Whispers
Espionage. Each Whisper costs 1 Watch plus its price in Coin, and resolves immediately. Whispers are the only hostile act that can be deniable — everything else you do in this game, you do in daylight.
| Whisper | Coin | On success |
|---|---|---|
| Eyes | 50 | A full report: resources, forces, allotment, who's marching |
| Cutpurse | 100 | Steal 5% of their Coin |
| Torch | 100 | Burn 10% of their Grain |
| Rumor | 150 | 5% of their Folk desert; their growth halves for a day |
| Vigil | 75 | Self-cast. For a day, hostile Whispers against you succeed 20 points less often |
How they land
- Base success: 60%.
- −10 for every hostile Whisper the target suffered in the last day — from anyone. A probed Steading raises its guard.
- −20 if the target has a Vigil up.
- A Vigil always takes — it's a purchased ward, not a gamble.
Detection
Whatever the outcome, there is a 30% chance the target learns someone whispered against them — and half of those times, they learn who. A named spy is a diplomatic incident. Sworn oaths do not block Whispers, but being caught whispering against your oath-fellow is its own kind of confession.