Guide to Inquisition

From StoneKeep Wiki

You are an Inquisitor or an Adept, a member of the Order of the Psycross, a secret society that has defended Grimoria from supernatural horrors for generations. Founded by the humen companions of the Forgotten God after his disappearance into the Underworld, the order continues the First Hero’s legacy. For centuries, your predecessors operated in secret, only recently revealing themselves to a distrusting world. They call you tyrants and oppressors, unaware of the evils the Inquisitors have kept at bay.

Lore

The Lodges

During the Apotheosis War, the descendants of those who served the Forgotten God formed lodges to resist the demonic hordes, creating the modern lodge system. Lodges now exist across humen lands, each reflecting the culture of its nation, except on the Island of Enigma. They often cooperate but are also marked by internal intrigue. Some lodges include:

  • The Eastern Grand Lodge (Currently Playable): The largest branch, descended from the Weeping God’s spies, defining the image of ‘Witch Hunters’. They allied themselves with House Grenz early in their conquests and are said to provide assistance to the Imperiate’s often genocidal campaigns. Inquisitors from this lodge have access to the most resources, including the miraculous puffer pistol.
  • The Western Grand Lodge (Coming Soon): The foremost Lodge in Zybantine territories. The Western Lodge consists of a cabal of 'Magi' who maintain the Fires of Truth, eternal flames of arcane knowledge said to come from the Weeping God’s Torch of Knowledge. They claim descent from the Forgotten God’s wizards and priests and believe they can bring back their god through magic. They are the only lodge in which the Inquisitors practice spellcasting.
  • The Lodge of Issa (Coming Soon): A lodge on the mysterious isle of Issa, home of the race of all-female warrior humens known as Amazons. The Issite lodges travel across Grimoria with a focus on raiding for lost holy artifacts (which they keep and guard for their own usage) and demonic ones (which they destroy, or guard zealously to avoid misuse).

Adepts

Most recruits to the Order come from humen nobility interested in profane knowledge, but you are an exception. When the Inquisitor arrived in Rockhill, they caused a stir by purchasing your freedom from the King, saving you from execution. Your new master saw something in you that others overlooked. Since then, you've turned your life around, leaving crime behind to serve the Forgotten God. Perhaps by torturing out the sins of others, yours may be redeemed.

Gameplay Objectives

The Inquisitor should be thought of similarly to an Investigator from other Space Station 13 servers, with the Adept being something of an equivalent to a Security Officer. It isn't your job to guard the town (that's the garrison's job) but rather to root out dark influences in collaboration with the church. In the meantime, you wander around town, keeping tabs on the citizens of Rockhill and recording any incidents that may indicate collaboration with actively harmful powers.

If you have discovered a fell cultist, assassin, or perhaps a vampire, ideally you should capture them alive. This will be how you complete your objective and gain a Triumph.

Who you are here for

  • Cultists
  • Assassins
  • Bandits (you know their true master)
  • Anti-theists
  • Necromancers
  • Demons
  • Fae
  • Monsters pretending to be mortal (vampires, werevolfs, etc.)

Who you are NOT here for

  • Rebels (watch them for Matthios worship)
  • Nitemaidens/Prostitutes (make sure they are not succubi)
  • Regular criminals (you have better things to do. Only interrogate a common lowlife if requested by the Priest)
  • Tieflings and dark elves (their cursed nature may be redeemed one dae. Watch them closely)

Interrogating Your Target

So you've captured a heretic or a humen-pretender alive; now what? To complete your work, you must deliver a signed confession to one of the HERMES mailboxes around Rockhill. Do not forget that your confession papers use magical ink and do not require actual writing on the part of the accused. The following is the standard method that the Order employs for its interrogations:

If the accused is cooperative and responsive

  1. Instruct them on the risks and folly of their behavior or nature.
  2. Use the confession paper on them. Allow the ink to read their thoughts and if they assent, the paper will be signed.
  3. The punishment fits the crime. Some cannot be redeemed, such as worshipers of the Forbidden One. Most others can be recruited to hunt other evils. Keep a short leash on them, and use their unique talents for your aims. Even if you condemn them to death, treat them with respect and bury their corpse.

If the accused refuses reason and truth

  • Make the seriousness of their situation apparent. Their life and eternal soul is in your hands now.
  • Use your implements. A surgery bag can be purchased from a mailbox. Fire and whips are also helpful here. Make sure not to kill them just yet.
  • Deliver their secrets. If they are not cooperative by now, grab them roughly and interrogate them using your training. If they are hanging from chains, they will not be able to resist you. Make sure to have a confession paper in your free hand.
  • Make them pay. If possible, make their punishment a spectacle to prevent future heresy. The Priest is useful to coordinate this. Keep yourself on guard on such occasions, as your display may bring out their ill-begotten friends.

Lodge Requisition

While you may seem isolated on Enigma, know that you have allies in this world. With every confession you deliver to the mailboxes, you gain respect with your brothers. You can squander this on a myriad of boons and tricks by using the mailboxes in Rockhill. You even start with one point to get you started. Here are your rewards:

  • Pouch of Coins: Perfect to enrich yourself, or for the less cynical, to hire mercenaries to support your quest against evil.
  • Surgery Bag: Torture these daes seems so boring. Time for advanced torture. Can only be purchased once.
  • Lockpick Ring: Let no door remain closed to you in your search. Perfect gift for the reformed thief in your life.
  • Puffer Pistol (Eastern Lodge-exclusive): A rare, wheel-lock pistol mailed from Grenzelhoft. Comes with the associated flask of blastpowder and pouch of bullets. Such a wonder is unusual on the Isle of Enigma, and few know how to load it. Can only be purchased once.
  1. Pour blastpowder from your metal flask into the pistol
  2. Place your bullet into the pistol's muzzle
  3. Remove the ramrod from your pistol (middle click with your spare hand)
  4. Use the ramrod on your pistol
  5. Put the ramrod back into the pistol (middle click once more)
  6. Wind your pistol's wheellock mechanism (right click while on the hand holding your pistol)
  7. Cock your pistol (right click the pistol with your spare hand)
  8. The pistol is now ready to fire. Aim carefully and shoot.

Roleplay Tips

  • The King: Remember, the Inquisition are guests on the King’s island, an honor that caused controversy and more than one attempted revolt. You have been given legal power to do your work of detaining and "questioning" suspected monsters and demon worshippers, but do not overstep your bounds. One word from the Lord and your head will be removed from your shoulders. The Inquisitor has a key to the manor, perhaps pay some fealty to your host?
  • The Priest: Theological differences aside, the Priest is your most important friend in Rockhill. They are the one thing keeping the teeming masses of unwashed zealots from ripping you to pieces for your ‘heresy’. They appreciate the coming doom and have allied with you to prevent it. Keep them close to you and you will succeed, spur them and all will be lost.
  • Antagonists: Remember that while you are here to perform a purge of the evil and unworthy, the players that take control of these antagonists are just as deserving of enjoyment as you. It is more interesting that you allow them to engage in their plans before attempting to stop them at the last moment. While you behind the screen may be able to identify a bad guy at a glance, an Inquisitor is not so trained. Catch them in the act rather than the start and all will tell tales of your heroism.