Gameplay
Syntax: Territory/Territory info (territory)/Territory
(north/south/asia/africa/europe/australasia/wilds/godrealm/other)
Territories are areas of supernatural control within the world, usually
centered around some city and extending out until they meet another
territory. Typically happening along naturalistic borders such as states or
countries. The thee societies tend to have some influence in every
territory, although it can vary wildly.
Statuses:
Goverened: This means that an area is controlled by a particular alliance,
they set and enforce the laws for supernaturals in that area and likely have
a great deal of influence over the human side of it as well.
Shared: This means an area is controlled by more than one group, with them
sharing power in some way. They might share it based on different parts of
the territory, on on different responsibilities.
Contested: This occures when two or more alliances are actively trying to
take responsibility for the same things in conflicting ways. Both trying to
enforce their set of laws and so forth. It also indicates a struggle for
increased control over the territory, although at this level it is not a
violent struggle.
War: This happens when societies in a contested territory escalate into using
violence against one another. Outright street combat is still rare, with
societies generally prefering to destroy each other's assets, such as setting
fires, or steal or saboutage each other's property or vassals. Over time
however violence tends to increase, to beating other society's agents and
surrogates, to beating society members and eventually outright killing each
other off.
Wild: This means that nobody really controls the area, while you're free to
do as you wish, others as also fee to kill you if they don't like what you
did.
Conflict:
Few territories are free of conflict forever, it tends to be cyclical. A
territory will start off as goverend or shared, then some event will tip
them into contested, they will eventually either settle back into
goverened/shared or it will escalate into war. The war will grow more
violent until the parties eventually settle back into some goverened/shared
state. And eventually that will kick back off into contested etc.
The scale of violence and type of violence in conflicts is largely
determined by the type of territory. Supernatural violence is camouflaged
into human violence, and thus in a city with heavy gang crime supernatural
wars take place disguised as gang wars, in a wartorn city, supernatural wars
take place disguised as insurgent conflicts and the like. In territories
with low violent crime, supernatural conflicts involve very little violence
themselves.
Control:
The control percent indicates the average chance a society would be able to
achieve something on the human side of things in that territory, such as
getting someone arrested or having a building licence approved. The areas
of control are:
Law Enforcement: Control or influence over police officers, captains, jail
wardens or judges. With judges usually being the most sought after.
Government: Control or influence over politicians and especially their
staff, who're typically much more reliable.
The People: Control or influence over the media, or highly respected and
influential people.
Money: Control or influence over the rich, possession of or influence over
large businessess.
Land: Being able to monitor and deploy soldiers or surrogates to physical
territory such as street blocks.
Property: Societies particularly like to own residential developements,
apartment buildings and hotels as they can work magic to influence those
that sleep there or even feed from them psychically. Owning commercial
buildings is also sought after but offers less control.
Conflicts over territory usually involve societies trying to obtain more of
these things, or trying to deprive them from their enemies. If a society
wants help with a territory from players it's likely for similar reasons.
Ettiquette:
When entering a new territory, either to stay there or to perform some
mission there it's usually considered proper to ask permission from the
governing supernatural body. Not doing so means you may be picked up for
trespassing, the likelyhood of which depends on the amount of control the
society has. In conflicted regions or regions involved in wars it's easier
to get by without seeking permission, although if you're identified as an
enemy things will still go badly for you.
Map:
You can view the current territories on the online map by going to,
havenrpg.net/worldmap.bmp
(Warning large file size, approx 4.5MB)
In this map territories are red if contested, bright red with a bullseye
if in a warstate. And white, purple or green if beloning to another
alliance.
Striped territories
represent shared ones. As control increases or decreases the
size of the territory circles will also increase or decrease.
This map updates once a day, or automatically after most
types of territory change.
Storyrunners:
SRs can use territory timeline (territory) (message) To add something to a
a territory's timeline after completing an adventure there.
After completing an adventure storyline finale they can use
territory government/people/places/notes/timeline (territory) or
territory set status (new status) or territory set other (control percent)
(Name of subfaction) to alter an existing territory, they can also transfer
this power to someone else with territory refer (person).
Territory
Syntax: Territory/Territory info (territory)/Territory
(north/south/asia/africa/europe/australasia/wilds/godrealm/other)
Territories are areas of supernatural control within the world, usually
centered around some city and extending out until they meet another
territory. Typically happening along naturalistic borders such as states or
countries. The thee societies tend to have some influence in every
territory, although it can vary wildly.
Statuses:
Goverened: This means that an area is controlled by a particular alliance,
they set and enforce the laws for supernaturals in that area and likely have
a great deal of influence over the human side of it as well.
Shared: This means an area is controlled by more than one group, with them
sharing power in some way. They might share it based on different parts of
the territory, on on different responsibilities.
Contested: This occures when two or more alliances are actively trying to
take responsibility for the same things in conflicting ways. Both trying to
enforce their set of laws and so forth. It also indicates a struggle for
increased control over the territory, although at this level it is not a
violent struggle.
War: This happens when societies in a contested territory escalate into using
violence against one another. Outright street combat is still rare, with
societies generally prefering to destroy each other's assets, such as setting
fires, or steal or saboutage each other's property or vassals. Over time
however violence tends to increase, to beating other society's agents and
surrogates, to beating society members and eventually outright killing each
other off.
Wild: This means that nobody really controls the area, while you're free to
do as you wish, others as also fee to kill you if they don't like what you
did.
Conflict:
Few territories are free of conflict forever, it tends to be cyclical. A
territory will start off as goverend or shared, then some event will tip
them into contested, they will eventually either settle back into
goverened/shared or it will escalate into war. The war will grow more
violent until the parties eventually settle back into some goverened/shared
state. And eventually that will kick back off into contested etc.
The scale of violence and type of violence in conflicts is largely
determined by the type of territory. Supernatural violence is camouflaged
into human violence, and thus in a city with heavy gang crime supernatural
wars take place disguised as gang wars, in a wartorn city, supernatural wars
take place disguised as insurgent conflicts and the like. In territories
with low violent crime, supernatural conflicts involve very little violence
themselves.
Control:
The control percent indicates the average chance a society would be able to
achieve something on the human side of things in that territory, such as
getting someone arrested or having a building licence approved. The areas
of control are:
Law Enforcement: Control or influence over police officers, captains, jail
wardens or judges. With judges usually being the most sought after.
Government: Control or influence over politicians and especially their
staff, who're typically much more reliable.
The People: Control or influence over the media, or highly respected and
influential people.
Money: Control or influence over the rich, possession of or influence over
large businessess.
Land: Being able to monitor and deploy soldiers or surrogates to physical
territory such as street blocks.
Property: Societies particularly like to own residential developements,
apartment buildings and hotels as they can work magic to influence those
that sleep there or even feed from them psychically. Owning commercial
buildings is also sought after but offers less control.
Conflicts over territory usually involve societies trying to obtain more of
these things, or trying to deprive them from their enemies. If a society
wants help with a territory from players it's likely for similar reasons.
Ettiquette:
When entering a new territory, either to stay there or to perform some
mission there it's usually considered proper to ask permission from the
governing supernatural body. Not doing so means you may be picked up for
trespassing, the likelyhood of which depends on the amount of control the
society has. In conflicted regions or regions involved in wars it's easier
to get by without seeking permission, although if you're identified as an
enemy things will still go badly for you.
Map:
You can view the current territories on the online map by going to,
havenrpg.net/worldmap.bmp
(Warning large file size, approx 4.5MB)
In this map territories are red if contested, bright red with a bullseye
if in a warstate. And white, purple or green if beloning to another
alliance.
Striped territories
represent shared ones. As control increases or decreases the
size of the territory circles will also increase or decrease.
This map updates once a day, or automatically after most
types of territory change.
Storyrunners:
SRs can use territory timeline (territory) (message) To add something to a
a territory's timeline after completing an adventure there.
After completing an adventure storyline finale they can use
territory government/people/places/notes/timeline (territory) or
territory set status (new status) or territory set other (control percent)
(Name of subfaction) to alter an existing territory, they can also transfer
this power to someone else with territory refer (person).