Wealth is measured in many ways: cows, goods, even magic. However, the more established clans also have a good number of treasures, and it is no surprise some with little honor come to pay a nocturnal visit...
|“|| Carls catch a man trying to sneak into a stead at night. He wears the insignia of clan <X>. He identifies himself as <Y>. Housed in the stead were a number of valuable items, including <treasure>
1. Beat him, then let him go.
- If you beat the thief severely enough, the lesson may take, and hopefully stops other would be thief. This will satisfy the mood of your clan, though some in <X> may take umbrage at this.
- The ultimate deterrent, killing the thief sends a message. Then, another window appears where you find out who sent the thief: a carl <Z> in the <X> clan. You have other options, such as admitting to killing the <Y>, paying wergild, or even saying you didn't see <Y> at all. Stating you didn't see the thief may be for the best since <Z> can't admit to just why <Y> was there in the first place, and making himself look bad. However, the <X> are also more likely to have relations deteriorate.
- Letting the thief go maintains relations with the <X>, but your own clan mood suffers. After all, you just let an admitted thief go with no punishment.
- Ransoming <Y> is a good alternative. Your clan mood is satisfied, you get some goods, and the <X> won't get too mad at your punishment.
- Taking <Y> as a thrall may seem to be a good idea. However, unless you sell him/sacrifice him, the thief manages to escape one day.