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If the GM allows players to choose any origin for a full-fledged game, while strictly forcing everyone into a specific city belonging to a specific Faction, it means that, in his vision, everything should work smoothly within the game. And someone here wrote (I think even you did) that the narrative implies that the city/country doesn't plan on making significant concessions to the church.
The GM gave us the setting and described the characters. And how to generate these characters. Many of these characters are in conflict with each other. And the GM gave us the task of creating an organization that must define its attitude towards all of this. What it represents. And Airisufir is just a starting point where the squad might pass through. We don't have a base there. Nothing prevents it from being a cult of demon worshipers, which they are unlikely to welcome here.
And the nuances of role-playing individual characters are in the hands of the players, whose characters they are. In my opinion, for party content, at least, it is assumed that no idiot will run around the base with his tongue hanging out, wielding an axe, and shouting that he is now going to liberate everyone. But as experienced players, I think we have enough competence to create adequate characters, regardless of their origin.
It is precisely for these nuances that a clearly defined picture of the organization is needed. So that the players' characters do not have to engage in mental gymnastics or leave because the leader of the "squad, who is just a businessman," suddenly made a choice that contradicts the character's philosophy. A choice that would not be a surprise with a normally described organization, but rather what you described. There is no organization that would suit every hero. That is why clear and sufficiently detailed information is necessary, and not phrases in the spirit of "oh, everyone fits in with us, and if they suddenly turn out to be unsuitable, then it's your problem that I said they fit in."