Realm of Karguun
A realm of kingdoms, one day at a time.

The Chronicle of Karguun · Chapter 10

Thieves and their Ways

Thieves slip into other provinces to learn their secrets or carry off their wealth. They are cheap to train, they never tire for long, and a kingdom with good thieves always knows what its enemies hold.

Thieves and stealth

  • Thieves cost 600 gold coins each and are trained from soldiers.
  • Stealth returns by 3% of full each day. Every operation spends some, and none can be tried below 10%.
  • You choose how many thieves to send. An operation succeeds by how many thieves you send per acre against the thieves the target keeps per acre, and how hard it is.
  • A failed operation loses about 5% of the thieves sent. Watchtowers catch more of them.

The operations

OperationEffectWho may use it
InfiltrateCount the target's thieves.Everyone
SurveySurvey the target's buildings and construction.Everyone
Spy on MilitaryCount the target's army, at home, in training and in the field.Everyone
Spy on SciencesLearn what the target's scholars know.Everyone
Rob the GranariesSteal food.Everyone
Rob the VaultsSteal gold.Everyone
Rob the TowersSteal runes.Everyone
KidnappingCarry off peasants; most die on the road.Everyone
Steal HorsesSteal war horses.Everyone
Free PrisonersSet the target's prisoners free.Everyone
ArsonBurn the target's homes.Everyone
Incite RiotsStir up riots that cut the target's taxes for days.Everyone
Bribe ThievesTurn some of the target's thieves, weakening its guard against us.Everyone
Bribe GeneralsBuy one of the target's generals for a while.Everyone
Night StrikeKill soldiers in their sleep.Everyone · needs Unfriendly relations
Sabotage WizardsDrain the target's mana.Everyone · needs Unfriendly relations
Burn FortsBurn the target's forts.Everyone · needs Unfriendly relations
Assassinate WizardsKill the target's wizards.Rogues only · needs Unfriendly relations
Torch FarmsBurn the target's farms.Rogues only · needs Unfriendly relations
PropagandaWin the target's peasants over to our side. Only in war.Rogues only · needs At war relations

Intelligence

Infiltrate, Survey, Spy on Military and Spy on Sciences gather reports for your kingdom's Scrying Ledger. The more thieves you send, the more exact the report.

Counsel

  • A few thieves per acre at home make enemy thieves fail more often; Thieves' Dens make your own work better.
  • Most sabotage only matters in a real quarrel, and some operations are allowed only against Unfriendly, Hostile or warring kingdoms.