Disposable Bandits: Difference between revisions

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* Fights against bandits in early levels are a staple of most ''[[Fire Emblem]]'' games.
** Interestingly, ''[[Fire Emblem: Three Houses]]'' plays this trope straight ''and'' subverts it. While bandit leader Kostas is basically a throwaway [[Starter Villain]] (as is fellow bandit leader Pallardo, who kicks off the game's [[Time Skip]]), every conflict in this game has its roots in the actions of {{spoiler|Nemesis, former Disposable Bandit turned genocidal warlord responsible for the murder of the goddess Sothis and the near-extinction of her children. While he doesn't factor into most of the game's routes, he's the [[Final Boss]] of the Verdant Wind route where he returns from the dead as a zombified berserker and proves to be every bit as dangerous as the game's [[Draconic Demon|other]] [[Humanoid Abomination|final bosses]]}}.
* Common in ''[[The Elder Scrolls]]''. One of the first NPCs the player meets in ''[[The Elder Scrolls III: Morrowind]]'' even outright tells the player such criminals have no rights under Imperial law. ''[[The Elder Scrolls II: Daggerfall]]'' is a possible exception, as it never actually bothers to clarify just what those hostile humans in non-plot dungeons are doing there.
** ''[[The Elder Scrolls II: Daggerfall]]'' is a possible exception, as it never actually bothers to clarify just what those hostile humans in non-plot dungeons are doing there. The ones you fight in quests that ''are'' identified as bandits are also members of the Thieves Guild, and completing too many quests in opposition to them will lower your reputation with the guild and make it impossible to join (or get you kicked out if you are a member already). The only other consequences to angering the guild are flavor only <ref>Some quests will have a faction send you a letter with information if they like you enough, but all this does is change the introduction and signature of the letter rather than a material impact on the quest</ref> to minor (shortcuts in a few possible quests).
** It's worth noting some bandits are explicit members of the Thieves Guild in Daggerfall, so while they are disposable if killed for other factions, your chances of getting to join the Thieves Guild are terrible if you kill the bandits, thus lowering your reputation with the Guild. The trope is still in effect if you don't care to join the Guild.
* Bandit parties in ''[[Mount & Blade]]'' are generally the weakest non-civilian party on the world map and, unlike civilians, nothing negative happens if you kill them. After the early game groups of "deserters" start spawning, which are functionally identical except for being stronger fighters.
* In ''[[Warcraft]] III'', bandits are a common type of unaligned creep. They can "Shadowmeld" to turn invisible at night, and the stronger ones have some tricks, but generally are no match for a hero with decent backup.