An A to Z of Places in Helisto
Admiralty House
Situated at the northern end of the docks, this is where Admiral Aiken keeps an eye on maritime
matters and the day to day business of the fleet.
The Bay Barrier
The most significant building project undertaken on Helisto. This ambitious project cost 4,000 gold and
was devised by the Builder Tacitus and Architect Bythell. The purpose of the Barrier is to protect the
Bay from storms, prevent seaborne attacks on the anchorage and provide a controlled entry / exit and
additional berthing areas.
The Bay Light
This lighthouse has the purpose of guiding ships into the safety of Verr’s Hoof Bay and the docks
in darkness or poor weather.
Bazaar
Situated near the entrance to the docks, this vast collection of stalls sells anything and everything!
Let the buyer beware however!!
Bosk Back Ridge
This protects Verr’s Hoof Bay and the Docks from the storms that sweep in from the Thassa.
Heavily forested it is the chosen refuge of the Pani called Calico.
Crop Fields
A range of crops are grown here by the inhabitants of Eflassovon.
Dockside Tavern
The Dockside Tavern was run by Gratticus, brother of Plartis, who runs the only other tavern!
Sadly he was killed in the tsunami that recently devastated the Isle and his body was never recovered.
It is often full of sailors and can be a dangerous place. Current staff are Raukus, now the landlord and
once the Tavern ‘Heavy’, and nuisance, synca and gazelle, tavern slaves.
Dockside
A recent northern extension to the docks has increased berthing capacity to 16 small ramships,
9 roundships or a mixture of the two. Behind the docks there are extensive warehousing facilities
and housing for those of the fleet not out on patrol. In the centre of the docks is the Harbourmaster’s
building and at the southern end a factory and maintenance buildings.
Dry Docks
Helisto has a small dry dock and a larger one for round ships where essential hull repairs and
maintenance can be carried out.
Efflassovon
Helisto’s town. Has housing for approximately 2000 people. The north end of the town is mainly tightly
packed terraced houses, crowded but reasonably comfortable. The south of the town has the houses
of the more affluent citizens.
Efinistra River
Has its source high in Mount Hyrokkin and tumbles down the waterfalls before emptying in Lake
Koleya and then south to the Thassa. It is shallow and placid for the most part and best travelled
using rencer’s punts.
Frog Island
Once the home of the Physician Aurorah, now deserted and reclaimed by jungle.
Hospital
Built to the specifications of Helisto’s late, lamented Physician Aurorah. It has experienced staff and
welcomes visiting Physicians. It is situated between the tarn cotes and Initiate temple, so that incoming
wounded can be helped as soon as possible but, if beyond help, can be given the appropriate rites!
House of Talarius
Stands on the hill, overlooking Lake Koleya and the Docks. It is the home of Talarius, His FC
Aneesha and Their devoted slaves. Most discussions seem to take place in the dining room there,
or the banqueting hall if the dining room table gets too crowded!
A bridge over the Efinestra river links the house with the town.
Initiate Temple
A recent build and an expensive one as the special stones for it were shipped in by the Blessed Ones.
The massive bell in the tower calls the Peasants to worship, and gives everyone a headache.
The Chief Initiate was Magus, before he was implicated in the riots following the earthquake and
tsunami and sent to Ven'dara for judgement of his peers. There are perhaps a score of acolytes
there and a new Chief Initiate is in course of selection.
Insulae
Two blocks of cheap rental housing just north of the Militia Keep. Very basic but very affordable.
Koleya Lake
A calm stretch of water, though the occasional shark finds its way there! Rence is grown on its
western shallows.
Market
A long terrace of shops within Efflassovon. Most are long established businesses and customers
can buy there with more confidence but also more coin, than at the Bazaar!
Militia Keep
Situated between the town and the docks, this circular fort is home to the Island’s Militia.
It commands the docks and will be an excellent place of defence in the event Helisto is invaded.
The cellar of the Keep contains cells, slave pens and slave quarters.
Mill and Bakery
Situated on high ground in the crop fields. Produces bread and other such products. Some grain
is provided from the crop fields, but most is imported and ground to flour and baked here.
Mount Hyrokkin
A volcano in the north west of the island. It last erupted several generations ago and deposited a
red hot piece of rock through the Headman’s roof. That was adopted as Helisto’s Homestone!!
Thankfully the recent earthquake only resulted in a minor reaction from the mountain.
Old Fort
The Old Fort stands at the mouth of Verr’s Hoof Bay. It had fallen into decay as it was built many
generations ago but has been brought back to use as part of the Isle's defenses, as it dominates
the approaches to the docks. The image shows the fortification before clearance work began.
Prancing Larl
The Prancing Larl is Efflassovon’s tavern and is slightly more upmarket than its competitor on the
docks. Plartis is the landlord and there is also helga and nevaeh, tavern slaves, olive a new
inexperienced tavern slave and Yarman - the cook.
Quarry
Situated in the far north of the island adjacent to the fishing village of Tangaroa. It is still a dangerous
trip to take the long road north through the jungle to reach it. Almost all buildings on the island use
the granite that the quarry provides.
Shipyard
A place to build and repair ships! Situated at the southern end of the docks, next to the dry docks.
Sigurd’s Seat
A pasang south-west of the quarry stands the highest peak after Mount Hyrokkin. Many legends
are associated with this mountain and the deep, mysterious lake at its base.
Tangaroa
A fishing village in the far north. The people there do not much mix with the rest of the islanders
having their own culture and rituals. Once a haunt of pirates and still a mysterious place,
they trade the fish they catch.
Tarn Cotes
Situated near the dry docks, with entrances facing the sea. Has room for a couple of score of tarn.
Tharlarion Keep
The most recent building work completed on the Isle after the repair of structural damage following the
earthquake and tsunami. This has been purpose built to the specifications of Quin, the Captain of Militia,
to train a new elite cadre of Warriors. These men will also be responsible for manning the recently
repaired and re-armed Old Fort.
Village Green
Between Eflassovon and Lake Koleya. It often has verr grazing on it, but that keeps the grass short
for the frequent games and festivities that take place there. Chief amongst those are the Helisto
tarn races and the finishing pole for those races is the only permanent structure there.
The Wall
“The Wall”, as it is referred to, surrounds the main inhabited area of Helisto. Over ten feet in height
and topped with strands of tarn wire it serves to keep the more dangerous creatures of the jungles out!
Watchtowers
There are four of these, set around the coast and manned by a score or so Watchmen.
Their purpose is to keep watch on the seas around Helisto and signal to the docks and
each other if they see anything that requires investigation by the fleet.
Waterfalls
There is a line of four waterfalls that tumble down Mount Hyrokkin to the Efinistra river. They are
named from a local legend ... “ .... So it came to pass that Efenistra and her daughters in their
grief threw themselves into this great river, causing, four waterfalls to be carved into the river before
it flows into a large, beautiful lake that irrigated the entire land, with many clean, edible fish in it.
The waterfalls came to be known by the names of Sigurd and Efenistra’s daughters, Dulcina, Gelsey,
Eolande and Liliana.” They are at their most beautiful at dawn or dusk.
Wilderness
“The Wilderness” is the general name for anywhere beyond The Wall, but in particular the dense
jungles in the north west of the island.