Bandit

Bandits lie in wait, ready to ambush hapless travelers and unwary merchants. Between towns, in forests, plains and desert, bandits set up camps where they prepare and plan for their raids. A successful bandit must have intimate knowledge of the local terrain, as well as a flare for tactics. Not all bandits use mounts, although they can be very helpful, especially if there is ever a need to leave an area quickly.

The threat of violence is the most important tool of a bandit, and though many bandits have no qualms over killing, most would prefer not to – if only to conserve arrows. A life on the run from the law has its share of dangers and difficulties, but hard times falling on good people can be enough to turn most anyone toward such actions.

Nations and regions hit by heavy taxes or natural disasters see a massive upturn in banditry, as the lay people try to salvage what coin they can to stay alive. Not all bandits, despite at least some skill with weapons, are overtly violent or cruel. Of course there will always be those who turn to the criminal life and care little for the lives of others in doing so. “Your lumens or your life” is no idle threat on the trade routes of Talislanta. Each time this Path is taken, the character ages 3 years.

Path Details

Starting Equipment

Belt pouch; heavy leather or hide armor; bedroll; tent; hooded fur or hide cloak; leather boots; Graymane, Aht-Ra or Strider mount with tack and saddle; saddle bags; coin purse with 30 g.l. in assorted currency.