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<blockquote data-quote="Veltharis ap Rylix" data-source="post: 9142737" data-attributes="member: 66357"><p>The Mind's Eye always felt like the natural extension of the Godsmen belief system to me, so them replacing the Believers of the Source was functionally never more than a rename and a changing of the guard for the various Faction high-ups as far as I was concerned. Especially notable given that their 5e incarnation has seemingly taken up running the Great Foundry just like their Godsmen forebearers.</p><p></p><p>Admittedly less so with regards to the Sign of One - there is some overlap, to be sure, but I've always felt the Signers had enough unique about them to justify their own independent Faction.</p><p></p><p>Ultimately though, I think one of the better aspects to the 5e Planescape's new take on Factions is that they seemingly threw the old "Only X Factions Are Allowed to Exist" rule in the bin altogether. There are seemingly only so many "Ascendant Factions", but it's unclear whether their number is actually capped or just representative of the current arrangement of power-blocks in Sigil, and by all accounts there's room for as many "lesser" Factions as you want to fit in, which makes bringing back the Signers, Sodkillers/Sons of Mercy, various old-school Sects, etc. remarkably simple.</p></blockquote><p></p>
[QUOTE="Veltharis ap Rylix, post: 9142737, member: 66357"] The Mind's Eye always felt like the natural extension of the Godsmen belief system to me, so them replacing the Believers of the Source was functionally never more than a rename and a changing of the guard for the various Faction high-ups as far as I was concerned. Especially notable given that their 5e incarnation has seemingly taken up running the Great Foundry just like their Godsmen forebearers. Admittedly less so with regards to the Sign of One - there is some overlap, to be sure, but I've always felt the Signers had enough unique about them to justify their own independent Faction. Ultimately though, I think one of the better aspects to the 5e Planescape's new take on Factions is that they seemingly threw the old "Only X Factions Are Allowed to Exist" rule in the bin altogether. There are seemingly only so many "Ascendant Factions", but it's unclear whether their number is actually capped or just representative of the current arrangement of power-blocks in Sigil, and by all accounts there's room for as many "lesser" Factions as you want to fit in, which makes bringing back the Signers, Sodkillers/Sons of Mercy, various old-school Sects, etc. remarkably simple. [/QUOTE]
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