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The Inquisition is a MUD that is centered on heavy, intensive roleplay. Its code is designed to support roleplay by providing an array of commands that allow for more meaningful interaction. Players gain experience and are often awarded valuable quest points upon the recommendation of others for their good RP. Similarly, there are several events - driven both by the staff and the playerbase - that enhance the overall quality of everyone's roleplaying. Perhaps one of the first things that a new player will need to consider is, Who will my character be? Identifying your character's background, behavior, and motivations will help define how he or she will interact with others. From the numerous archetypes that can be played within the game's theme and setting, a few are provided below for your guidance. Daphne is a late twenty-something with a battle axe hardened attitude to life. Married off at 16 to an abusive man, she spent years suffering pain under his blows. She never carried a child to term thanks to the injuries he inflicted on her, although at last, he caused her the worst pain possible. He was caught in a sordid affair with a local tavern wench, who was eventually outted as a mage. His inquisition revealed he too knew of his mistress' witchcraft and having concealed this truth, was burned beside her on the pyre. Daphne's fury was not abated with the death by fire for both and swore to exact vengeance for all the suffering she bore in silence. She appealed to the local parish for a position as an inquisitor but was denied following her husband's public affair. She then sold what few possessions remained, and traveled to Lithmore, seeking her vocation within the walls of the archdiocese. She wants nothing more than to bring all magekind to justice with a zeal that comes across as somewhat overbearing. Her demeanor and treatment of those she comes in contact with is gruff and terse, causing eyebrows to raise although she shows promise of being an effectual inquisitor. Born into a freeman merchant family, nothing significant happened in Jeslin's life until she turned ninteen and found herself in the hands of the Inquisition, accused of witchcraft. Apparently a close friend of hers from the city had been caught in a dancing circle in the woods a week earlier and Jeslin was named by her as a participant in the games. It didn't help her case that she was known for keeping a collection of kittens in her home, in excess of 10. She was indeed innocent though, and while perhaps not devout (her lack of attendance at mass was brought up) she still had strong beliefs in Dav and was humiliated at the accusation of being called a witch. Within the jail cells, she met another young girl, around her age, who she grew a quick affinity for. As the trials wore on, it turned out that the other girl was in fact a self-proclaimed witch herself, but at this time, Jeslin believed that she was her best friend. If the girl was a witch, then there must be nothing wrong with the thing. When eventually the Inquisition let Jeslin go for lack of evidence, she left determined to find a coven and discover what drove her friend and herself into the heart of the Inquisition. She hates the organization for falsely imprisoning her, but never wants to return to a cell. So her search is very discrete, and she watches her back very carefully. Hannabelle is a young widow of a sailor who was lost at sea. With her husband gone, her bills accumulated as her middle thickened with child. Her landlord was willing to waive her debts if she consented to his lecherous demands. She ran, concealing her identity, answering to the name Hannah. Finding herself alone in the capitol, broke, pregnant and single, she must muster the grace and determination to hold her head high and forge a new life for herself and her unborn child. Despite the stern disapproval of her single yet expectant state, she looks to find work in the city, with the hopes that someday she can open her own business and possibly find it in herself to marry again.
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