[@Sypherkhode822] [@Warm Regret] Great questions. I'll answer most of those in a format I can easily copy pasta into the OP. As for the Hai San thing, looking back I did word that poorly, but what I meant was Hai San won't let a group of Knights just wander around their lands unless there's an abbdi on this loose. [center][h2]The Abbdi[/h2][/center] [indent][indent][u]General Description[/u] - (Snip) [u]Fighting an Abbdi[/u] - Abbdi are difficult to fight, partially due to their magical capabilities, and partially due to the challenge in killing one. In order to kill one, a mage has to remain in physical contact with the Abbdi for the entire time it takes to chant the spell to 'banish' them from existence. This takes about a minute. The hard part is incapacitating the Abbdi in such a way the mage can do this. One way is to knock them out, but this usually requires doing the kind of damage to the Abbdi that would usually kill someone (Perforating the brain, and bleeding out come to mind). The more common way is to do something to make spellcasting impossible- say by cutting their vocal cords or stabbing their lungs, then holding them down with brute force while they are 'banished.' Dismemberment is discouraged, as each piece then has to be banished (Blood can be ignored). Abbdi can [abbr=If a severed limb remains, they'll come back from that. They can also re-attach limbs in a grotesque display of powerful magic.](and will) regenerate from any injury[/abbr] if they're not banished. They won't regenerate from anything smaller than a hand or foot, if most of them has been banished already.[/indent][/indent] [center][h2]The Kadari Knights[/h2][/center] [indent][indent][u]General Overview[/u] - (Snip) [u]Joining[/u] - In order to join the Kadari Knights, one must first be sponsored by a recognized member of the Knights. This usually is the least difficult step, though it requires proving to one of them that you have the potential to be a useful member of the Knights. The sponsor is then expected to train the potential recruit until they believe they are ready for the entrance trial. Training can include everything from simple direct combat, to letting tag along and watch (And only watch) them take down one of the Abbdi. This always includes at least some team-combat practice. The trial the new recruit then has to go through is twofold: They must demonstrate at least a minimum amount of knowledge about the Abbdi and how to kill one, and they must pass a trial where they and several other recruits [abbr=non-lethally, that is]take down[/abbr] a lead member of the Knights who is pretending be one of the abbdi (Usually it's a martial master with a mage standing to the side to simulate the dangers an Abbdi. All members are required to be able to wield at least one close-combat weapon competently). After the trial the recruits are evaluated and selectively let join the Kadari Knights. The trial is always held exactly a month before the induction ceremony, which is held in the inner sanctum of the Knights' Headquarters. This process is mostly the same for mages, though they don't have the requirement of having to know how to fight with a weapon. The spell to banish Abbdi is taught to mages after joining (and is surprisingly simple to learn). [u]Resources[/u] - The Kadari Knights have a number of resources available to them. The first of which is a pair of blacksmiths who work almost exclusively for them. These blacksmiths are highly skilled, and are responsible for helping Knights maintain their weapon and gears on the rare occasion that they are home. The city in which the Knights' headquarters rests also has fletchers. The second resource is a team of mages that constantly scry for new Abbdi, meaning that not one claws its way into existence that the Knights don't know about. Finally, they have a unique relationship with Madari Mages, where occasionally one of the upper class mages from the tower will visit and teach magery to mages who have joined the Knights and so can't be at the tower. The Knights also have a meager library for their wizards to read from. [u]Teams[/u] - Hunting Abbdi is a dangerous business, and so the Kadari Knights search for them in teams of five to eight members. They never fight one of the Abbdi without a mage, and often have two in larger teams. It is rare, but for an Abbdi they believe will be more difficult to fight teams will get together so that they can overwhelm the reborn individual. There are usually four or five of these teams abroad in the world at any given time, and to be involved in the killing of Abbdi is a great honor. [/indent][/indent] I'll admit, I was a little lazy when I made the OP post. I wanted to do it well, but I didn't want to speak a week on it. But that [i]should[/i] answer the questions provided, but if you don't want to read all the the short answers are: [i]Do we suckerpunch the Abbdi then pop off the spell?[/i] [indent]Yes and no. It's usually a little more nuanced than that, 'specially given it takes more than a sucker punch to knock em out.[/indent] [i]Will we be travelling with multiple mages?[/i] [indent]Possibly. No more than two though.[/indent] [i]Do the knights know the spell themselves?[/i] [indent]Only the mages.[/indent] [i]Do the Abbdi work like Monty Python and the Holy Grail's Black Knight, and until the spell is cast they'll hop towards us trying to bite off our shins? (That would be both scary and funny)[/i] [indent]Yeah, pretty much. Except instead of biting your shins they're throwing spells.[/indent] [i]What does Knight training entail? What skills would we have learned?[/i] [indent]Knights have to learn how to kill Abbdi, why the Abbdi are so dangerous in a fight, and have to be proficient in at least one weapon (unless they're a mage). Grapples, and tricks for severing vocal cords/Slitting throats, are also often taught as well.[/indent] [i]Are there any special weapons we use? Other than bling, are we equipped with anything?[/i] [indent]There are enchanted weapons, but they're usually things the mages of the Knights have made for people in their group. There isn't any unique weapon given to members. As for gear, you'll get almost whatever you want/need from the blacksmiths and tanners before you leave, within reason.[/indent] [i]Do [non mage characters] basically just have normal human limits or do they have peak human abilities?[/i] [indent]They're usually in pretty good shape (not necessarily like super muscular, but they could probably run a marathon or lift more than your average commoner), but the working in groups means they don't have to be in absolute peak condition.[/indent]