The following four factions are very important to the story that has emerged from the first two sessions. Doomguard Philosophy: Entropy is ecstasy; decay is
divine. The multiverse is supposed to fall
apart. We're just here to keep leatherheads
from interfering.
Factol: Pius .
Sigil HQ: Armory (The Lady's Ward).
Home Field: The negative quasi-elemental planes
(Ash, Dust, Salt, and Vacuum).
Eligibility: Any; except for clerics of the domains of the Forge or Life.
Allies: Bleak Cabal, Dustmen.
Enemies: Guvners, Harmonium. Skill Proficiencies: History, Intimidation Tool Proficiency: Smith’s tools, historian’s tools
Equipment: Historian’s tools, smith’s tools, a vial of acid, a set of
common clothes including a faction badge sewn into them, and a belt pouch containing 10
gp.
Feature: Defender of Doom. As a Sinker, you are welcome in the Armory, in the Lady’s Ward,
including in the upper reaches where rare armor and weapons and faction function halls
are kept. Other Sinkers acknowledge you as an ally. You also have a portal key to a portal that you know of that links to either the Crumbling Citadel on the Plane of Ash, Citadel
Alluvius on the Plane of Dust, Citadel Exhalus on the Plane of Vacuum, or Citadel Sealt on the
Plane of Salt (your choice).
Inspiration: Sift. If you gain a point of Inspiration for adhering to your faction philosophy, you
may use it to learn what caused an object’s destruction. To do this, you must hold a piece of
the destroyed item in your hand, and spend one hour examining it and attuning yourself to
its psychic resonance. At the end of the hour, you learn what destroyed the object, if that
destruction occurred in the last 10 years. Activities that you may gain Inspiration for might
include: Destroying some long-standing structure or killing some ancient creature. The older the
better! Encouraging rebellion and conflict for the sake of accelerating the decay of the entire
organization. Refusing magical healing, embracing your own eventual decay. Restriction: Sinkers have resistance to healing magic, only regaining half the normal hit points
from healing spells and magic items. No self-respecting Doomguard would act against the
forces of Entropy in favor of those of creation or preservation, and doing so prevents you
from gaining Inspiration until you atone or otherwise prove yourself to your faction's cause.
Suggested Characteristics: Sinkers cling to little in this world as permanent, and many of their
bonds are to the past. They can be destructive and harsh at their worst, but heroic Sinkers
certainly exist – imagine the entropy one life can cause!
Sinker Membership: The Doomguard attracts those who revel in chaos and destruction, but
also those who contemplate the natural order and acknowledge the inevitability of death.
Fighters, barbarians, rangers, and rogues make up the bulk of Sinker membership (especially
fighters). Sorcerers are also often attracted to the philosophy - especially the wild ones.
Druids also have a strong representation in the faction, though they tend to take a more
passive view of entropy than their warlike brethren. Clerics of nature, trickery, or war are also
present, though rarer, as the abilities of any cleric tend to be supportive in nature, and the
Doomguard brooks very little of that. Healing is a good way to make other Sinkers question
your commitment... though that might be a stripe of hypocrisy, as the Doomguard does
delight in their own special breed of paladins, ones taking the Oath of Destruction, and the
tenets of this oath provide for healing and protecting those things that are causing
destruction, at least.