At the Events

Every event at Inquisition Chronicles represents a grand convocation of the Conclave Nova Tungusk, wherein the Grandmaster and Masters of the Ordos have summoned Inquisitors and their cadres from across the sector to investigate some matter of utmost importance.


Events are broken up into ‘Affairs’ – individual strands of story encompassing one or more Linear, which may either represent a tangential investigation of interest to the Inquisition, or which weave together to reveal the mystery that lies at the event’s heart. Affairs will typically be broken up into one or more of the three key elements of Inquisition Chronicles – Investigation, Social and Combat – and individual cadres will be assigned to Affairs by their respective Ordo Master, based upon their particular skill-set (and, of course, their desire to be involved!). However, Affairs will rarely (if ever) go entirely to plan; while becoming a reliable specialist in a single area is useful, you never know when an investigation will turn into a pitched battle, or if you suddenly find yourself needing to talk your way out of an unfavourable situation.


At the most fundamental level, the Inquisition is a collective of experts and professionals who serve the God Emperor as peerless investigators. While expertises and professions may radically differ, that diversity is the Inquisition’s greatest strength: even the most gunmetal soldier can offer valuable insight on ballistic patterns, or where the most likely sniper’s roost is to be found. No two operatives will bring the same skill-set to the table, and that will be crucial when performing investigations.

The investigative element of Inquisition Chronicles is a broad one that cannot easily be described. One investigation may have you stepping through the detritus of a Hive riot, trying to discover who instigated the violence. Another may have you cautiously probing the site of a sorcerous ritual to glean what foul witchcraft was attempted. Regardless of the specific details, players will be presented with the remains of a scenario within which they will have to search for clues, using whatever skills they have available, as well as creativity and cunning in how they interpret those clues.


While the Inquisition possesses unparalleled authority within the Imperium, its operatives cannot achieve their task with a mere flash of their sigil. Sometimes, a more delicate touch is required, and it is in these moments that the Inquisition’s operatives must bring to bear all their cunning and charm, guile and wits.

Perhaps you are interrogating a prisoner for information on a local insurrectionist hideout. Or maintaining a cover identity against the agents of a corrupt planetary governor under Inquisitorial investigation. Or interviewing a Cardinal of the Ecclesiarchy over suspicious comings and goings within their cathedral-complex. Whatever the case, Inquisition Chronicles gives you the opportunity to interact with some of the highest, and lowest, individuals in the Imperium – and while you can bluster and bully your way past them, you may find it useful to negotiate and cultivate alliances. But be warned: everyone in the Imperium has an agenda, and if you’re not careful, you may find yourself playing out a unwitting part of someone else’s grand plan.


Sometimes, violence is the best response. Whether it’s a surgical strike on a cult headquarters after rigorous investigation, or a tactical retreat under fire after negotiations soured with local smugglers, there comes a point where wit and charm give way to steel and bolt.

Combat in Inquisition Chronicles is bare-knuckled and brutal. Players will not be able to rely on vast reserves of health to wade through battles, but instead balance the risks and rewards of defending each other, or striking out against a vulnerable foe. Often, players will be encouraged to make a plan of attack in advance, where intelligent and creative tactics might win or lose the fight before it’s even begun, but as an operative of the Inquisition danger can come at any time from any shadow, and so players should always remain on guard for ambush and betrayal.

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