Who celebrate destruction and decay.
Doomguard wrote:Someday, Yanek, None of this will be yours.
The Doomguard (AKA: Sinkers) are the pro-decay faction. That is totally different from the Bleakers, who are the previously discussed faction who feed the poor and stuff.
Just before I was a freelancer, I took a little comfort in the fact that if I really wanted to I could go around and delete everything I’d ever written on the web, and that I could die and for most people it would be just like I never had been. It was a nice thought, that I could pretty much destroy every trace of me up to that point. So, there’s a little bit of the nihilist in me.
But I wasn’t a Doomguard kinda guy. Too happy goth for me. They’re the kids setting shit on fire in Chemistry class and poking holes between the walls in the bathroom stalls and breaking stuff just for fun.
The problem is, unlike trendy postmodern “heat death of the universe” guys, the end game/apocalypse for AD&D worlds is a bit iffy, leaving out The Apocalypse Stone because seriously, that was some retarded shit right there. It’s not like the multiverse came from a Big Bang and has a finite lifespan that we know of.
From a religious standpoint, these guys aren't much different from Mormons or Evangelicals. They think the world is going to end, they think that's awesome, and they want to do their part to help it along. From a practical standpoint, they leave much to be desired. First of all: instead of having completely arbitrary prophesies that they think are going to bring about the end of the world that no one else believes in, these guys really don't. So while Evangelicals can get away with trying to breed a perfect red bull in order to sacrifice to remake the temple of Jerusalem so that their end-times prophesies can possibly happen, the Doomguard don't have anything like that. They just run around setting shit on fire and attacking the fire department and stuff. They are an even mix of Captain Planet villains and rampaging monsters, and I don't understand how they could possibly exist openly in any area that even pretends to have anything remotely resembling civilization or rules of any kind. I don't know what laws your country has, but I can't even conceive of it having any laws without having a law against setting fires at random while dancing in a heap of your own poop.
These guys remind me a bit of the Satanists from Terry Pratchett & Neil Gaiman’s Good Omens, in that I imagine a lot of them grew up in it and there are little old ladies running bake sales to fund raising the Elder Gods and releasing the Tarrasque. Unfortunately, they’re written like Necromongers from the Chronicles of Riddick, determined to start some serious shit. Like Frank, I don’t see how you can put up with these guys unless they are an unstoppable bullshit army; most people just will not stand to someone trashing everything (unless they do it all sneaky-like).
I do kinda like that Bleakers and Sinkers get along though. It’s Ferris, Lesser Doomlord going around to his friend Cameron’s house and seeing he’s down in the dumps, so he passes him a beer and says “Let’s go set some shit on fire.” and Cameron sighs and goes “Okay.” It may not be healthy, but it’s a relationship dynamic I can actually see happening.
The Doomguard are split into three factions divided on whether the universe is decaying fast enough—there’s a lot of fridge logic waiting to happen here, but I think the authors aren’t quite clear on what “entropy” means from a physics or metaphysics viewpoint. At least it does set up for potential intra-factol infighting as different groups of Doomguards argue about whether or not to set something on fire, and that makes for good stories.
The Doom Lords are pretty cool. The run around in red and black robes wearing skull masks, murdering people right in the face for any reason or no reason at all while openly plotting to destroy the city and everyone in it.

I'm not saying that having a few villains around whose philosophy is so mind bogglingly obviously villainous that people don't feel the slightest tinge of guilt when they kill them with extreme stabination is a bad idea. Fuck, this is D&D, that's kind of the point a lot of the time. But I find it super hard to take the idea that these people are taken seriously and allowed a space in public discourse. I mean, even demons have succubi and mariliths whose shtick is that they have boobs and make compelling (if jerktastic) offers to people. What are we supposed to imagine? That people stand up in council saying “Skullface Razorcock has a point, we haven't been brutally murdering enough helpless orphans and hurling their corpses into casks of fire maggots. We should hear more of his five part plan to remedy this situation.”
Basically, the idea that the Sinkers as described could ever be anything other than a criminal cult in any society they hadn't conquered with fire and sword is too absurd to warrant coherent critique.
The Factol of the Doomguard is Pentar, a 20th-level human female ranger armed with, and I love this, a blade of Modron death +2 (dust blade, +4 against modrons undergoing the Great March) and an arrow of slaying (modron). That shit may not be in the Enyclopedia Magica, but I don’t care. At what point in your wizardly existence do you get an order for an arrow of slaying (modron) and not wonder where your life went horribly awry?
Unlike most of the other factols, Pentar is demonstrably insane enough that she wants to push entropy until her own faction splits into warring groups. That’s dedication for you.
Hey man, empowering your flunkies to be skull-emblazoned “Doom Lords” who live life like they were on a never ending GTA rampage mission sounds totally Chaotic Neutral to me. Why would you think that she should be “Evil” just because she is the leader of the “even more murders and senseless vandalism” subfaction of the “more murders and senseless vandalism” faction?
As it turns out, the reason that people put up with the Doomguard is because they are capitalist war lords. No, seriously, these guys are like Nick Cage’s character in Lord of War, they make all the swords and axes and arrows and shit that the other factions need to kill each other with. The Doomgaurd operate a 24-hour Armory that sells everything from half-price rusty daggers to custom magical swords and siege engines. Which means that this is basically the Crime Mall where adventurers go to shop.
Also, I swear to Ghost the Armoury is built into an evil Eiffel Tower.

I think it was a major mistake to have the Armory have their forges on the first floor. The first floor is open to the public and there are 23 more floors of office space. If they were going to have forges, it seems like they could have put them upstairs in the “no Homers” areas. Also, I'm not really sure why we need to have a special weapon forge when we already have an arbitrarily large foundry of the Godsmen. The whole thing seems a bit redundant.
Reading about their off-world citadels makes me super duper glad that we don't have to talk about Negative Quasi-Elemental Planes anymore. Because those were stupid.
Wait what, really? Do we need to go back and replay the bit from Fifth Element?The Doomguard’s open to bashers of all alignments.

Actually, Zorg makes weapons, arms terrorists, and actively works for the destruction of Earth while claiming to be a good guy…shit, he is a Doomlord.
Clerics who do cleric-y things like creating water or healing people are not allowed in the Doomguard; White Mage is not allowed in your party.
I don't know how fucking high you have to be before you start actually spouting off that you can run around preventing people from fixing damage to their homes as your life's work and still qualify as “Good”. That is D&D alignments run completely into indefensible shit salad country.Factol's Manifesto wrote:Good Sinkers prefer inaction as a method of pushing their agenda – rather than tearing down a new kip, they’d merely stop others from shoring up a decrepit one.
Bizarrely, joining the Doomguard is actually pretty frinkin sweet from a mechanical perspective. You get bonuses to attack and damage. In exchange, it takes more magical healing spells to patch you up (non-magical healing and non-spell healing is unaffected). The game totally wants you to be a Neutral Good Sinker who goes around preventing people from fixing things or eating food. For great justice.
There are three frat boy hazings initiation rituals to going from being a rank-and-file namer to “really” joining the Doomguard. The first is easy (break your weapon), the second is expensive (scatter 500 gp in a ghetto, bonus points if a riot breaks out), and the third is deadly (allow the razorvines to destroy a building oh but the Lady of Pain has servants that supposedly stop that shit and if you fuck with them you’re toast.), but if you pass you get a nifty sword. If you get to 5th level and break a lot of shit (as PCs are want to do), they peel off a strip of your skin and make a shiny new magic sword for you! From your skin. Dwarfs shouldn’t ask for claymores.
Bizarrely, Doomguards also develop a psychic talent that should make them the best forensic guys in the multiverse. CSI: Doomguards!
The whole Modron March thing they keep talking about in this chapter is actually foreshadowing for an adventure called The Great Modron March that came out two years later in 1997.
There is a place for these guys as NPCs—the Kurgan from Highlander was a Doomlord and Champion of Entropy; Zorg from Fifth Element was a slightly-less-insane factotum; run of the mill Doomguards are like the crazies from Mad Max that just want to blow shit up. If they published this book nowadays though, I don’t think they could quite get away with being as blatantly anti-your-shit as they are. I’d expect they’d be subtler, setting up zombie apocalypses and overthrowing governments, maybe poisoning wells and rivers and opening portals to really hostile planes. Because right now they’re heavily armed merchants that set bridges on fire on weekends.