Society/ Organizations
Trans World
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ID: 5809


May 29, 2009, 11:12 pm

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The Surian Inquisition


Created for a freedom fighter situation where a group's purpose is to liberate provinces or citizens, or to simply escape to regroup later.


    A mere Twenty-Nine years ago, a man by the name of Karna Swuzek ruled the country of Sirianos. Sirianos, being one of the three indigenous countries of Surian lore, was coming under large unrest for the keeping of traditional and conservative ways in a time of change. Karna was a noble man, attempting to better conditions for the every day man in order to better serve the kingdom. But, alas, the nobles of their respective provinces and colonies did not want this change, and enjoyed being in a place of power. Karna tried his hardest to abolish these ways, but the country was bound too deep into it's own traditions. Karna eventually gave up, admitting verbatim, "It cannot happen, It will not happen." When discussing the liberation and advancement of the peasants, it was thought that it would not happen.

    In the small village of Nofkarof, a man by the name of Lenord Krakow arose. Teased and insulted in his past, his hardened attitude had inspired him to do something about the problem. Trying to take out his anger, he started going out past his village, vandalizing various institutions and structures. Subsequently, he didn't anticipate a large reward put on his head. The warnings and notifications did not stop Lenord, though, for not only did he gain more stealth, but he also gained more followers. Slowly, critics started recognizing what was now known as 'The Krakow Inquisition,' ridding it's provinces of anything linked to Swuzek's reign. Citizens didn't know which faction to join; many thought one to be no better than the other. But, out of convenience and expansion, citizens were assimilated by the hundreds.

    Swuzek initially was going to use this uprising as an excuse to pass his ideas to form a better, stronger nation. But just the opposite happened, because while Swuzek was preaching his ideals to the nobles, Lenord's regime quickly rose. Lenord created a militia, arming them with the most basic of ranged weapons, trying to make sure that his Inquisition was deadly, and a threat. Swuzek's inability to cease and desist this rebellion was soon to be exposed, and to haunt him.

    Lenord realized that the gateway he had opened and exploited had been done perfectly, and if he started to fight now, he would catch the Sirianisian (SEAR-eeh-oh-nee-z-hen) army off guard and could take them over. This started what was known as the Inquisition; calling it a war would be taking pity on Swuzek. This is because Lenord and his militia were in the homeland, the northern arctic province of Farkhor, while Swuzek's men marched dreadfully unprepared towards the makeshift battleground. Slowly but surely, Swuzek's army went through the galiant plains, almost sure that a victory was at hand. But, when they were approaching their next destination, the Farkhor Southern Arsenal, to get equipped properly, Swuzek (who had taken direct control of his army) was then forced to retreat, followed by better armed, more ruthless, and less merciful commandos.

    The rest was just a domino effect. Lenord's influence drifted farther and farther until he attacked Swuzek's home metropolis head-on. By that time, the entire nation had succumbed to him. Lenord had conquered Sirianos, but even this great feat did not satiate him. With the help of his followers, which had grown great in number since in months past, started conquering Lindor and Malsathia, the other two archaic nations of Suria. Soon enough, the kings of the two respective nations were simply governors of their provinces, and Lenord to this day has been vanquishing any that oppose him and ruling as directly as he can. No great factions have opposed him since. The Surian Inquisition, which is what he named his government in memorium, still stands.


    The citizens within government of The Surian Inquisition as a majority seem to agree with the fact that they have traded one bad leader for another. If traveling through Surian lands, most who are not working specifically for the Inquisition will help you, but Lenord is also known to use spies to obtain information to further the Inquisition. Deception is always a possibility, and players should not only find friends in Surian lands, but also those who will deceive and confront them. As freedom fighters, they should always stay on their toes to defend against enemies.

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Comments ( 5 )
Commenters gain extra XP from Author votes.

May 29, 2009, 23:13
Since this is my first post, I would love feedback on how to not only improve this article, but any tips for writing in the future.

May 29, 2009, 23:41
Not bad, not bad at all. Like I said in chat, not my style, but it certainly is a good solid piece to set a story around. Welcome to the Citadel, and keep up the good work.
Voted Cheka Man
May 30, 2009, 9:21
The change of rulers is the joy of fools.
Voted Drackler
June 5, 2009, 18:58
Well, when I first saw this sub, I expected a quasi-evil religious group. What I got is alright, just not what I expected (No one expects the Surian Inquisition!). Like Pieh said, it's not really my cup-a-tea, but it is pretty good. Unfortunately, it seems a little incomplete. You have quite a bit of information about the history of the group (which you'll need here), but almost nothing about current times, and no plot hooks or ways of using this in the game. Overall, adequate, but could be bettered.
Welcome to the Citadel, Varros.
Voted valadaar
June 5, 2009, 19:58
Welcome to the citadel!

First, take a look at many of Moonhunter's advice posts - there are many :)

But one point is I did not think it flows well. Read it aloud to yourself. There are some run-on sentences which should show themselves that way.

Another is the summary - use one that grabs attention, not drying explaining what you are writing.

Random Idea Seed View All Idea Seeds

       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp

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