Monday, September 2, 2013

Suvnica Guild Profile: The Kismi

(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.)


{G}{U} The Kismi

Fate has a very prominent role on Suvnica, and no group is more immersed in tapping into the signals fate broadcasts and interpreting them than the Kismi.
Over a long period of time, the guild has developed skills at divining the future through assorted means. They have established methods to determine what aspects of fate are maleable and which are immutable, and they are highly adept at manipulating fate and fortune in ways beneficial to them or those who have earned their favor.

They frequently seek positions where knowledge of the future is especially helpful. They serve as advisers in military, political, and commercial settings, and less skilled or prominent Kismi frequently find employment as simple fortune tellers in the busier cities.

The Kismi often come off as being aloof at the best of times to non-Kismi. Other guilds distrust them; No matter how forthcoming a Kismi is about her insights into the future, non-Kismi will remain convinced that she is withholding information or attempting to manipulate events in her own favor. Despite this arms-length dealings with outsiders, most Kismi have very little ill-will towards other guilds or guildless. The nature of their visions virtually remove emotion from their day-to-day existence.

The Kismi are neither especially supportive nor critical of the guildpact. Like most things, it is simply background to them, while their attempts to divine the future take much more of their attention. Admission to the guild is primarily hereditary, but when they foresee that an outsider will join, they allow that outsider to join.

Typical Creature Types

  • Surrekar
  • Elemental
  • Elves
  • Large Iconics: Giant Turtles?

Typical Occupations

  • Advisors
  • Fortune Tellers
  • Scholars
  • Sorcerers
  • Botanists and Groundskeepers

Opinions on the Guilds

  • {W}{U} Suiroza: The future presents itself in a thousand different ways to each of a thousand different people. One cannot force uniformity on fate. Like the branches of a tree, the strands will go where they must.
  • {W}{B} Zhavi: Fate has divined that they lead us all to days yet to come. Fate has not mandated that their methods or naked hatred for the rest of us be necessary. 
  • {U}{B} Rimid: Possibly our greatest enemy. They steal our hard earned knowledge for selfish gain, when we would put it to use for everyone's betterment. If the pact permitted it, they would likely be pruned in order that the rest of us may thrive.
  • {U}{R} Tezzi: The weaver of fate has crafted a path so tragic for them so as to almost be comic. At least they know how to embrace their role.
  • {B}{R} Radkar: They are convinced of their own autonomy when the strings attaching them to their puppet-master are clear to even the smallest child. 
  • {B}{G} Gilrog: Our divinations show us little about the Gilrog. We don't know whether that means that they are a seed that may change fate in unforeseeable ways or simply irrelevant.
  • {R}{G} Grohm: They make fierce allies, and having a better sense of when they will decide to leave makes them far less risky to us than others.
  • {R}{W} Sorba: They exercise a tremendous influence over the unfolding of events, although they are seldom aware of this fact.
  • {G}{W} Sahleen: If they would take the time to consult with us periodically, we could provide far better support and guidance to their cultivated heroes than their limited intuitions provide.
  • {G}{U} Kismi: The others mistake us for artists when we seem to transform barren plots into verdent gardens. To think of us as architects of such beauty is to misunderstand our role. Where others see void, lack of substance, we see limited possible futures, from which we can simply choose the most ideal. Our only act of creation is the branching options that result from the previous choice. 

Guild Mechanics

Coming soon...

2 comments:

  1. Aren't Surrakars U/B? I'm not familiar with Zendikar, but they don't strike me as a good flavor fit. How about Amphins instead? Or we could come up with a turtle tribe, that sounds pretty cool to me.

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  2. I forgot to close comments on this one, apparently. I will soon. Surrekars were on like 3 cards total during Zen block, when they were UB. They're so undefined, other than being somewhat aquatic, that I figured we could colorshift them around a little bit.

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