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Home : ThieveryLeadership does not involve only public activities. It may be useful to create a thieves guild to open additional ways to round off power. What may not be possible through battle or magic may still be achievable with treachery and trickery. The influence of the secretive should not be underestimated. Thief EffectivenessThieves are professional soldiers, trained as an alternative or supporting force. They can only be trained through the military. Their skills, measured in Stealth, can only be gained over time. Each thievery operation will expose a guild through reports of its deeds and hurt its Stealth. Thieves will not carry out operations without at least one-tenth of available Stealth. Stealth affects their success, the effectiveness of operations, and protection against rival thieves. The more thieves are trained the more effective a guild will be. In addition, the more thieves are sent on any given operation, the more damage they will cause. On the other hand, the larger a province grows, the more difficult it will be to keep a guild efficient: be prepared to keep training additional thieves. Thievery operations against provinces considerably smaller or larger are less successful. Certain thievery operations are limited to specific relations. The more serious the relations, the easier the operation will be to conduct. Thievery Skill SetEvery thief is relatively skilled at performing a variety of treacherous actions. Some thievery operations are limited to specific races and personalities, while others can be carried out only during specific relations. Below is the list – in alphabetical order - of all available operations.
Arson Peasants are vital to the prosperity and health of a province. Without suitable housing, peasants tend to leave looking for better conditions elsewhere. Sending thieves to burn down homes, the economic structure of an adversary will be severely impaired. Available to all races and personalities. Assassinate Wizards While sabotaging the wizards of an adversary serves its own purpose, this operation sends thieves deep into the heart of enemy lands to eliminate a number of wizards forever: weakening the wizard guild will diminish its power. Available during Unfriendly relations and beyond, this operation can be carried out only by Rogues. Bribe Generals Generals are not unlike everyone else and can be bribed to bend the rules of engagement. Using unsound battle strategy, the bribed general will manage from time to time to cost an opponent more forces in combat. Eventually the general will be exposed. Available to all races and personalities. Bribe Thieves Planting a thief within an enemy lands is an excellent way to increase the success of future operations. Bribing the thieves on an opponent will increase the chance of success of future thievery operations as well as hurt the enemy's ability to carry out operations of their own. Moles will operate until caught by the opponent: the chance of being caught depends upon how many thieves were sent to bribe. Available to all races and personalities. Burn Forts Forts increase the efficiency of the armies defending the land. By burning these structures to the ground, thieves can dishearten a rival army, making it weaker. Available to all races and personalities, but limited to Unfriendly relations and beyond. Free Prisoners Thieves sent to free the prisoners held in the dungeons of an opponent weaken the enemy's ability to use them as mercenary forces. This can be a considerable setback for provinces dependent on prisoners to bolster their offensive power. Available to all races and personalities. Incite Riots Starting riots in the midst of the people of an enemy's province causes all kinds of disruptions in their economy. For the duration of the riots, tax collection will be reduced by roughly one-fifth. Available to all races and personalities. Infiltrate Due to the secretive nature of thievery guilds, it is difficult to estimate the range and size of an opposing guild. Dispatching some thieves to infiltrate another guild will allow determining its structure and strength. Sending scores of thieves will result in information that is more accurate. Available to all races and personalities. Kidnapping In times of reduced birth rates, following magic-induced disasters, in consequence of deadly attacks, or simply for desire to employ more workers, thieves may be sent to kidnap peasants of another province. While thieves are trained in the art of kidnapping, often they are unable to keep their victims silent. Even as they may kidnap many people, few of them will survive the long journey back. Available to all races and personalities. Night Strike Assassination is one of the skills that characterize a thief guild. Sending selected thieves into an opponent's military quarters will result in the death of a portion of its soldiers. Available to all races and personalities, but limited to Unfriendly relations and beyond. Propaganda Propaganda sends thieves into enemy lands to spread half-truths and try to convince as many men and women as possible to join one's own. When successful, this operation results in peasants, military, thieves or wizards to switch side. Available during Unfriendly relations and beyond, this operation can be carried out only by Rogues. Rob the Granaries Robbing the granaries of an adversary quickly replenishes the food supply. Thieves, if successful, will return with sacks of food stolen from the enemy. Available to all races and personalities. Rob the Towers Sometimes towers may not produce enough runes to meet the needs of the wizard guild. Sending thieves to raid enemy towers, a small number of runes are stolen and brought back. Available to all races and personalities. Rob the Vaults Gold coins are a basic need for survival. Robbing an enemy not only hurts its economy, but also allows coffers to be overflowing. Rob the Vaults is more effective against adversaries while at war. Available to all races and personalities. Sabotage Wizards It is common knowledge that thief and wizard guilds do not hold a high opinion of each other. Wizards generally have a higher sense of honor but thieves have no conscience when sent to sabotage them. A province with a strong guild of thieves can prevail over the magic guild of another by incapacitating their wizards and cutting down their ability to cast spells. Available to all races and personalities, but limited to Unfriendly relations and beyond. Spy on Military Before an attack, it may be critical to acquire detailed information on the status of an opponent's military. While the Crystal Ball spell indicates the overall defensive potential of the enemy, it is ineffective in assessing the amount of an opponent's elites units left behind to protect the lands. Spy on Military will send thieves to observe the entire status of the army, report on how many generals and armies are engaged away from home, the duration of their absence, and the strength and efficiency of the forces left to defend the land. Available to all races and personalities. Spy on Sciences Being aware of the knowledge acquired through science by a rival province often can be an asset when coming to a decision in relation to the most advantageous attack option to use. This operation will estimate how much science affects every area of the enemy province. The more thieves are sent, the more accurate their report will be. Available to all races and personalities. Steal Horses Stealing Horses of an adversary may serve two purposes: help protect the land in war, by reducing the enemy's ability to attack with more power, and to boost one's own offense if not enough horses are available for the troops. Available to all races and personalities. Survey One of the keys to prevailing in battle is to overcome an opponent's capability to engage in combat. Therefore, it may be very important to determine the structural strengths and weaknesses of the adversary. Thieves sent to survey enemy lands will report on the number and efficiency of all the structures currently standing and under construction. Available to all races and personalities. Torch Farms Food is the foundation for survival, and farms are the prime source of food for any province. Destroying the farms of even the best-prepared adversary can have terrible effects, where starvation is only one consequence of many. Available during Unfriendly relations and beyond, this operation can be carried out only by Rogues.
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![]() Ethical RivalryThieves and Wizards do not see things the same way, but will join forces against all enemies. It is good practice to train a fair amount of both, as the strength of both guilds, along with peasantry and military, will determine the endurance of a province. |
Did you know?Many think, mistakenly, that the training of thieves should be limited to specific races and personalities, mostly those oriented towards thievery or magic roles. Any province, regardless of role, that neglects to populate those guilds, sets itself up for possible misfortune in the end. |