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Local Help:

The following files contain more information about the city of Haven, such as details on its laws, currency, population, economy, and government. Please read the following sections, and if you have any questions, don't hesitate to consult a member of the staff.

[ City Guard | Economy | Laws | Population | Resources ]

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City Guard:

Haven boasts a number of military factions -- the chief one being its "Hounds" -- a mix of warriors and mages who keep the peace in the city, patrol its borders, scout out new members for Delphi, solve crimes, and generally uphold the city's laws. Other factions include the Praetorian Guard, the Agni-Haidar, and the Korallion Guard.

They each patrol their individual districts -- the Varati to the north, Empyreans to the east, and Atlanteans to the south -- and hold some authority in their respective areas. However, the Hounds and the city council have final authority on any matters pertaining to the city and its laws.

Yet with several military factions running around in Haven, it may be confusing to keep track of who's who -- or, more specifically, who's what. The following is a list of the various military factions and their respective ranks, in descending order (from highest to lowest):

  • Agni-Haidar: Nayaka, Seraskier, Kaimakam, Janizar
  • Hounds: Archon, Commander, Reeve, Esper
  • Korallion Guard: Captain, Sentry
  • Praetorians: Pontifex, Legate, Imperator, Tribune, Praefect, Centurion, Optio, Ceterion

Anywhere from 500-1000 city guards are on patrol at a given time, and within the main "grid" of Haven, their arrival-time is usually less than 10 minutes. In "Bordertown" (the southwestern part of the city), the guard is less active, and may arrive between 30-45 minutes of being called -- or not at all. Check out +town while online, or view a map of Haven to get a better idea of the city's layout.

Also, be sure to read about Haven's laws for more details about crime and punishment.

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Economy:

Haven is primarily a trade-city, whose economy is derived from the goods exchanged in its mercantile district -- the Rialto. As a "neutral" area, it attracts people from all over, and few other cities can boast as diverse a population. Caravans and ships bring travelers and trade, and the market festivals in Haven are among the most popular in the land.

Such diversity can -- and often is -- troublesome, yet gold is a universal language. While each race has its own method of exchange or type of currency, the merchants in the Rialto aren't about to let a few differences stop them. In Haven, gold is gold and silver is silver, and the fact that a coin has a different face or figure on it is immaterial. Therefore, here is a chart showing some of the more common coinage, and what they're worth:

  • zechin: a gold coin, worth about 30 dollars
  • denarius: a silver coin, worth about 20 dollars
  • panas: a silver coin, worth about 10 dollars
  • quintar: a bronze coin, worth about 5 dollars
  • soldi: a bronze coin, worth about 1 dollar
  • kakini: a nickel coin, worth about 50 cents
  • dinar: a copper coin, worth about 1 cent

Fishing and agriculture are also two main areas for which Haven is renowned. Its vast harbor allows ships to come and go freely, under the watchful eye of the Korallion Guard and Delphi's own Hounds. The outlying areas of Haven are given over almost solely to farmland, and what the city does not earn in trade, it makes up for in wheat, grain, and livestock.

Check out the resources section for more details about the city's economy.

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Laws:

The laws of Haven are upheld by its "Hounds," a military force of both magic-users and soldiers who maintain peace within the city. They enforce the rules set by the city council, guard against invasion from hostile forces, solve crimes, keep an eye out for magic-users who might be suitable candidates for Delphi, or "exterminate" any magic-users who are deemed too dangerous. The following list details the various crimes for which the Hounds may imprison, try, punish, or execute perpetrators.

At times, it may be necessary for characters to stand "trial" for their crimes. Usually, the city council will act as judges in the proceedings.

[ Assault | Brawling | Evasion | Interbreeding ]
Magical | Murder | Theft | Treason ]

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Assault: This includes any kind of physical or sexual attack upon another person or persons. A trial is usually unnecessary, and punishments may include: reparations made to victim and/or victim's family, imprisonment, public flogging, or possible "branding" or maiming (such as when a healer is "marked" for causing harm to another individual.

Magical: Major damage or destruction caused by magical means, or magical assaults upon another person or persons fall into this category. This can include anything from major elemental disruptions (earthquakes, storms, tidal waves, etc.), to pain or injury wrought by a healer (through his or her gift), to a telepathic assault; along with various other offenses. Haven has strict laws for anyone who uses their magic to harm its citizens, and perpetrators will typically be called to stand trial for their offenses. Punishments may include: banishment, death, "tapping," reparations for damages, imprisonment, or "branding."

Brawling: "Brawling" is a catch-all term for disturbing the peace, instigating fights, damaging property, and/or general "rabble-rousing." Punishments typically include: a fine and/or reparations to the owner (as in the case of property damage), public floggings, or imprisonment (usually 1-3 nights). It should be noted, however, that duels of honor between consenting parties are not considered a breach of the peace, and are not punishable under Haven's laws -- even if the duel ends in death.

Evasion: Evading arrest is considered a minor offense, but once caught, perpetrators may be faced with imprisonment or flogging, in addition to the punishment meted out for whatever crime led to their capture in the first place.

Interbreeding: Deemed "taboo" by most races, interbreeding is nonetheless considered a minor offense in Haven, where at least half the population is of mixed blood. However, even while Haven itself has no strict rules for this offense, individual governments may mete out harsher punishments for such an occurrence. If not outcast, the guilty parties may be "branded" or otherwise marked with their own unique "scarlet letter."

Murder: Murder is a major offense, and usually goes to trial before the city council. If found guilty, the murderer may face imprisonment, reparations to the victim's family or faction, banishment, or execution. It should be noted that the sentence will vary depending on the circumstances (i.e. a "pureblood" who murders a mongrel may have a lighter sentence than if the positions were reversed). Also, the racial governments are free to petition for a pardon for any crime actionable under Haven's laws, up to and including murder. For this petition to be granted, it would require a majority vote by the council, with the contesting government abstaining.

Theft: Any form of stealing -- whether it be piracy, looting, pillaging, breaking-and-entering, or pickpocketing -- falls into this category. Trials are usually deemed unnecessary, and punishments may include: imprisonment, reparations/fine, public flogging, or even the removal of a hand (typically reserved for multiple offenses).

Treason: Plotting against the government of Haven -- or indeed, the governments of any of the races -- is considered a major offense. The accused will typically stand trial before the city council, and possibly representatives from the other racial governments as well. If found guilty, offenders may face either banishment or execution.

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Population:

Total Population: 500,000 people in the city, roughly 300,000 of which are citizens (Note: this number fluctuates by several thousand depending on trade and season -- assume that 500,000 represents the "peak" population)
Atlanteans: 16% (roughly 80,000)
Empyreans: 18% (roughly 90,000)
Sylvans: 5% (roughly 25,000)
Varati: 20% (roughly 100,000)
Mongrels: 40% (roughly 200,000)
Halfbreeds: 1% (roughly 5,000)
Delphi: 5% (roughly 25,000 -- this includes non-mages who hold governmental positions such as the Provost and his underlings, as well as all servants and staff employed by the school)
Hounds: 2% (roughly 10,000 -- both active and non-active members)
Rogues: 5% (roughly 25,000)
Outcasts: 2% (roughly 10,000)

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Resources:

The following lists show what resources Haven is best known for:

Area: Products:
Farming: grain, wheat, barley, millet, vegetables, fruit
Fishing: fish, shrimp, tuna, shellfish
Livestock: cattle, sheep, goats, poultry, horses
Manufacturing: weaponry, glassware, jewelry, parchment, linen, ceramics, wool
Services: open-market trade, magical services (Delphi), messengers (Heralds)
 

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