Magical Adjustable-Scale Map:
https://www.google.co.uk/maps/@51.5089023,-0.0983888,16zRed Territories are
safe: They are drop-off or pick-up points.
Blue Territories are
unaffiliated nonhostile organisations: Separate groups who may permit you to pass across areas they control, though seldom for free. These groups will not attack unless provoked. Do note that failing to do something they tell you can count as provocation.
Pink Territories are
hostile groups: People who will try to kill you if you go near them or theirs. Or worse.
Green Territories are
passive presences: ruled over by quiet gods or natural forces, these may not demand anything of you, and generally consist of individual agents, hard to predict.
Colourless Areas represent
neutral zones: anything and anyone might be in them. But they might be deserted, who knows? Probably the likelies place for people who specifically want to
rob you.
Hygiean Knights: Your employer. Don't forget it. Reasonable, loose control of the territory to the north. No presence across the river.
Uncertain Energies Inc: The package will be delivered to this organisation. An occult company, they specialise in the careful use of volatile assets for clean, no-strings-attached power. The package will likely be distressed to learn that it is destined for total dissolution into pure mana or similar substance, so keeping it in the dark in these matters will guarantee... less non-cooperation.
TFL Mages: The occult side of Transport For London, the organisation responsible for public transport in the city. An extremely powerful society of wizards, capable of calling on vast reserves of power and many allies. Generally reasonable, but always looking to turn a profit.
Transworld Entertainment: Interdimensional beings, who doesn't hate them? Anyway, this multi-reality television company have set up camp on Warwick Bridge and refuse to let anyone through unless they participate in the Duel of Champions: a fighting event hosted for the pleasure of viewers across countless planes. Mercenaries have been turning up from all over to fight for the prize. Two so-called "champions" face off for fifty seconds, and whoever's left alive and in the best shape afterwards is termed the "winner".
Church of England Necromancers: a rogue band of necromancers operating on Church facilities recently took over London's greatest cathedral. Very embarassing. Anyway, they've been raising the famous dead buried there, and a few plague pits, all that, and are very likely to harass anyone taking a powerful magical object through their land.
Artithaum Territory: mages that draw power from the daily viewing of famous works of art by crowds of mortals. Twisted, conniving bastards, always seeking to usurp the artworks fed on by others, or grab magical beings and entomb them in art in order to drain their puissance at leisure. A bit like an insect immobilising its prey in webs or unguents.
Steamreich Encampment: Neo-Nazis aware of the magical world, a travelling military organisation unpleasantly close to the heart of power at the moment. A steampunk force created by war criminals escaping into the magical world. Needless to say, such abhorrent fighters will attack on sight. On the bright side, they're heavily under siege at the moment, as everyone either hates them or wants a piece of the magical ground they're occupying.
Sphinx Breeding Grounds: It's mating season for sphinxes, and these stone creatures often try to impress mates by making people solve tedious riddles or group theory problems. Bit like when girls turn up to the high school chess club, though generally with more success. And dead bodies.
Godsnails: a little-understood divine phenomenon. What are they? Why are they here?
Who can say?
Botanical Territories: an area ruled by kindly plants. They'll let you through, they're nice enough. Unless you're driving a vehicle running on ecologically unsound lines or practice pyromancy. These guys hold grudges.