{"id":18249,"date":"2025-05-28T19:26:18","date_gmt":"2025-05-28T23:26:18","guid":{"rendered":"https:\/\/havenrpg.net\/newsite\/?page_id=18249"},"modified":"2025-05-28T19:34:52","modified_gmt":"2025-05-28T23:34:52","slug":"guides","status":"publish","type":"page","link":"https:\/\/havenrpg.net\/newsite\/game-info\/guides\/","title":{"rendered":"Guides"},"content":{"rendered":"\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:66.66%\"><div class=\"custom-category-posts-display \"><article id=\"post-17949\" class=\"category-display-post\"><a id=\"combat-mechanics\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Combat Mechanics<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Ranged weapons do 100% damage if within 15 units of their optimal range.<br \/>Ranged weapons do 66% damage between 16-40 units away from optimal range.<br \/>Ranged weapons do 66% damage and have a 50% chance to miss if further than 40<br \/>units away from optimal range.<br \/>Ranged weapons do 150% damage if hitting at exactly optimal range.<\/p>\n<p>Anything beyond 120 distance is always counted as not within the 100% damage<br \/>zone.<\/p>\n<p>Ranged attacks do 40% less damage in a round after being hit by melee.<br \/>+ or &#8211; affects from specials.<\/p>\n<p>Armored and undead PCs generally cannot take more than 10% Max DF + 40 defense<br \/>per round. Damage in excess of that will be turned into stagger instead at a<br \/>rate of 3 to 1.<\/p>\n<p>Shifters do not benefit from these defenses, but bypass them when attacking<br \/>others.<\/p>\n<\/div><\/div><\/article><article id=\"post-17474\" class=\"category-display-post\"><a id=\"dream-identity\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Dream Identity<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>While inside the dreamscape characters do not realise that they are<br \/>dreaming, or that the world they&#8217;re in is not real. Drives, desires and<br \/>situations from the real world frequently do manifest into their dreams, but<br \/>not as something external.<\/p>\n<p>For instance if you go into the dreamscape wishing to be a bird, you will<br \/>probably dream about being a bird and flying around, but you won&#8217;t be aware<br \/>that you&#8217;re not a real bird and this isn&#8217;t a real world, at least not until<br \/>you wake up. Or if you fall asleep in the bathtub, you may well end up in a<br \/>swamp or other damp locale in your dream.<\/p>\n<p>Similarly, if you go into the dreamscape with the intention of delivering a<br \/>message about yourself or someone else being held captive you might dream<br \/>about being a soldier sent to deliver their commanding officer intelligence<br \/>about someone being held captive by the Nazis, or yourself be a recently<br \/>released POW.<\/p>\n<p>People can sometimes use this to piece together events in real life, if<br \/>someone has a single theme of captivity running through all their dreams<br \/>when others encounter them frequently they might guess in the waking world<br \/>that that person is a captive, they might also be able to guess who they are<br \/>by other recurring themes in their dream identities. They wouldn&#8217;t of<br \/>course realise this in the dream however, since they also wouldn&#8217;t know it<br \/>was a dream until they awoke.<\/p>\n<p>Characters have much sharper memories of the dreams they have in the<br \/>dreamscape after they awake, compared to normal dreams.<\/p>\n<p>The creation of dreamworlds is a conscious, psychic exercise generally done<br \/>while awake or in a semi-sleeping state. Characters are aware they&#8217;ve built<br \/>a psychic realm and have consciously chosen each of its features. Characters<br \/>can while awake plan who they will be in a certain world when they fall<br \/>asleep, and focus on that desire in order to make it manifest. It<br \/>doesn&#8217;t always work; sometimes their subconscious works against their wishes<br \/>to choose a different identity for them.<\/p>\n<p>The details around how someone came to be in that place in the dream world<br \/>or whatever other parts of their backstory that are difficult to explain<br \/>will be fuzzy and hard for the dreamer to recall. If a dreamer does somehow<br \/>realise they are dreaming, they will immediately wake back up.<\/p>\n<\/div><\/div><\/article><article id=\"post-18162\" class=\"category-display-post\"><a id=\"healthtimer\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">healthtimer<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p><span style=\"color:#ffffff\">Syntax:<\/span> healthtimer<br \/>Toggles health break reminders on or off.<br \/>When enabled, you will receive periodic reminders to take<br \/>screen breaks.<\/p>\n<\/div><\/div><\/article><article id=\"post-17808\" class=\"category-display-post\"><a id=\"roleplaying-angelborn\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Roleplaying Angelborn<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>There&#8217;s a few things it&#8217;s important to keep in mind when playing<br \/>Angelborn. Angelborn are to some extent natural victims, the fact that they<br \/>can be more powerfully hypnotized and in general more easy to coerced often<br \/>leads to them being an ideal choice if someone&#8217;s looking for a victim or<br \/>sidekick etc. You shouldn&#8217;t play a character like this if you&#8217;re too<br \/>worried about bad things happening to them. Also though, and probably more<br \/>importantly, angelborn are particularly resistant to angst. Even if one is<br \/>captured and tortured while the torture is going on they want it a little<br \/>bit, not enough to be ok with it, but it is not as bad as for others, and<br \/>afterwards they&#8217;re surrounded by people who want them to get over it.<br \/>Either because they&#8217;re their friends and want them to feel better, or<br \/>because they find it irritating. Which through their empathy causes them to<br \/>rebound fairly quickly. This is important because it means Angelborn are an<br \/>extremely poor choice of character if you&#8217;re seeking to RP the aftermath or<br \/>seek sympathy.<\/p>\n<\/div><\/div><\/article><article id=\"post-17964\" class=\"category-display-post\"><a id=\"roleplaying-guide\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Roleplaying Guide<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Good roleplaying is an art, it can take years to master and some people<br \/>never seem to be able to get a good grip on it. Mostly it&#8217;s similar to<br \/>writing fiction, the big differences are that you&#8217;re writing in real time<br \/>with no chance to edit, and that you&#8217;re writing for the other authors.<\/p>\n<p>It&#8217;s impossible to learn how to RP very well from just one guide, it is an<br \/>endless pursuit, and you can be sure that the best RPers get to be that way<br \/>because they are constantly working on and refining their art. Those that<br \/>feel their RP is already &#8216;good enough&#8217; are doomed to never improve beyond<br \/>the mediocre.<\/p>\n<p>Good roleplaying breaks down to two areas, good characterization and good RP<br \/>writing.<\/p>\n<p>RP writing is the art of using says, emotes, descriptions etc to convey what<br \/>your character is doing. This is almost exactly the same as the qualities<br \/>of what makes a good fiction writer with one exception. In a story it&#8217;s<br \/>perfectly ok even considered normal to describe your characters emotions and<br \/>thoughts, in RP it often isn&#8217;t. Although there&#8217;s some debate on the issue<br \/>the difference comes about because when writing a novel you want people to<br \/>identify with your character, when RPing you want to identify with your<br \/>character, other people identify with theirs.<\/p>\n<p>The other reason for this is that few people are perfect at keeping IC and<br \/>OOC knowledge separate, it&#8217;s very common for someone to react differently if<br \/>you emote that you fancy them, even though their character shouldn&#8217;t know<br \/>that and therefore shouldn&#8217;t act any differently.<\/p>\n<p>Generally it&#8217;s better to follow the same rule that teachers of fiction<br \/>writing beat their students over the head with &#8216;show, don&#8217;t tell.&#8217; Don&#8217;t<br \/>tell people what your character is thinking or feeling, show them. Use your<br \/>emotes and the way they speak to convey that they fancy that person or<br \/>dislike this person.<\/p>\n<p>The other keys to good RP writing are:<\/p>\n<p>Write something that&#8217;s easy to read and flows nicely, paying attention to<br \/>spelling and grammar etc as much as possible. Include all relevant details,<br \/>the devil is in the details as they say and a few words to describe the way<br \/>in which someone does something can add a lot to the RP.<\/p>\n<p>Brevity, good writing isn&#8217;t longer than it has to be, the shorter your<br \/>emotes and says the less work you&#8217;re requiring your reader to do. Any<br \/>reader would prefer a 200 page book, to a 500 page book with all the same<br \/>stuff in it but 300 more pages of furniture descriptions.<\/p>\n<p>Speed, people don&#8217;t like waiting around longer than they have to, the<br \/>quicker you can RP the more RP they&#8217;re getting for their time.<\/p>\n<p>Language,just like in fiction writing the use of certain words or phrases are<br \/>much<br \/>more likely to strike a chord in people and get your meaning across than<br \/>others. Try to use words and phrases that create vivid imagery and convey<br \/>things strongly without being overly flowery or convoluted.<\/p>\n<p>Some of these do work a little at cross purposes, trying to include detail<br \/>and spell check your RP while also trying to be quick and brief is a<br \/>challenge, each person needs to strike their own balance of what works for<br \/>them.<\/p>\n<p>The only way to really improve your RP writing is with practice, get out<br \/>there and RP and learn from others as well as seek out positive and negative<br \/>criticisms. If most people think your emotes are too long and needlessly<br \/>wordy maybe think about working on making them shorter. Ultimately it is up<br \/>to you, but the other players are your readers, if they don&#8217;t want to read<br \/>your work, what is the point?<\/p>\n<p>Good characterization is the other half to good RP. It refers to being able<br \/>to create a character who&#8217;s interesting and realistic.<\/p>\n<p>Creating an interesting character is really about creating a character<br \/>that&#8217;s good for the story, you might be able to make an extremely realistic<br \/>tax clerk character but nobody is going to care about him. An interesting<br \/>character is measured by their ability to create RP and their ability to<br \/>join to and add to the RP of others.<\/p>\n<p>It&#8217;s important to note that RP is a collaborative effort, your character can<br \/>never be the star, they are one member of an ensemble cast. Sometimes the<br \/>storyline might thrust you center stage but other times it might thrust<br \/>someone else. People get very sick very quickly of playing with someone who<br \/>tries to make all RP be about them.<\/p>\n<p>A good and very common example of this is characters with traumatic<br \/>pasts\/lives. When a character goes through something traumatic in game,<br \/>this naturally pushes them more center stage, with a lot of the RP revolving<br \/>around the sympathy they get, possibly plans for revenge or ways to help<br \/>them deal with it. Every other character around who has a more traumatic<br \/>past steals from this attention, nobody else can ever get sympathy because<br \/>what they went through is so much worse.<\/p>\n<p>This doesn&#8217;t mean you can&#8217;t have traumatic incidents in your character&#8217;s<br \/>past, but it&#8217;s very important for you to think about other people when you<br \/>make your character, how your character can add to RP that isn&#8217;t about them,<br \/>and if they&#8217;re likely to detract from that RP maybe you need to re-evaluate<br \/>them.<\/p>\n<p>Being a good side character is about both adding constructive and<br \/>destructively to RP. A character who&#8217;s always nice all the time is boring,<br \/>a character who&#8217;s always a jerk similarly. Interesting character conflicts<br \/>and situations arise from those characters who sometimes are supportive and<br \/>sometimes cause conflict. If your character can do both of these, and avoid<br \/>any spotlight stealing, then you probably have a really good side character.<\/p>\n<p>Being a good main character is mostly about not being selfish. If the<br \/>bounty hunters are after you, yes that might be your problem but if your<br \/>character is really set on dealing with it all on their own it gives nobody<br \/>else anything to do. When you find yourself in the spotlight is when it&#8217;s<br \/>more important to be gracious, involve other people in the story in<br \/>important ways. In return they&#8217;re more likely to do the same to you when<br \/>it&#8217;s their turn.<\/p>\n<p>Sometimes RP isn&#8217;t really about you or someone else mostly, but communal.<br \/>This often happens in social RP for instance. What makes a good communal<br \/>character is mostly the same things that make a good side or main character.<br \/>Don&#8217;t spotlight steal, get other people involved, add to the RP in<br \/>interesting and not always predictable ways. Adding to the RP is important,<br \/>you might think it&#8217;s cool to be gruff and silent, but nobody is going to<br \/>want to play with you much.<\/p>\n<p>The other thing that makes a really great interesting character is the<br \/>ability to make RP happen in the first place! A character with reasons to<br \/>RP with a lot of people, get them involved in things, make various other<br \/>types of RP happen is crucial to a fun game. Examples might be characters<br \/>who throw parties, a journalist who seeks out lots of other PCs to interview<br \/>etc.<\/p>\n<p>If you have a character who has the qualities of both a good main character,<br \/>a good side character, a good communal character, and creates RP then you<br \/>have a really good and interesting character!<\/p>\n<p>The other half of the battle is realism.<\/p>\n<p>Realism is very important and often overlooked, it doesn&#8217;t matter if your<br \/>character is a vampire or sorcerer. Stories must have internal validity,<br \/>they must be believable within that world, even if they&#8217;re fantasy stories,<br \/>some would say especially if they are. The second your character starts<br \/>feeling fake and not like a real person people will stop caring about them,<br \/>and it&#8217;s very hard to get them to care again. Very good, realistic characters<br \/>can<br \/>make people in real life cry when they&#8217;re hurt, cheer when they&#8217;re<br \/>triumphant and swoon when they kiss, and that&#8217;s what you should be aiming<br \/>for.<\/p>\n<p>Making a realistic character can be very hard, there&#8217;s a lot of different<br \/>opinions on the ways to go about it. A lot of people like to model<br \/>characters on themselves or people they know very well, and this is<br \/>generally a solid and reliable way to make your character quite realistic.<br \/>The old writer&#8217;s adage of &#8216;write what you know&#8217;. Unfortunately it&#8217;s often<br \/>the case that you want to play something quite different from yourself or<br \/>anybody you know. In these situations information is your friend, spend a<br \/>little time on the internet researching the areas you want to look at and<br \/>the people you&#8217;re trying to emulate.<\/p>\n<p>The more you learn the better your character is likely to be, but for most<br \/>characters a few pages of Wikipedia is probably sufficient. This does refer<br \/>to all areas of your character, lots of people are good at doing a bit of<br \/>research if they want their character to be say a doctor. But it&#8217;s a lot<br \/>rarer to see people do research before involving a character in a same sex<br \/>relationship or making a model or musician.<\/p>\n<p>So that&#8217;s characterization, it&#8217;s also largely about practice, taking criticism<br \/>and learning from others, but it&#8217;s also very much about putting the work in<br \/>before you make the character and about really being able to take a step<br \/>back and thinking about the other players, who are your audience, and how<br \/>you can deliver a realistic and interesting character for them.<\/p>\n<p>Once you have mastered both RP writing and characterization, the RP world<br \/>will be your proverbial oyster.<\/p>\n<\/div><\/div><\/article><article id=\"post-17435\" class=\"category-display-post\"><a id=\"roleplaying-society-positions\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Roleplaying Society Positions<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Society positions define the political and philosophical positions of<br \/>societies.<br \/>Societies without any real goals, or with goals that would be pursued by<br \/>people even if the group did not exist, have a hard time attracting backing<br \/>from the wider supernatural community, similar to how a political party<br \/>might not get many donations if they had no manifesto or their manifesto was<br \/>for people to shower regularly.<\/p>\n<p>Pro-Supernatural:<\/p>\n<p>These societies want to make things better for supernatural people compared<br \/>to mundanes. It might be that they believe supernaturals currently have<br \/>things worse and their efforts are to try and balance things out, but<br \/>especially at higher levels of belief, is more often about wanting to make<br \/>mundanes more of a second class citizen. They may encourage shadow<br \/>supernatural governments that manipulate the mundane government, or endorse<br \/>supernatural laws that make using powers against mundanes legal.<\/p>\n<p>Anti-Supernatural:<\/p>\n<p>The inverse of the pro-supernatural groups these want to make things better<br \/>for mundanes compared to supernaturals. Sometimes because they think<br \/>they&#8217;re worse off, other times because they just want humans to be better<br \/>off. They typically try to endorse supernatural laws that strictly prohibit<br \/>the use of supernatural abilities on normal people, and may even want to<br \/>keep watch lists of supernaturals and treat them as criminals.<\/p>\n<p>Spiritual:<\/p>\n<p>These groups typically want to see technology play a smaller role in<br \/>people&#8217;s lives compared to more traditional or spiritual activities. They<br \/>are generally opposed to dense urban centers and want significant<br \/>restrictions or oversight on new technological development. They are also<br \/>often opposed to free market capitalism and industrial development.<\/p>\n<p>Material:<\/p>\n<p>These groups usually want more technological and industrial development.<br \/>They are usually for free market capitalism and want less hurdles in the way<br \/>of scientific and financial progress. While they are not necessarily<br \/>anti-environment they usually promote more planned, scientific approaches to<br \/>environmental problems.<\/p>\n<p>Combative:<\/p>\n<p>These groups want to see combat or direct conflict resolve differences.<br \/>This usually means less complicated laws with people having more<br \/>responsibility to protect themselves as well as not prohibiting violence as<br \/>a means of conflict resolution in the supernatural world. Combatively<br \/>powerful individuals are usually given more important positions within the<br \/>shadow governments they form. Their shadow governments are also usually<br \/>very martial in design.<\/p>\n<p>Manipulative:<\/p>\n<p>These groups want to see combat used less for conflict resolution and<br \/>instead have legal procedures, diplomacy or social manipulation used. They<br \/>tend to have harsher rules against open violence, but more evolved<br \/>procedures for dealing with problems or attacking enemies with legal, social<br \/>or diplomatic measures. Clever and cunning individuals are usually given<br \/>more important positions within the shadow governments they form.<\/p>\n<p>Autocratic:<\/p>\n<p>These groups support inequality in government, generally supporting<br \/>dictatorships, oligarchies, aristocracies and similar systems of<br \/>determination in which a few decide for the many.<\/p>\n<p>Democratic:<\/p>\n<p>These groups support equality in decision making, generally supporting<br \/>various types of democracy both in their own organizations and in the<br \/>territories they control.<\/p>\n<p>Anarchistic:<\/p>\n<p>These groups tend to support very little law, both in the supernatural world<br \/>and the territories they control. Usually very anti-regulation and<br \/>supporting of smaller governments with more individual freedom and<br \/>determination.<\/p>\n<p>Lawful:<\/p>\n<p>These groups tend to support very robust legal systems and regulations both<br \/>in the supernatural world and in territories they control. This might still<br \/>mean that in a corrupt society mundanes and weaker individuals have no<br \/>rights or legal protections, but it will mean those that do have legal<br \/>protections will have very stringent and robust forms.<\/p>\n<p>Neutral:<\/p>\n<p>When a society is neutral on a particular position that means they wish<br \/>things to stay as they are. They will generally fight against efforts to<br \/>change things by either other side and will work to establish infrastructure<br \/>that makes that change more difficult.<\/p>\n<\/div><\/div><\/article><article id=\"post-17305\" class=\"category-display-post\"><a id=\"setting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Setting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Haven is a modern, paranormal horror game set in the city of New Haven, a city<br \/>that exists in the liminial space between worlds with an unclear origin.<\/p>\n<p>Haven is a horror setting in which the foundational principle is that power<br \/>equals corruption. It is not just a saying that power corrupts in this world it<br \/>is an unbreakable metaphysical law. All the most powerful individuals are<br \/>corrupt and so are most of the more powerful organizations.<\/p>\n<p>The two primary themes of the game are <b>Heroic Horror<\/b> and <b>Gothic Horror<\/b>.<\/p>\n<p>Heroic Horror is a term that refers to horror settings in which heroism is<br \/>still possible and, at least somewhat, effective. Unlike in some horror genres<br \/>where characters can only hope to survive their antagonists in heroic horror<br \/>it is possible to defeat them and improve the state of the world. It differs<br \/>from standard heroic fantasy in that the victories characters achieve are<br \/>small scale and the overall state of the world is never meaningfully moved to<br \/>a just or orderly standard. In heroic fantasy characters generally protect<br \/>a basically just and moral world from being corrupted, in heroic horror they<br \/>are just trying to stop an immoral and corrupt world from getting worse. The<br \/>aesthetic of heroes in heroic horror is much closer to resistance fighters than<br \/>soldiers or police.<\/p>\n<p>Gothic Horror is a term that refers to a genre of horror in which supernatural<br \/>elements function as metaphors for real world psychological or social conflicts.<br \/>It also has a heavy emphasis on conveying a general feeling of unease or haunting.<br \/>In Haven all the Demons, Gods, Fae etc used to be human, and many supernatural<br \/>elements function as exaggerations of real human traits or what-ifs that can<br \/>function as the basis for psychological exploration.<\/p>\n<p>It&#8217;s important to keep these themes in mind while playing, as all the mechanics<br \/>and lore are written with this in mind and you will find your play experience<br \/>frustrating if you are constantly trying to fight against the design of the<br \/>game.<\/p>\n<\/div><\/div><\/article><article id=\"post-18058\" class=\"category-display-post\"><a id=\"user-interface\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">User Interface<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\"><p>Color<br \/>&#8211; Is used to turn the display of ANSI color on or off.<br \/>Width (number)<br \/>&#8211; Is used to set the number of characters wide that you would like your<br \/>display to be.<br \/>Length (number)<br \/>&#8211; Is used to set the number of lines you&#8217;d like to display at once.<\/p>\n<p>Default Length is 22 lines, default width is 80 characters.<\/p>\n<\/div><\/div><\/article><\/div><\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:33.33%\"><div class=\"custom-category-post-list \"><ul><li><a href=\"#post-17949\">Combat Mechanics<\/a><\/li><li><a href=\"#post-17474\">Dream Identity<\/a><\/li><li><a href=\"#post-18162\">healthtimer<\/a><\/li><li><a href=\"#post-17808\">Roleplaying Angelborn<\/a><\/li><li><a href=\"#post-17964\">Roleplaying Guide<\/a><\/li><li><a href=\"#post-17435\">Roleplaying Society Positions<\/a><\/li><li><a href=\"#post-17305\">Setting<\/a><\/li><li><a href=\"#post-18058\">User Interface<\/a><\/li><\/ul><\/div><\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":0,"parent":16922,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_bbp_topic_count":0,"_bbp_reply_count":0,"_bbp_total_topic_count":0,"_bbp_total_reply_count":0,"_bbp_voice_count":0,"_bbp_anonymous_reply_count":0,"_bbp_topic_count_hidden":0,"_bbp_reply_count_hidden":0,"_bbp_forum_subforum_count":0,"footnotes":""},"class_list":["post-18249","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/pages\/18249","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/comments?post=18249"}],"version-history":[{"count":3,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/pages\/18249\/revisions"}],"predecessor-version":[{"id":18255,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/pages\/18249\/revisions\/18255"}],"up":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/pages\/16922"}],"wp:attachment":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/media?parent=18249"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}