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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.

citydistricts
flora
helsportheraldry
issligi
landsend
the wrongly accused
new chichen nitza
there are no orcs in helsport citizen
people to avoid, no really
yeah right!
you really dont want to go there
its all lies lies and lies
a little side trip for the bold
a way off this stinking rockball?
yes there is more here than just skeitters
that would be us
just an order of meat and tacos please
it isnt really miskavar anymore, right padre?

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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