Bandits
Homo desperatus / “Outlaws” / “The Desperate”
“Banditry isn’t evil—it’s survival. When the Sky Guild controls trade, when the
Clergy hoards
resources, when corruption takes your home—what choice remains? Rob or
starve. We chose to live.”
—Captured bandit’s testimony
Quick Reference
| Attribute | Bandit | Bandit Leader |
|---|---|---|
| Type | Human Outlaw | Human Commander |
| Rarity | Common | Uncommon |
| Habitat | Northern Cliffs, trade routes, remote areas | Bandit camps, quest locations |
| Danger Level | Medium (CR 3-4) | Hard (CR 6-7) |
| HP | 35 | 50 |
| Attack | 12 | 16 |
| Defense | 10 | 12 |
| Speed | 10 | 11 |
| Intelligence | High (tactical) | Very High (strategic) |
| Aggression | Moderate (will flee) | High (fights to death) |
Bandit - Desperate
Outlaw
Description
Bandits are the desperate survivors of the Aetherium’s harsh realities—people pushed to outlawry by poverty, corruption, or circumstance. They’re not monsters or Rot-Beasts; they’re humans who’ve chosen robbery over starvation, violence over submission. Some are former merchants ruined by Sky Guild monopolies. Others are refugees from Rot-consumed islands. Many are simply people who refused to accept their lot in life.
What makes bandits dangerous isn’t supernatural power—it’s desperation combined with intelligence. They know the terrain, they use tactics, they exploit weaknesses. They’re survivors who’ve learned that mercy is a luxury they can’t afford. And while individual bandits might flee when outmatched, they’re cunning enough to regroup, ambush, and strike when you’re vulnerable.
Unlike Rot-Beasts, bandits can be reasoned with (sometimes), bribed (often), or even recruited (rarely). They’re not inherently evil—they’re pragmatic. But that pragmatism makes them unpredictable. A bandit might spare you if you drop your coin purse. Or they might kill you anyway to prevent witnesses. You never know until it’s too late.
Physical Characteristics
Typical Bandit
Appearance: - Human (any age, gender, background) - Weathered, scarred, malnourished - Worn clothing (patched, stained) - Leather armor (if any—often just thick cloth) - Weapons: Crude but functional (notched swords, rusty daggers, clubs)
Distinguishing Features: - Desperate eyes (hungry, calculating) - Scars (from fights, hard living) - Rough hands (manual labor, weapon use) - Tattered cloaks or hoods (concealment) - Makeshift equipment (improvised, repaired)
Body Language: - Tense, ready to fight or flee - Constantly scanning surroundings - Aggressive posturing (to intimidate) - Quick movements (nervous energy)
Behavior and Tactics
Hunting Patterns
Target Selection: - Isolated travelers (easy prey) - Merchant caravans (valuable goods) - Wealthy-looking individuals (high reward) - Wounded or exhausted victims (low risk)
Avoids: - Large armed groups (too dangerous) - Sky Guild patrols (well-trained) - Clergy members (political risk) - Obviously poor travelers (not worth it)
Combat Tactics
Ambush: - Hide near trade routes - Strike from cover - Demand surrender first (easier than fighting) - Attack if refused
Intimidation: - Show weapons - Shout threats - Appear numerous (even if not) - Hope victims surrender without fight
Fighting: - Quick, brutal strikes - Target weak points - Use terrain advantage - Dirty tactics (thrown sand, tripping, etc.)
Retreat: - If losing, flee immediately - Regroup and try again later - Remember faces (revenge or avoidance) - Learn from mistakes
Social Structure
Small Bands (2-5 members): - Most common - Informal leadership - Share loot equally - Temporary alliances
Organized Gangs (6-15 members): - Led by Bandit Leader - Hierarchy and discipline - Established territories - Long-term operations
Combat Abilities
Bandit (Regular)
Attacks:
Slash (6-12 damage, 80% accuracy): - Quick sword or dagger strike - Reliable, consistent damage - Primary attack
Dirty Strike (10-16 damage, 75% accuracy): - Underhanded attack (kick, thrown dirt, surprise blow) - Higher damage - Causes bleeding (3 turns) - Used when desperate
Tactical Behavior: - Uses cover when available - Flanks if possible - Focuses on wounded targets - Flees if health drops below 30%
Loot: - Aether coins: 8-20 (guaranteed) - Bandage: 50% chance (common) - Stamina potion: 30% chance (common) - Iron sword: 15% chance (uncommon) - Steel dagger: 5% chance (rare)
Bandit Leader
Bandit Leader - Hardened
Commander
Description
Bandit Leaders aren’t just tougher bandits—they’re survivors who’ve clawed their way to the top through skill, cunning, and ruthlessness. They’re the ones who’ve lived long enough to learn strategy, who’ve won enough fights to earn respect, who’ve killed enough rivals to command loyalty. They lead through a combination of competence and fear.
A Bandit Leader typically commands 5-15 followers, controls a territory, and runs organized operations. They’re not random thugs—they’re criminals with business sense. They plan ambushes, manage resources, negotiate with corrupt officials, and eliminate threats. They’re dangerous because they’re smart, experienced, and have nothing to lose.
Physical Characteristics
Appearance: - Scarred veteran (multiple old wounds) - Better equipment than followers (maintained, functional) - Commanding presence (confident bearing) - Weapons: Well-used but cared for - Trophies or insignia (marks of victories)
Distinguishing Features: - Hard, calculating eyes - Prominent scars (face, hands, visible) - Better-fed than followers (takes best share) - Practical armor (leather with metal studs) - Personal weapon (named, valued)
Combat Abilities
Attacks:
Vicious Slash (10-18 damage, 85% accuracy): - Brutal sword strike - High accuracy from experience - Consistent primary attack
Commanding Strike (14-22 damage, 80% accuracy): - Powerful attack demonstrating skill - Causes bleeding (4 turns) - Shows leadership through combat prowess
Desperate Fury (20-28 damage, 65% accuracy): - Wild, all-out attack when cornered - Massive damage potential - Lower accuracy (reckless) - Used when health below 40%
Tactical Behavior: - Fights strategically until wounded - Uses Desperate Fury when losing - Never flees (reputation matters) - Targets strongest opponent (establish dominance)
Loot: - Aether coins: 15-35 (guaranteed) - Bandage: 70% chance (common) - Stamina potion: 50% chance (common) - Iron sword: 40% chance (uncommon) - Leather armor: 30% chance (uncommon) - Steel sword: 15% chance (rare)
Origins and Motivations
How They Become Bandits
Economic Desperation: - Sky Guild monopolies destroy businesses - Corruption takes homes and livelihoods - No legal means of survival - Choice: Starve or steal
Refugees: - Rot consumes home islands - No resources to start over - Rejected by settlements (too many refugees) - Turn to banditry for survival
Outcasts: - Exiled for crimes (real or fabricated) - Fled from debt or persecution - Nowhere else to go - Banditry is only option
Ideology: - Reject Sky Guild authority - Believe in “taking what you need” - See themselves as rebels, not criminals - Some truth to their grievances
What They Want
Immediate: - Food, water, supplies - Aether coins (universal currency) - Weapons and armor - Medicine
Long-term: - Secure territory - Reliable income (protection rackets, tolls) - Respect (or fear) - Survival
Rarely: - Redemption (some regret their choices) - Revenge (against those who wronged them) - Change the system (a few are idealists)
Encounter Scenarios
The Roadblock
Setup: Traveling Northern Cliffs trade route
Complication: 3-4 bandits block path - Demand coin purse - Weapons drawn but not attacking - Nervous (hoping you surrender) - Will fight if refused
Options: - Pay toll (lose coins, safe passage) - Intimidate (if strong, they might flee) - Fight (risky if outnumbered) - Negotiate (reduce toll, safe passage)
The Ambush
Setup: Resting at campsite
Complication: Bandit gang attacks at night - 5-6 bandits led by Bandit Leader - Coordinated assault - Target supplies and valuables - Serious threat
Challenge: Defend camp, protect supplies, survive
The Desperate Plea
Setup: Encounter lone bandit
Complication: Bandit begs for food/medicine - Starving, wounded, desperate - Might attack if refused - Might be genuine - Might be trap
Choice: Help, refuse, or be suspicious
Cultural Impact
In Society
Public View: - Criminals and threats - Drain on economy - Danger to travelers - Must be eliminated
Reality: - Often victims of circumstances - Some sympathy in lower classes - “Could be any of us” - System creates bandits
Official Response: - Sky Guild patrols - Bounties on leaders - Execution if captured - No mercy
In Stories
Villain Tales: - Heartless robbers - Murderers and thieves - Cautionary warnings - Justify harsh punishments
Robin Hood Tales: - Steal from rich, give to poor - Fight corrupt system - Folk heroes (to some) - Romanticized
Truth: - Somewhere in between - Desperate people making bad choices - Some are monsters, some are victims - Most are just trying to survive
Tactical Advice
Fighting Bandits
Preparation: - Travel in groups (safety in numbers) - Look confident (deter attacks) - Hide valuables (less tempting target) - Stay alert on trade routes
If Confronted: - Assess numbers and equipment - Consider paying toll (cheaper than fight) - Intimidation works if you’re strong - Don’t show fear
In Combat: - Target leader first (disrupts coordination) - Use ranged weapons (they often lack armor) - Exploit poor equipment - They’ll flee if losing—let them
After Victory: - Loot bodies (they have useful items) - Report to authorities (bounties available) - Treat wounds (Dirty Strike causes bleeding) - Move on quickly (reinforcements might come)
Fighting Bandit Leaders
Preparation: - Serious threat—prepare accordingly - Bring healing items - Expect tough fight - They won’t surrender
In Combat: - High HP—long fight - Watch for Desperate Fury (massive damage) - Keep health high (Fury triggers at 40%) - Use stamina wisely - Defensive tactics when Fury active
Rewards: - Excellent loot - High coin reward - Quality equipment - Reputation boost
Related Topics
- Northern Cliffs - Primary habitat
- Sky Guild - Economic force creating bandits
- Outland Clans - Some bandits join clans
- Combat Enemies - Full enemy guide
- Weapons and Armor - Equipment guide
In-World Documents
Bounty Poster
WANTED
BANDIT GANG - NORTHERN CLIFFS
Led by scarred veteran, 6-8 members Armed and dangerous Multiple robberies, two murders
REWARD: 50 Aether Coins (leader) 10 Aether Coins (per member)
Report sightings to Sky Guild patrol Do not engage alone
Guard’s Report
Encountered bandit gang at dawn. Four individuals, poorly equipped.
Demanded toll. Refused. They attacked.
Fight lasted minutes. Two bandits fled, two captured.
Interrogation revealed: Former miners from collapsed island. Families dead. No options.
Executed per protocol. But… they were just desperate.
Makes you think.
Bandit’s Letter (Found on Body)
Dear Mira,
I know you think I’m a monster now. Maybe I am.
But the Guild took everything. Our shop. Our home. Our future.
I had a choice: Watch you starve or become what I’ve become.
I chose you. I chose life.
If I die doing this, know I did it for us.
I’m sorry.
—Marcus
“Bandits aren’t born—they’re made. Made by poverty, by
corruption, by a system that values profit over people. Some are
monsters, yes. But most are just desperate. Remember that when you kill
them. Remember that could be you, if circumstances were different. Then
kill them anyway, because sympathy doesn’t stop a blade.”
—Commandant
Theron Vask, Ethics of Combat lecture