A character can either choose Rage Blood vigor combined with Swift Charge as a daily power or one at will power as a encounter power. This will be considered a house rule until WotC releases information regarding a multiclass barbarian feat. I will not assign a bonus skill at this point as it makes more sense to wait for an official ruling because it may be advisable to retrain an old skill choice (and retraining a retraining is just confusing). My guess is that it will be either choice or endurance or athletics.
OPTION 1
Rageblood Vigor:
You gain the swift charge power. In addition, whenever you reduce an enemy
to 0 hit points, you gain temporary hit points equal to your Constitution modifier. The number of temporary hit points equals 5 + your Constitution modifier at 11th level and 10 + your Constitution modifier at 21st level. Your Rageblood Vigor class feature grants you the swift charge power.
Swift Charge Barbarian Feature
As your foe falls, you rush toward your next victim.
Encounter (daily for multi-class feat) ✦ Primal
Free Action Personal
Trigger: Your attack reduces an enemy to 0 hit points
Effect: You charge an enemy.
OPTION 2 At-Will Power as an Encounter Power (the only at-will worth taking for a non-barbarian is howling strike)
Level 1 At-Will (encounter for multi-class feat) Evocations
Howling Strike Barbarian Attack 1
With a blood-freezing scream, you throw yourself into the fray.
At-Will ✦ Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + 1d6 + Strength modifier damage.
Increase damage to 1[W] + 2d6 + Strength modifier at 11th level and to 2[W] + 3d6 + Strength modifier at 21st level.
Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you do not provoke opportunity attacks for moving during the charge (generally not available to non-barbarians).
Sunday, November 16, 2008
note pinned to the chest of a victim at the Hambley farm
Most Dearest Lyk,
I fear you. I hate you. You must fear and hate me as well. You may unmask me so I must unmask you first.
In esteemed admiration,
His Lordship
I fear you. I hate you. You must fear and hate me as well. You may unmask me so I must unmask you first.
In esteemed admiration,
His Lordship
Saturday, November 15, 2008
Description of Foxglove Manor AKA the Misgivings
The strangely cold sea wind rises to a keening shriek as Foxglove Manor comes into view. The place has earned its local nickname of the "Misgivings" well, for it almost appears to loathe its perch high above the ocean, as if the entire house were poised for a suicide leap. The roof sags in many places, and mold and mildew cake the crumbling watts. Vines of diseased-looking gray wisteria strangle the structure in several places, hanging down over the precipitous cliff edge almost like tangled braids of hair. The house is crooked, its gables angling sharply and breached in at least three places, hastily repaired by planks of sodden wood. Chimneys rise from various points among the rooftops, leaning like old men in a storm, and grinning gargoyle faces leer from under the eaves. That the manor clings to the cliff is remarkable, as the whole far side is nothing more than a sheer drop down to the ocean below, a fall of over three hundred feet. Out front, the foundation stones of a long burnt outbuilding stand sentinel astride the weed-choked approach; a low stone well squats morosely amid these ruins
The Musician's Gallery, Foxglove Manor, Varisia
This large room features two padded chairs and a long couch facing a wide alcove lined with stained-glass windows. Several music stands lean against the southern wall next to a violin, two flutes, and a large harp; all three instruments are in poor condition. The windows themselves depict a diverse array of animals and plants-from north to south are a large pale and ghostly scorpion, a gaunt man holding out his arms as a dozen bats hang from him, a moth with a strange skull-like pattern on its wings, a tangle of dull green plants with bell-shaped flowers, and a young maiden sitting astride a well in a forest while a spindly spider the size of a dog descends along a string of webbing above her.
4708 Lamashan 15th near Sandpoint Foxglove manor house
Early AM a couple of hours after midnight:
Pcs enter the 1st floor and Fin is psychically immolated. Pcs go up to the 2nd floor and Lyk falls to his knees sobbing in a child's bedroom. Andrian figures out where the weeping is coming from. Pcs enter the big music room and talk about the stain glass windows. Pcs continue to explore Foxglove mansion. They find stairs to the attic and stairs to the basement. Andrian finds a silver plated and gold hilted poniard and tries to cut his own throat with it. Lyk attempts to stop him and Andrian stabs Lyk then seems to return to normal. Upon entering the mansion's library Lyk begins staring a beautiful Varisian scarf and then stops breathing, turns blue while clawing at his throat. Lyk falls unconscious and is pushed out of the room by Andrian. Pcs cross to another room and Andrian drops becomes frightened and scoops Riley and runs for the front door calling Riley "Lorey" before reaching the front door he snaps out of it. In the adjacent room the Andrian kills a disgusting tumor-covered bald rat with his new dagger. In the next room Lyk claims to speaks to someone that isn't there and dances frenetically and is exausted.
Then the pcs go to the attic and notice the weeping is close. The pcs eventually find what looks like a private study. There Riley discovers a painting by a famous Magnamarian artist and 3 arcane ritual scrolls. Then the pcs cross the hall and enter a locked room that contains a weeping woman staring into a mirror. Upon approach Andrian discovers that the woman is a living rotted corpse. After many unsuccessful attempts to speak with the thing Andrian asks Brunt to take over and Brunt says he will put the thing to "rest". Before Brunt can attack, Carufinwe suggests that someone should try to destroy the mirror that she seems so fixated upon. Andrian turns the mirror around and the creature that appears to be Iesha screams an expletive at someone named "Aldern" and begins hobbling rapidly out of the attic. The pcs follow her through the mansion as she seems to be hunting something or someone with the unerring efficiency of a bloodhound. "Iesha" eventually arrives in the basement and when she enters a spiral staircase headed to some unknown dungeon the pcs give up pursuit and begin debating whether they should search the basement instead. After a brief debate the pcs decide to pick up the corpse's trail and begin following again. At this time they are attacked from behind by two rat swarms. Despite two well placed fire bombs from Andrian, Riley (in rearguard position) is quickly overrun and torn apart by the disgusting tumor-covered blind bald rats. Just before he could be coup-de-grased by the rats Brunt heals him and Riley runs for his life. The rats are eventually slain by the combined powers of the rallied party. However the subsequent 5 minute rest means that the pcs will no longer be able to catch up the Iesha-thing.
The pcs then go down the spiral stair case. First they encounter a giant undead bat and chop it to pieces. Then the party fights 3 waves of ghouls in groups of 3 and 4 (includes goblins turned to ghouls). Three ghouls escape and retreat to warn "Aldern". Finally the pcs reach a limestone grotto and find the door to Aldern's laboratory. Andrian briefly parley with the creature claiming to be Aldern Foxglove and tells him that Lyk is dead. When the battle begins Brunt successful turns Aldern driving him into the left wall. Despite the help of his 3 surviving ghouls Aldern is killed by the pcs. On the trip back to Sandpoint Carufinwe suggest that the house should be exorcised by a priest.
Pcs enter the 1st floor and Fin is psychically immolated. Pcs go up to the 2nd floor and Lyk falls to his knees sobbing in a child's bedroom. Andrian figures out where the weeping is coming from. Pcs enter the big music room and talk about the stain glass windows. Pcs continue to explore Foxglove mansion. They find stairs to the attic and stairs to the basement. Andrian finds a silver plated and gold hilted poniard and tries to cut his own throat with it. Lyk attempts to stop him and Andrian stabs Lyk then seems to return to normal. Upon entering the mansion's library Lyk begins staring a beautiful Varisian scarf and then stops breathing, turns blue while clawing at his throat. Lyk falls unconscious and is pushed out of the room by Andrian. Pcs cross to another room and Andrian drops becomes frightened and scoops Riley and runs for the front door calling Riley "Lorey" before reaching the front door he snaps out of it. In the adjacent room the Andrian kills a disgusting tumor-covered bald rat with his new dagger. In the next room Lyk claims to speaks to someone that isn't there and dances frenetically and is exausted.
Then the pcs go to the attic and notice the weeping is close. The pcs eventually find what looks like a private study. There Riley discovers a painting by a famous Magnamarian artist and 3 arcane ritual scrolls. Then the pcs cross the hall and enter a locked room that contains a weeping woman staring into a mirror. Upon approach Andrian discovers that the woman is a living rotted corpse. After many unsuccessful attempts to speak with the thing Andrian asks Brunt to take over and Brunt says he will put the thing to "rest". Before Brunt can attack, Carufinwe suggests that someone should try to destroy the mirror that she seems so fixated upon. Andrian turns the mirror around and the creature that appears to be Iesha screams an expletive at someone named "Aldern" and begins hobbling rapidly out of the attic. The pcs follow her through the mansion as she seems to be hunting something or someone with the unerring efficiency of a bloodhound. "Iesha" eventually arrives in the basement and when she enters a spiral staircase headed to some unknown dungeon the pcs give up pursuit and begin debating whether they should search the basement instead. After a brief debate the pcs decide to pick up the corpse's trail and begin following again. At this time they are attacked from behind by two rat swarms. Despite two well placed fire bombs from Andrian, Riley (in rearguard position) is quickly overrun and torn apart by the disgusting tumor-covered blind bald rats. Just before he could be coup-de-grased by the rats Brunt heals him and Riley runs for his life. The rats are eventually slain by the combined powers of the rallied party. However the subsequent 5 minute rest means that the pcs will no longer be able to catch up the Iesha-thing.
The pcs then go down the spiral stair case. First they encounter a giant undead bat and chop it to pieces. Then the party fights 3 waves of ghouls in groups of 3 and 4 (includes goblins turned to ghouls). Three ghouls escape and retreat to warn "Aldern". Finally the pcs reach a limestone grotto and find the door to Aldern's laboratory. Andrian briefly parley with the creature claiming to be Aldern Foxglove and tells him that Lyk is dead. When the battle begins Brunt successful turns Aldern driving him into the left wall. Despite the help of his 3 surviving ghouls Aldern is killed by the pcs. On the trip back to Sandpoint Carufinwe suggest that the house should be exorcised by a priest.
4708 Lamashan 14th Sandpoint area
AM
Pcs return to Sandpoint with the 5 farmers they rescued. They rest until the late afternoon.
PM
Pcs shop in the late PM and travel to Foxglove Manor arriving after Midnight on the 15th.
Pcs return to Sandpoint with the 5 farmers they rescued. They rest until the late afternoon.
PM
Pcs shop in the late PM and travel to Foxglove Manor arriving after Midnight on the 15th.
Friday, November 7, 2008
Sandpoint: People and Places
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 winds 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 up thrust 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. It is 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 height remains. The Old light rises from sea level and is built into the face of a 120-fool-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
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, providing chapels for all of these deities in a communal forum. In a way, Sandpoint Cathedral is six different churches under one impressive roof. Desna's worship was incorporated into these shrines as part of the peace accord with the local Varisians, but the original builders also incorporated five other deities as well. Four of these (Abadar, Sarenrae, Shelyn, and Gozreh) were patrons of the original founders of the Sandpoint Mercantile Consortium, while the fifth, Erastil, was the most popular among the initial settlers. When the chapel burnt to the ground five years ago, Mayor Deverin set into motion a bold initiative. Not only would the chapel be rebuilt, but it would be done on a grand scale. A cathedral would be built 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 less than a dozen acolytes, led by a well-loved cleric named Ezakien Tobyn, who sadly perished in the fire that claimed the church.
The new high-priest of Sandpoint is Tobyn's 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 bone yard is well-maintained, kept by a man named Naffer Vosk. Vosk has a twisted spine that, from birth, has given him a sinister lurching gait. He is one of the town's most devout citizens. He keeps the bone yard 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. The White Deer 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 five years ago in the same fire that destroyed the Sandpoint Chapel. The new building 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 local girls. Although his parents were members of the Shriikirri-Quah tribe, they abandoned their ties to settle in Sandpoint. 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 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.
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. Veznutt can usually be found arguing over history with his best friend Ilsoari at Turandarok Academy (area 27).
5. Jeweler
This squat stone building escaped the fire that ravaged northern Sandpoint, much to the relief of its owner, a wild-haired 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. Junkers 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 reticent 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. Despite the ramshackle look of his home, Corvi's made quite a pretty penny for himself serving as Sandpoint's dung sweeper, 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. Lately Gorvi's been making a menace of himself more than usual by spending evenings down on the boardwalk, harassing ladies, and raising hackles at the Hagfish (area 33).
8. Sage
The sole occupant of this ancient building is a cantankerous old man named Brodert Quink, a balding expert on Varisian history and engineering. Brodert claims to have spent two decades of his youth studying with dwarven engineers at Janderhoff and three decades as a cataloger at the Great Library of Magnimar.
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.
9. Locksmith
A flamboyant dwarf named Volioker Briskalberd has owned and operated Sandpoint's locksmith business since the town's founding. Something of an institution, most of the town's locks were built by Volioker. Although he's traditionally close-mouthed about his past he is 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 itself is located in an underground wing, while the above-ground portion houses the town's guard. Sandpoint's town guard consisted of a dozen (now 15) full-time watchmen; 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 anyone 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 less than 3 hours. The garrison is currently under the watchful eye of Sheriff Belor Hemlock, a native Shoanti who inherited the post of sheriff when the previous holder, Casp Avertin, was murdered by Chopper. Belor saw the town through that last terrible night and is generally held to be the man who stopped Chopper's rampage. In the emergency election that followed a week later, the people of Sandpoint formalized his role, and Belar became the first Shoanti sheriff of Sandpoint. Honored and eager to live up to Casp's legacy, Belor changed his last name to its Chelish translation, from Viskalai to Hemlock, a choice that has endeared him to Sandpoint's mostly Chelish populace but hasn't sat well with his brother Garridan (see area 3). Belor's not-as-secret-as-he'd-like romance with Kaye Tesarani (see area 43) has put further strains on his relationship with his family. The jail below the garrison is generally empty save for a few drunks or Varisians 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 the high court for trial in the big city. The garrison's jailor is a heavily scarred brute named Vachedi, a Shoanti tribesman.
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 been functioning 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 unusual weapons like a spiked chain, a dozen shuriken, and a magic hand crossbow with a darkwood and ivory stock that bears the name "Vansaya." She's not sure what the name means. Savah says that she bought the weapon from an adventurer on the way to Riddleport a year ago, and the combination of its high price and complexity has 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. Even now that she has gone mostly blind in her old age and has left the day to day affairs of the jobe to her three children Besk, Lanalee, and Vodger, the mysterious Varisian seer remains a fixture at 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
Situated at the edge of town, Larz Rovanky runs Sandpoint's tannery 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
This shop is named for its owner's affection for large red mastiffs. Two to three of these dogs 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 foul-mouthed 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 hop squares, a rhyme sure to come to an end once the smith hears it.
"Here comes crazy-man Das Korvut,
Mad as a cut snake in a wagon rut.
See how his chops go bouncity-bounce?
How many people has he trounced?
One! Two! Three! Four ... "
16. The Pillbugs 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's 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. He is of mixed Chelish/Varisian blood. His source of income is from 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 gifted alchemist. Rumors say that items purchased from this shop are occasionally defective duds. Nisk doesn't take kindly to people looking too closely at his wares before they buy.
18. Cracktooths 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 draws 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 wel1-read and possesses a scathing wit. Nights when he takes the stage to deliver his observations on the political situations in Magnimar are quite popular.
19. House of Blue Stones
This long 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, her father having passed away seven years ago. She opens both the meditation floor and her library to fellow worshipers of Irori.
20. Sandpoint Glassworks
One of the oldest industries in Sandpoint, the Glassworks has been owned by the Kaijitsu family from the town's inception. The glass working trade has been in the family for generations, and many of their techniques were perfected in distant Minkai and this results in dazzling and impressive work 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. Owned and operated by the Avertin family for the past two decades. Alma Awrtin still hasn't quite recovered from the brutal death of her son Casp (the former Sheriff) five years ago under Chopper's blade. Her twin daughters Arika and Aneka all but run the business these days.
22. The Curious Goblin
The sign out in front of this shop shows a wide-eyed goblin reading a 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 any time soon. His store is surprisingly complete. Most all of his wares are far too pricey for any of the locals to shop here with any frequency. Chask lives 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 IIsorai 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 leave that city for mysterious reasons he's eager to hint at but reticent to expound upon. 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 relationship with Jasper (area 40) is one of the town's worst kept secrets.
24. Carpenters Guild
The vast majority of the buildings in Sandpoint were erected by members of the town's large and eternally busy Carpenter's Guild. The guild is currently overseen by Guildmaster Aesrick Battlehorn, a dwarf who left his homeland because of a near 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 founded. Owned by the industrious Scarnetti family, daily operation of the mill has recently been left more and more in the hands of a recently deceased businessman named Banny Harker. His partner Ibor Thorn still lives and will probably take charge of the mill. Neighbors have been complaining that they have been running their insidiously noisy log splitter into the wee hours of the night as they rush to keep up with demand in the face of an increased availability of lumber from Magnimar. With Harker’s death it is likely the Mill will be forced to shut down during sleeping hours.
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. They carry farm equipment, weapons, tack, tools, furniture, food, and even homemade pies 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 will admit to his special stock. Ven has a particular fondness for harsh bitter grog and rotgut imported from places as far as the orc city of Urglin. His true pride, though, is his daughters, whom he dotes upon. Unfortunately, Ven's obsession with Katrine's romance and her subsequent murder has rendered him all but blind to the actions of his other daughter Shayliss, whose reputation as "easy" is growing by the month.
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, a place to house unfortunate orphans, and somewhere to busy older children to keep them from becoming delinquents. The answer was the Turandarok Academy. Part school, part orphanage, retired adventurer Ilsoari Gandethus volunteered to be the academy's headmaster if he could have the basement of the two-story building to himself. The town agreed, and today, the rooms below the Academy are almost a museum of the strange things and trophies Ilsoari has collected over his years. 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.
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, the ancient and mysterious Nika Mvashti. Old even when Sandpoint was founded some 40 years 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 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. She often has rustic visitors that end up helping her 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. A halfling by the name of Olmur Danvakus took up the post of guildmaster here after the previous guildmaster was murdered by Chopper.
30. Vernahs Fine Clothing
Rynshinn Poyalli has owned and operated this clothing shop for the last 5 years. The only daughter of a kindly woman named Vernah, Rynshinn never knew her father, only that he was killed by goblins less than a week after she was born. At the time, Vernah's tempestuous affair with the mysterious elven bard was the talk of the town. Every year on the anniversary of Rynshinn's birth, a small package of elven coins, medicine, and toys mysteriously appeared somewhere in the upper floors. Locals generally believe the gifts were granted by one of his living relatives. Since her mother's death five 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 has even founded a guild that brings together dozens of quilters, crafters, sewers, and tailors so they can sell their wares here. A number of Sandpoint's young men idly court Rynshinn, who many hold to be one of the town's most beautiful citizens (along with the exotic Ameiko Kiajitsu), but to date, the lonely woman has politely eschewed all possible suitors for reasons she has not shared.
31. Wheens 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 since his daughter Tanethia drowned in the Mill Pond last year. This is because his wife Vorah has grown more and more shrill and paranoid that her remaining two children's days are numbered as well. Bilivar has 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 daimed the Soggy River Mill, the Biston Pond Mill, and most recently the Cougar Creek Mill, leaving this mill 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 he 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. This aquarium is the home of a repellent hagfish that Jargie affectionately calls Norah (despite the fact that he's had "Norah" replaced dozens of times-hagfish don't live all that long in Quinn's aquarium). 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's 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, the legendary giant red snapper who 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 among 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 fish market in a lovably crotchety manner, constantly complaining about the weather or the day's catch or the antics of local youth, hut always packaging his customers' purchases with a smile and a wink. The fish market itself is owned by the Valdemar family, but most locals act as if the building and business were Turch's, often tipping the loveable o1d man a few extra coins. Turch's five sons, each smarter than the next, have made a career 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 a week, the market fills with vendors. At the start of each week, the farmer's market radica1ly increases the daily selection of goods available]e at the Grocer's Hall, while al1 day at the end of the week merchants from Magnimar, Galduria, Nyhor, Wartle, and beyond take part in the Town Market. Goods purchased at the Town Market adhere to Sandpoint's 800gp limit, but prices are generally about three fourths 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 slaughter house, 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. Chad 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 less finger, but most locals believe that the wound was self-inflicted in an attempt to get attention. Chad's penchant for lies and exaggeration in all matters not relating to his business don'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 few 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. Most newcomers to Sandpoint come upon this inn first. The north Lost Coast Road is less well-traveled. It certainly doesn't hurt that Ameiko's exotic beauty is more than matched by her skill at music, and few are the evenings that pass without at least two or three songs by the talented woman. Some badblood 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. Ameiko has a seemingly endless supply of eccentric hairstyles. At first her family officially took to shunning her. Ameiko becomes evasive when anyone asks her why she retuned to Sandpoint when she was obviously doing well as an adventurer. 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 "discount rooms for anyone who tells an exciting adventure story" policy.
38. Goblin Squash Stables
The sign above this door perpetuates one of the greatest fears of the lowly goblin that is being trampled underfoot by a horse. The stables were formerly tended by a retired hunter named Daviren Hosk. Daviren's hatred of goblins was nearly legendary in Sandpoint.
39. Two Knight Brewery
While Sandpoint's taverns serve 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 almost 40 years ago by two brothers (both worshipers of Abadar and cousins of Mayor Deverin) only a few years after Sandpoint was founded. 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 his brother Gaven's faith. 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 founding new businesses, both in Sandpoint proper and in the surrounding hinterlands, must begin their processes of official foundation here. Although ownership or 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 Jasper Korvaski. Despite his best efforts, his relationship with Cyrdak Drokkus (area 23) has become one of Sandpoint's worst-kept secrets. The Scarnettis, easily Sandpoint's most conservative family, find the rumors of this relationship scandalous and offensive.
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 unlike her brother Jasper in temperament. Her temper isn’t braced by a desire to keep everyone happy. Hayliss isn’t afraid of making enemies and wears her disdain for the Scarnettis on her sleeve.
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 there grow particularly violent or loud. The majority of the clientele here are Varisian scoundrels or the less reputable sailors.
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 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 being outlawed, viewing 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 gnome 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 it part museum in its eclectic collection of strange relics, statues, and monument fragments. 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 may be able to find what they're looking for here.
45. Hannah’s
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 is ironically the one to go to when either one wants to prevent a pregnancy or needs a midwife to aid in a birth. It is rumored that for a price she will provide a potion that will cause a woman to miscarry.
46. Sandpoint Shipyard
The southern facade of this long building is open to Sandpoint Harbor, allowing its small army of shipwrights, rope makers, and sail-makers to work their trade in one of four drydocks 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 rears,
47. Valdemar Manor
This manor house commands a breathtaking view of the town of Sandpoint and the harbor below, as befits the family most connected to the town's ship building 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 still alive, Ethram's years are numbered, though, for the old man has a lung infection that keeps coming back.
48. Scarnetti Manor
Perhaps Sandpoint's most notorious noble family, 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, controls Sandpoint's mills and the lumber industry. The control of 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, according to some, 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 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's accomplishments were all the more impressive when one takes into account that he and his family were newcomers to Varisia, the survivors of an exiled family from Minkai sent over the crown of the world a half century ago. Those who knew Lonjiku knew that his short temper was his real problem.
50. Deverin Manor
Living within the largest manor, the Deverins had traditionally held the role of "leader" in Sandpoint. Old Amos Deverin served as the town's mayor for its first 23 years, and his son Fenchus served for the next 11. Both Deverins perished due to unfortunate accidents (Amos to a runaway horse on Festival stred and Fenchus to a snakebite while on a boar hunt). This left 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. She shares this manor with her brother's rather large family.
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 winds 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 up thrust 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. It is 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 height remains. The Old light rises from sea level and is built into the face of a 120-fool-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
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, providing chapels for all of these deities in a communal forum. In a way, Sandpoint Cathedral is six different churches under one impressive roof. Desna's worship was incorporated into these shrines as part of the peace accord with the local Varisians, but the original builders also incorporated five other deities as well. Four of these (Abadar, Sarenrae, Shelyn, and Gozreh) were patrons of the original founders of the Sandpoint Mercantile Consortium, while the fifth, Erastil, was the most popular among the initial settlers. When the chapel burnt to the ground five years ago, Mayor Deverin set into motion a bold initiative. Not only would the chapel be rebuilt, but it would be done on a grand scale. A cathedral would be built 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 less than a dozen acolytes, led by a well-loved cleric named Ezakien Tobyn, who sadly perished in the fire that claimed the church.
The new high-priest of Sandpoint is Tobyn's 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 bone yard is well-maintained, kept by a man named Naffer Vosk. Vosk has a twisted spine that, from birth, has given him a sinister lurching gait. He is one of the town's most devout citizens. He keeps the bone yard 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. The White Deer 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 five years ago in the same fire that destroyed the Sandpoint Chapel. The new building 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 local girls. Although his parents were members of the Shriikirri-Quah tribe, they abandoned their ties to settle in Sandpoint. 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 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.
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. Veznutt can usually be found arguing over history with his best friend Ilsoari at Turandarok Academy (area 27).
5. Jeweler
This squat stone building escaped the fire that ravaged northern Sandpoint, much to the relief of its owner, a wild-haired 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. Junkers 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 reticent 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. Despite the ramshackle look of his home, Corvi's made quite a pretty penny for himself serving as Sandpoint's dung sweeper, 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. Lately Gorvi's been making a menace of himself more than usual by spending evenings down on the boardwalk, harassing ladies, and raising hackles at the Hagfish (area 33).
8. Sage
The sole occupant of this ancient building is a cantankerous old man named Brodert Quink, a balding expert on Varisian history and engineering. Brodert claims to have spent two decades of his youth studying with dwarven engineers at Janderhoff and three decades as a cataloger at the Great Library of Magnimar.
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.
9. Locksmith
A flamboyant dwarf named Volioker Briskalberd has owned and operated Sandpoint's locksmith business since the town's founding. Something of an institution, most of the town's locks were built by Volioker. Although he's traditionally close-mouthed about his past he is 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 itself is located in an underground wing, while the above-ground portion houses the town's guard. Sandpoint's town guard consisted of a dozen (now 15) full-time watchmen; 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 anyone 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 less than 3 hours. The garrison is currently under the watchful eye of Sheriff Belor Hemlock, a native Shoanti who inherited the post of sheriff when the previous holder, Casp Avertin, was murdered by Chopper. Belor saw the town through that last terrible night and is generally held to be the man who stopped Chopper's rampage. In the emergency election that followed a week later, the people of Sandpoint formalized his role, and Belar became the first Shoanti sheriff of Sandpoint. Honored and eager to live up to Casp's legacy, Belor changed his last name to its Chelish translation, from Viskalai to Hemlock, a choice that has endeared him to Sandpoint's mostly Chelish populace but hasn't sat well with his brother Garridan (see area 3). Belor's not-as-secret-as-he'd-like romance with Kaye Tesarani (see area 43) has put further strains on his relationship with his family. The jail below the garrison is generally empty save for a few drunks or Varisians 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 the high court for trial in the big city. The garrison's jailor is a heavily scarred brute named Vachedi, a Shoanti tribesman.
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 been functioning 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 unusual weapons like a spiked chain, a dozen shuriken, and a magic hand crossbow with a darkwood and ivory stock that bears the name "Vansaya." She's not sure what the name means. Savah says that she bought the weapon from an adventurer on the way to Riddleport a year ago, and the combination of its high price and complexity has 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. Even now that she has gone mostly blind in her old age and has left the day to day affairs of the jobe to her three children Besk, Lanalee, and Vodger, the mysterious Varisian seer remains a fixture at 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
Situated at the edge of town, Larz Rovanky runs Sandpoint's tannery 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
This shop is named for its owner's affection for large red mastiffs. Two to three of these dogs 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 foul-mouthed 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 hop squares, a rhyme sure to come to an end once the smith hears it.
"Here comes crazy-man Das Korvut,
Mad as a cut snake in a wagon rut.
See how his chops go bouncity-bounce?
How many people has he trounced?
One! Two! Three! Four ... "
16. The Pillbugs 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's 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. He is of mixed Chelish/Varisian blood. His source of income is from 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 gifted alchemist. Rumors say that items purchased from this shop are occasionally defective duds. Nisk doesn't take kindly to people looking too closely at his wares before they buy.
18. Cracktooths 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 draws 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 wel1-read and possesses a scathing wit. Nights when he takes the stage to deliver his observations on the political situations in Magnimar are quite popular.
19. House of Blue Stones
This long 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, her father having passed away seven years ago. She opens both the meditation floor and her library to fellow worshipers of Irori.
20. Sandpoint Glassworks
One of the oldest industries in Sandpoint, the Glassworks has been owned by the Kaijitsu family from the town's inception. The glass working trade has been in the family for generations, and many of their techniques were perfected in distant Minkai and this results in dazzling and impressive work 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. Owned and operated by the Avertin family for the past two decades. Alma Awrtin still hasn't quite recovered from the brutal death of her son Casp (the former Sheriff) five years ago under Chopper's blade. Her twin daughters Arika and Aneka all but run the business these days.
22. The Curious Goblin
The sign out in front of this shop shows a wide-eyed goblin reading a 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 any time soon. His store is surprisingly complete. Most all of his wares are far too pricey for any of the locals to shop here with any frequency. Chask lives 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 IIsorai 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 leave that city for mysterious reasons he's eager to hint at but reticent to expound upon. 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 relationship with Jasper (area 40) is one of the town's worst kept secrets.
24. Carpenters Guild
The vast majority of the buildings in Sandpoint were erected by members of the town's large and eternally busy Carpenter's Guild. The guild is currently overseen by Guildmaster Aesrick Battlehorn, a dwarf who left his homeland because of a near 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 founded. Owned by the industrious Scarnetti family, daily operation of the mill has recently been left more and more in the hands of a recently deceased businessman named Banny Harker. His partner Ibor Thorn still lives and will probably take charge of the mill. Neighbors have been complaining that they have been running their insidiously noisy log splitter into the wee hours of the night as they rush to keep up with demand in the face of an increased availability of lumber from Magnimar. With Harker’s death it is likely the Mill will be forced to shut down during sleeping hours.
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. They carry farm equipment, weapons, tack, tools, furniture, food, and even homemade pies 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 will admit to his special stock. Ven has a particular fondness for harsh bitter grog and rotgut imported from places as far as the orc city of Urglin. His true pride, though, is his daughters, whom he dotes upon. Unfortunately, Ven's obsession with Katrine's romance and her subsequent murder has rendered him all but blind to the actions of his other daughter Shayliss, whose reputation as "easy" is growing by the month.
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, a place to house unfortunate orphans, and somewhere to busy older children to keep them from becoming delinquents. The answer was the Turandarok Academy. Part school, part orphanage, retired adventurer Ilsoari Gandethus volunteered to be the academy's headmaster if he could have the basement of the two-story building to himself. The town agreed, and today, the rooms below the Academy are almost a museum of the strange things and trophies Ilsoari has collected over his years. 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.
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, the ancient and mysterious Nika Mvashti. Old even when Sandpoint was founded some 40 years 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 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. She often has rustic visitors that end up helping her 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. A halfling by the name of Olmur Danvakus took up the post of guildmaster here after the previous guildmaster was murdered by Chopper.
30. Vernahs Fine Clothing
Rynshinn Poyalli has owned and operated this clothing shop for the last 5 years. The only daughter of a kindly woman named Vernah, Rynshinn never knew her father, only that he was killed by goblins less than a week after she was born. At the time, Vernah's tempestuous affair with the mysterious elven bard was the talk of the town. Every year on the anniversary of Rynshinn's birth, a small package of elven coins, medicine, and toys mysteriously appeared somewhere in the upper floors. Locals generally believe the gifts were granted by one of his living relatives. Since her mother's death five 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 has even founded a guild that brings together dozens of quilters, crafters, sewers, and tailors so they can sell their wares here. A number of Sandpoint's young men idly court Rynshinn, who many hold to be one of the town's most beautiful citizens (along with the exotic Ameiko Kiajitsu), but to date, the lonely woman has politely eschewed all possible suitors for reasons she has not shared.
31. Wheens 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 since his daughter Tanethia drowned in the Mill Pond last year. This is because his wife Vorah has grown more and more shrill and paranoid that her remaining two children's days are numbered as well. Bilivar has 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 daimed the Soggy River Mill, the Biston Pond Mill, and most recently the Cougar Creek Mill, leaving this mill 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 he 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. This aquarium is the home of a repellent hagfish that Jargie affectionately calls Norah (despite the fact that he's had "Norah" replaced dozens of times-hagfish don't live all that long in Quinn's aquarium). 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's 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, the legendary giant red snapper who 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 among 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 fish market in a lovably crotchety manner, constantly complaining about the weather or the day's catch or the antics of local youth, hut always packaging his customers' purchases with a smile and a wink. The fish market itself is owned by the Valdemar family, but most locals act as if the building and business were Turch's, often tipping the loveable o1d man a few extra coins. Turch's five sons, each smarter than the next, have made a career 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 a week, the market fills with vendors. At the start of each week, the farmer's market radica1ly increases the daily selection of goods available]e at the Grocer's Hall, while al1 day at the end of the week merchants from Magnimar, Galduria, Nyhor, Wartle, and beyond take part in the Town Market. Goods purchased at the Town Market adhere to Sandpoint's 800gp limit, but prices are generally about three fourths 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 slaughter house, 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. Chad 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 less finger, but most locals believe that the wound was self-inflicted in an attempt to get attention. Chad's penchant for lies and exaggeration in all matters not relating to his business don'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 few 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. Most newcomers to Sandpoint come upon this inn first. The north Lost Coast Road is less well-traveled. It certainly doesn't hurt that Ameiko's exotic beauty is more than matched by her skill at music, and few are the evenings that pass without at least two or three songs by the talented woman. Some badblood 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. Ameiko has a seemingly endless supply of eccentric hairstyles. At first her family officially took to shunning her. Ameiko becomes evasive when anyone asks her why she retuned to Sandpoint when she was obviously doing well as an adventurer. 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 "discount rooms for anyone who tells an exciting adventure story" policy.
38. Goblin Squash Stables
The sign above this door perpetuates one of the greatest fears of the lowly goblin that is being trampled underfoot by a horse. The stables were formerly tended by a retired hunter named Daviren Hosk. Daviren's hatred of goblins was nearly legendary in Sandpoint.
39. Two Knight Brewery
While Sandpoint's taverns serve 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 almost 40 years ago by two brothers (both worshipers of Abadar and cousins of Mayor Deverin) only a few years after Sandpoint was founded. 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 his brother Gaven's faith. 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 founding new businesses, both in Sandpoint proper and in the surrounding hinterlands, must begin their processes of official foundation here. Although ownership or 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 Jasper Korvaski. Despite his best efforts, his relationship with Cyrdak Drokkus (area 23) has become one of Sandpoint's worst-kept secrets. The Scarnettis, easily Sandpoint's most conservative family, find the rumors of this relationship scandalous and offensive.
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 unlike her brother Jasper in temperament. Her temper isn’t braced by a desire to keep everyone happy. Hayliss isn’t afraid of making enemies and wears her disdain for the Scarnettis on her sleeve.
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 there grow particularly violent or loud. The majority of the clientele here are Varisian scoundrels or the less reputable sailors.
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 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 being outlawed, viewing 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 gnome 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 it part museum in its eclectic collection of strange relics, statues, and monument fragments. 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 may be able to find what they're looking for here.
45. Hannah’s
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 is ironically the one to go to when either one wants to prevent a pregnancy or needs a midwife to aid in a birth. It is rumored that for a price she will provide a potion that will cause a woman to miscarry.
46. Sandpoint Shipyard
The southern facade of this long building is open to Sandpoint Harbor, allowing its small army of shipwrights, rope makers, and sail-makers to work their trade in one of four drydocks 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 rears,
47. Valdemar Manor
This manor house commands a breathtaking view of the town of Sandpoint and the harbor below, as befits the family most connected to the town's ship building 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 still alive, Ethram's years are numbered, though, for the old man has a lung infection that keeps coming back.
48. Scarnetti Manor
Perhaps Sandpoint's most notorious noble family, 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, controls Sandpoint's mills and the lumber industry. The control of 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, according to some, 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 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's accomplishments were all the more impressive when one takes into account that he and his family were newcomers to Varisia, the survivors of an exiled family from Minkai sent over the crown of the world a half century ago. Those who knew Lonjiku knew that his short temper was his real problem.
50. Deverin Manor
Living within the largest manor, the Deverins had traditionally held the role of "leader" in Sandpoint. Old Amos Deverin served as the town's mayor for its first 23 years, and his son Fenchus served for the next 11. Both Deverins perished due to unfortunate accidents (Amos to a runaway horse on Festival stred and Fenchus to a snakebite while on a boar hunt). This left 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. She shares this manor with her brother's rather large family.
Wednesday, November 5, 2008
Sunday, November 2, 2008
THE GHOUL a poem by the Varisian bard Jack Prelutsky
The gruesome ghoul, the grisly ghoul,
without the slightest noise
waits patiently beside the stool
to feast on girls and boys.
He lunges fiercely through the air
as they come out to play,
then grabs a couple by the hair
and drags them far away.
He cracks their bones and snaps their backs
and squeezes out their lungs,
he chews their thumbs like candy snacks
and pulls apart their tongues.
He slices their stomachs and bites their heart!
and tears their flesh to shreds,
he swallows their toes like toasted tarts
and gobbles down their heads.
Fingers, elbows, hands and knees
and arms and legs and feet-
he eats them with delight and ease,
for every part's a treat.
And when the gruesome, grisly ghoul
has nothing left to chew,
he hurries to another farm and waits ... perhaps for you.
THE HAUNTED HOUSE a poem by the Varisian bard Jack Prelutsky
On a hilltop bleak and bare
looms the castle of despair,
only phantoms linger there
within its dismal walls.
Through the dark they're creeping, crawling,
frenzied furies battling, brawling,
sprawling, calling, caterwauling
through the dusky halls.
Filmy visions, ever flocking,
dart through chambers, crudely mocking,
rudely rapping, tapping, knocking
on the crumbling doors.
Tortured spirits whine and wail,
rhey grope and grasp, they wildly flail,
their hollow voices rasp and rail
beneath the moldering floors.
Shadows from the dim hereafter
hang from every creaking rafter,
laughing disembodied laughter
in their ghostly glee.
Shades of evanescent matter
whisper their unearthly patter,
rattle chains that chilI and shatter
on their spectral spree.
Revenants on misty perches
taunt the ghost that lunges, lurches
as it desperately searches
for its vanished head.
Shapeless wraiths devoid of feeling
hover blindly by the ceiling
ranting, chanting, shrieking, squealing
promises of dread.
In the corners, eyes are gleaming,
everywhere are nightmares streaming,
diabolic horrors screaming
in the sombrous air.
So shun this place where specters soar-
it's you and you they're waiting for
to haunt your souls forevermore
in their castle of despair.
Saturday, November 1, 2008
4708 Lamashan 13th Sandpoint
AM:
Pcs travel to Habe's Sanitarium to question Varisian thug by the name of Grayst Sevilla about the murders of Tarch Mortwell, Lener Hask, and Gedwin Tabe three well know Varisian grifters. Grayst is insane and breaks free and attacks Lyk but is easily subdued. In Grayst's incoherent babblings he mentions "The Misgivings" as the place where they will meet "His Lordship". Pcs return to Sandpoint to find out where the Misgivings is. As Andrian questions citizens he is approached by a farmer by the name of Grump Hambley who tells him that he lives near the Misgivings. It quickly becomes apparent that Grump is drunk and probably insane. Belor Hemlock put Grump in a holding cell and sends the pcs to the Hambly farm on the off chance there is something to this. The pcs turn down assistance from the town guards.
PM:
The pcs travel to the Hambly farm and see many scarecrows in a large field of corn. Andrian puts a crossbow in the first scarecrow but it is filled with straw. The next scarecrow attacks Lyk when he tries to let it down off its pole. Andrian fires a crossbow bolt into the third scarecrow and kills it. This one turns out to be an innocent and sick teenage girl. Pcs leave the path and cross through the corn to the Hambly farm house. Just before they arrive at the house the pcs decide to send Carufinwe and Riley back to Belor Hemlock to warn him that Grayst Sevilla may have a disease that could turn him into a ghoul. Brunt, Andrian, and Lyk face four ghouls alone and are nearly overrun. Fortunately the Sheriff sent two guards anyway because he had discovered that the name Misgivings was the children's nickname for the old dilapidated Foxglove mansion. Riley and the guards returned to Sandpoint to tell Hemlock of Sevilla and the nature of his disease while Carufinwe went back to pass this "new" information to the rest of the party. Carufinwe arrived just in time to turn the tide of battle and save his three friends from being ghoul fodder. Those 4 members of the Saviors criss-cross the corn field releasing the diseased victim scrarecrows and killing the ghoul scarecrows. In all the pcs kill over 20 ghouls but also kill 2 innocent sick farmers (ie Fin and Andrian).
4708 Lamashan 12th Sandpoint
AM:
Sheriff Hemlock speaks with Lyk privately then speaks with group. New serial killer is stalking the Sandpoint area. This one carves the Sihedron Rune into his victims and removes the lower jaw. Killer uses the name "His Lordship" and seems bent on implicating Lyk as an accomplice. Pcs are deputized. PCS travel to Sandpoint Lumber Mill to examine the two most recent victims Katerine Vinder and Banny Harker. Pcs gather clues and return to the Sheriff.
PM:
Pcs question Ibor Thorn the man who discovered the bodies and then return to the Sheriff. After discussion the pcs question Brodert Quink due his extensive knowledge of the Sihedron Rune and ancient Thassilon. Since it is late pcs return to their respective lodgings for the night.
Sheriff Hemlock speaks with Lyk privately then speaks with group. New serial killer is stalking the Sandpoint area. This one carves the Sihedron Rune into his victims and removes the lower jaw. Killer uses the name "His Lordship" and seems bent on implicating Lyk as an accomplice. Pcs are deputized. PCS travel to Sandpoint Lumber Mill to examine the two most recent victims Katerine Vinder and Banny Harker. Pcs gather clues and return to the Sheriff.
PM:
Pcs question Ibor Thorn the man who discovered the bodies and then return to the Sheriff. After discussion the pcs question Brodert Quink due his extensive knowledge of the Sihedron Rune and ancient Thassilon. Since it is late pcs return to their respective lodgings for the night.
Friday, October 24, 2008
Brodert Quink, the sage of Sandpoint
Sandpoint is fortunate to have an expert on the ancient ruins that dot Varisia's landscape. Brodert Quink is an expert on Varisian history who moved to Sandpoint recently to study the town's own Thassilonian ruin, the Old Light. Brodert is tremendously excited to be living in the shadow of a runelord ruin, and does everything he can to aid those seeking information on this topic.
Unfortunately, much of the lore about ancient Thassilon has been lost. What does remain has been gathered from barely legible carvings on the surviving monuments or extracted from the myths and oral traditions of Varisian seers and storytellers. What Brodert does know about ancient Thassilon is that it was a vast empire ruled by powerful wizards. The sheer size of the monuments they left behind testifies to their power and the unnatural way many of these monuments have resisted erosion and the march of time testifies to their skill at magic. Most sages place the height of the Thassilon Empire at 7,000 to 8,000 years ago, but Brodert thinks the empire was even older. He suspects it collapsed no sooner than 10,000 years in the past.
Much of what Brodert has to say is vague theory based on conjecture. His belief that the Old Light was once a war machine capable of spewing fire from its peak is relatively unpopular among his peers, for example. Yet he can tell interested listeners a few things of interest about the strange seven pointed star, namely, that it seems to be one of the most important runes of Thassilon. The star itself is known as the "Sihedron Rune" and originally signifies not only the seven virtues of rule (generally agreed among scholars to have been chastity, abstinence, liberality, diligence, patience, kindness, and humility), but also subsequently the seven schools of sin runemagic recognized by scholars of arcane lore (greed, lust, pride, gluttony, envy, wrath, and sloth). In the Thassilonian hieroglyphic script, the same symbol was used both for the virtue of rulership and the opposing sin of runemagic. The only difference was the vertical orientation of the rune. That is the virtue rune and sin rune were opposite in terms of their orientation much as the letters “M” and “W” are in the common tongue.
Brodert notes with a smirk that much of what is understood about Thassilon indicates that its leaders were far from virtuous. He believes that the classic mortal sins (greed, lust, pride, gluttony, envy, wrath, and sloth) originally arose from corruptions of the Thassilonian beliefs in sin runemagic. In any event, the Sihedron Rune was certainly a symbol of power, one that may well have stood for and symbolized the empire itself.
Saturday, October 18, 2008
Using the Sihedron Rune to track alignment
In order to track alignment for the Runelord campaign all you need do is add all the scores up for the seven sins and check the table below.
-21 to -13 chaotic evil alignment
-14 to -8 evil alignment
-7 to +7 unaligned "alignment"
+8 to +14 good alignment
+15 to +21 lawful good alignment
Any pc that does not currently make this minimum can meet with me to add points to make the minimum. I feel that everyone has sufficiently role played their alignment to meet this minimum.
-21 to -13 chaotic evil alignment
-14 to -8 evil alignment
-7 to +7 unaligned "alignment"
+8 to +14 good alignment
+15 to +21 lawful good alignment
Any pc that does not currently make this minimum can meet with me to add points to make the minimum. I feel that everyone has sufficiently role played their alignment to meet this minimum.
4708 13th Rova to 11th of Lamashan Sandpoint, Varisia
Pcs have the above down time to use as they please.
Bruntalmar:
See if I can get any ritual from the cleric in Sandpoint. Attempts to empty magic well fails as it refills self. Uncle Battlehorn seals well with oak timbers for free.
Andrian:
Will learn and practice alchemy. Crafts alchemical items and trains Toka in the hand crossbow.
Riley:
Riley lends the Thassilonian tomes to Brodert Quink while he spends his time working at the theater.
Carufinwe:
Uses his skills as a fletcher to build a greatbow.
Bruntalmar:
See if I can get any ritual from the cleric in Sandpoint. Attempts to empty magic well fails as it refills self. Uncle Battlehorn seals well with oak timbers for free.
Andrian:
Will learn and practice alchemy. Crafts alchemical items and trains Toka in the hand crossbow.
Riley:
Riley lends the Thassilonian tomes to Brodert Quink while he spends his time working at the theater.
Carufinwe:
Uses his skills as a fletcher to build a greatbow.
The History of Varisia including the influence of the Runelords
At the height of Old Azlant, the wizened mystics of that island continent-kingdom exiled a powerful wizard named Xin for his heretical beliefs that cooperation with the lesser races could build a greater nation. The outcast arrived on the shores of Avistan with an army and a plan. He established the empire of Thassilon, and in so doing brought commerce and civilization to the simple folk he found living on Avistan as nomads, a people known as the Varisians. As Thassilon's reach and influence continued to grow, Xin appointed seven of his most powerful wizardly allies as governors, splitting his empire into seven nations. Xin's governors, each focused on arcane magic he him self helped define in accord with his seven virtues of rule. These governors became known as the runelords. Each was charged with promoting a particular virtue and with eradicating the destructive vice it opposed (see sins and virtues below). Hubris was the downfall of all the runelords as each promoted themselves as paragons of virtue. By enforcing the letter of Xin's moral legislation they lost sight of its true spirit. In the way of such hypocrisy, the Runelords fell prey to they very sin they so professed to oppose. Some sources claim that Asmodeus the Prince of Darkness had a hand in their fall, but this is likely just conjecture. Many scholars insist that the similarity between the Sihedron Rune of Thassilon and the unholy symbol of Asmodeus is no coincidence.
Xin's optimism of a moral golden age of humanity was sadly misplaced. The runelords wrested control of his empire from him, and for centuries their cruelty led Thassilon along the path of decadence, ultimately collapsing into ruin when the Starstone rocked Golarion (although sages argue to this day upon the exact cause of Thassilon's demise). Asmodeus's involvement has also been suspected because the few survivors of Thassilon's fall were found to be cursed with the horns, tails, and red skin reputed to be characteristic of the Prince of Darkness in his corporeal form.
The region remained wild for thousands of years, inhabited only by barbarian tribes known as the Shoanti and the nomadic Varisian survivors of Thassilon's fall, until it came to the attention of expansionist Cheliax, whose armies marched on the region in 4405. Che1ish armies drove the warlike Shoanti into the rugged regions to the northeast, while colonists adopted a tenuous peace with the native Varisians under the pretense of bringing "culture and civilization" into their lives. It was at this time that the ancient frontier came to be known as Varisia.
Modern Varisia is a region of conflict, a strip of frontier laid against the land of barbarians and giants to the northeast-the Storval Rise. Although no central government controls Varisia, three city-states have emerged, each of which could some day soon claim control over the region. The eldest and largest of these is Korvosa, a city of Chelish loyalists ruled by a monarchy but cleaving close to Cheliax in a bid to be reabsorbed into the empire. The second largest city in Varisia, cosmopolitan Magnimar, flourishes while Korvosa, at best, stagnates in its thick traditional values. And further to the north lies Riddleport, a solution to those who find law of any sort oppressive. Riddleport serves as safe harbor for mercenaries, thieves, bandits, and pirates of all cuts.
Yet bandits and pirates are far from the only perils that haunt this ancient land. In many areas, Varisia remains a true wilderness, claimed by deadly predators and ferocious humanoids none too eager to share their territories with the advance of humanity. Along the coastal reaches, hundreds of goblin tribes dwell in sea caves and thistle-thick woodlands, bickering among themselves until leaders strong enough to unite several tribes at once take hold. Further inland, ogres and trolls hold court on rugged mountaintop and in deep forest glen, yet the true lords of the wildlands are the giants. Descended from the slave castes of ancient Thassilon, giants of all types call the true wilderness reaches of Varisia home, and their periodic forays and raids against humanity make for constant and brutal reminders that this realm is far from tame.
Other creatures dwell in the darkest corners of Varisia as well, monsters in some cases left over from Thassilon's rule, tales of whom frighten even the giants of the land. These include mighty dragons, the cannibal spirits known as wendigos, sinister and capricious fey, pockets of scheming drow, and even sinister explorers and pilgrims from other worlds whose eldritch corners brush unwholesome and unwelcome against parts of this haunted landscape. And against this menacing backdrop broods an even darker evil, for the ancient lords of the land are said to exist still, dead but dreaming, awaiting the time for their return to rule over lands once theirs. Should these all-but-forgotten runelords rise, Varisia could be but the first of Golarion's nations to fall.
Xin's optimism of a moral golden age of humanity was sadly misplaced. The runelords wrested control of his empire from him, and for centuries their cruelty led Thassilon along the path of decadence, ultimately collapsing into ruin when the Starstone rocked Golarion (although sages argue to this day upon the exact cause of Thassilon's demise). Asmodeus's involvement has also been suspected because the few survivors of Thassilon's fall were found to be cursed with the horns, tails, and red skin reputed to be characteristic of the Prince of Darkness in his corporeal form.
The region remained wild for thousands of years, inhabited only by barbarian tribes known as the Shoanti and the nomadic Varisian survivors of Thassilon's fall, until it came to the attention of expansionist Cheliax, whose armies marched on the region in 4405. Che1ish armies drove the warlike Shoanti into the rugged regions to the northeast, while colonists adopted a tenuous peace with the native Varisians under the pretense of bringing "culture and civilization" into their lives. It was at this time that the ancient frontier came to be known as Varisia.
Modern Varisia is a region of conflict, a strip of frontier laid against the land of barbarians and giants to the northeast-the Storval Rise. Although no central government controls Varisia, three city-states have emerged, each of which could some day soon claim control over the region. The eldest and largest of these is Korvosa, a city of Chelish loyalists ruled by a monarchy but cleaving close to Cheliax in a bid to be reabsorbed into the empire. The second largest city in Varisia, cosmopolitan Magnimar, flourishes while Korvosa, at best, stagnates in its thick traditional values. And further to the north lies Riddleport, a solution to those who find law of any sort oppressive. Riddleport serves as safe harbor for mercenaries, thieves, bandits, and pirates of all cuts.
Yet bandits and pirates are far from the only perils that haunt this ancient land. In many areas, Varisia remains a true wilderness, claimed by deadly predators and ferocious humanoids none too eager to share their territories with the advance of humanity. Along the coastal reaches, hundreds of goblin tribes dwell in sea caves and thistle-thick woodlands, bickering among themselves until leaders strong enough to unite several tribes at once take hold. Further inland, ogres and trolls hold court on rugged mountaintop and in deep forest glen, yet the true lords of the wildlands are the giants. Descended from the slave castes of ancient Thassilon, giants of all types call the true wilderness reaches of Varisia home, and their periodic forays and raids against humanity make for constant and brutal reminders that this realm is far from tame.
Other creatures dwell in the darkest corners of Varisia as well, monsters in some cases left over from Thassilon's rule, tales of whom frighten even the giants of the land. These include mighty dragons, the cannibal spirits known as wendigos, sinister and capricious fey, pockets of scheming drow, and even sinister explorers and pilgrims from other worlds whose eldritch corners brush unwholesome and unwelcome against parts of this haunted landscape. And against this menacing backdrop broods an even darker evil, for the ancient lords of the land are said to exist still, dead but dreaming, awaiting the time for their return to rule over lands once theirs. Should these all-but-forgotten runelords rise, Varisia could be but the first of Golarion's nations to fall.
Quote from Karzoug the Runelord of Greed
"Your sniveling is neither amusing nor an excuse. As a servant of Shalast you rightly understand that you are held to certain expectations. Failure in your duties extends beyond yourself, affecting your family, your countrymen, and this realm at large. Yet, no one feels your inadequacies more keenly than yourself.”
"As your ineptitudes have stolen something precious from me, I will repay you in turn. I seem to recall that you have seven sons, Arrdual of Vadan. Therefore, for each gold coin you have miscounted, one of your children will be brought to the Pinnacle of Avarice. There, his flesh will be transmuted into the same gold you seem to place so little value upon."
"But fear not, Vault-keeper your children will be returned to you-and of greater value than ever before. Their gilded flesh will be a new monument set within Vadan's square-an enduring reminder of precision’s necessity, and that all things within this domain belong to me."
-Karzoug, the Runelord of Greed, to the High Vault-keeper of Vadan
"As your ineptitudes have stolen something precious from me, I will repay you in turn. I seem to recall that you have seven sons, Arrdual of Vadan. Therefore, for each gold coin you have miscounted, one of your children will be brought to the Pinnacle of Avarice. There, his flesh will be transmuted into the same gold you seem to place so little value upon."
"But fear not, Vault-keeper your children will be returned to you-and of greater value than ever before. Their gilded flesh will be a new monument set within Vadan's square-an enduring reminder of precision’s necessity, and that all things within this domain belong to me."
-Karzoug, the Runelord of Greed, to the High Vault-keeper of Vadan
Sin Magic
For more than a thousand rears, Thassilon dominated western Avistan, erecting an arcane empire on the backs of countless slaves and subjugated races. From seven fractious domains, the rulers of the empire, the runelords, quarreled among themselves, each vying for dominance. The source of their powers, the rune magic discovered and cultivated by Thassilon's benevolent first emperor, Xin, paved the way for his ruthless inheritors to work feats of magical might whose effects still scar the land. Thassilon fell to ruin nearly 10,000 years ago, and nearly all traces of the once-vast empire have crumbled in the millennia since, save for the magically preserved monuments that litter the Varisian landscape.
THASSILONIAN RUNES
One of the great achievements of the Runelords of Thassilon was the creation of arcane runes empowered to infuse living flesh with magical power. With these arcane markings, the fundamentals of one's life force were altered, allowing the bearer to activate various magical abilities. Thassilonian runes resemble runic tattoos inscribed in the flesh with arcane inks and scar-inducing irritants. Their intricate forms are endless variations on the seven runes of sin magic. Any individual bearing a Thassilonian rune can make use of its abilities even if not a spellcaster.
A Thassilonian rune is considered a magic item. An individual is limited to possessing one rune, regardless of the creature's or the rune's actual size. The potent magics essential to these runes' function is disrupted by the addition of a second rune, preventing either from working. Once a rune is inscribed, it cannot be removed. Even the loss of that body part is not foolproof, for if it is regenerated or otherwise recovered, it returns with the rune still upon it.
RUNEFORGED WEAPONS
During Thassilon's height, many of the empire's greatest soldiers, mercenaries, and assassins wielded weapons infused with magic that worked together to grant the wielder additional prowess over practitioners of an opposing school of sin magic. Such weapons were often banned in Thassilon, so wary were the runelords of their propagation, yet all seven kept champions and assassins armed with these runeforged weapons against their own enemies in secret.
MAGIC OF ENVY
The magic of Runelord Belimarius, the Queen of Edasseril, concerned itself with both the defense of one's own magic and the theft of others'. Queen Belimarius layered defensive rituals over all she possessed, her wealth, her servants, and her lands. She even defended because of paranoia against the intrigues and predations of her fellow runelords. From the plague ridden hands of her devoted apprentices, ever laboring beneath her poisonous Palace Miasmoria, came an endless stream of covetous, back biting magics, several of which lie hidden away in the ruins of northern Varisia and the Land of the Linnorm Kings to this day.
MAGIC OF GLUTTONY
With the profane immortality of the undead, Zutha, the lich-like runelord of gluttony, spent years of his centuries-long rule at work in the Flesh Pits beneath Xin-Gastash. Endlessly attempting to satisfy his eternal hunger while at the same time imagining new debaucheries to indulge in, his efforts resulted in the production of a vast collection of foul arcana and unspeakable experiments into the workings of necromantic magic.
MAGIC OF GREED
Shrewd and imperious Karzoug, the runelord of greed, faced dual wars during his rule; one against Bakrakhan's armies of wrath, and another against his own unquenchable greed. Seeking ever more of all that was worth having, Karzoug drove his apprentices and slave-wizards to manufacture endless quantities of magical equipment and new arcane innovations on merciless deadlines. Those servants who failed became fodder for his personal alchemical research on the transmutation of flesh into gold. Those who succeeded were merely saddled with higher and more impossible expectations. Although the runelord sacrificed countless loyal subjects, the rune-vaults of Shalast were forever teeming with scrolls and arcane equipment. Many of these lost vaults remain so filled even to this day, buried beneath the weight of fallen Thassilon.
MAGIC OF SLOTH
A master of rune magic and high priest of the rune goddess Lissala, Runelord Krune was both respected and feared-and not just by his people, but by the other six rulers of Thassilon as well. He took great satisfaction in his peers' fear, and displayed the strange and unique powers granted to him by the goddess whenever possible. Among such divine boons were a variety of unique rituals, spells, and magical items he claimed were gifts from Lissala, the formulas of their creation being imparted to him in visions as rewards for his extreme piety. Although the divine nature of his creations was often questioned behind closed doors, their deadly effectiveness was not.
MAGIC OF WRATH
Although possessed of wizardly might on par with the other runelords, Alaznist, ruler of Bakrakhan, cared little for the tedium of spell research and magical item construction. Her interests tended more toward the corruption, mutation, and empowerment of her vast legions, utilizing her cruel arcane genius to create the deadliest warriors in all of Thassilon. For all her efforts, though, the Runelord of wrath saw her minions as expendable pawns to be sacrificed at her whim. Thus, into the ranks of her armies she seeded potent magical creations that often proved as deadly to the user and his allies as to the enemies of Bakrakhan.
MAGIC OF LUST
Subtlety and control typified the magic of Sorshen, runelord of lust. Within her numerous palaces scattered throughout the lush paradise of Eurythnia, blind guards protected troves some of the most diverse arcane treasures in all of Thassilon. The magical hoards of Eurthania spoke less to the industry of the domain and more to the craft of its ruler, for these potent arcane riches were coaxed from the hands of every other domain in Thassilon. Sorshen excelled in exploiting the lusts of her opponents, and what she couldn’t gain as a gift utilizing seduction and political acumen, she took using her unique master of mind-magic.
MAGIC OF PRIDE
Xanderghul, Runelord of Pride, Satrap of Cyrusian, Master of the Unblinking Eye, unsubstantiated Heir of First King Xin, and self-proclaimed Rightful Emperor of Thassilon, claimed many titles, but few so true as Lord of Illusion. His lofty throne was Citadel Arete, which contradicting accounts record as either a mile-high tower or as a floating castle. From Arete Xanderghul veiled his domain in vast illusions, some to delight his fantastically wealthy populace, others to cull the passions of his slaves, but most to baffle the eyes of his opponents. Through out the entirety of his rule no force dared invade Cyrusian, as none ever truly knew the extent of the domain's forces. To maintain this deceptive veil, the Runelord of Pride employed a variety of potent magical items, including arcana said to have been stolen from Heaven itself.
THASSILONIAN RUNES
One of the great achievements of the Runelords of Thassilon was the creation of arcane runes empowered to infuse living flesh with magical power. With these arcane markings, the fundamentals of one's life force were altered, allowing the bearer to activate various magical abilities. Thassilonian runes resemble runic tattoos inscribed in the flesh with arcane inks and scar-inducing irritants. Their intricate forms are endless variations on the seven runes of sin magic. Any individual bearing a Thassilonian rune can make use of its abilities even if not a spellcaster.
A Thassilonian rune is considered a magic item. An individual is limited to possessing one rune, regardless of the creature's or the rune's actual size. The potent magics essential to these runes' function is disrupted by the addition of a second rune, preventing either from working. Once a rune is inscribed, it cannot be removed. Even the loss of that body part is not foolproof, for if it is regenerated or otherwise recovered, it returns with the rune still upon it.
RUNEFORGED WEAPONS
During Thassilon's height, many of the empire's greatest soldiers, mercenaries, and assassins wielded weapons infused with magic that worked together to grant the wielder additional prowess over practitioners of an opposing school of sin magic. Such weapons were often banned in Thassilon, so wary were the runelords of their propagation, yet all seven kept champions and assassins armed with these runeforged weapons against their own enemies in secret.
MAGIC OF ENVY
The magic of Runelord Belimarius, the Queen of Edasseril, concerned itself with both the defense of one's own magic and the theft of others'. Queen Belimarius layered defensive rituals over all she possessed, her wealth, her servants, and her lands. She even defended because of paranoia against the intrigues and predations of her fellow runelords. From the plague ridden hands of her devoted apprentices, ever laboring beneath her poisonous Palace Miasmoria, came an endless stream of covetous, back biting magics, several of which lie hidden away in the ruins of northern Varisia and the Land of the Linnorm Kings to this day.
MAGIC OF GLUTTONY
With the profane immortality of the undead, Zutha, the lich-like runelord of gluttony, spent years of his centuries-long rule at work in the Flesh Pits beneath Xin-Gastash. Endlessly attempting to satisfy his eternal hunger while at the same time imagining new debaucheries to indulge in, his efforts resulted in the production of a vast collection of foul arcana and unspeakable experiments into the workings of necromantic magic.
MAGIC OF GREED
Shrewd and imperious Karzoug, the runelord of greed, faced dual wars during his rule; one against Bakrakhan's armies of wrath, and another against his own unquenchable greed. Seeking ever more of all that was worth having, Karzoug drove his apprentices and slave-wizards to manufacture endless quantities of magical equipment and new arcane innovations on merciless deadlines. Those servants who failed became fodder for his personal alchemical research on the transmutation of flesh into gold. Those who succeeded were merely saddled with higher and more impossible expectations. Although the runelord sacrificed countless loyal subjects, the rune-vaults of Shalast were forever teeming with scrolls and arcane equipment. Many of these lost vaults remain so filled even to this day, buried beneath the weight of fallen Thassilon.
MAGIC OF SLOTH
A master of rune magic and high priest of the rune goddess Lissala, Runelord Krune was both respected and feared-and not just by his people, but by the other six rulers of Thassilon as well. He took great satisfaction in his peers' fear, and displayed the strange and unique powers granted to him by the goddess whenever possible. Among such divine boons were a variety of unique rituals, spells, and magical items he claimed were gifts from Lissala, the formulas of their creation being imparted to him in visions as rewards for his extreme piety. Although the divine nature of his creations was often questioned behind closed doors, their deadly effectiveness was not.
MAGIC OF WRATH
Although possessed of wizardly might on par with the other runelords, Alaznist, ruler of Bakrakhan, cared little for the tedium of spell research and magical item construction. Her interests tended more toward the corruption, mutation, and empowerment of her vast legions, utilizing her cruel arcane genius to create the deadliest warriors in all of Thassilon. For all her efforts, though, the Runelord of wrath saw her minions as expendable pawns to be sacrificed at her whim. Thus, into the ranks of her armies she seeded potent magical creations that often proved as deadly to the user and his allies as to the enemies of Bakrakhan.
MAGIC OF LUST
Subtlety and control typified the magic of Sorshen, runelord of lust. Within her numerous palaces scattered throughout the lush paradise of Eurythnia, blind guards protected troves some of the most diverse arcane treasures in all of Thassilon. The magical hoards of Eurthania spoke less to the industry of the domain and more to the craft of its ruler, for these potent arcane riches were coaxed from the hands of every other domain in Thassilon. Sorshen excelled in exploiting the lusts of her opponents, and what she couldn’t gain as a gift utilizing seduction and political acumen, she took using her unique master of mind-magic.
MAGIC OF PRIDE
Xanderghul, Runelord of Pride, Satrap of Cyrusian, Master of the Unblinking Eye, unsubstantiated Heir of First King Xin, and self-proclaimed Rightful Emperor of Thassilon, claimed many titles, but few so true as Lord of Illusion. His lofty throne was Citadel Arete, which contradicting accounts record as either a mile-high tower or as a floating castle. From Arete Xanderghul veiled his domain in vast illusions, some to delight his fantastically wealthy populace, others to cull the passions of his slaves, but most to baffle the eyes of his opponents. Through out the entirety of his rule no force dared invade Cyrusian, as none ever truly knew the extent of the domain's forces. To maintain this deceptive veil, the Runelord of Pride employed a variety of potent magical items, including arcana said to have been stolen from Heaven itself.
The Seven Deadly Sins after the Fall of the Runelords
Sorshen the Runelord of Lust
Lust (or lechery) is usually thought of as involving obsessive or excessive thoughts or desires of a sexual nature. Giving in to lusts can lead to sexual compulsions and/or transgressions including (but obviously not limited to) sexual addiction, adultery, bestiality, rape, and incest.
Zutha the Runelord of Gluttony
Gluttony is the over-indulgence and over-consumption of anything to the point of waste. It is considered a sin because of the excessive desire for food, or its withholding from the needy.
Karzoug the Runelord of Greed
Greed (or avarice, covetousness) is, like lust and gluttony, a sin of excess. However, greed is applied to the acquisition of wealth in particular. This can include disloyalty, deliberate betrayal, or treason, especially for personal gain, for example through bribery. Scavenging and hoarding of materials or objects, theft and robbery, especially by means of violence, trickery, or manipulation of authority are all actions that may be inspired by greed.
Krune Runelord of Sloth
Sloth can was defined by Runelord Krune to incluce melancholy, apathy, depression, and joylessness. The last being viewed by Krune as being a refusal to enjoy the goodness of the world the gods created. Krune felt that apathy that affected the commoners by discouraging them from their work. Sadness was also considered part of sloth because it described a feeling of dissatisfaction or discontent, which caused unhappiness with one's current situation. Runelord Krune felt these emotions were a progenitor for lesser sins such as restlessness and instability. The most important aspect of sloth is the failure to utilize one's talents and gifts. For example, a student who does not work beyond what is required (and thus fails to achieve his or her full potential) would be labeled slothful. Krune felt that sloth was felt to be more simply a sin of laziness or indifference, of an unwillingness to act, an unwillingness to care. Sloth was considered just as serious as the other sins in ancient Thassilon.
Alazinist Runelord of Wrath
Wrath (or anger) may be described as inordinate and uncontrolled feelings of hatred and anger. These feelings can manifest as vehement denial of the truth, both to others and in the form of self-denial, impatience with the procedure of law, and the desire to seek revenge outside of the workings of the justice system such as engaging in vigilantism and generally wishing to do evil or harm to others. The transgressions borne of vengeance are among the most serious, including murder, assault, and in extreme cases, genocide. Wrath is the only sin not necessarily associated with selfishness or self-interest (although one can of course be wrathful for selfish reasons, such as jealousy, closely related to the sin of envy). Runelord Alazinist described vengeance as "love of justice perverted to revenge and spite". In its original form, the sin of wrath also encompassed anger pointed internally rather than externally. Thus suicide was deemed as the ultimate, albeit tragic, expression of wrath directed inwardly, a final rejection of gifts of the gods.
Belimarius Runelord of Envy
Like greed, envy may be characterized by an insatiable desire; they differ, however, for two main reasons. First, greed is largely associated with material goods, whereas envy may apply more generally. Second, those who commit the sin of envy resent that another person has something they perceive themselves as lacking, and wish the other person to be deprived of it. Belimarius defined this as "love of one's own good perverted to a desire to deprive other men of theirs." The punishment for the envious is to have their eyes sewn shut with wire, because they have gained sinful pleasure from seeing others brought low. Belimarius described envy as "sorrow for another's good".
Xanderghul the Runelord of Pride
Because pride led to the downfall of the Runelords and ancient Thassilon, pride (or hubris or vanity) is considered the original and most serious of the seven deadly sins. And indeed it is the ultimate source from which the others arose. It is identified as a desire to be more important or attractive than others, failing to give compliments to others though they may be deserving of them,and excessive love of self. Xanderghul's definition was "love of self perverted to hatred and contempt for one's neighbor." In perhaps the best-known example, the story of Asomodeus, pride (his desire to compete with the Creator) was what caused his fall from Heaven, and his resultant transformation from an angel of light to the Prince of Darkness. Vanity and narcissism are prime examples of this sin.
Lust (or lechery) is usually thought of as involving obsessive or excessive thoughts or desires of a sexual nature. Giving in to lusts can lead to sexual compulsions and/or transgressions including (but obviously not limited to) sexual addiction, adultery, bestiality, rape, and incest.
Zutha the Runelord of Gluttony
Gluttony is the over-indulgence and over-consumption of anything to the point of waste. It is considered a sin because of the excessive desire for food, or its withholding from the needy.
Karzoug the Runelord of Greed
Greed (or avarice, covetousness) is, like lust and gluttony, a sin of excess. However, greed is applied to the acquisition of wealth in particular. This can include disloyalty, deliberate betrayal, or treason, especially for personal gain, for example through bribery. Scavenging and hoarding of materials or objects, theft and robbery, especially by means of violence, trickery, or manipulation of authority are all actions that may be inspired by greed.
Krune Runelord of Sloth
Sloth can was defined by Runelord Krune to incluce melancholy, apathy, depression, and joylessness. The last being viewed by Krune as being a refusal to enjoy the goodness of the world the gods created. Krune felt that apathy that affected the commoners by discouraging them from their work. Sadness was also considered part of sloth because it described a feeling of dissatisfaction or discontent, which caused unhappiness with one's current situation. Runelord Krune felt these emotions were a progenitor for lesser sins such as restlessness and instability. The most important aspect of sloth is the failure to utilize one's talents and gifts. For example, a student who does not work beyond what is required (and thus fails to achieve his or her full potential) would be labeled slothful. Krune felt that sloth was felt to be more simply a sin of laziness or indifference, of an unwillingness to act, an unwillingness to care. Sloth was considered just as serious as the other sins in ancient Thassilon.
Alazinist Runelord of Wrath
Wrath (or anger) may be described as inordinate and uncontrolled feelings of hatred and anger. These feelings can manifest as vehement denial of the truth, both to others and in the form of self-denial, impatience with the procedure of law, and the desire to seek revenge outside of the workings of the justice system such as engaging in vigilantism and generally wishing to do evil or harm to others. The transgressions borne of vengeance are among the most serious, including murder, assault, and in extreme cases, genocide. Wrath is the only sin not necessarily associated with selfishness or self-interest (although one can of course be wrathful for selfish reasons, such as jealousy, closely related to the sin of envy). Runelord Alazinist described vengeance as "love of justice perverted to revenge and spite". In its original form, the sin of wrath also encompassed anger pointed internally rather than externally. Thus suicide was deemed as the ultimate, albeit tragic, expression of wrath directed inwardly, a final rejection of gifts of the gods.
Belimarius Runelord of Envy
Like greed, envy may be characterized by an insatiable desire; they differ, however, for two main reasons. First, greed is largely associated with material goods, whereas envy may apply more generally. Second, those who commit the sin of envy resent that another person has something they perceive themselves as lacking, and wish the other person to be deprived of it. Belimarius defined this as "love of one's own good perverted to a desire to deprive other men of theirs." The punishment for the envious is to have their eyes sewn shut with wire, because they have gained sinful pleasure from seeing others brought low. Belimarius described envy as "sorrow for another's good".
Xanderghul the Runelord of Pride
Because pride led to the downfall of the Runelords and ancient Thassilon, pride (or hubris or vanity) is considered the original and most serious of the seven deadly sins. And indeed it is the ultimate source from which the others arose. It is identified as a desire to be more important or attractive than others, failing to give compliments to others though they may be deserving of them,and excessive love of self. Xanderghul's definition was "love of self perverted to hatred and contempt for one's neighbor." In perhaps the best-known example, the story of Asomodeus, pride (his desire to compete with the Creator) was what caused his fall from Heaven, and his resultant transformation from an angel of light to the Prince of Darkness. Vanity and narcissism are prime examples of this sin.
Seven Virtues of Rulership before the Corruption of the Runelords
Runelord Soshen: Virtue of Chastity (sworn to erradicate the sin of Lust)
Courage and boldness. Embracing of moral wholesomeness and achieving purity of thought through education and betterment.
Runelord Zutha: Virtue of Abstinence (sworn to erradicate the sin of Gluttony)
Constant mindfulness of others and one's surroundings; practicing self-control, abstention, and moderation.
Runelord Karzoug: Virute of Liberality (sworn to erradicate the sin of Greed)
Generosity. Willingness to give. A nobility of thought or actions.
Runelord Krune: Virtue of Diligence (sworn to erradicate the sin of Sloth)
A zealous and careful nature in one's actions and work. Decisive work ethic. Budgeting one's time; monitoring one's own activities to guard against laziness.
Runelord Alazinist: Virtue of Patience (sworn to erradicate the sin of Wrath)
Forbearance and endurance through moderation. Resolving conflicts peacefully, as opposed to resorting to violence. The ability to forgive; to show mercy to sinners.
Runelord Belimarius: Virtue of Kindness (sworn to erradicate the sin of Envy)
Charity, compassion, friendship, and sympathy without prejudice and for its own sake
Runelord Xanderghul: Virtue of Humility (sworn to erradicate the sin of Pride)
Modest behavior, selflessness, and the giving of respect. Giving credit where credit is due; not unfairly glorifying one's own self.
Courage and boldness. Embracing of moral wholesomeness and achieving purity of thought through education and betterment.
Runelord Zutha: Virtue of Abstinence (sworn to erradicate the sin of Gluttony)
Constant mindfulness of others and one's surroundings; practicing self-control, abstention, and moderation.
Runelord Karzoug: Virute of Liberality (sworn to erradicate the sin of Greed)
Generosity. Willingness to give. A nobility of thought or actions.
Runelord Krune: Virtue of Diligence (sworn to erradicate the sin of Sloth)
A zealous and careful nature in one's actions and work. Decisive work ethic. Budgeting one's time; monitoring one's own activities to guard against laziness.
Runelord Alazinist: Virtue of Patience (sworn to erradicate the sin of Wrath)
Forbearance and endurance through moderation. Resolving conflicts peacefully, as opposed to resorting to violence. The ability to forgive; to show mercy to sinners.
Runelord Belimarius: Virtue of Kindness (sworn to erradicate the sin of Envy)
Charity, compassion, friendship, and sympathy without prejudice and for its own sake
Runelord Xanderghul: Virtue of Humility (sworn to erradicate the sin of Pride)
Modest behavior, selflessness, and the giving of respect. Giving credit where credit is due; not unfairly glorifying one's own self.
4708 Rova 13th Sand point, Varisia
AM
Sheriff Belor Hemlock receives a "dressing down" in a special session of the Merchant Council by Ameiko Kiajitsu. The vote of no confidence fails and Belor retains the office of sheriff.
Early PM
The pcs, Sheriff Hemlock, and four guards mount a final assault on the catacombs beneath the glass works. All opposition is easily crushed and the mutated goblin hero Koruvus and the imp mastermind Erylium are slain.
4708 Rova 10th-12th Sand point, Varisia
Pcs wait in Sandpoint for Sherriff Belor Hemlock to return. In the down time Andrian learns the alchemy feat from the short plump human middle aged Aliver "Pillbug" Podiker and the grey and crotchety half-elf Nisk Tander.
Saturday, September 27, 2008
4708 Rova 9th, Sunday Thistletop goblin lair
AM: Gift from Aldern Foxglove delivered to Lyk. Then pcs take fishing boats to Thistletop. Lyk climbs cliff defeats goblins. Pcs enter Thistletop level 2 and are ambushed from 3 and then 4 directions. PCs prevent encirclement and Nualia flees to level 3 after dropping the only enemy between her and escape: Daviren Hosk. Goblins coup de gras Daviren though. PCs chase Nualia downstairs and defeat final ambush killing over 100 goblin soldier-slaves (total of both levels).
Pcs make temporary alliance with Orik Vancaskerkin and Lyrie Akenaja. Nualia flees again somehow releasing a flaming Caterpillar-like demon by the name of Malfeshnakor. Nualia returns to the pcs with 3rd degree burns and dies. Malfeshnakor arrives and begins killing the remaining goblins. The pcs retreat during the carnage. The party plus two swim for shore to save their lives. On the beach tense negotiations end peaceful with Lyrie passing information about Malfeshnakor and allowing Riley to copy rituals from her spell book.
PM
PCs return to Sandpoint to a somber hero's welcome. Mayor Deverin holds a solemn dinner in their honor. Pcs are gifted with the Goblin Squash Stables as Daviren had no living relatives. This will provide an income in the future.
Sunday, September 14, 2008
Soulcleaver a gift from Aldern Foxglove PHB page 235, Adventurer's Vault p 9-10
SOULCLEAVER is a rare example of skilled orcish manufacture. Soulcleaver is a +1 two handed lifedrinker axe and is considered to be an execution axe due to it's weight and heft. The user feels a flush of energy every time he kills an opponent and on a critical hit the axe flashes a purple-black color and inflicts necrotic damage.
Execution axe: +2 proficiency bonus, 1d12 damage, 14 lb., Axe Brutal 2, high crit (requires superior weapon proficiency, any d12 die rolls of 1 or 2 are re-rolled, extra 1d12 damage on crit)
Lifedrinker weapon: +1 enhancement, 5 temporary hp per kill, +1d6 necrotic on crit
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