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        <description>Role-Playing, my way.</description>
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        <title>property - [Lease: Common Hold] </title>
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        <description>Property

There are four ways that you can acquire property -  Renting, Leasing, Buying or Conquering it.

Renting

Renting is the cheapest way to get your hands on a home or business -  but you have to keep paying the rent each month, if you ever stop paying, you lose your property. The advantage is, that if you want to move to a bigger and better property, it&#039;s easy to do so. Better still, the rent is covered by your &#039;Cost of Living&#039; payments.  The amount of rent charged will depend on the siz…</description>
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        <title>start</title>
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        <description>Campaign System

In campaign based games, you might want to know how the game world works.  You might want your character to own property, become a great merchant, businessman, noble ... or just retire at the end of the game, and run an inn.   While the DM can hand-wave all of those things, you can also have a system that standardises things and lets you play towards them.</description>
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        <dc:creator>johnb (johnb@undisclosed.example.com)</dc:creator>
        <title>economy - [The Gold Economy] </title>
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        <description>Economy

All D&amp;D based worlds have a fractured, and questionable economy.  It sort of worked in AD&amp;D I, but hasn&#039;t really evolved as the game has evolved, and see it as breaking down into the following social classes.

As you read through this, bear in mind that one Pound/Dollar/Euro is worth somewhere between  1cp and 1sp.  Does that sound too little? Check out the equivalents below :) Game prices come from Pathfinder, the RL prices were found online in 2025.</description>
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        <title>homes - [Overview] </title>
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        <description>Homes

Overview

Homes cost the same whether you buy and existing house, or build a new one - see The PF Downtime Buildings page for the base prices - and remember that there will (almost certainly) be a Licence Fee to add to the cost.

There are different types of &#039;home&#039; available for purchase.  However, they do come with running expenses which are, generally, met from your Cost of Living expenses.</description>
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        <title>civilian-troops - [Security Guards] </title>
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        <description>Paramilitary

Paramilitaries are people employed as guards or military support staff, who do not have full military training.  Mainly composed of Commoners, there are a few Experts and Adepts who serve as paramilitaries.  Warriors serve in the military, Aristocrats or PC classes might be officers -  but are rarely fond among the ranks of the paramilitaries.</description>
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        <description>Social Status

Everybody has a place in society, from the highest to the lowest, and in my game world it is based European Nobility.  That doesn’t mean that there aren’t democratic societies – however,  they are rare and often only have a very limited electorate.</description>
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        <title>start - [Consolidated Game World] </title>
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        <description>JohnB&#039;s Games

This site is the hub for the games material I have written over the years.  I wrote the first pages of my games site in 2000, and I haven&#039;t stopped since. I still have an archive of pre-2000 material on paper, and some of it turns up here, occasionally.</description>
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        <dc:creator>johnb (johnb@undisclosed.example.com)</dc:creator>
        <title>economy - ↷ Page moved from consolidated:economy:economy to consolidated:campaignsystem:economy</title>
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        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>warriors - ↷ Links adapted because of a move operation</title>
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        <description>Warrior

Overview

Warriors are the everyday muscle of most fantasy worlds, they fight the wars, guard the walls and police the streets.   It is, perhaps, one of the easiest classes to get training for - cities always need new guards, armies always want replacement soldiers and every caravan needs protection.  But that high turnover and easy access comes with higher risks, warriors have a much higher chance of being killed maimed or seriously injured during the course of their work, than any oth…</description>
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        <dc:creator>johnb (johnb@undisclosed.example.com)</dc:creator>
        <title>start - ↷ Page name changed from consolidated:economy:start to consolidated:economy:economy</title>
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        <description></description>
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        <dc:date>2026-04-05T08:50:26+00:00</dc:date>
        <dc:creator>johnb (johnb@undisclosed.example.com)</dc:creator>
        <title>commoner_traits - [House Ruled Non-Military Traits] </title>
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        <description>Commoner Occupation Traits

After gaining some experience in a specific role, a commoner might gain a trait to represent that life experience and basic training, as the NPC advances to Commoner-2.  Not every commoner gains an occupational Trait, a few might gain a second trait at level three, however, they can never gain more than two traits in this way.  These house ruled traits are specific to Commoners, and are designed to help make Commoner NPCs a bit more rounded.  They are not available to…</description>
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        <dc:date>2026-04-04T22:09:11+00:00</dc:date>
        <dc:creator>johnb (johnb@undisclosed.example.com)</dc:creator>
        <title>shipscrews - [Bespoke Crews] </title>
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        <description>Ships&#039; Crews

These standard NPC teams can be used to build crews for the complete range of vessels used in the game -  from the simplest vessels, though commercial fishing boats, right up to armed river traders.  Larger, seagoing, vessels  need a bespoke senior command, but the bulk of the crew would come from these templates.  Most vessels will have a mixture of different crew types, as befits their primary purpose.</description>
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        <dc:creator>johnb (johnb@undisclosed.example.com)</dc:creator>
        <title>business - [Large Businesses] </title>
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        <description>Business

Overview

Businesses cost the same whether you buy an existing property, or build a new one - see The PF Downtime Buildings page for the base prices - and remember that there will (almost certainly) be a Licence Fee to add to the cost.

However, a well run business earns you money that will contribute to your Living Expenses.  Under these rules, you can&#039;t take these profits as cash or use them to buy adventuring gear.   Trying to work out regular cash payments is an</description>
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        <dc:date>2026-04-04T20:05:22+00:00</dc:date>
        <dc:creator>johnb (johnb@undisclosed.example.com)</dc:creator>
        <title>start - [Immortals] </title>
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        <description>Deities

Many of the traditional D&amp;D and Pathfinder gods are worshipped in my world, although several home-brew deities have a following as well.  However, rather than worshipping individual deities, most people in the world venerate their local pantheon, and recognize the deities of other regions as well.  Most gods have their own priests and temples, but some priests might represent a whole pantheon of deities - The Green is a good example of that.</description>
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        <dc:creator>johnb (johnb@undisclosed.example.com)</dc:creator>
        <title>start - [Deities] </title>
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        <description>Religion, Mythology and Cosmology

Overview

The first parts of this world were written in the 1980s, when first edition AD&amp;D reigned and Legends and Lore was the &#039;official&#039; source of religions.  So my world started off with a Celtic vibe.  Later parts of the world were written for Al Qadim, D&amp;D 3.0 and then pathfinder, and the deities followed that progression.  so the faiths of this world now follow that pattern.  The Old Lords represent the original world, the 3rd Ed deities spread from the w…</description>
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        <dc:date>2026-04-04T19:51:58+00:00</dc:date>
        <dc:creator>johnb (johnb@undisclosed.example.com)</dc:creator>
        <title>pantheons - removed</title>
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        <description></description>
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        <dc:date>2026-04-04T09:40:37+00:00</dc:date>
        <dc:creator>johnb (johnb@undisclosed.example.com)</dc:creator>
        <title>royalancestors - [Royal Ancestor Worship] </title>
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        <description>Royal Ancestor Worship

As followed by the Royal Family of Porters Bar, and other members of the Shay family. 

Quasi-deity, Psychopomp and patron of The House of Shay (TN)

The Royal Ancestors have the power to grant spells to their descendants, although (technically, according to the Pathfinder rules) they are Mythic Characters, rather than true deities. This faith is only available to members of House Shay.</description>
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        <dc:date>2026-04-04T09:40:04+00:00</dc:date>
        <dc:creator>johnb (johnb@undisclosed.example.com)</dc:creator>
        <title>oldlords</title>
        <link>https://rp.baileymail.net/doku.php?id=consolidated:religion:homebrewpantheons:oldlords&amp;rev=1775295604&amp;do=diff</link>
        <description>The Old Lords

NOTE:  This is a single pantheon, and a priest represents all of these quasi-deities at the same time, most priests are NPC Adepts.  This faith represents the proto-celtic/proto-norse/Noble-Savage origins of the Hann people - and should be played as such :)</description>
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        <dc:date>2026-04-04T09:39:30+00:00</dc:date>
        <dc:creator>johnb (johnb@undisclosed.example.com)</dc:creator>
        <title>cultsmallgods - [The Cult of the Small Gods.] </title>
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        <description>The Cult of the Small Gods.

Favoured by sailors and fisher-folk, the Cult of the Small Gods has spread around the Hann Sea, and is known in Sakhar, Hann and the areas between.  Bringing together minor deities from Porters Bar and Port Elizabeth - Shan (a Weather Spirit), Azan (Mistress of the Market) and Yarma (Psychopomp and Warrior) - it covers just about everything that a common sailor or fisherman might need.  Help with the weather as they sail, luck in the market when they hit port, and bl…</description>
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        <dc:date>2026-04-04T09:37:08+00:00</dc:date>
        <dc:creator>johnb (johnb@undisclosed.example.com)</dc:creator>
        <title>the_wen - [Overview] </title>
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        <description>WEN

Overview

The Wen are the native people of the dragon coast.  As a people, they are little more than tribesmen and cavemen, although some have embraced the civilisation to be found in more advanced settlements such as Porter&#039;s Bar, Port Elizabeth and Paria.  They follow a simple nature loving faith, with a demon, Varen, who will punish them if they abuse the natural world or intercede for them in times of need.</description>
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