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<blockquote data-quote="Misanthrope Prime" data-source="post: 9838072" data-attributes="member: 6776166"><p>In my homebrew fantasy setting, a semi-supernatural revolutionary wave swept the globe in the last century, and every single civilization on the planet had some kind of revolution, civil-war or conflict marked by high degrees of irregular and guerilla warfare.</p><p></p><p>This has created a large number of people who became veterans against their will, and have extreme difficulty returning to civilian life (if they have that opportunity). <em>Greater restoration</em> cannot cure PTSD in my world.</p><p></p><p> Because of the frequent wars, void of central authority and absolutely ruined economies, itinerant mercenary work is often the only choice for a large portion of the planet's population. In a few parts of the world where guilds and unions hold sway, there may be a distinction between mercenary work, guard work and monster-hunting; oftentimes the members of these guilds may be the most well-armed people in an area and may end up becoming local warlords in addition to their economic function.</p><p></p><p>Another thing I am very explicit with is that my players receive "plunder", not "loot". Plunder is, historically, how many armies (mercenary and/or standing) were paid, and it's imperative my players know that this wealth came from someone, it wasn't just generated ex nihilo and put into the pockets of a dead kobold.</p></blockquote><p></p>
[QUOTE="Misanthrope Prime, post: 9838072, member: 6776166"] In my homebrew fantasy setting, a semi-supernatural revolutionary wave swept the globe in the last century, and every single civilization on the planet had some kind of revolution, civil-war or conflict marked by high degrees of irregular and guerilla warfare. This has created a large number of people who became veterans against their will, and have extreme difficulty returning to civilian life (if they have that opportunity). [I]Greater restoration[/I] cannot cure PTSD in my world. Because of the frequent wars, void of central authority and absolutely ruined economies, itinerant mercenary work is often the only choice for a large portion of the planet's population. In a few parts of the world where guilds and unions hold sway, there may be a distinction between mercenary work, guard work and monster-hunting; oftentimes the members of these guilds may be the most well-armed people in an area and may end up becoming local warlords in addition to their economic function. Another thing I am very explicit with is that my players receive "plunder", not "loot". Plunder is, historically, how many armies (mercenary and/or standing) were paid, and it's imperative my players know that this wealth came from someone, it wasn't just generated ex nihilo and put into the pockets of a dead kobold. [/QUOTE]
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