Sandpoint: Light of the Lost Coast

Oct 23, 2018 6:45 pm
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Those who head north from Magnimar along the rocky coastline quickly find themselves in a peculiar country. Fog drapes the rolling landscape, floating spectrally along damp and lonely moors. Small woodlands grace the region, their tangled depths redolent of
nettles and pepperwood and pine sap, while further inland, river valleys lined by majestic redwoods wind between ragged tors and limestone escarpments. This vastness and the sense of isolation have earned the region its local name. This is the Lost Coast.

Yet there are pockets of civilization along the Lost Coast. Traditional Varisian campsites can be found in nearly every gulch and hollow along the cliff-lined reaches, and lonely houses sit upon bluffs now and then—domiciles for eccentrics or the rich seeking a bit of peace far from the bustle of Magnimar’s streets. Roadside inns grace the Lost Coast road every 24 miles or so, placed by virtue of the distance most travelers can walk given a day’s travel. Low stone shrines to Desna, goddess of wanderers and patron of the Varisians, give further opportunities for shelter should one of the all-too-common rainstorms catch the traveler unaware. Given time, any of these seeds of civilization could bloom into a full-grown town, or even a city. It’s happened once already, along the shores of a natural harbor nestled among the cliffs some 50 miles northeast of Magnimar. What was once a larger-than-normal Varisian campsite in the shadow of an ancient ruined tower has become the Lost Coast’s largest town: Sandpoint.

As one approaches the town of Sandpoint, the footprint of civilization upon the Lost Coast grows more clear. Farmlands in the
outlying moors and river valleys grow more numerous, and the blue-green waters of the Varisian Gulf bear more and more fishing
vessels upon its surface. Passage over creeks and rivers is more often accomplished by wooden bridge than ford, and the Lost
Coast Road itself grows wider and better-kept. Sight of Sandpoint from either approach (south or east) is kept hidden by the large
upthrust limestone pavements known as the Devil’s Platter or the arc of rocky outcroppings known as Whistler’s Tors, but as the final bend in the road is rounded, Sandpoint’s smoking chimneys and bustling streets greet the traveler with open arms and the promise of warm beds, a welcome sight indeed for those who have spent the last few days alone on the Lost Coast Road.

From the south, entrance to Sandpoint is governed by a wooden bridge, while from the north a low stone wall gives the town a bit
of protection. Here, the Lost Coast Road passes through a stone gatehouse that is generally watched by one or two guards—the
southern bridge is typically unattended. Aside from the occasional goblin, the citizens of Sandpoint have traditionally had little worries about invasion or banditry—the region simply isn’t populated enough to make theft a lucrative business. Hanging from a bent nail at both the gatehouse and the southern bridge is a sign and a mirror—painted on each sign is the message:
"Welcome to Sandpoint! Please stop to see yourself as we see you!"

Sandpoint was founded 42 years ago by a contingent of four affluent families from Magnimar, a city not far from Sandpoint. Over its four decade history, Sandpoint has been thankfully free of major disasters. Every winter brings its share of strong storms, yet the natural harbor, sandbars, and cliffs do a remarkable job of blunting the force of wind and wave, leaving the town relatively
untouched. Elders in town spin yarns of a few really big storms, but apart from the town’s somewhat rocky beginning with the Varisians, only two events have really qualified as disasters: the Sandpoint Fire and Chopper. These two events, occurring in such close and recent proximity as they have, are generally lumped together as the "Late Unpleasantness," even though the two events didn’t have any obvious links. Natives of Sandpoint are reluctant to talk about either event, preferring to look ahead to brighter times.
Oct 23, 2018 6:46 pm
The Late Unpleasantness (NOTE: This is only knowledge insomuch that you are from Sandpoint. Outsiders would not know these stories).

When Jervis Stoot made clear his intentions to build a home on the island just north of the Old Light, locals paid him no mind. Jervis had already garnered something of a reputation for eccentricity when he began his one-man crusade to carve depictions of birds on every building in town. Stoot never made a carving without securing permission, but his incredible skill at woodcarving made it a given that, if Stoot picked your building as the site of his latest project, you seized the opportunity. "Sporting a Stoot" soon grew to be something of a bragging point, and Jervis eventually extended his gift to include ship figureheads and carriages. Those who asked or tried to pay him for his skill were rebuffed—Stoot told them, "There ain’t no birds in that wood for me t’set free," and went on his way, often wandering the streets for days before noticing a hidden bird in a fencepost, lintel, steeple, or doorframe, which he’d then secure permission to "release" with his trusty hatchets and carving knives.

Stoot’s excuse for wanting to move onto the isle seemed innocent enough—the place was a haven for local birdlife, and his claim
of "Wantin’ ta be with th’ birds" seemed to make sense. So much so, in fact, that the guild of carpenters (with whom Stoot had maintained a friendly competition for several years) volunteered to build a staircase, free of charge, along the southern cliff face so
that Stoot could come and go from his new home with ease. For 15 years, Stoot lived on the island. His trips into town grew less and less frequent, making it something of an event when he chose a building to host a new Stoot.

Sandpoint was no stranger to crime, or even to murder. Once or twice a year, passions flared, robberies went bad, jealousy grew
too much to bear, or one too many drinks were drunk, and someone would end up dead. But when the bodies began to mount five years ago, the town initially had no idea how to react. Sandpoint’s sheriff at the time was a no-nonsense man named Casp Avertin, a retired city watch officer from Magnimar. Yet even he was ill-prepared for the murderer who came to be known as Chopper. Over the course of one long winter month, it seemed that every day brought a new victim to light. Each was found in the same terrible state: bodies bearing deep cuts to the neck and torso, hands and feet severed and stacked nearby, and the eyes and tongue plucked crudely from the head and missing entirely.

Over the course of that terrible month, Chopper claimed 25 victims. His uncanny knack at eluding traps and pursuit quickly wore on the town guard, taking particular toll on Sherrif Avertin, who increasingly took to drinking. In any event, Sherrif Avertin himself became Chopper’s last victim, slain upon catching the murderer in a narrow lane—known now as Chopper’s Alley—as he was mutilating his latest victim. Yet in the battle that followed, Avertin managed a telling blow against the killer. When the town
guard found both bodies several minutes later, they were able to follow the killer’s bloody trail.

A trail that led straight to the stairs of Stoot’s Rock. At first, the town guard refused to believe the implications, and feared that Chopper had come to claim poor Jervis Stoot as his 26th victim. Yet what the guards found in the modest home atop the isle, and in the larger complex of rooms that had been carved into the bedrock below, left no room for doubt. Jervis Stoot and Chopper were the same, and the eyes and tongues of all 25 victims were found upon a horrific altar to a bird-like demon whose name none dared speak aloud. Stoot himself was found dead at the base of the altar, having plucked his own eyes and tongue loose in a final offering.

The guards collapsed the entrance to the chambers, burned Stoot’s house, tore down the stairs, and did their best to forget. Stoot himself was burned on the beach in a pyre, his ashes blessed and then scattered in an attempt to stave off an unholy return of his evil spirit.

As fate would have it, the people of Sandpoint would soon have a new tragedy to bear, one that almost eclipsed Chopper’s rampage.

A month after the murderer was slain, a terrible fire struck Sandpoint. The fire started in the Sandpoint Chapel and spread quickly.
As the town rallied to save the church, the fire spread, consuming the North Coast Stables, the White Deer Inn, and three homes. In the end, the church burnt to the ground, leaving the town’s beloved priest Ezakien Tobyn dead. All that remains today of the once-loved Stoot carvings are ragged scars on buildings and figureheads where owners used hatchets to remove what had become a haunting reminder of a wolf in their fold. The homes and businesses ravaged by the fire have been reconstructed, and the Sandpoint Chapel has finally been rebuilt as well. With the consecration of this new cathedral, Sandpoint can finally put the dark times of the Late Unpleasantness in the past.
Oct 23, 2018 6:50 pm
Sandpoint At A Glance

Most of the buildings in Sandpoint are made of wood, with stone foundations and wood shingle roofs. The majority are single-story structures, with a few noted exceptions. The town is often thought of as two districts by the locals. Uptown consists of areas 1–12. Most of these buildings are relatively new, and the streets are open and less crowded. This section of town is also physically above the rest, situated on a level bluff overlooking 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 wind down from the hinterlands, skirting Devil’s Platter to empty into the harbor—the river is often used to transport lumber harvested far upriver down to the local 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 upthrust 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. 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 remains. The Old Light rises from sea level and is built into the face of a 120-foot-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.
Oct 23, 2018 6:56 pm
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.

Yet even the previous chapel wasn’t the first holy site in this location. The core of both the original chapel and the new cathedral is an open-air courtyard surrounding a set of seven standing stones themselves surrounding a circular stone altar. These stones served the Varisians for centuries as a place of worship; although they generally venerated Desna at these stones, the stones themselves have a much older, unknown tradition. Varisian oral tradition maintains that the seven stones represent the seven towers of Desna’s otherworldly palace.

The original chapel built here was a collection of six different shrines, each its own building and connected to the others by open-air walkways. Desna’s worship was incorporated into these shrines as part of the peace accord with the local Varisians, but the original builders 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 his most accomplished student, a pleasant man named Abstalar Zantus (CG male human cleric 4). 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.
Oct 23, 2018 8:11 pm
2. Sandpoint Boneyard

Set in the shadow of the Sandpoint Cathedral and accessible via a gate to the north or from several doors leading into the cathedral itself, this expansive cemetery overlooks the Turandarok River. Stone vaults owned by affluent members of the town stand near the cemetery’s edges or at its center, while dozens of humble plots, each marked with a simple gravestone, sit amid trees and shrubberies. The boneyard is well-maintained, kept by a man named Naffer Vosk (NG male human rogue 1/cleric 2), a deformed smuggler Father Tobyn took pity on after his ship wrecked just north of town a decade ago. Naffer has found redemption in Sarenrae, and despite a twisted spine that, from birth, has given him a sinister lurching gait, he’s one of the town’s most devout citizens. He keeps the boneyard meticulously clean and is also responsible for ringing the church bells every day at dawn, noon, and dusk.
Oct 23, 2018 8:15 pm
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 (LN male human expert 4) 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. Garridan regrets their choice, but his love for his wife and family keeps him rooted firmly in town.
Eager to encourage visitors to stay at his inn, Garridan keeps the prices of his rooms and board low, matching those of the
Rusty Dragon (area 37) despite the fact that his accommodations are much cleaner and more spacious. Still, his gruff attitude tends to make his establishment less popular than the Dragon. Garridan is the brother of Sandpoint’s sheriff, Belor Hemlock, although the two of them are in a long-running feud stemming from what Garridan sees as his brother’s complete abandonment of Shoanti tradition.
Oct 23, 2018 8:17 pm
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 (NG male gnome wizard 2/expert 4), into a cramped and cluttered library to house his tremendous collection of maps and sea charts. Maps of local regions, from the immediate vicinity up to the whole of Varisia and the Storval Plateau, can be purchased from him for prices ranging from 5 gp to 100 gp, depending on the size and level of detail. When not here crafting copies of old maps, Veznutt can usually be found arguing over history with his best friend Ilsoari at Turandarok Academy (area 27).
Oct 23, 2018 8:20 pm
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 (LG male human expert 3). Maver retains a half-dozen local toughs (LN human warrior 3) as guards, but he has a habit of leaving doors and vaults open—a trait his wife Pennae Kesk (LN female human commoner 2) often berates him for publicly.
Oct 23, 2018 8:22 pm
6. Junker's Edge

Garbage gathered by Gorvi’s boys (see area 7) is routinely dumped over the edge of this cliff to gather on the beach below. Several of the town’s Gozreh worshipers (in particular Hannah Velerin; see area 45) rankle at this practice, but until an equally cost-effective and convenient option is presented, the town council is reticent to change its ways. In any event, the sea generally makes short work of the junk, ensuring it never piles up too high.

Unknown to the citizens of Sandpoint, another reason the garbage never grows too high is the fact that goblins from the Seven Tooth Tribe regularly sneak along the coast to raid the beach for bits of metal, scraps of food, not-quite-broken tools, and other "valuable" prizes. The Seven Tooth goblins have made a name for themselves among the local goblin tribes as the best traders as a result.
Oct 23, 2018 8:23 pm
7. Gorvi's Shack

This dilapidated shack is home to one of Sandpoint’s few half-orcs, a fat, heavily tattooed lummox named Gorvi (CN male half-orc warrior 3). Despite the ramshackle look of his home, Gorvi’s made quite a pretty penny for himself serving as Sandpoint’s dungsweeper, enough that he employs about two dozen vagrants and curs who would otherwise be causing trouble along the boardwalk, paying them regularly in copper to haul one of his distinctive red wheelbarrows through the streets to collect refuse and garbage. Sandpoint pays him handsomely for his services, a job that no one else really wants but everyone wants to see done. Lately, Gorvi’s been making a menace of himself more than usual, spending evenings down on the boardwalk, harassing ladies, and raising hackles at the Hagfish (area 33). Mayor Kendra has had to ask him to ease up on the drinking and carousing more often lately, but Gorvi has grown content in the belief that he won’t be run out of town as long as he continues to ensure the streets are clean.
Oct 23, 2018 9:39 pm
8. Sage

The sole occupant of this ancient building is a cantankerous old man named Brodert Quink (NG male human expert 7), 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, and is continually baffled and enraged that his learning and obvious intelligence haven’t afforded him more prestige. Brodert has been studying ancient Thassilonian ruins for the last 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.
Oct 23, 2018 9:42 pm
9. Locksmith

A flamboyant dwarf named Volioker Briskalberd (LG male dwarf rogue 2/expert 3) 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. He’s long been an enemy of the Sczarni (see area 43), who have used both diplomacy and intimidation in their attempts to recruit him to their side. Volioker’s distaste for thievery and scoundrels may have its genesis in his childhood as a street orphan in Magnimar, although he’s traditionally close-mouthed about his past. He’s a tremendous fan of the arts, and never misses a new show at the playhouse.
Oct 23, 2018 9:59 pm
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 consists of a dozen full-time watchmen (human warrior 2); about twice this many servants and other experts (smiths, cooks, bookkeepers, couriers, and the like) dwell here as well.

Guards patrol the city alone; there’s generally not much trouble beyond the odd drunk for them to handle, so usually only three or four are on duty at any one time.

Sandpoint also maintains a militia of 62 able-bodied men and women (human warrior 1) who are expected to attend training and exercise here at least once a week.

The garrison is currently under the watchful eye of Sheriff Belor Hemlock (CG male human fighter 4), 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 officialized his role, and Belor 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 Sczarni doing time for some minor crime. Murderers and other hardened criminals generally stay for only a few days before an escort from Magnimar arrives to bring them to the high court for trial in the big city. The garrison’s jailor is a heavily scarred brute named Vachedi (CG male human barbarian 3), a Shoanti tribesman who hopes someday to earn enough money to buy back his two sons from Kaer Magan slavers.
Oct 23, 2018 10:06 pm
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 (NG female human aristocrat 4/expert 3), can often be found in this building, tending to the town’s needs.
Oct 23, 2018 10:07 pm
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 (NG female human fighter 2/rogue 1), the building escaped significant damage. Savah’s shop sells all manner of weapons and armor, including several masterwork items and exotic weapons.
Oct 23, 2018 10:14 pm
13. Risa’s Place

Risa Magravi (NG female human sorcerer 4) operated this tavern for the first 30 years of Sandpoint’s history, and even now that she’s gone mostly blind in her old age and has left the day-to-day affairs of the job to her three children Besk, Lanalee, and Vodger (NG human commoner 2), the mysterious Varisian sorcereress remains a fixture of the tavern. Known as much for Risa’s tales of ancient legends and myths as for its spiced potatoes and cider, this tavern is a favorite of the locals if only because its out-of-the-way location ensures strangers rarely come by.
Oct 23, 2018 10:15 pm
14. Rovanky Tannery

Situated at the edge of town, Larz Rovanky (LG male human expert 3) 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.
Oct 23, 2018 10:17 pm
15. Red Dog Smithy

Named for its owner’s affection for large red mastiffs, two to three of which can always be seen lounging about nearby, Red Dog Smithy is owned by a bald and powerfully muscled man named Das Korvut (LN male human fi ghter 1/expert 3). Das’ 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 hopsquares, 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..."
Oct 23, 2018 10:23 pm
16. The Pillbug’s Pantry

Nestled at the base of a cliff and tucked between several old tenements, nothing but a painting of a pillbug perched on a mushroom indicates this building’s anything more than yet another home. The proprietor of this establishment is a short, rotund man named Aliver "Pillbug" Podiker (LE male human adept 5), an accomplished herbalist, gardener, and secret poisoner.

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. It is owned by Nisk Tander (NG male half-elf wizard 1/expert 2).

18. Cracktooth’s Tavern

A particular favorite of patrons of the Sandpoint Theater, Cracktooth’s Tavern is always full after the latest show at the nearby playhouse lets out. A large stage gives actors, singers, and anyone else the opportunity to show their stuff . Every night a crowd of would-be entertainers packs the taproom in the hopes of being discovered. Owner Jesk "Cracktooth" Berinni (NG human male half-orc expert 3) might look like a thug, but he’s actually quite well-read and possesses a scathing wit—nights when he takes the stage to deliver his observations on the political 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 (LN female human monk 4), her father having passed away seven years ago. A worshiper of Irori, the god of self-perfection and knowledge, Sabyl maintains a large collection of old books and scrolls in the basement chambers below. She opens both the meditation floor and her library to fellow worshipers, but others must convince her of their good intentions.

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 glassworking trade has been in the family for generations, and many of their techniques—perfected in distant Minkai—result in dazzling and impressive works that fetch top price among the nobles of Magnimar, Korvosa, and beyond.

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