That Which Sleeps is a turn based strategy game in which the player takes on the role of an awakened evil from the world's past and must manipulate a living, reactive world from the shadows using a variety of corrupted agents as well as what armies he can muster to his cause. Players must balance an aggressive approach utilizing his considerable powers with the need for secrecy - heroes are constantly examining clues left behind by the actions of the old one and eagerly hunting the player's agents. As the time comes to herald your return, the Chosen One will lead what remains of the world to stop you - will you be ready?
Taking a look at some of the institutions that can influence the world of That Which Sleeps
What's the difference between the first and fourth options?
Edit: sorry it took so long to respond, I apparently don't get notified for comments on images
Didn't even notice that when we posted - the fourth option for an Order in a general summit would be to declare someone an enemy of the order, that looks like old placeholder text for the generic Exile a Character from the order (which will oust a hero from the order and deny him any progression in the order-class). Declaring an enemy of the order is great, if you declare a king/hero/sage/anyone enemy of the order it generates a Quest with increasing threat over time to go defeat/capture/kill(depending on order agenda) that individual.
As threat rises it becomes a lure to more powerful heroes the individuals downfall is relatively certain, but it also spawns a clue in the Order HQ that increases over time based on the target chosen. The heroes will come to investigate this action and possibly oust you from control, but hopefully not before the Order has taken out your chosen enemy.
Orders and Guilds create some of the most interesting dynamics.