The Inquisition exists to uncover threats that ordinary Imperial institutions cannot safely confront.
Its agents investigate hidden cults, daemonic influence, xenos infiltration, forbidden technology, treason, psychic corruption, and conspiracies reaching into the highest levels of power.
The Inquisition is not a conventional police force or military branch.
It is a network of independent Inquisitors who act in the Emperor’s name and are expected to pursue threats wherever they lead.
An Inquisitor may demand cooperation from nearly any Imperial servant.
They may:
Seize records
Requisition troops or vessels
Arrest powerful officials
Enter restricted facilities
Override local law
Command investigations
Confiscate dangerous relics
Order quarantine
Conceal evidence
Request extermination of a severe threat
This authority is immense but not magical.
An isolated Inquisitor may still lack soldiers, transport, proof, or political support. A governor may delay cooperation. A general may demand evidence. A rival institution may challenge jurisdiction.
The rosette opens many doors, but the Inquisitor must still survive what lies behind them.
The Inquisition does not possess one simple chain of command.
Inquisitors may belong to different Ordos, conclaves, philosophies, and personal networks. Senior figures can influence or judge others, but much Inquisitorial power remains personal.
One Inquisitor may command a cruiser, several regiments, and dozens of agents.
Another may travel under a false identity with only a small retinue.
Both may possess equal legal authority while having very different practical power.
Inquisitors rarely work alone.
Their retinues may include:
Interrogators
Soldiers
Psykers
Adepts
Assassins
Tech-Priests
Medicae personnel
Savants
Pilots
Arbites
Priests
Xenos specialists
Former criminals
Sanctioned mutants
Unusual allies
Members are chosen for skill, loyalty, knowledge, or access.
A retinue may function as an investigation team, strike force, diplomatic delegation, or covert cell.
Player characters can easily serve within such a group without every member being an Inquisitor.
Interrogators are trusted agents being prepared for greater responsibility.
They may lead missions, question prisoners, manage networks, or act in an Inquisitor’s name.
Acolytes are field agents assigned to investigate leads and gather evidence.
They often receive only part of the truth.
This protects dangerous information and allows the Inquisitor to judge how agents act without complete guidance.
It can also place a team in severe danger.
The three best-known Ordos are:
The Ordo Hereticus
The Ordo Xenos
The Ordo Malleus
These are not rigidly separated departments.
A single investigation may involve all three.
A xenos artifact could corrupt a human cult and open a daemonic breach. Jurisdiction then becomes a matter of expertise, politics, and which Inquisitor arrived first.
The Ordo Hereticus investigates threats arising from within humanity.
Its concerns may include:
Heresy
Apostasy
Rogue psykers
Mutant uprisings
Corrupt priests
Traitorous governors
Forbidden cults
Institutional infiltration
False saints
Abuse of Imperial authority
Witchcraft
Sedition linked to corruption
The Ordo Hereticus often works closely with the Adepta Sororitas, Arbites, Ecclesiarchy, and local authorities.
Its agents must distinguish genuine corruption from political accusation, superstition, and local rivalry.
A careless investigation can destroy loyal communities.
The Ordo Xenos studies and combats alien threats.
Its investigations may concern:
Xenos infiltration
Alien relics
Genestealer cults
Forbidden trade
Diplomatic contact
Biological contamination
Alien mercenaries
Hidden settlements
Xenos technology
Human collaboration with alien powers
The Ordo Xenos often cooperates with the Deathwatch.
Not every member holds the same beliefs.
Some seek total destruction of alien influence. Others permit temporary alliances, controlled study, or covert negotiation when Imperial survival requires it.
The Ordo Malleus confronts daemons and direct threats from the Warp.
Its responsibilities may include:
Daemonic possession
Warp breaches
Chaos sorcery
Daemonhosts
Corrupted relics
Summoning rituals
Traitor psykers
Daemon worlds
Greater daemonic manifestations
Chaos cults with confirmed Warp influence
The Ordo Malleus often works with sanctioned psykers, exorcists, specialized military forces, and the Grey Knights.
Its knowledge is heavily restricted because even accurate information about daemons can attract danger or inspire imitation.
Many smaller Ordos investigate specialized threats.
Examples may include matters involving:
Time distortion
Forbidden texts
Artificial intelligence
Mutant populations
Xenos disease
Imperial succession
Warp anomalies
Hidden histories
Unauthorized technology
Institutional corruption
Some lesser Ordos are permanent.
Others form around one crisis, region, or interpretation of danger.
Their existence may be unknown outside the Inquisition.
Inquisitors sometimes gather into regional conclaves.
A conclave may share intelligence, review major cases, assign resources, or judge an Inquisitor accused of misconduct.
These gatherings are political as well as practical.
Members may support allies, challenge rivals, suppress evidence, or argue over methods.
A conclave decision carries great influence, but an independent Inquisitor may still refuse to accept it.
Puritan Inquisitors believe the Imperium must defeat corruption without using the enemy’s methods.
They may reject:
Daemon weapons
Forbidden sorcery
Xenos alliances
Possessed agents
Heretical technology
Uncontrolled psychic experimentation
Puritans often emphasize discipline, faith, and containment.
Their methods can still be ruthless.
A Puritan may destroy an entire settlement rather than risk spreading corruption.
Radical Inquisitors believe dangerous tools may be necessary to defeat greater threats.
They may use:
Xenos technology
Forbidden archives
Daemonhosts
Heretical agents
Controlled mutations
Unstable psychic methods
Temporary alliances
Captured enemy knowledge
Radicals do not always serve Chaos.
Many remain sincerely loyal while believing that orthodox methods are insufficient.
The danger is that each compromise makes the next one easier.
Puritan and Radical are broad categories rather than two unified factions.
Inquisitors disagree over:
Whether enemies can be redeemed
Whether xenos can be trusted
Whether dangerous knowledge should be preserved
Whether sacrifice is justified
Whether Imperial institutions can be reformed
Whether Chaos can ever be used safely
How much freedom agents should possess
When extermination is necessary
These disagreements can create conflict between loyal Inquisitors pursuing the same enemy.
The Inquisition must often act before certainty is possible.
Waiting for complete proof may allow a cult, daemon, or infiltrator to spread.
Acting too quickly may condemn innocents and destroy valuable alliances.
Investigations may rely upon:
Witness testimony
Psychic impressions
Financial records
Biological evidence
Confiscated artifacts
Interrogation
Surveillance
Informants
Battle reports
Prophecy
Pattern analysis
Every source can be false, corrupted, incomplete, or misunderstood.
The Inquisition controls dangerous information.
Witnesses may be silenced, relocated, recruited, imprisoned, or subjected to memory alteration.
Records may be sealed or destroyed.
Entire operations may be hidden from planetary authorities.
Secrecy can prevent panic and deny knowledge to the enemy.
It can also conceal mistakes, abuse, and rivalry.
Player characters may complete a mission successfully and still be forbidden from explaining what occurred.
An Inquisitor may condemn individuals, organizations, or populations.
Possible outcomes include:
Surveillance
Arrest
Interrogation
Execution
Purification
Forced service
Quarantine
Institutional removal
Destruction of evidence
Military intervention
Planetary sanction
The greatest punishments should be rare and consequential.
Franz should not treat every suspicion as justification for immediate destruction.
Investigation, competing evidence, and the possibility of error should matter.
The Inquisition can investigate almost any Imperial organization, but doing so creates enemies.
An Inquisitor may clash with:
Planetary governors
The Ecclesiarchy
The Adeptus Mechanicus
The Astra Militarum
The Imperial Navy
The Adeptus Arbites
Rogue Traders
Space Marine Chapters
Other Inquisitors
These institutions may cooperate while quietly limiting access, hiding information, or protecting their own authority.
Inquisitorial adventures may use:
Investigation
Insight
Persuasion
Deception
Intimidation
Religion
Arcana
History
Medicine
Faction reputation
Contacts
Sealed authority
Evidence tracking
An Inquisitorial rosette may grant advantage or access in appropriate circumstances, but it should not automatically force every NPC to obey.
Retinue members may use existing classes and backgrounds rather than requiring a unique mechanical role.
A player character may serve as:
An Acolyte
An Interrogator
A sanctioned psyker
A soldier
An investigator
A Tech-Priest
An assassin
A scholar
A former criminal
A xenos specialist
A trusted outsider
An actual Inquisitor is usually best represented as a high-level character, patron, or advanced campaign role.
Agents should have room to question evidence, interpret orders, and choose how a mission is completed.
The Inquisition can support stories involving:
Hidden cults
Xenos infiltration
Daemonic possession
Political corruption
Forbidden relics
Rival Inquisitors
False accusations
Secret alliances
Institutional conspiracy
Compromised agents
Puritan and Radical conflict
Evidence that threatens the Imperium
The Inquisition exists because some enemies cannot be defeated by armies alone.