Cedarfall lore · Hostile faction

The Inquisition

The watch does not sleep.

A secretive order of powerful inquisitors and bound ghouls, entrenched in the far reaches of the Greenmarch.

The Inquisition crest, a dark sigil with a blood-red eye framed by ghoul-bone and black iron.

Origins in shadow

No record agrees on when the Inquisition began. Crown archivists call it a splinter tribunal from the old frontier watch. Compact road-singers claim its black standards were already raised before the Felling. The order leaves no letters, accepts no envoys and marks its outposts with a sigil few can describe the same way twice.

What is clear is that the Inquisition has bound itself to the creatures of the blight. Ghouls answer its calls, and stranger things lurk behind its walls. Whether the order commands them, bargains with them or has become something like them remains unknown.

Inquisitors and the outposts

Inquisitors are the order’s signature warriors: heavily armored, disciplined and unnervingly able to strike through armor. Their ghouls provide the weight of the line; wraiths and other monsters appear at the strongest frontier stations.

Outposts are scattered through opened frontier territory and grow more dangerous farther from the world centre. The Inquisition remains still until attacked. It does not send raids against keeps or player outposts.

Raids and recovery

A successful raid can bring back food, timber, stone and coin. The first successful claimant to clear an outpost during its recovery cycle also earns 1–5 Cedar Marks. NPC raids do not earn Marks.

After a clear, the outpost recovers for three hours. It remains at the same map location and becomes available to raid again when the shared recovery expires. A later raid during that window finds it already cleared and earns no outpost reward.

See the Inquisition player guide for current strengths, defenders and reward details.

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