Some tentative interest here. I've been really trying to break into group roleplays for awhile now-I've honed my skills in partnerships and all of that, but it's been a bit since I've shaken off the rust and leapt into a group venture. It's a shame, because group stuff is how I got my start. I'm curious however, how much leave are we given to world build? Right now I've got a bit of a concept of a foreign merchant princeling (not...actual royalty, but hailing from a nation where royalty is something of a concept that's up for grabs. Have a manor? Have money? Or simply have enough scary men with swords? Congratulations. You're a prince now!) out to make a profit, at first. Maybe pick up some lore while he's at it. Add it his ever-growing collection of curiosities. The works. Basically, someone with no initial investment in revolution/revolt, but gradually finds himself drawn to oppose the crown, despite his the risks it poses to his operations. Now, if worldbuilding isn't allowed on the part of players-I found no references in the rules, so I'm not sure-then this won't work clearly. So I'm asking if the above concept sounds workable before I go to the effort of drawing up a character sheet.