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<blockquote data-quote="kigmatzomat" data-source="post: 1711243" data-attributes="member: 9254"><p>6. Adventurers are privateers/freedom fighters.</p><p>The group has a letter of Marquis from an organization giving them the right to take out pirates and other outlaws. Of course, "outlaws" include foreign merchants in neutral or unclaimed territories. This is somewhere between Mercenary and Guild because they are official but unpaid, recouping losses by the gear of the "outlaws" they capture/destroy. </p><p></p><p>IMC I use a mixture of the above. Some areas don't like adventurers, others wan't them regulated, others use them as "contractors" and a few will encourage them. </p><p></p><p>I use a subset of the "King" variant, which is to make them lesser nobles (i.e. land-holding knights). Generally I place them in areas that come under frequent attack or are the subject of some form of dispute. The cost of giving an adventuring party a few hundred acres is nothing against the increased production when the orcs learn to not harass an AP with a vested interest. And if the AP doesn't have the diplomatic skills to defuse a political situation, they will blow it up in a very deniable manner and likely kill some of the troublemakers so the survivors are much more amenable to negotiations. And if everyone gets killed in the process then I guess the King has to come in and claim all the territories for himself, poor guy.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1711243, member: 9254"] 6. Adventurers are privateers/freedom fighters. The group has a letter of Marquis from an organization giving them the right to take out pirates and other outlaws. Of course, "outlaws" include foreign merchants in neutral or unclaimed territories. This is somewhere between Mercenary and Guild because they are official but unpaid, recouping losses by the gear of the "outlaws" they capture/destroy. IMC I use a mixture of the above. Some areas don't like adventurers, others wan't them regulated, others use them as "contractors" and a few will encourage them. I use a subset of the "King" variant, which is to make them lesser nobles (i.e. land-holding knights). Generally I place them in areas that come under frequent attack or are the subject of some form of dispute. The cost of giving an adventuring party a few hundred acres is nothing against the increased production when the orcs learn to not harass an AP with a vested interest. And if the AP doesn't have the diplomatic skills to defuse a political situation, they will blow it up in a very deniable manner and likely kill some of the troublemakers so the survivors are much more amenable to negotiations. And if everyone gets killed in the process then I guess the King has to come in and claim all the territories for himself, poor guy. [/QUOTE]
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