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  February 9, 2010
586 MUDs Listed
19 Codebases Listed

The Inquisition: Atonement

Theme

Dark Medieval Fantasy

Codebase

ROM

Connection

theinquisition.org  [207.192.72.129] Port 5050

Website

Year Opened

2004

Development Stage

Open to the Public

Language

English

Location

North America

Maturity Level

PG-13

Peak Number of Players

11-25

Number of Classes

Classless System

Number of Races

Single Race/Raceless

Percent Original (Non-Stock) Zones

All Original Zones

Number of Areas

26-50

Number of Rooms

1001-5000

Gameplay Features:

Advancement: Other
Multiplaying Allowed
Player Killing Optional/Restricted
Roleplaying Required
Player Clan/Guild System
Supports Player Crafting
Supports ANSI Color
Supports IPv6 Connections


The pyre forever wafts the sickening smell of sin. The gallows have
fresh ropes prepared and the blades of the Church have been
sharpened. These blessed devices are only the instruments for dealing
with the dark, wicked arts of the mages that must be purged from the
great city of Lithmore. When River Square remains quiet, nobility
rule the houses and streets, gentry take their place among the lands
and freemen manage the many businesses that keep it thriving. Life in
Lithmore is prosperous, opened to dreams and power, while the mages
are hunted by the Church in the endless battle of eradication.
Restless whispers of an underground society preparing for war leak
from the South as the Kingdom sleeps with one eye open.

Welcome to The Inquisition: Atonement.

Game Features:

* Travel - no more maps! Merely travel to walk there!
* RPXP - each pose you produce earns XP to be spent at your will
* Inspire - a unique system of acquiring new skills
* Extensive skill schools to choose from
* 7 guilds to choose from
* Many separate professions and shops to own
* Targeted emotes
* Player-owned and customized homes
* Hard-working, open and friendly staff
* Brand new implementer!

Come see what The Inquisition: Atonement has to offer!

FindMUD Connection Test Results:
02/01/10 08:13:22 AM: success
01/01/10 08:21:52 AM: success
12/01/09 08:21:57 AM: success
11/01/09 08:34:34 AM: success
10/01/09 08:31:07 AM: success
09/01/09 08:32:44 AM: success

Average: 9.3 (12 votes)

Review of the newest incarnation of The Inquisition MUD

The Inquisition mud is a unique mud unlike any other enforced role-play mud. On many
MUDs magic has become mundane, but on the inquisition, to have magic truly makes you
a god among men. This is achieved by staging the game in a setting where magic is
outlawed and even the slightest deviation from the current religious order means extreme
consequences, often death. To obtain magical abilities requires one to navigate a social
climate where every player is afraid of even being associated (in public) with anything even
hinting of magic.

Role-play always comes first on the inquisition, but the code that's there to support the
role-play is also top notch and unique. Players have complete control of their environment,
but unlike a MUSH the roleplay is expected to remain within the bounds of code as long
as is doesn't interfere with roleplay.

For example, combat happens by writing combat emotes where the game parses your
entries for certain keywords and takes into account your skills, what direction you are
facing, where in the room you are (the rooms are 3d) if any injuries (like bruises, scrapes,
cuts, fractures, or broken arms) are hindering your movement.

The same level of detail applies to all coded crafts in the game, which encourages roleplay
and creativity by allowing players to work their way up in a guild while learning about a
trade. For example, if you want to be a fletcher (making arrows), you'd have to be adept
at both woodcutting (so you could go cut down some trees), woodworking (so you can
make the shafts for the arrows) and fletching (so you can put it all together. You even
have the option of killing birds and skinning their corpses for feathers, if you don't want
to buy them from a shop.

What's most important about the code is it supports your rp so you can focus on the meat
of the role-play and not little technicalities, the code is there to make the world you're in
apply the normal rules that usually exit in real life. Like when you talk at a bar, not
everyone in the tavern can hear you (if you keep your voice low), but the code goes a step
further and lets little bits be heard adding mystery to what otherwise would require
additional suspension of disbelief.

Also, the new magic mediate system is amazing, the old one was great too, but the new one implements
an astral world allowing players to have an experience something like the dream world described in the
Wheel of Time series. They really outdid themselves there.

There are of course some negatives about the inquisition. The immortal staff is not on as
much as players would like. The player base is fairly small, making finding a role-play
partner in the middle of the day sometimes a challenge. It can take a while before your
character is established and gets to participate in 'juicy' role-play (With the risk of certain
death people are careful who they run their mouth in front of).

However, if you like a good mystery and are up to the challenge of surviving as either a
good citizen or secret rebel (or somewhere in between) then come try theinquisition.org
port 5050.