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Helsport Overview
Now lets get on with Helsport and
its environment. I assume that player characters are above and beyond the
normal people who live in and around the city. You have inherent optionsand
abilities beyond what the average person has. As an exceptional personyou
will be better and brighter and as a result has more information andneeds
more information than a standard citizen. This overview will give you that
information. Think of it as the common knowledge that your character already
has. Remember Helsport is legendary already for many reasons. Much of Helsport
already "lives in my mind," I tend to be absent minded and forget that Helsport
exists largely in my mind, but not in yours. I already know its past history
and what it looks and smells like. That is why I decided to make this little
project (Greg). If you read this you will tend to be more readily able to
imagine and understand a campaign and city that might otherwise be incomprehensible
and nonsensical. I believe in archetipical thoughts and icons. For example
in the second incarnation one locale that was extensively used was called
"Ellis Island."
Why did I call this place
EllisIsland? It served as the chief immigration point into the city as refugees
and player characters came into the city. Since most of the players in the
Helsport campaignhave been Americans, most people instantly recognized what
the building was and what it was like. Most of us have never seen Ellis Island
in real life, nor will we ever be able to experience it the way it was when
it was still operating, but we all have an instant understanding of what
it is. We mentally see new immigrants to America moving through incomprehensible
lines, being poked and prodded, scared of doing something wrong, speaking
foreign languages.That's the mental image I wanted to extend to the players.In
this case it worked. The first few players through Ellis Island had collectively
horrible experiences. It became a right of passage into the campaign. In
fact for me to allow any player into the campaign without them having to
go through EllisIsland became unimaginable.The players insisted that everyone
had to go through the experience, both because it was so scary, and because
successfully completing the immigration process was viewed as a player was
actually entitled to play with his comrades that had gone before. I also
know that it worked because later on the players dubbed another similar facility
in the city "Little Ellis Island." So some buildings will be known by names
that sound decidedly wrongfor a fantasy setting. By using such "modern" names
I hope that you will beable to transpose the known into the fantastic. It
also frees me from having to be so exact in description.
Another thing that is disconcerting
to players at first is that the city is so adaptive. By this I mean that
because it is such a large environment, players can be completely unaware
of prominent activities in other parts of the city. For example the city
is cordoned off into distinctive areas that are not accessible to everyone
in equal ways. For example, in the second incarnation of this campaign no
characters ever entered the citadel or botanical districts. Only one character
even entered the Noble's district. So in their case fully half of the city
remained a complete mystery.This gives me the advantage of being flexible
when the players force me to be and also enables me to be creative because
there are always new areas for me to introduce the characters to.
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The Geography Of Helsport
So where are you? Firstly you are
on the planet where the campaign of Greyhawk is situated. So that leaves
open some fantastic possibilities. Besides it gives some continuity to the
campaign since such spells as Bigby's hands, or the existence of Lum The
Mad is accounted for. Eventually I will either find my maps or make new ones,
but for now verbal descriptions are the best I can offer you as a player.
First you are on a large tear drop shaped demi continent. It is bisected
at the bulge of the tear drop by a set of high mountains. There is a single
pass free for passage by traders year round. Otherwise these mountains are
of interest to miners,dwarfs, and hermits. For a good touch stone to your
imagination, picture these mountains as the American Rockies, in the campaign
they are named the Northern Reach Mountains.
To the South of this range
is ahill country that gradually settles into a coastal plain. The environment
on the southern part of the continent is similar to the type found in Greece
or Italy. In general the area lends itself to bountiful agriculture, forestry,
fishing, and some mining of coal deposits.The northern half of the continent
has asingle river.To the East is a large swampy basin that reaches up to the
base of the mountain range. It travels for several days ride almost due west
until it reaches the center of the continent where it becomes navigable by
crafts larger than barges. It continues due west for several more days, becoming
wider as it goes until it reaches the sea at which point its mouth has become
nearly 15 miles wide.To the North of the river the land is slightly hilly
and free of most large forest areas, but after a two day ride the forest develops
to almost impenetrable density. The forest begins a gentle slope downwards
until the forest begins to take on a more swamplike character.The swamp
would best be described asa very large Okeefanokee swamp. It is an area of
lush growth, but it also enjoys very cold winters. On the eastern coast the
continent ends in a section of man- grove swamps. As aresult the land slowly
gives way to the sea. Large hurricanes often hit this side ofthe continent
and can drastically alter the outlines and limits of the continental mass.
Through the center of the continent runs a spineof stone and rock that acts
as a dam dividing the very wet eastern part of the continent fromthe more
firm western half. On the western half of the continent there are areas of
dry land separated by areas of swamp.There are areas of land where there are
large outcropping of granite domes. Mostof them have the bulk of their mass
below the surface but a few have large exposed faces. While these are natural
defensive points,their usefulness to people is limited by the fact that the
surrounding swamp makes them very remote.On the northern end ofthe continent
the stone spine widens and rises until it reaches the tip of the continent
as a series of dramatic cliffs up to 1000 feet high. Helsport is located
on the western coast approximately halfway between the Northern terminus of
the continent and the river to the South. It is located in a large natural
bay on the top of a granite dome.
The soils here are adequate but
not ideally suited to agriculture. To the Northeast the remains of the exposed
face of the dome of granite can be seen. This face was the source for the
stone used in the construction of the city's walls and fortifications.Within
a few hundred yards of the city walls is the all surrounding swamp.The bay
has a very shallow draught, which means the city had to build several long
piers into the bay to permit ships larger than 100 tons to dock. Water comes
in three types, swamp, fresh, and salt. The fresh water is sourced primarily
from a natural aquifer located in the Botanical district and is pumped from
the ground into an artificial holding pond. The farms outside the city often
use swamp water for irrigation, but it becomes more brackish the closer to
the bay one move. Helsport slopes from the South to the northending in the
hill upon which the Citadel ends.
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