I'm not a big fan of OOC organizing, but an exceptional DM faction needs some player support atm. The Spellguard has no active Agents, yet at least one Councilor is beholden to them. Several Associates lack an effeminate wizard to treat them like cannon fodder, and now wander Upper in a purposeless funk.
Save them!
This is my favorite DM faction, and my Agent was one of the characters I enjoyed the most in my time playing here. Some of the advantages of rolling up a wizard (or sorcerer, if you're crazy) and giving it a shot are:
Playing an Agent.
Anyone who's ever enjoyed a decent spy novel or watched a good crime movie will probably get a kick out of the faction. The Spellguard is a fairly amoral branch of Sanctuary's law enforcement where you’re given a lot of ethical freedom and the ends almost always justify the means. As long as you're benefiting the agenda of its mysterious leader, Commander Simms, you can get away with murder as long as things don't get traced back to you. Is that Councilor with Seeker sympathies giving the faction problems? Funnel gold to a Lower gang and stand back as they do their best to put a stop to his meddling. The possibilities are limitless.
There's a lot of diversity in the sorts of characters you can play as well. While several Agents have succeeded as upright fascists, there's definitely a lot of room for more self-interested characters looking to make a buck. If the concept of a Palpatine-like villain pulling strings behind the scenes interests you, I definitely recommend this faction.
Working as a law enforcer in Upper has as much or as little PVP as you want it to have. I'm pretty terrible at it, and I think all my Agent ever did in this regard was throw a few hold persons at a fleeing criminal. If you're nervous about PVP in general, the faction is certainly possible. The Watch and Associates are exceptional meatshields, after all.
Instant access to plots and intrigue.
There's almost always a lot going on behind the scenes that characters unaffiliated with a faction will have a much harder time seeing. Joining the Spellguard is an exceptional way to get into plots (DM or PC), try to twist them to your character's advantage (or someone else's), and generally rock out. Because there aren't any PC Agents around, you'll probably instantly become a go-to person for plots, intrigue, and bribes.
Another great part of this is that you can learn about Sanctuary's rich history. The DMs have done a great job of writing up a robustly interesting backstory to EFU, rife with conspiracy theories and corruption. It's one of my favorite parts of the module, and is definitely worth exploring.
Nifty faction loot.
From what I remember, you get robes that will let you cast spells without having to worry about magic eaters and the ability to summon an animatron to be a temporary meat shield.
Salary
Every Agent receives a modest salary while he’s in uniform. I forget how much it is per minute, but it comes out to about 90-100 gp an hour. It may not sound like a lot, but it’s definitely helpful for hiring underlings and keeping yourself supplied.
It’s not uncommon to be pretty wealthy as an Agent, even if you don’t dabble in corruption.
Storage/Resting.
This isn't that high up on the list of perks, but it's worth noting. Every Agent gets his own room in the Tower with free resting, as well as persistent storage for the armor, weapons, and Seeker corpses that they can't cart around.
Although I'm not playing an Agent, I definitely recommend it to any of you who are considering a new character or aren't getting much out of their current PC. I'll be around IRC if you have any questions.