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Doomguard

Table of Contents

  1. Who We Are
  2. A word from your Factol...
  3. A Sinker's Journey (Ashes to Ashes, Salt to Salt)
    1. Namer
    2. Doomknight of Ash/Dust/Salt/Vacuum (Factotum)
    3. Doomlord of Ash/Dust/Salt/Vacuum (Factor)
    4. Factol
  4. Faction Mechanics & Character Options
    1. Backgrounds
      1. Scrapper
      2. Scrounger
      3. Weaponsmith
    2. Faction Restriction
    3. Roleplaying a Sinker
      1. Style and Flair
      2. A "Good" Sinker...
    4. Faction Powers
  5. Faction Armoury
    1. Entropic Weapons
  6. The Chant
    1. History
      1. War with the Harmonium
      2. The Second Upheaval
      3. Doomguard Sects
      4. Out of Retirement
    2. So… what now?
  7. References & Inspiration

Who We Are

Given that their headquarters is known as “The Armoury”, it’s rather fitting that the Doomguard are the Cage’s foremost peddlers of weapons in all varieties. Whilst they’re not usually a fan of making things, they do make an exception for arms and (rarely) armour. Some of the finest smiths in the Cage are Sinkers operating out of the Armoury, happy to make new weapons under the proviso they “break more than they’re worth”. The most prized of these - Entropic weapons - are reserved only for dedicated Sinkers. Recently the Doomguard have started to settle into a new role within Sigil: demolitions. With the recent revolution in scientific and arcane development, magical items are being integrated into society more and all manner of businesses are expanding. This means an awful lot of infrastructure needs to be put in place, and for that an awful lot of demolition work is needed. The Doomguard are perfect for this role: the city contracts them to blow stuff up, they get paid for it, and they get an official, legal way to wreak mayhem as spectacularly as they like.

A word from your Factol...

The universe is in a constant state of decay. Ever heard of entropy, berk? Entropy says that all things tend towards Chaos; that it all breaks down in the end. It all comes down to nothing.

So what the glabrezu’s ass is the point in trying to stop it? If things didn’t break down, things’d get a wee bit untenable right quick wouldn’t they? There’s enough people in this Cage without every walking sod being immortal.

We Doomguard understand the necessity of death and decay. We stand between the forces of destruction and those who would dare seek to stop them. Earthquake levelled your house? Great, then build back stronger. Volcano going off? Go revel in the fireworks! Mad cult knocking at your door with a rusty blade and an ultimatum? Invite them in for tea! All the better to join them or poison them, take your pick.

Some people dare say there’s no place for Chaos in a “civilised” society. These are the same people who’d take your freedom for barfing in the wrong hedge or speaking your mind at the wrong person. They murder each other for the sake of coin and prestige, and somehow expect you to believe they’ve acted “lawfully”.

Yet the City asks us to blow up buildings it no longer wants. The Lady flays gods and their powers in the streets for the safety of us all. We provide arms and armour for the civic forces. Destruction doesn't always need to be pointless. Entropy is inevitable. Work with it, not against it.

And, well, at the end of the day… it’s a lot more fun to tear things down than build them up.

- Pentar, Ex-Factol of the Doomguard

A Sinker's Journey (Ashes to Ashes, Salt to Salt)

Whilst the Doomguard are open to just about anyone, they’ve clamped down on what manner of berk they’ll take as of late. Too often have they had issues with sods joining up just to smash things for the hell of it, without any care or understanding of the entropy that underlies such actions. For this reason, a body looking to join the faction proper must pass three tests before being admitted properly.

The first lesson is to smash a notable memento of yours to pieces on the wall of the Armoury, showing a willingness to surrender any past life and devote oneself to the cause. This lesson demonstrates that Entropy takes, and often it hurts.

The second lesson is to take a sack of shiny coins and valuables and scatter them in a very public place. If a riot breaks out, all the better. This lesson demonstrates that Entropy can give, but is usually just a setup to more chaos.

The third lesson is what gives a basher pause: prevent the Dabus from trimming back the razorvine on a single overgrown building in the Cage for a full day. With communication next to impossible, and combat resulting in a flaying from the Lady, the applicant must get creative. This lesson ensures a berk is about to safeguard entropy for entropy’s sake: not fun and games.

Namer

Namers take up no official role within the Faction, and by Namer standards are often detached from the inner workings of their faction. Instead they dedicate their time to championing the cause of entropy in their own way, hoping that their own particular flavour of entropy will catch the eyes of one of the Doomlords.

Doomknight of Ash/Dust/Salt/Vacuum (Factotum)

Advancement between Namer and Factotum is a nebulous affair. Namers are promoted at the whims of the Doomlords, who grant the title to those who find most helpful and devoted to the cause of entropy. They pick those Namers whom they feel would most befit their brand of entropy - mass destruction for Ash, cunning savagery for Dust, hateful dedication for Salt or calculated barbarism for Vacuum.

These Factotum are referred to informally as “Doomknights”, and will take on the entropic element of the Doomlord who “Contracts” them as part of their name and uniform. They are expected to spend the occasional day in their respective Citadel, seeing to its defence and keeping its decay moving.

Doomlord of Ash/Dust/Salt/Vacuum (Factor)

Advancement to Doomlord is pretty simple, you just have to kill the current Doomlord to whom you are contracted. You can kill a different Doomlord sure, but it won’t do anything - you’ve gotta kill your own for it to count.

Naturally, killing a Doomlord is hard work. The current ones are all relatively well-cemented within their positions:

  • Guzju (Doomlord of Ash), a Pit Fiend veteran of the Second Upheaval, and proud owner of being Sigil’s biggest bounty.
  • Pereid (Doomlord of Dust), a human treasure-seeker from Krynn who has rigged her fortress with the most bloody and barbaric of booby traps.
  • Moridor (Doomlord of Salt), a tiefling socialite-turned-revenant who was killed in the Second Upheaval, but was so mad about it he came back as a vengeful spirit and took his position back.
  • Myra (Doomlord of Vacuum), a Modron barbarian with a chainaxe, and known slayer of at least one deity.

Factol

Reaching the position of Factol would require you to first reach the position of Factor, which means overcoming one of the Doomlords (which in itself is enough of a challenge) and only *then* can you take on the current Factol.

Faction Mechanics & Character Options

Those raised within the Sinkers are taught the importance of entropy from an early age - usually by having them observe wanton destruction or vandalism in action. Whilst weaponsmiths are apprenticed and shown how to work the forge, most are given very little direction and told to make their own way in life.

If you are creating a character who has been a member of the Doomguard for a while, you may pick one of the following three backgrounds at character creation. A list of suggested bonds within the faction and philosophical ideals is also presented below.

Backgrounds

Sinkers with a penchant for wrecking stuff - more so than their counterparts - make it their profession to take down buildings in relatively safe but spectacular ways. They are hired out by the City to demolish old or dangerous buildings in such a way that harms as few people as possible. In return, they get a playground in which to practice exploding things without interference from the pesky Harmonium.


Skill Proficiencies: Any two from: Arcana, History, Insight or Religion
Tool Proficiencies: Alchemist Supplies or Tinker's Tools
Weapon Proficiencies: Choose one versatile or two-handed melee weapon
Equipment: A set of common clothes, alchemist's supplies, alchemist's fire, a small pouch of gunpowder, and a pouch containing 5 gp

Feature: Big Break

You have advantage on any rolls to dismantle or destroy objects or terrain that involves the use of alchemist's fire or gunpowder. In any city, you are always able to find a seller of alchemist's fire.

Akin to the Corpse Collectors of the Dustmen, Scroungers patrol the streets looking for fallen corpses to loot what they can - collecting battered arms and armour, fallen arrows and any other bits no-one wants. In the Hive especially, corpses tend to be picked clean pretty quick… so there’s a certain knack to be around when a fight kicks off to get first dibs. In part, that knack is to start the fight yourself.


Skill Proficiencies: Any two from: Athletics, Investigation, Perception or Stealth
Tool Proficiencies: Land Vehicles
Weapon Proficiencies: Choose one versatile or two-handed melee weapon
Equipment: A set of common clothes, a sharp knife, a belt pouch, a polished trinket, a rotting cart, and a pouch containing 5 gp

Feature: Corpse Disguise

You spend a lot of times around corpses, and sometimes need a quick hiding place when a Harmonium patrol shows up. You may use corpses of creatures medium size or larger to hide. If the creature is large or bigger, you may hide inside of it for advantage.

Weaponsmiths tend the Armoury in churning out high-quality weapons and hand-made pieces for use in murder and mayhem. Many are apt in sales too, peddling their wares for as much money as they can get to feed the faction treasury. If this sounds a bit too orderly - fear not! Many weaponsmiths make a game of seeing who can rip people off the most; more than happy to try and spark a row that ends in death and additional loot.


Skill Proficiencies: Any two from: Athletics, Insight, Investigation or Perception
Tool Proficiencies: Smith’s Tools
Weapon Proficiencies: Choose one versatile or two-handed melee weapon
Equipment: A set of common clothes, Smith's Tools, a sentimental hammer, a hunk of Baatorian greensteel, and a pouch containing 10 gp

Feature: Masterwork Steel

You may add a d4 to any ability check made with your Smith's tools to maintain or create weapons. You are capable of creating silvered, adamantine or greensteel weapons at half the usual cost.

Faction Draw

d4
Faction Draw (Ideal)
1Mayhem, decay is beautiful, and there’s something rather enchanting about watching things fall apart
2Guardianship, I worry we’re perverting the natural order of death and rebirth, so I’m here to defend it
3Weaponsmith, I love to make weapons. You can’t beat a good, well-balanced sword
4Hard Knocks, all this healing and magic is making us soft. We need exposure to death as a society if we’re going to appreciate life

Faction Contact

d4
Faction Contact (Bonds)
1Meatgoof Skullnit, a goblin sapper with some serious know-how
2Mamuno Lion, a jaded creator of fine blades and entropic weapons
3Fiendish George, a siege technician and player of fine music
4Dynver Rilyere, a chatty seller of Dead Contracts.

Faction Restriction

Doomguard abhor that which goes against entropy, such as healing magic, restorations and mending spells.

Whilst they may be okay receiving it, they would never think of using such magic. And even then, some Sinkers point blank refuse to be healed with magic.

Roleplaying a Sinker

Style and Flair

Faction colours of the Doomguard are black and very dark blues and purples, with the occasional golden accents.

Their faction symbol is of a large planar bull’s skull, which is often overlaid on a backdrop of fire, dust, crystal or nothing depending on whether one serves the Doomlord of Ash, Dust, Salt or Vacuum respectively.

A "Good" Sinker...

Roleplaying a Sinker can be something of a challenge, what with their natural aversion to fixing things and people. You don’t have to be so hardline, but a good Sinker:

  • Does not fix that which is broken (unless fixing it will break even more things)
  • Does not shy away from a good battle

Faction Powers

Doomguard (Namer) Power

You have advantage on Strength-based ability checks and attacks when attacking constructs or objects. Once per long rest, or by spending inspiration, you may add your character level to the damage roll for an attack against a construct or object.

Doomguard (Namer) Power

You may add a d4 to any Intelligence or Wisdom ability check to determine how or why something was destroyed, or a person was killed. When you do so, you glean a one-word emotion (anger, pain, frustration etc) as to why such destruction happened.

Doomguard (Factotum) Power

As a Doomknight, you qualify for a Minor Entropic Blade. You may have to prove yourselves worthy of such an honour to your Doomlord.

Doomguard (Factotum) Power

Once per long rest, or by spending inspiration, you may replace the number shown on a d20 roll with a 15 when making an Investigation or History check to determine how or why something was destroyed, or a person was killed. You may then relive brief scenes from the destruction/death provided you are physically at where it took place. These scenes are often distorted and cryptic.

Doomguard (Factor) Power

As a Doomlord, you qualify for a Major Entropic Blade.

Doomguard (Factor) Power

Your Entropic Blow is now effective against Elementals and the Undead as well.

Faction Armoury

Entropic Weapons

Reserved for the most dedicated of Sinkers, Entropic weaponry comes in four different varieties: one for each of the destructive Quasi Elemental pocket types.

Soul Binding

When attuned to, an Entropic Blade bonds violently to the Soul of the wielder. The attuned person loses one hit die (or three for a Major blade) permanently, that only returns when the weapon is destroyed. One minute after the wielder dies, the Entropic Blade crumbles and is destroyed. When the wielder unattunes from the blade, the Entropic Blade crumbles and is destroyed. If a person tries to wield the blade that isn’t attuned to it, the blade crumbles and reappears at the hand of the one it is attuned to.

NameRarityType
Factotum Weapons
Entropic Blade of AshRareWeapon (any two-handed or versatile melee)
Entropic Blade of DustRareWeapon (any two-handed or versatile melee)
Entropic Blade of SaltRareWeapon (any two-handed or versatile melee)
Entropic Blade of VacuumRareWeapon (any two-handed or versatile melee)
Factor Weapons
Greater Entropic Blade of AshVery RareWeapon (any two-handed or versatile melee)
Greater Entropic Blade of DustVery RareWeapon (any two-handed or versatile melee)
Greater Entropic Blade of SaltVery RareWeapon (any two-handed or versatile melee)
Greater Entropic Blade of VacuumVery RareWeapon (any two-handed or versatile melee)

Entropic Blade of Ash

Weapon (any two-handed or versatile melee), Rare (Requires Attunement)

When attuned to, this Entropic Blade bonds violently to the Soul of the wielder. The attuned person loses one hit die permanently, that only returns when the weapon is destroyed. One minute after the wielder dies, the Entropic Blade crumbles and is destroyed. When the wielder unattunes from the blade, the Entropic Blade crumbles and is destroyed. If a person tries to wield the blade that isn’t attuned to it, the blade crumbles and reappears at the hand of the one it is attuned to.

A minor Entropic Blade grants a bonus +1 to attack and damage with it. In addition, an Entropic Blade of Ash has the following properties:

  • Entropic Ash. This weapon deals an extra 1d4 fire damage on each hit.
  • Flame Anathema. This weapon sheds bright light in a 10-foot radius when drawn.
  • Scorch the Earth. You may cast the spell Fireball as though using a 3rd level spell slot using this weapon once per long rest. Your casting stat is either Intelligence or Charisma if you do not already have one.

Once per long rest, as a reaction, the Blade may be used to absorb a spell of third level or lower that targets the wielder and deals fire damage. The spell is negated, and the next attack from this blade that hits deals an extra 1d6 points of fire damage per level of the spell absorbed (this is instead of the usual 1d4 fire).

Entropic Blade of Dust

Weapon (any two-handed or versatile melee), Rare (Requires Attunement)

When attuned to, this Entropic Blade bonds violently to the Soul of the wielder. The attuned person loses one hit die permanently, that only returns when the weapon is destroyed. One minute after the wielder dies, the Entropic Blade crumbles and is destroyed. When the wielder unattunes from the blade, the Entropic Blade crumbles and is destroyed. If a person tries to wield the blade that isn’t attuned to it, the blade crumbles and reappears at the hand of the one it is attuned to.

The Entropic Blade grants a bonus +1 to attack and damage with it. In addition, an Entropic Blade of Dust has the following properties:

  • Entropic Dust. This weapon deals an extra 1d4 acid damage on each hit.
  • Earth Anathema. You have advantage on all saving throws against disintegration spells and effects.
  • Dust to Dust. You may use an action to touch this blade to a corpse and reduce it to a pile of fine dust. You may do this once per long rest.

Once per long rest, as a reaction, the Blade may be used to absorb a spell of third level or lower that targets the wielder and deals acid damage. The spell is negated, and the next attack from this blade that hits deals an extra 1d6 points of acid damage per level of the spell absorbed (this is instead of the usual 1d4 acid).

Entropic Blade of Salt

Weapon (any two-handed or versatile melee), Rare (Requires Attunement)

When attuned to, this Entropic Blade bonds violently to the Soul of the wielder. The attuned person loses one hit die permanently, that only returns when the weapon is destroyed. One minute after the wielder dies, the Entropic Blade crumbles and is destroyed. When the wielder unattunes from the blade, the Entropic Blade crumbles and is destroyed. If a person tries to wield the blade that isn’t attuned to it, the blade crumbles and reappears at the hand of the one it is attuned to.

The Entropic Blade grants a bonus +1 to attack and damage with it. In addition, an Entropic Blade of Salt has the following properties:

  • Entropic Salt. This weapon deals an extra 1d4 cold damage on each hit.
  • Water Breathing. You can breathe underwater.
  • Salt the Seas. You may cast the spell Create or Destroy water as though using a 3rd level spell slot using this weapon once per long rest, but only using the 'Destroy' option.

Once per long rest, as a reaction, the Blade may be used to absorb a spell of third level or lower that targets the wielder and deals cold damage. The spell is negated, and the next attack from this blade that hits deals an extra 1d6 points of cold damage per level of the spell absorbed (this is instead of the usual 1d4 cold).

Entropic Blade of Vacuum

Weapon (any two-handed or versatile melee), Rare (Requires Attunement)

When attuned to, this Entropic Blade bonds violently to the Soul of the wielder. The attuned person loses one hit die permanently, that only returns when the weapon is destroyed. One minute after the wielder dies, the Entropic Blade crumbles and is destroyed. When the wielder unattunes from the blade, the Entropic Blade crumbles and is destroyed. If a person tries to wield the blade that isn’t attuned to it, the blade crumbles and reappears at the hand of the one it is attuned to.

The Entropic Blade grants a bonus +1 to attack and damage with it. In addition, an Entropic Blade of Vacuum has the following properties:

  • Entropic Vacuum. This weapon deals an extra 1d4 lightning damage on each hit.
  • Air Anathema. You are immune to gas attacks.
  • Gust of Wind. You may cast the spell Create or Destroy water as though using a 3rd level spell slot using this weapon once per long rest.

Once per long rest, as a reaction, the Blade may be used to absorb a spell of third level or lower that targets the wielder and deals lightning damage. The spell is negated, and the next attack from this blade that hits deals an extra 1d6 points of lightning damage per level of the spell absorbed (this is instead of the usual 1d4 lightning).

Greater Entropic Blade of Ash

Weapon (any two-handed or versatile melee), Very Rare (Requires Attunement)

When attuned to, this Entropic Blade bonds incredibly violently to the Soul of the wielder. The attuned person loses three hit die permanently, that only return when the weapon is destroyed. One minute after the wielder dies, the Entropic Blade crumbles and is destroyed. When the wielder unattunes from the blade, the Entropic Blade crumbles and is destroyed. If a person tries to wield the blade that isn’t attuned to it, the blade crumbles and reappears at the hand of the one it is attuned to.

This weapon grants a bonus +2 to attack and damage rolls with it. In addition, the Greater Entropic Blade of Ash has the following properties:

  • Greater Entropic Ash. This weapon deals an extra 1d6 fire damage on each hit.
  • Fire Resistance. You resist fire damage whilst attuned to this weapon.
  • Flame Anathema. This weapon sheds bright light in a 10-foot radius when drawn.
  • Scorch the Earth. You may cast either the spell fireball as though using a 5th level spell slot using this weapon once per long rest. Your casting stat is either Intelligence or Charisma if you do not already have one.

Once per long rest, as a reaction, the Blade may be used to absorb a spell of fifth level or lower that targets the wielder and deals fire damage. The spell is negated, and the next attack from this blade that hits deals an extra 1d6 points of fire damage per level of the spell absorbed (this is instead of the usual 1d6 fire).

Greater Entropic Blade of Dust

Weapon (any two-handed or versatile melee), Very Rare (Requires Attunement)

When attuned to, this Entropic Blade bonds incredibly violently to the Soul of the wielder. The attuned person loses three hit die permanently, that only return when the weapon is destroyed. One minute after the wielder dies, the Entropic Blade crumbles and is destroyed. When the wielder unattunes from the blade, the Entropic Blade crumbles and is destroyed. If a person tries to wield the blade that isn’t attuned to it, the blade crumbles and reappears at the hand of the one it is attuned to.

This weapon grants a bonus +2 to attack and damage rolls with it. In addition, the Greater Entropic Blade of Dust has the following properties:

  • Greater Entropic Dust. This weapon deals an extra 1d6 acid damage on each hit.
  • Acid Resistance. You resist acid damage whilst wielding this blade.
  • Earth Anathema. You have advantage on all saving throws against disintigration spells and effects. Furthermore, this weapon deals the maximum possible damage against objects.
  • Dust to Dust. You may cause creatures slain by the blade to crumble into a pile of fine dust. Furthermore, you may use an action to touch this blade to a corpse and reduce it to a pile of fine dust.

Once per long rest, as a reaction, the Blade may be used to absorb a spell of fifth level or lower that targets the wielder and deals acid damage. The spell is negated, and the next attack from this blade that hits deals an extra 1d6 points of acid damage per level of the spell absorbed (this is instead of the usual 1d6 acid).

Greater Entropic Blade of Salt

Weapon (any two-handed or versatile melee), Very Rare (Requires Attunement)

When attuned to, this Entropic Blade bonds incredibly violently to the Soul of the wielder. The attuned person loses three hit die permanently, that only return when the weapon is destroyed. One minute after the wielder dies, the Entropic Blade crumbles and is destroyed. When the wielder unattunes from the blade, the Entropic Blade crumbles and is destroyed. If a person tries to wield the blade that isn’t attuned to it, the blade crumbles and reappears at the hand of the one it is attuned to.

This weapon grants a bonus +2 to attack and damage rolls with it. In addition, the Greater Entropic Blade of Salt has the following properties:

  • Greater Entropic Salt. This weapon deals an extra 1d6 cold damage on each hit.
  • Cold Resistance. You resist cold damage whilst wielding this blade.
  • Water Breathing. You can breathe underwater and have a swim speed equal to your movement speed.
  • Salt the Seas. You may cast the spell Create or Destroy water as though using a 5th level spell slot using this weapon once per long rest, but only using the 'Destroy' option.

Once per long rest, as a reaction, the Blade may be used to absorb a spell of fifth level or lower that targets the wielder and deals cold damage. The spell is negated, and the next attack from this blade that hits deals an extra 1d6 points of cold damage per level of the spell absorbed (this is instead of the usual 1d6 cold).

Greater Entropic Blade of Vacuum

Weapon (any two-handed or versatile melee), Very Rare (Requires Attunement)

When attuned to, this Entropic Blade bonds incredibly violently to the Soul of the wielder. The attuned person loses three hit die permanently, that only return when the weapon is destroyed. One minute after the wielder dies, the Entropic Blade crumbles and is destroyed. When the wielder unattunes from the blade, the Entropic Blade crumbles and is destroyed. If a person tries to wield the blade that isn’t attuned to it, the blade crumbles and reappears at the hand of the one it is attuned to.

This weapon grants a bonus +2 to attack and damage rolls with it. In addition, the Greater Entropic Blade of Salt has the following properties:

  • Greater Entropic Salt. This weapon deals an extra 1d6 lightning damage on each hit.
  • Lightning Resistance. You resist lightning damage whilst wielding this blade.
  • Air Anathema. You are immune to gas attacks and do not need to breathe.
  • Gust of Vacuum. You may cast the spell Gust of Wind as though using a 5th level spell slot using this weapon once per short rest. Creatures within 10 feet of this spell's effect cannot breathe.

Once per long rest, as a reaction, the Blade may be used to absorb a spell of fifth level or lower that targets the wielder and deals lightning damage. The spell is negated, and the next attack from this blade that hits deals an extra 1d6 points of lightning damage per level of the spell absorbed (this is instead of the usual 1d6 lightning).

The Chant

History

The Sinkers, as the members of Doomguard are known, have a reputation in Sigil for being a most troublesome set of Cage-Rattlers. Sods find them to be quite slippery when it comes to what they want, and most folks can’t get a handle on that. Fact is, what they want is easy enough: to let things be and watch the fireworks. Sinkers cherish the forces of entropy, dancing while things around them fall into decay; as they ruin and disintegrate with the passage of time.

There’s a school of thought that runs among citizens of the Cage that quite neatly sums up the Sinkers: “If you’re going to be part of a fight, make sure you’re the one to start it. That way you get the Sinkers on your side… because they’re going to join in either way.” Which just about sums up their time in the city of Sigil.

Wherever chaos and mayhem is to be had, it’s a sure bet that the Sinkers had a hand in it.

War with the Harmonium

Like the Mercykillers, the Doomguard owe their charter to the Great Upheaval - a glorious example of entropy in its own right. What was once a loose gang of guards, smiths, and criminals became an organised force with a single purpose: to patrol the streets of the Cage and spread disorder. Naturally, this clashed with the Hardheads, and something of a war broke out between the two factions.

Fact is, most folks figured the Lady would step in and put a stop to affairs, what with how much the Doomguard were tearing up the streets (and to a lesser extent, the Hardheads). She never did though, least not in any official capacity. Instead her Dabus merrily fixed all the damage in the wake of combat and let them take out their various frustrations on one another.

In the end, it was a vote from the other Factols that put a stop to affairs. By threatening to strip the Sinkers of their Faction status, the Factols forced the Sinkers into accepting a peace treaty (they were by far the less popular of the two). They were even forced into making a blood oath: agreeing never again to instigate a faction war in the Cage. In exchange, they got to keep the Armoury as their headquarters, and settled into their new duty of making arms and armour - something that meshes very well with their philosophy.

The Second Upheaval

As was to be expected, the Doomguard played a large role within the Second Upheaval. As chaos and riots took to the streets the Doomguard were right there with them, urging the dissenters to greater acts of destruction.

When the forces of Law came in the form of the Harmonium, the Sinkers were the first to take up arms against them and the Nobles who’d pay them off. Their clashes wet the streets with blood across the Cage, leading to some of the messiest and most destructive fighting of the entire Upheaval.

Some say it was these fights that forced the Lady’s hand in the end… others say she was just waiting for an excuse for a shake up. Regardless, the Sinkers saw a drastic decrease in numbers due to the carnage. As did the Harmonium, for that matter.

Doomguard Sects

Three main sects exist within the ranks of the Sinkers. The Upheavers are the most chaotic sect of them, seeking to upset stagnation and balance anywhere they find it. Ironically, they find Pentar’s current efforts to decide the new factol to be ‘counter to the will of entropy’ and a ‘bastardisation of Sinker values’.

Another group of more neutral-aligned berks act as guardians of entropy, allowing the multiverse to crumble at its own rate and murdering the hell out of anyone who would threaten that. They recognise the trouble the faction is in without a factol, but are much more content to let things work themselves out without any interference.

Finally, we have the smallest group of more lawful-minded sods, who try to hold entropy at a steady crawl, weaponizing it to best serve the interests of the Doomguard. They, much to Pentar’s surprise (and disdain), are the most approving of her current activities.

It’s only the backing of two Doomlords - Ash and Vacuum - that keeps Pentar alive and in control right now (not that Pentar cares either way), she’s just glad the faction’s back to its self-destructive roots.

Why no-one's coming forward to take ownership of having done the murder (and thus be in for a promotion) is a further mystery... but the dark of it can't be good.

Out of Retirement

The Doomguard have had a run of unprecedented times lately. First of all, their previous Factol, Pentar, survived the blaze of glory in which she was determined to go down during the last Modron March. Thankfully, she'd ceded the position to her second in command: Ely Cromlich. The poor sod had to learn pretty quickly how best to fend off assassination attempts and keep the Doomlords in line.

He lasted one month.

Things then went on as usual for close to thirty years, with Factors offing Factols semi-frequently as all good Doomguard should.

So… what now?

Unfortunately, the most recent Factol, Sands Thunderstorm, has gone and died of 'natural causes', meaning there's no one person to take the position. The Doomguard have been desperate for someone to come forward and claim his death as their own handiwork, but none have… and so for six weeks the Doomguard have been without an official Factol.

This unfortunate situation has led Pentar to take back the reins of leadership (albeit, as an unofficial leader), knowing how dangerous it is for a faction to be missing its Factol. She's trying to find a link, no matter how tenuous, between one of the four Factors and the dead sod Sands. If she can't do that, she's going to have to get creative.

Which, quite frankly, she's okay with. To her mind, things've been a bit too stable as of late anyways.

References & Inspiration