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#bandits
skycowboys · 2 months
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Scrubs - the meanest outlaw in the wild winds. If he gets you cornered you're done for so you best just beg for your life.
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dailyadventureprompts · 8 months
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Monsters Reimagined: Bandits
As a game of heroic fantasy that centers so primarily on combat, D&D  is more often than not a game about righteous violence, which is why I spend so much time thinking about the targets of that violence. Every piece of media made by humans is a thing created from conscious or unconscious design, it’s saying something whether or not its creators intended it to do so. 
Tolkien made his characters peaceloving and pastoral, and coded his embodiment of evil as powerhungry, warlike, and industrial. When d&d directly cribbed from Tolkien's work it purposely changed those enemies to be primitive tribespeople who were resentful of the riches the “civilized” races possessed. Was this intentional? None can say, but as a text d&d says something decidedly different than Tolkien. 
That's why today I want to talk about bandits, the historical concept of being an “outlaw”, and how media uses crime to “un-person” certain classes of people in order to give heroes a target to beat up. 
Tldr: despite presenting bandits as a generic threat, most d&d scenarios never go into detail about what causes bandits to exist, merely presuming the existence of outlaws up to no good that the heroes should feel no qualms about slaughtering. If your story is going to stand up to the scrutiny of your players however, you need to be aware of WHY these individuals have been driven to banditry, rather than defaulting to “they broke the law so they deserve what’s coming to them.”
I got to thinking about writing this post when playing a modded version of fallout 4, an npc offhndedly mentioned to me that raiders (the postapoc bandit rebrand) were too lazy to do any farming and it was good that I’d offed them by the dozens so that they wouldn’t make trouble for those that did. 
That gave me pause, fallout takes place in an irradiated wasteland where folks struggle to survive but this mod was specifically about rebuilding infrastructure like farms and ensuring people had enough to get by. Lack of resources to go around was a specific justification for why raiders existed in the first place, but as the setting became more arable the mod-author had to create an excuse why the bandit’s didn’t give up their violent ways and start a nice little coop, settling on them being inherently lazy , dumb, and psychopathic.   
This is exactly how d&d has historically painted most of its “monstrous humanoid” enemies. Because the game is ostensibly about combat the authors need to give you reasons why a peaceful solution is impossible, why the orcs, goblins, gnolls (and yes, bandits), can’t just integrate with the local town or find a nice stretch of wilderness to build their own settlement on and manage in accordance with their needs. They go so far in this justification that they end up (accidently or not) recreating a lot of IRL arguments for persecution and genocide.
Bandits are interesting because much like cultists, it’s a descriptor that’s used to unperson groups of characters who would traditionally be inside the “not ontologically evil” bubble that’s applied to d&d’s protagonists.   Break the law or worship the wrong god says d&d and you’re just as worth killing as the mindless minions of darkness, your only purpose to serve as a target of the protagonist’s righteous violence.  
The way we get around this self-justification pitfall and get back to our cool fantasy action game is to relentlessly question authority, not only inside the game but the authors too. We have to interrogate anyone who'd show us evil and direct our outrage a certain way because if we don't we end up with crusades, pogroms, and Qanon.
With that ethical pill out of the way, I thought I’d dive into a listing of different historical groups that we might call “Bandits” at one time or another and what worldbuilding conceits their existence necessitates. 
Brigands: By and large the most common sort of “bandit” you’re going to see are former soldiers left over from wars, often with a social gap between them and the people they’re raiding that prevents reintegration ( IE: They’re from a foreign land and can’t speak the local tongue, their side lost and now they’re considered outlaws, they’re mercenaries who have been stiffed on their contract).  Justifying why brigands are out brigading is as easy as asking yourself “What were the most recent conflicts in this region and who was fighting them?”. There’s also something to say about how a life of trauma and violence can be hard to leave even after the battle is over, which is why you historically tend to see lots of gangs and paramilitary groups pop up in the wake of conflict. 
Raiders:  fundamentally the thing that has caused cultures to raid eachother since the dawn of time is sacristy. When the threat of starvation looms it’s far easier to justify potentially throwing your life away if it means securing enough food to last you and those close to you through the next year/season/day. Raider cultures develop in biomes that don’t support steady agriculture, or in times where famine, war, climate change, or disease make the harvests unreliable. They tend to target neighboring cultures that DO have reliable harvests which is why you frequently see raiders emerging from “the barbaric frontier” to raid “civilization” that just so happens to occupy the space of a reliably fertile river valley. When thinking about including raiders in your story, consider what environmental forces have caused this most recent and previous raids, as well as consider how frequent raiding has shaped the targeted society. Frequent attacks by raiders is how we get walled palaces and warrior classes after all, so this shit is important. 
Slavers: Just like raiding, most cultures have engaged in slavery at one point or another, which is a matter I get into here. While raiders taking captives is not uncommon, actively attacking people for slaves is something that starts occurring once you have a built up slave market, necessitating the existence of at least one or more hierarchical societies that need more disposable workers than then their lower class is capable of providing. The roman legion and its constant campaigns was the apparatus by which the imperium fed its insatiable need for cheap slave labor. Subsistence raiders generally don’t take slaves en masse unless they know somewhere to sell them, because if you’re having trouble feeding your own people you’re not going to capture more ( this is what d&d gets wrong about monstrous humanoids most of the time). 
Tax Farmers: special mention to this underused classic, where gangs of toughs would bid to see who could collect money for government officials, and then proceed to ransack the realm looking to squeeze as much money out of the people as possible. This tends to happen in areas where the state apparatus is stretched too thin or is too lighthanded to have established enduring means of funding.  Tax farmers are a great one-two punch for campaigns where you want your party to be set up against a corrupt authority: our heroes defeat the marauding bandits and then oh-no, turns out they were not only sanctioned by the government but backed by an influential political figure who you’ve just punched in the coinpurse.  If tax farming exists it means the government is strong enough to need a yearly budget but not so established (at least in the local region) that it’s developed a reliably peaceful method of maintaining it.  
Robber Baron: Though the term is now synonymous with ruthless industrialists, it originated from the practice of shortmidned petty gentry (barons and knights and counts and the like) going out to extort and even rob THEIR OWN LANDS out of a desire for personal enrichment/boredom. Schemes can range from using their troops to shake down those who pass through their domain to outright murdering their own peasants for sport because you haven’t gotten to fight in a war for a while.  Just as any greed or violence minded noble can be a robber baron so it doesn’t take that much of a storytelling leap but I encourage you to channel all your landlord hate into this one. 
Rebels: More than just simple outlaws, rebels have a particular cause they’re a part of (just or otherwise) that puts them at odds with the reigning authority. They could violently support a disfavoured political faction, be acting out against a law they think is unjust, or hoping to break away from the authority entirely. Though attacks against those figures of authority are to be expected, it’s all too common for rebels to go onto praying on common folk for the sake of the cause.  To make a group of rebels worth having in your campaign pinpoint an issue that two groups of people with their own distinct interests could disagree on, and then ratchet up the tension. Rebels have to be able to beleive in a cause, so they have to have an argument that supports them.
Remnants: Like a hybrid of brigands, rebels, and taxfarmers, Remnants represent a previously legitimate system of authority that has since been replaced but not yet fully disappeared. This can happen either because the local authority has been replaced by something new (feudal nobles left out after a monarchy toppling revolution) or because it has faded entirely ( Colonial forces of an empire left to their own devices after the empire collapses). Remnants often sat at the top of social structures that had endured for generations and so still hold onto the ghost of power ( and the violence it can command) and the traditions that support it.  Think about big changes that have happened in your world of late, are the remnants looking to overturn it? Win new privilege for themselves? Go overlooked by their new overlords?
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dailyflicks · 2 months
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@klutzygirl requested ⤵ BANDITS (2001) dir. Barry Levinson
Kate, you should choose. What's it gonna be? Mr. Action Figure Hero Guy? Or brains, and sensitivity, and a lot of other things I could name. So in other words: me or THAT guy?
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Sir, Sir! How dare thee, Sir! You challenged me to a duel and as tradition goes it is my right to choose the time and the weapon, and I choose right now, with our mouths! Sir, think of your honor and kiss me!
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k-i-l-l-e-r-b-e-e-6-9 · 10 months
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Bonnie and Clyde in a photo from around 1932–33 that was found by police at an abandoned hideout
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a-dinosaur-a-day · 10 months
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What's BANDits? I've heard the term before but idk what it is
BANDit stands for "Birds Are Not Dinosaurs" - its. IE, its the term for the group of "scientists" that have continued to insist birds did not evolve from dinosauria despite literally boatloads of evidence to the contrary.
You see, we haven't always known birds are dinosaurs. When we were first thinking about evolution (in the Western World, remember: lots of colonized people had ideas about evolution *and* paleontology that White People essentially wiped out when we colonized them), a lot of people pointed out the similarities between many of the dinosaurs being found and living birds. MANY. It was common knowledge in the 1800s among scientists.
But then along came this guy Dollo. Dollo didn't like the idea birds evolved from dinosaurs. See, he found wishbones in birds. He found wishbones in some of the triassic weirdos of the past, things that dinosaurs would evolve from. But he didn't find wishbones in dinosaurs. And Dollo was convinced that a structure couldn't re-evolve if it had been lost during evolution. So, to him, there was no way birds could be dinosaurs.
There were problems with this:
he didn't know about how traits are gained and lost genetically. In fact, he didn't really know about *genetics*. There are lots of ways to re-gain a trait you lost (if you only lost it by turning off its regulatory genes, or you re-evolve it convergently, that kind of thing).
at the time, we had dinosaur wishbones. we just didn't know thats what they were.
since then, we have found waaaaay more dinosaur wishbones. And also, tons of other evidence. so much evidence. at this point, there is literally nothing else birds could be.
it took time to build up that evidence. For the entire first half of the 1900s, and a good chunk of the second, no one believed birds evolved from dinosaurs.
But then we started to find the evidence.
And we found more.
And more.
And more.
By the 80s, it was becoming pretty clear that birds probably evolved from dinosaurs. At this point, documentaries and fictional material are even referencing it. But, there was still a group of skeptics, the first true BANDits (because at this point it was not the majority opinion). And that's okay - skepticism is important in science.
Its the fact that they KEPT being skeptical even as more and more evidence poured in. By the mid-90s, it was incontrovertible, because we had found fossils of feathered but very clearly nonavian dinosaurs. By the 00s, we were finding them CONSTANTLY.
And yet, the BANDits kept BANDiting.
Most of them have died, because they were old and stubborn. Very few new scientists are BANDits. It's really just
A) in russia, because russia has had a... weird history with paleontology. I don't want to get into it
B) those remaining few old people who refuse to change their minds in light of new evidence (this would be Feduccia)
in the 10s, they were really annoying, because enough of them were still around that people thought they were good scientists (they're not), and so if you said "birds are dinosaurs" at least one person would bring up banditry to prove you wrong, and then you had to go on a whole spiel, and it was exhausting
In the late 10s and now 20s, that's pretty much dead. It's just impossible to argue with anymore. I don't know how Feduccia keeps publishing his crappy books, but I really wish that someone would say "I can't publish this" bc people read them and think they're right.
Like, birds are *such* dinosaurs that we don't even know at what point dinosaurs are firmly birds. It's kind of murkey, because nature doesn't do categories.
So, yeah. That's what a BANDit is. They're almost extinct. May they become as such by the 30s.
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"Raiding Party"
Art for The Elder Scrolls: Legends
Art by Volmi Games
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scarlettohairdye · 2 months
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Fic complete!
The 9th and FINAL chapter of "i only came here for you" is up! The fic is done!!!
🗡️ 13.5k words for the chapter/86k for the fic 🗡️ Xie Yun asks questions 🗡️ A'Fei actually answers them 🗡️ The comfort part of the emotional hurt/comfort 🗡️ Hot sex 🗡️ A happy ending!
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lethal-amigos · 4 months
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I swear every year around December and January, we just make new LA stories of our OC lol I love it. There is a whole story for this illustration (art by lovely @my-gunpowder )
This has nothing to do with Encanto. This is a whole different story. Now they are literally Lethal Amigos 🤣.
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magan-mir · 10 days
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Сколько бы не играл, а везде есть любители питерской соли.
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tomorobo-illust · 2 years
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See hi-res version here: patreon.com/posts/66530941
Updating every Tuesday and Thursday for this chapter of Lone Emmet and Cub AU !
A sequel plot related chapter to this: tomorobo-illust.tumblr.com/post/680248254124949504/see-hi-res-version
Zora and Emmet find Zora’s older Auntie trapped by one of the bandit gangs that’s been harassing them through their travel, the Demon Siblings. During the battle, the earthquake mentioned earlier interrupts the battle...
Prologue // Chapter 1
Chapter 2 Page 1 > Next
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noonieboonie · 23 days
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"I promise you, if I had all this to do over again, I'd have never let you down. It was always more fun when we did it together, anyway."
Fantastic Mr. Fox
1970 | Roald Dahl, 2009 | dir. Wes Anderson
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Adventure: The Big Ambitions of Baron Bittly
Monsters from the primal expanse of the Drovidiin Wilds have been appearing without warning in the kingdom's heartland, somehow teleported hundreds of miles to rampage through towns and cities. After more than one skirmish with the beats, your party has ventured to the bordertown of Thimblewell on the edge of the wilds, seeking answers.
Adventure Hooks:
Though the party have heard whisperings of the beast attacks before, their firsthand exposure to the phenomenon comes when they hear screams and cries coming from the town's fancy playhouse. An acid spitting drake has somehow found its way inside the building during the middle of the performance and its rampage threatens to bring the house down.
Tasked with tracking down a crew of bandits that've been plundering local caravans, the party's raid of the outlaw's encampment is thrown into chaos when one of their targets breaks open an innocuous crate, pulls out a glowing glass canister and smashes it in the middle of the melee: unleashing a beast in a burst of blue light into an already chaotic final battle.
The party find a strange tension when they arrive in the town of Thimblewell. Though the settlement has a long history of being beset by monsters from the primeval wilderness it borders, there've been no attacks for the past several years and no one seems to want to talk about why. Eventually a disgruntled former guardsman points them in the direction of the local landholder, an amateur mage with a reputation for conducting strange experiments. He fails to mention that said mage has a defence system built into his manse, and that he's been expecting the party's arrival for some time.
Background: Irnett Bittley was never a mage of large talent, both because he was unable to summon up the showy displays of elemental mastery that would have earned him a living as a court wizard, and because his self important streak made him too proud to ever suffer suffer through an apprenticeship. He was a great mage, destined for great things, and the fact that others couldn't see that was their failing.
Tired of being challenged or denied by people who genuinely knew better, Bittley picked up stakes and went to the boonies seeking to find a pond small enough to consider him a big fish. He found it in Thimblewell, a little town sorely in need of a handymage, and he could have been happy and well liked there if the need to be great wasn't etched on his soul. Thimblewell had a monster problem, and while Bittley was no battlecaster he did have a knack for bindings and containment spells. If he managed to catch a monster by supprise while it was distracted by the local millitia he could shrink it down and hold it in stasis, effectively defeating the monster by kicking the can indefinitely down the road.
The townsfolk heaped praised upon him for his heroics, only to have their goodwill spat right back in their faces as Bittley started asking for increasingly steep "donations" to keep his enchantments in place, all but threatening to release the beasts again if his impromptu tax wasn't paid. Fast forward a couple of decades and Baron Bittley has become rich enough to buy himself a title and become Thimblewell's defacto ruler.
Still not content to be a backwoods landbarron, Bittley's latest scheme is to sell his stockpile of captured beasts one by one to unscrupulous individuals who are in need of a good monster: thieves in need of a distraction, poachers and collectors trafficking in rare specimens, nobles who'd prefer an untraceable and indiscriminate means of assassination. This enterprise is making Bittley even more rich, but with success comes paranoia, and we all know how dangerous a paranoid mage can be.
Challenges & Complications:
1: The drake was intended as a means of assassination, targeted at a countess and her heir attending the playhouse's performance in one of the box seats. As the party runs in to save the screaming commoners, they'll potentially be diverted by the countess's guards, intending to save their employer's life before anyone else's. Saving the noble might earn them a rich reward at the cost of many lives, but choosing to look after the common people will earn them the ire of the acid-scarred heir, who watched them save the rabble while his flesh burned and his mother was crushed to death under rubble.
2: After the party have defeated the bandits, they'll find three more of those arcane canisters left in the box, each containing its own miniaturized monster waiting to be unleashed. The caravan the bandits robbed was smuggling these beasts to a buyer with dangerous aims, meaning the caravan's owners now have good reason to want the party silenced. Do the party report their findings? Extort those who hired them at the cost of a knife in the back? Or do they just take their offbrand pokeballs and run, dreaming of the chaos they can cause.
3: Baron Bittley knows the party is coming for him thanks to his spies in town, he also knows he could never hope to take them in a fair fight. Thankfully he’s got access to magic, so he doesn’t need to fight fair, allowing them into his home only to catch them in a trap that will shrink them down to a few inches tall, whereafter it’s a simple matter of mage-handing them over into the basement bound dowry chest/prison he’s made for all those in town who’ve dissented to his rule over the years.
Thankfully the tiny townsfolk have been working on a jailbreak for some time now, having painstakingly sawed their way out of the box while their inattentive overlord’s been distracted domineering the world outside. The greatest hurdle to their escape has been the wild landscape of the junk fulled manor basement, filled with various pests that’ve become arcanely mutated from the leakage from the mage’s lab on the floor above. The party will need to engage in some borrowers esque traversal across the basement, up through the walls, and into the lab if they have any hope of reversing their predicament.
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siegefault · 1 year
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While the House of Sulfur is the most infamous (and easy-to-shoot) enemy of the Mfecane people, there are other dangers in Unkulukulu space. Some of which even come from within... The various technology left behind after the Crushing has been repurposed by those resentful of Mfecane involvement as well as those guided by greed and violence. Not every frame pictured here is an enemy, for not every dissident is a villain. Care must be taken when applying a disciplining hand to your people.
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Fox wearing just tall boots and a loose shirt dropped something over a ledge he was sitting on.
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kadiwright · 8 months
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I had to make this reference-
Eddsworld (C) Edd Gould
PPG (C) Craig McCracken
Art (C) @kadiwright
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