The Inquisition (MUD)

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The Inquisition MUD
Developer(s)
Engine Heavily Modified ROM
Release date(s) 1999
Genre(s) MMORPG, MUD, MU*
Mode(s) Multiplayer
Platform(s) OS Independent
System requirements Internet with Port 5050 open, Telnet or other Client

The Inquisition II is a text-based multi-user dungeon (MUD) originally released in 1999. After five years of development and work the MUD closed down, only to later be brought back as The Inquisition II under a new administration. TI (The Inquisition) is free to play, and all it requires is telnet or another client.

Though many MUDs are created as text-based version of tabletop games, The Inquisition's theme centers around role-play in the form writing an interactive story amongst players, thus belonging to the small subcategory of online Role-Play Intensive (RPI) games. As with most RPI games, there's a sharp distinction between in-character (IC) and out-of-character (OOC) play on The Inquisition, and OOC systems are very limited to increase player immersion in the story.


Contents

[edit] Storyline

The Inquisition begins at a time of slowly encroaching peace over the turmoil of the last century, when King Dav ab Harmon began a bitter battle of conquest to enslave all of the outlying kingdoms to his own, Lithmore. Successful through largely perilous means, history reflects the views of those who won, and so it is that today, the Realm of Lithmore enjoys undying pride in its culture and practices, spreading them throughout the five duchies.

The realm, in reality an uneasy empire of five kingdoms reduced to duchies, focuses much of its attention on Dav's capital city, Lithmore. Here, history looms over the shoulder of the people as large organizations created to assist Dav's cause retain the power he granted unto them, clutching it to their hearts like lovers. These oligarchies, the guilds, frequently fight to maintain both their presence as well as their prestige and rights.

[edit] Main Regions

[edit] Lithmore

The Capital of the Kingdom of Lithmore. Built in SC20 at the order of Lloryth ab Harmon, Lithmore's first King. Lithmore is the headquarters of the Order, with their largest Church residing off of Church street. The site was chosen for its easy trade location, and the fact that the beginnings of a town, and an inn, were already present. It is also the headquarters of the Knights, with the largest garrison of them in the realm.

[edit] Vandago

Formerly the Archduchy of Vandago, vassal to the Paramount of Tubor, Vandago was annexed by Dav during the Consolidation and became a Duchy under Lithmore. It is a wealthy city, and the only port of trade to Tubor.

[edit] Vavard

Built by the merchant-princes of Lithmore after their mass exodus from Lithmore prior to the Consolidation. The city is said to have been built in 30 days, by master craftsmen; it is a place of much beauty. Vavard is the Ducal seat of the Duchy after which it is named, and the Great Merchant Houses still maintain a powerful grip on city affairs.

[edit] Farin

Far to the south of Lithmore, Farin was the largest city of the Duchy since it and the surrounding lands were held by the Barons Warsalus. Upon their defeat by Dav on the field of battle, he created his fourth Duchy, naming it after the city. However, since the destruction of the city, it has become almost empty, home only to a few people that cling on tenaciously and a small mission from the Order, intent upon reversing the taint of magic.

[edit] Tubor

The Island Jewel. Tubor, once a Kingdom in its own right, was taken not by Dav but by Jaren, the Grand Duke of Vandago, who had ceded without a fight to Dav.

[edit] Charalin Plains

Today the majority of Charali retain their nomadic ways and have no home city. The plains in which they live remain free of any structured outside government despite the faltering, but dogged claims of Vavard. It is commonly known that these claims originate with the discovery of rich coal and iron deposits in the territory that could give Vavard an edge to break Vandago's monopoly on arms.

[edit] The Hills

The Hillman hail from the hills and mountains throughout the realms. They are clannish in nature, and generally stick to their own societies. Although Hillman are aware of the Kingdom, rarely do they involve themselves in its politics.

[edit] Guilds

[edit] The Church

During the upheaval of Dav's reign, The Holy Order of Dav rose from the fringes of cult society to become the church of the realm. Their doctrine, militant and oppressive, is to seek out the vile taint of magic and those who support it to protect the citizens of Lithmore from the inevitable results of evil. They are the leaders of The Inquisition, and both feared and loved for the safety they provide. At the head of the Order, the monarch of the realm also enjoys the title Patriarch, and directly plays a part in ensuring their continued success. More than any other organization, the Holy Order of Dav and the Knights Lithmorran (formerly the Knights of the Chalice), dominate Lithmore's culture and politics.

[edit] Sable Masque

Another faction, splintered from their origins with the Holy Order, subtly manipulates both the church and the people of Lithmore. What the Sable Masque seeks, few understand, though some speculate that they're merely Inquisitor spies while others claim that they collect hidden troves of magical lore and are, themselves, heretics. Thus, the Sable Masque clandestinely plays the part of both manipulator and pawn, the grease between the political wheels of the realm.

[edit] Troubadours

Countering the nefarious Sable Masque, a powerful guild of informants and entertainers called the Troubadours are welcomed into almost any company for their open and honest sharing of news. Acting as a repository for all knowledge, and known as such, the Troubadours educate their peers on current events, politics, history, and just about everything else in the oldest manner known to man: music and performances. The language of laughter breaks down all barriers within and without this guild, granting them unparalleled access to all social circles and peoples. Though not inherently powerful by any writ, the Troubadours own the hearts of the people, and thus have a far more innate support than many of the higher guilds.

[edit] Merchants

The hearts of men are not, however, the only means to power in a nation, and the city of Lithmore has its share of those who dominate it through sheer financial capability. The Merchants Guild, chartered long before the Consolidation, is probably both the oldest and the heartiest of the guilds. Bound into many a venture, many nobles are backed by their merchant lenders, and a case could be made that this guild controls the entire economy of the realm both inside and outside of Lithmore. Their members are skilled professionals that can demand their own price for their work, and frequently do just that. From the Merchants, splinter guilds have arisen, disciplines not catering to the manufacture of goods, but to services instead, have appeared. Based in much of the same theory as their parent, the Merchants, guilds like the Physicians maintain a high quality of professionalism, doling out skills to paying apprentices and tightly maintaining their presence and power through legal and financial means.

[edit] Thieves

Where there is money, there's always someone willing to take it. The Brotherhood of Common Goods, perhaps more frequently dubbed "The Thieves", are more than happy to relieve the merchants and just about anyone else of their wealth. Their origins trace back to the Consolidation, smuggling commodities such as whiskey, bandages, and lamp oil to both armies during the wars. Before these ignoble men and women banded, criminals faced terrible odds on their own, but the Brotherhood both protects its own and prevents others from operating in their territory. Organized crime pays off better than any other kind, they say, and this "guild" has proven remarkably capable of confirming this belief.

[edit] Points of Interest

  • A unique combat system that processes the battle through a specialized style of emotes.
  • System also allows for injuries that affect players. Injured legs affect movement, arms affect attacks, etc.
  • An experience system based entirely off RP: RPXP. Experience is gained through the roleplay with others, and can be used on either skills or purchasing silver.
  • A wide variety of commands designed specifically for RP, including:
  • RPecho/RPyell: Similar to their emote/yell counterparts, they allow players to begin the echo however they want, either including their name or not.
  • Mood: Allows players to essentially add on to the room description to detail the atmosphere, changes, etc.
  • Action: Lets players to set the current position of their character, so other players entering or looking at the room
  • Guilds are entirely player-run.
  • Each guild has a unique purpose, creating a dynamic sense of cooperation that allows for collaboration and conflict, and anywhere in between.
  • Each guild has a variety of different ranks, allowing characters the freedom to find their place within one if they so desire.
  • An in-depth character creation allows for customization of profession, origin, skills, height/weight, appearance and more.
  • A greet system that doesn't display people's names on sight, but rather their appearance.
  • Players are able to recognize others as whatever they want, which is reflected whenever the character's name shows up.
  • Players can use the system to 'recall' the description of other characters.
  • Players can keep 'remember notes' on other characters, which are easily accessible.
  • A crafting system that lets players with the appropriate skills create and freely customize new items.
  • System includes: clothes, candles, armor, jewelry, weapons, wood products, herbs/plants and paper/journal products.
  • A custom 'threading' system that spans out commands to take time, rather than be finished upon input.
  • Crafting, movement, foraging, skinning, woodcutting and fishing are just a few examples of this.
  • Threaded movement system allows for character's to have unique positions in the rooms, and move about them. Character speed determines how quickly the player moves, at the cost of movement points.


[edit] External Links