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<blockquote data-quote="Shemeska" data-source="post: 3160120" data-attributes="member: 11697"><p>Having written the Sigil chapter over on Planewalker, lemme add my thoughts on the matter. The fate of the factions as described in the planewalker material directly on the factions themselves, and within Sigil itself, are largely derived from the appendix in 'Faction War' which gives a rundown of the immediate fates of those groups. Some of them have collapsed and no longer exist, like the Sign of One and the Believers of the Source, and their remaining members formed the Minds Eye. Beyond that, the only large changes in the Planewalker material is the detail given on the intra-factional fighting between the various inner planar splinter factions that remain of the Doomguard.</p><p></p><p>The factions still exist, they just no longer have a direct and official political role in the running of Sigil. But you can't order belief to end (though wholesale mazing, flaying, or other such things do tend to stunt it...), and so all those faction members are still around, still sharing their beliefs, and still wanting to push those beliefs on others. The kreigstanz is still going strong, but it's more subtle, and frankly it's now pushing outwards into the planes at large rather than being somewhat restricted to Sigil. The potential now exists for dragging other groups and even major planar races into the conflict of belief between the old factions and newer, emerging ones (like the Ring Givers, etc).</p><p></p><p>Blame me if you don't like what I did with them in Sigil proper <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Keep in mind that I never played D&D prior to 3rd edition, so all of my exposure to Planescape came after it was out of print, or the bits of it that filtered through in watered down form in the 3.x planar material.</p><p></p><p>So since I never played the setting before Faction War, I've never run a campaign prior to that event and the restructuring of Sigil's power structure that followed it. I've heavily used the factions still, more of a proxy war through the guilds as the factions seek to reach their way back into power, treading the line between being kosher and being flayed for breaking the stipulations set down by Her Serenity. But those stipulations were fuzzy, and you can interperet them in several ways... lots of intrigue.</p><p></p><p>However I've also played less on the factions' strife against each other than I have advanced the push for power by people in Sigil that jumped to fill the power vacuum the factions left in the city's political sphere. Beings such as the various golden lords, Estevan of the Planar Trade Consortium, Zadara the Titan, the Marauder, Jeremo the Natterer, Cirily, and others. And my current and previous campaign have both tended to focus on events outside of Sigil, largely in the lower planes (for the 1st campaign), and the non NE lower planes in my current campaign.</p><p></p><p>My favorite adventures from the 2e material are probably a tie between 'Dead Gods' and the adventures in 'Hellbound: The Blood War'.</p><p></p><p>And, for what it's worth, my previous and current campaigns are slowly being written up in storyhour format (see the links in my .sig).</p></blockquote><p></p>
[QUOTE="Shemeska, post: 3160120, member: 11697"] Having written the Sigil chapter over on Planewalker, lemme add my thoughts on the matter. The fate of the factions as described in the planewalker material directly on the factions themselves, and within Sigil itself, are largely derived from the appendix in 'Faction War' which gives a rundown of the immediate fates of those groups. Some of them have collapsed and no longer exist, like the Sign of One and the Believers of the Source, and their remaining members formed the Minds Eye. Beyond that, the only large changes in the Planewalker material is the detail given on the intra-factional fighting between the various inner planar splinter factions that remain of the Doomguard. The factions still exist, they just no longer have a direct and official political role in the running of Sigil. But you can't order belief to end (though wholesale mazing, flaying, or other such things do tend to stunt it...), and so all those faction members are still around, still sharing their beliefs, and still wanting to push those beliefs on others. The kreigstanz is still going strong, but it's more subtle, and frankly it's now pushing outwards into the planes at large rather than being somewhat restricted to Sigil. The potential now exists for dragging other groups and even major planar races into the conflict of belief between the old factions and newer, emerging ones (like the Ring Givers, etc). Blame me if you don't like what I did with them in Sigil proper ;) Keep in mind that I never played D&D prior to 3rd edition, so all of my exposure to Planescape came after it was out of print, or the bits of it that filtered through in watered down form in the 3.x planar material. So since I never played the setting before Faction War, I've never run a campaign prior to that event and the restructuring of Sigil's power structure that followed it. I've heavily used the factions still, more of a proxy war through the guilds as the factions seek to reach their way back into power, treading the line between being kosher and being flayed for breaking the stipulations set down by Her Serenity. But those stipulations were fuzzy, and you can interperet them in several ways... lots of intrigue. However I've also played less on the factions' strife against each other than I have advanced the push for power by people in Sigil that jumped to fill the power vacuum the factions left in the city's political sphere. Beings such as the various golden lords, Estevan of the Planar Trade Consortium, Zadara the Titan, the Marauder, Jeremo the Natterer, Cirily, and others. And my current and previous campaign have both tended to focus on events outside of Sigil, largely in the lower planes (for the 1st campaign), and the non NE lower planes in my current campaign. My favorite adventures from the 2e material are probably a tie between 'Dead Gods' and the adventures in 'Hellbound: The Blood War'. And, for what it's worth, my previous and current campaigns are slowly being written up in storyhour format (see the links in my .sig). [/QUOTE]
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