Disparation: Sentinels of the Realm

Baron Fyodor ruled the humble kingdom of Mordengradia. When the land was launched into the Second Great War of the Realm, the Baron came into conflict with Sir Paul VII. The two fought, but the struggle ended when Fyodor’s castle collapsed. Sir Paul survived, but the ruler of Mordengradia did not. Fyodor’s son, Ivan, was crowned the new Baron of Mordengradia upon his father’s death, but he also swore that he would visit vengeance upon Sir Paul and all his descendants. Baron Ivan was a brilliant machinist, and he created many clockwork tools far ahead of his time. He built hot air balloons, cannons, and many more fantastic inventions. Under his guidance, Mordengradia became the most advanced kingdom in the realm, powered by windmills, dams, and furnaces. But Baron Ivan had not forgotten his vow of vengeance.

Dawn developed an innate affinity for fire magic at a young age. The explosive discovery of her magicks, however, resulted in a considerable amount of destruction. Her ability at the craft was quite powerful, which attracted the attention of a local order of wizardry. They coerced her to join their ranks, but instead of treating her as an equal, they conducted numerous rituals on her to learn more about her strange and powerful magic. Dawn had had enough of that, and so escaped into the icy North. She eventually settled on the isle of Insula Draconis, far away from civilization. Yet, many magicians heard tales of her, and went to learn from her. She turned them away, but their words of admiration struck true. She was the land’s mightiest pyromancer, so why should she hide from the world? Thus, Magus Dawn and the Sorcerers of the Sun rose.

Admiral Voss was the ruler of Thorathia, a land far, far away across the sea. The Thorathians were a non-human race, each possessing an innate magical ability. Voss had the power to unleash infernal energy from his hands. Voss was a ruthless ruler, but he was also the creator of a new breed of magic which could permanently bind others to his will. The Admiral lead his Mage-Bound Armada to conquer a multitude of lands. But now, his conquering ships have set their sights on the Alliance of Kingdoms.

The Allcastle was the greatest work of the Wizards of the Order Aldred. The group of mages and spellcasters wanted to create an impregnable fortress that could move across the land under its own power, possessed a well-stocked armoury, and the latest siege weapons which were to be operated solely by the magic enchanting the mighty bastion. They wished for the Allcastle to rove the land, finding disputes and injustices, and swiftly put an end to them. But, during the final ritual to animate the fortress, a single syllable was mispronounced (much to the chagrin of Cedric — the Order’s counselor) and the castle’s imperative was twisted: instead of searching for injustices to solve, it determined that the root of all evil is humanity, so it must destroy humanity to prevent injustice. Thus the Allcastle went on a terrible rampage. It animated the weapons and suits of armour within its stores, which marched forth to destroy. Furthermore, the castle’s magic was far-reaching, and it could cause practically any object to join its crusade.

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