Sonnia Criid
Sonnia Criid is ruthless, viewing her duties as the leader of the Witch Hunter Task Force to be an extension of her own arcane pursuits. Like the Arcanists that she is pledged to hunt and destroy, she recognizes the dawn of a new age of magic where the Guild’s ancient methods are no longer relevant. Those tried and true techniques, founded by forgotten earthly cults, are in danger of being eclipsed by the innovations Soulstone has allowed.
This progressive mindset makes her particularly well-suited in combating the Arcanist threat which has organized itself into an underground crime syndicate. What many see as the benevolent Miners and Steamfitters Union is simply the façade for organized crime. Her battles against this element take place in the shadows, unlike the grandiose confrontations that other Guild departments engage in.
This battle is as much political as it is martial with the Union leveraging popular public opinion against the Guild’s fascist reputation. Each raid, each attack must be measured against its effect on the political landscape of 0. To be Organised/Malifaux. Sonnia’s complex schemes unfold in the shadows, spinning the fallout of these confrontations into positive press for the Guild by revealing the sinister underbelly of the City.
Caught between the struggles of the Guild and the Union are the labourers that work in the mines of 0. To be Organised/Malifaux. These men and women have become pawns in a game for control of the City. Union strikes erupt into bloody gang war while sabotage of mining equipment results in the death of troublesome rabble-rousers. Sonnia has become a master of these manipulations, pitting her clandestine plans against the best minds of the Arcanist organization.