The Inquisitors are the law in Arenia. Guards and Sheriffs are fine for most crimes, petty theft, highwaymen, gambling, and the like. But for seedier, more heinous, or larger-scale crimes, the most well intentioned guardsman or sheriff will find himself outmatched. Serial killings, crime syndicates, assassinations and conspiracies, these are the realm of the Inquisitors. They specialize in mysteries, and excell at intrigue. They nearly always get their man and criminals fear them more than they do a paladin. A palidin will smite you, or jail you, but an inquisitor will make your disappear. Untold horrors are said to be wreaked upon their captives in an undisclosed dungeon somewhere in Arenia until the Inquisitors have the information they want. Or until their interviewee is dead.
Trained to think like the villains they chase, Inquisitors are stealthy, tricky, intelligent, and resourceful. They are boogeymen to the unlawful, who call them “Spooks” and “Scryers” for their uncanny ability to seemingly be anywhere and hear anything, and this fear has ended as many criminal careers as the Inquisitors themselves.
The Seal of the Inquisitors, an open, aware eye, is enough to get almost anyone talking. Or running.