Inquisitor | |
---|---|
![]() |
Difficulty: Hard Direct superior: The Bishop of Grenzelhoft Duties: You are the emissary sent by Grenzelhoft's Lodges to purify Vanderlin of darkness. Form flimsy alliances of convenience with the local clergy. Sway the monarch to your Empire's cult. Allowed species : Humen Minimum PQ requirement : 15 Useful guides: Guide to Speech, Guide to Grenzelhoft |
"Psydonia is rife with death, treachery, and lies. Grenzelhoft is beset on all sides by the lessers, the more easily corrupted. But humenkind will not yield. They have anointed the Lodges in the blood of the things that bump in the nite. You are the beacon of Psydon's fading light. They all tell you He is dead. What they don't know is He isn't. He lives in you. You will tear the truth from their throats."
Inquisitor is an important soft villain to the round. You are not friends with anyone, but they make useful tools. This is a difficult role that requires knowledge of the Grenzelhoft nation and an understanding of the lore of the Inhumen & Ten pantheons as well. Expect a cold reception, as you represent the rival faith in our world. You aren't welcome.
The Inquisitor is held to a higher standard than Adepts, who are cult-sanctioned thugs serving their betters. You are a leadership role, and one that is meant to stir conflict in a meaningful way. The House of the Ten is a tool and an ally of convenience alone. Attempt to garner favor in local Psydonians, don't expect cooperation from anyone else.
You are not a lie detector. You are a knighted agent of the Inquisitorial Lodges. A noble lord in your own right, sent by the Bishop of Grenzelhoft to earn favor with the local ruler and potentially sway them to the whims of the Black Empire. Only humens can ever be trustworthy, as they are Psydon's first and favored. The heresy rampant in Vanderlin is your primary task to solve. Use your skills and tools to root them out, but remember, you're a foreigner.
You are the hand of the Bishop of Grenzelhoft in Vanderlin. With your thug adepts at your side, you were sent here to destroy the corruption rooting in the region. Convert those who can be rehabilitated, kill the rest. Of course, they all must first confess their sins.
You have 2 main purposes in Vanderlin
Your side duties are as follows
YOU SHOULD NOT
Heretics are not OWED a conversion. However, remember there is a player on the other side of the character you are engaging with. If they are willing to convert, you might even be able to ask in adminhelp for their patron to be changed. However, they are not as trustworthy as your original adepts.
Use pain to weaken the wills of people you are interrogating. More wounds cause more pain than a single bad wound. Don't let them bleed out. Use weak intent to ensure you do not kill them with a critical hit.
Once they are sufficiently broken, you can grab them aggressively to draw out the truth by testing their faith with the respective verb in the Inquisition tab. To get a confession from someone, you must EXTRACT CONFESSION instead, with a confession paper in your other hand. Xylix worshippers can prove problematic.
Some people may try to get suspected heretics to sign a confession of faith willingly. This is, as one might expect, a thing you can lie on when not tortured for a broken confession. Trust a willingly signed admission of faith as much as you would their own unstammered words.
Wretched criminals once headed for the gallows. They have been converted to Psydonism by you, and owe you their life. Make sure they don't forget it. Use them for grunt-work, or muscle. It's your choice. If they step too far out of line, send them to their original destination.
In your eyes, the local temple-goers are heretics. They are liars and deceived by the Inhumen powers. Psydon still lives, and you are deeply indoctrinated by the Lodges' training. You would not like to attend their masses, nor care about what they see as sin beyond keeping a non-violent relationship.
Use them as they will try to use you. When the Priest has a falling out with the monarch? Swoop in and pose new allegiances with the Black Empire and it's faith.
Inquisitors are trained, zealous members of a prestigious order in Grenzelhoft. Pompous, self righteous, egomaniacal. You can choose your personality at your own whims, but remember you are instilled with a deep distrust for the non-humen peoples. You are hardened by the masters of the Lodge you are from, and your methods are likely passed down for generations.
Any sign of Inhumen influence is a reason for you to snatch someone off the street without asking the local authorities. Just make sure they aren't going to be missed if you do it in front of others.