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The Armoury

Contents

  1. Overview
  2. Key Areas
    1. Arms and Armour
    2. The Citadels
      1. (Ash) The Crumbling Citadel
      2. (Dust) Citadel Alluvius
      3. (Salt) Citadel Sealt
      4. (Vacuum) Citadel Exhalus

Overview

The Armoury sits at the very edge of the Lady’s Ward, on the boundary of the seedier side of the Lower Ward and a street full of lesser nobles. This puts it in a perfect position to sell high end, fancy arms and armour and budget or blackmarket gear at the same time.

The Doomguard took over the Armoury during their brief war with the Harmonium. What was once a Hardhead fortress and source of supplies collapsed and fell to become the Sinker Headquarters pretty much overnight some 600 years ago, shortly after the Great Upheaval. The attack was swift and brutal; designed to kill and impersonate key targets as quickly as possible, and to rewrite the map with magical walls. It was a perfect example to the Sinkers of how careful planning and preparation can yield far more chaos and entropy than ‘just winging it’.

Visiting the Armoury

"Elegant and ominous, this 24-story structure has few windows and only one entrance to the building; marked out by the skull of a large planar bull. Four square towers align to the four cardinal points and anchor the sheer, razorvine-covered walls of the building in place. Threatening black pikes jut atop the wall tops at regular intervals and on windowsills to further deter climbers. Thick black smog churns out of the central chimney, the heat of the forge radiating to be felt even from the outside.."

Key Areas

Arms and Armour

Just inside the building‘s only entrance is the area for buying and selling weapons - a large exhibition hall that’s always open to the public and guarded at all times. ‘Course to get in a berk must first pass a pretty harsh security check - Sinkers will pat you down and confiscate any existing weapons, and an antimagic field will dispel any active spells currently in play.

A berk interested in a particular purchase will be escorted to one of the specialist weapon repositories. Here the best quality arms in Sigil can be found, for a hefty fee.

A sod without much coin can poke through the damaged and defective barrels, where tatty weapons can be found for half price or less. If they’ve got brass in mind, they can check out the engines of war repository for larger-scale equipment such as siege engines. The Sinker’s will teleport these anywhere in the multiverse for an additional fee.

Those looking for special order weapons can talk to the Quartermaster at the central forge. These bespoke items can boast a variety of enchantments, alongside the special quality given to any weapon fired in the Forge: spell absorption. Of course, these weapons don’t come cheap at all.

The Citadels

It’s often said that the Armoury contains hidden portals to the Sinkers’ four citadels, but so far not a single blood’s come forward with the dark of it. However, it is a fact well known that the faction maintains one citadel on each of the four quasielemental pockets of Ash, Dust, Salt and Vacuum. Each stronghold is ruled over by one of the four Doomlords.

(Ash) The Crumbling Citadel

A monumental stepped pyramid made of triangular stone, located in a Quasielemental Pocket of Ash. The citadel is a perpetual ruin, rubble falling endlessly from the skies from no known source.

The ruler of this citadel - Guzju, the Doomlord of Ash - is a Pit Fiend, identified by his many facial piercings and heroic tattoos. He is rarely in his citadel mind, instead visiting his reign of mayhem upon the Cage on a neverending pub crawl of chaos. His battle-sister Anjzou minds the keep in his stead, ensuring nothing disturbs its proscribed fall into ruin.

(Dust) Citadel Alluvius

An inconvenient citadel in a Quasielemental Pocket of Dust, Citadel Alluvius is more or less just a tower fallen on its side. The original ceilings and floor are now walls, and the curving walls serve as some kind of bizarro ceiling and floor. The stone staircases are useless, running pointlessly sideways. The Doomlord of Dust - Pereid - rules here in quiet; a sociable and friendly sort with a mind as twisted as the citadel.

(Salt) Citadel Sealt

Where salt meets void in a wall of crystalline mineral, the Doomguard excavated an echoing vault, miles in diameter. Everything within this vault - the entire castle-like structure - is made of solid salt. The walls and furniture sap away at their surroundings, sucking dry every ounce of moisture from air and berk alike. The Doomlord of Salt - Moridor - rules here, a large berk with a love of hosting events - the number of which have doubled this last year alone.

(Vacuum) Citadel Exhalus

Tethered by a thread of nothingness in a meaningless void. Meditative Sinkers come here to contemplate the logical conclusion of Entropy. It is one of the most highly regarded sites to the Sinkers, if only because the lack of gravity and atmosphere is lethal in every sense. You can’t breathe or speak without assistance here, and you’re a missed step from tumbling through empty space for all eternity. The Doomlord of Vacuum - Myra - rules from here, flanked by their two massive dragons - one of void, one black.