New Sandport

Overview

As this is your destination I am going to give you this background of your first port of call. Other areas you move to you’ll need to gather your own information in game.

As the name suggests the town is comparatively new. Sometime in the last 50 year or so the largely human “Sandlanders” (So called because they eked out their livelihood on the rough dunes of the shore and by forays into the bleak southern moorland barrens) Had to move there settlement several miles further north of the original site. You have determined that was because the original was sacked and destroyed by a very large marauding tribe of savage Lizard men that evidently dwelt in the Adjoining salt marsh.

But a few unspoken hints and strange expressions on the faces of locals questioned about it suggest to you that the loss of the settlement to the Lizard men was not the greatest disaster that befell these dour hardworking coastal folk.

Population

The population is about 85% Human, 8% Halfling,  5% Dwarf, and 1% combined of all other player races. Town has about 1500 souls all told.

You do know they are VERY big on crime and punishment. Thieves usually get the death penalty – no mucking around with chopping hands off here! Apparently the idea of having your hard earned goods stolen from you is almost a traumatic one to these folk!

Which makes this a strange place for your quarry to have made landfall. Unless that was somebodies idea to throw of an pursuers? Land in a place known for a strong stance for law and order to fool any pursuers like yourselves? Its a possibility. However unless at least one of your quarry was intent in turning over a new leaf and becoming a farmer or fisherman its unlikely that they stayed in the town for any length of time.

The town itself is surrounded by a half dozen small hamlet villages that send in crops and livestock once a week or so for trade. The main exports of the place are specialty dried fish and a kind of Tobacco made from a reed like plant that grows in the sandy dunes that prevail all along the coast here.

Notable features

This “Tobacco” is quite famous “Viraguan reed” comes in several different grades the very best of which are reputedly to be almost magical and or hallucinogenic. None of you had any idea that this was where it came from, the stuff is normally too rare on the mainland to be available to low level adventurers! But any pipe smokers among you (Dwarfs/Hobbits??) will have at least heard of it!

The common reed (Viraguan Brown) Serves as plain Tobbacco but with a nicer aftertaste than the common “Pipeweed”. Here its about 10 Cp per oz
Viraguan Green is uncured and often used as a snuff or chewing tobacco equivalent. Cost 5 Cp per Oz
Viraguan Amber is the next grade you may have heard of (or possibly smoked – just possibly) and is a light and aromatic smoke that is considered a top quality (if common) product cost here is 10 sp per Oz
Viraguan Gold is Incense quality and while you may have heard of it none of you are likely to have seen it let alone smoked it. 1 oz of this is worth about 10gp

There are at least three more grades of this powerful and strange herb you soon discover but for more details you’ll have to do some research of your own. Naturally the locals make up all sorts of blends of the stuff, but the export grades are always in a pure grade.

To purchase Any of the above on the mainland you’d easily have to spend TEN TIMES the amounts shown above…

(Be aware I may edit this post as more info comes to light – GM)