[quote=@Serendipity] I’m curious. I’d like to know more of the general lore, but I get that’s going to wait for the OOC. Specific questions, I guess, are currently limited to: Do we have (or start with) a leader who is directing us on adventure? Alternatively, are we free to seek our own ways of “helping the cause?” How organized are we as a group, and is there the threat that the Order will lift their protection if we’re disobedient? Where does your fantasy world exist on the technology spectrum? I mean, magic obviously but how widespread is it compared to gunpowder, mechanization and so on? How strong is Weirn’s control of their lands? Bandits in every forest, or are things fairly well ordered? I understand that you’re saying player decisions will drive things - does that mean we start out able to decide how to resolve issues we face? Interested and will watch this space as we learn more. [/quote] Alright, I shall answer every questions as thoroughly as I can. 1. The player characters will be under the guidance of a Captain of the Order once they arrive in Weirn. Up to this point, they've been under the guidance of various sergeants who have trained them in skills they may need during their service. While they will have the Captain overseeing their actions, there are many others that'll also be under his watch and, as such, they'll rarely ever encounter him. They'll be more likely to talk to one of a few sergeants for assignments. Who they choose to help and how they choose to help them is, ultimately, up to them. 2. Since this is in tandem with #1, this'll be easy to answer. The Order's main goal with the player characters is to 'redeem' them even if they have committed no crime. How they are redeemed is entirely up to the Order. If they go against orders, it will simply mean they will put off a redemption. It would take a serious issue to arise with a member for them to remove their protection entirely. Such things are few are far between, of course, unless someone commits a capital crime wherever they are stationed. Ultimately, the Order cares little as long as the characters do not besmirch their name. 3. The technology would be around late medieval ages. However, there are certain places in Weirn and the kingdoms to the South, which have begun the development into gunpowder. However, gunpowder development is in its early age and not heavily funded by any nobles due to the proliferation of magic. In fact, almost everybody born in the world can use magic however some are less attuned to certain types, such as with elementalism or necromancy. 4. The Kings of Weirn have a good bit of control over the lands nearest to their cities, however there are a decent few villages between the seven major cites and seats of power that have faced hard times from bandits. However, it should be noted that Weirn is at near constant war with barbarians from a land north of them and beyond a mountain range which stands between the frozen wastes and Weirn. As such, there is little, if any, guard force dedicated solely to dealing with criminals in most cities. 5. As far as resolving issues go, it is entirely up to the characters yes. There will be some cases where your choices will be narrowed, mostly due to it being a situation that could lead to combat, however outside of that you will have free reign to perform you duties for the Order in whatever fashion you wish.