Why is there treasure?

Except for small piles of coins/gems I have at least a reasoning behind all other treasure as to why it is there and what it is.
Even though I use published adventures the treasure parts are the most modified. I like to make things that fit the story/plot/feel of the setting/adventure and the PCs.
 

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It varies on what the treasure is. Bandits have pouches of coins because they are thieves and looters. A dungeon that is an ancient dwarven city will have the dwarven "leavings" all over it. Dragons go out and actively gather treasure, so they should have plenty. And so forth. It just depends.

Some pieces of treasure are things like odd coins (old and no longer minted- the pcs imc sometimes find electrum pieces, for instance!), items of historical value (think the original copy of the Constitution), or other weird items. Usually everything has a history and a purpose. Whenever I'm using random treasure tables and I roll up jewelry I always spend some time thinking about who made this piece and why.
 

Gee I thought monsters just transform into gold coins upon reaching HP-10!


(although because I use a Wealth mechanic I've started giving out 'natural treasures' IMC, so instead of Gold coins and such I will tell the players "the shell of the the giant bettle is an effective peice of armour" or "Griffon feathers can be woven into flying carpets by a skilled weaver" or "the teeth of this creature are greatly valued and make effective daggers")
 

Hairfoot said:
So, how does good "stuff" come to lie in the path of your PCs? Because it's in the MM? Because it's liberated from affluent, evil organisations? Because the PCs are thieves and looters? What's the "backstory" of loot in your game?
Because they're coming along behind adventurers who have tried and failed before them (good guy campaign) or because they're recovering loot bad guys previously stole (fugitive campaign).
 

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