Wednesday, August 28, 2013

Suvnica Guild Profile: The Radkar

(This is part of a series of documents that are meant to provide snapshots of each of the guilds. These documents will probably be updated with some regularity. They are meant to provide a starting reference point when developing new cards and ideas for the guilds.)


{B}{R} The Radkar

The Radkar take the perspective that if a power vacuum exists, someone is going to fill it, and that someone might as well be them. They are shameless opportunists, with little guiding philosophy beyond making sure that the guildpact works for them and not the other way around.


They tend to thrive in the densely populated cities to which no other guild can claim sovereignty. Instead of butting heads with other guilds for territory or power, they instead take advantage of the disenfranchised unguilded. Many of the more prominent Radkar have established themselves as de facto kingpins of small criminal organizations in various cities. More frequently Radkar find work as enforcers and muscle for these kingpins or for other guilds with money to spend. Still others get by through grifting and hustling. 

Typical Creature Types

  • Ogre
  • Goblin
  • Zombies
  • Large Iconics: Dragons

Typical Occupations

  • Thugs, Enforcers, Mercendaries
  • Criminal Kingpins

Opinions on the Guilds

  • {W}{U} Suiroza: Hard to criticize a guild that makes sure all of its members are easy marks in the exact same way.
  • {W}{B} Zhavi: Heh. Funny people, the Zhavi. They think their coin and their grants of authority to us will keep us loyal. Not sure how the head honchos got to the top being so dense.
  • {U}{B} Rimid: I fear nothing. Not battle. Not death. But I still want nothing to do with those damned leeches.
  • {U}{R} Tezzi: Buncha whiny losers. If they would just man up for a moment or two they might be a cause for concern, but they're too busy harping on the injustice of their plight to ever matter to us.
  • {B}{R} Radkar: Let's be honest for a moment here. The only reason the guildpact was made in the first place was to protect all of them from all of us. And yet, I can't think of anything that has been better for business than that ridiculous contract. 
  • {B}{G} Gilrog: Not nearly as clever as they think they are. They hide their big scary toys away, thinking we don't know. It's not that I don't know what you're up to, it's that it just doesn't matter.
  • {R}{G} Grohm: They make living off the land sound so noble, when the truth is they're just afraid to find out what would happen if they came into our cities.
  • {R}{W} Sorba: Look. If you ever run into one of these self-righteous idiots, do yourself a favor and take them out fast. Even if they seem harmless, outmatched, or uninterested, they're dangerous and unpredictable. The world's a better place without them.
  • {G}{W} Sahleen: Don't pick a fight with one anywhere near one of their temples. Otherwise, they're easy pickings, and after you get rid of the body, you'd be surprised how much some of their trinkets sell for in the markets.
  • {G}{U} Kismi: For guys who spend all day looking into the future, you'd think they'd be in a better position to protect themselves and their stuff today. They're not.

Guild Mechanics

Coming soon...