Disparation: Sentinels of the Realm

Evelyn of the Moor had always possessed a unique talent—she could hear the voices of the earth, of rocks, of trees, and of streams, and she could speak back to them. All of these things spoke to Evelyn, and they told her of their imprisonment and subjugation by humans. So, when she had grown into adulthood, Evelyn began her crusade. She used her ability to speak to raw, inanimate materials to manipulate them into fighting back against their human captors. The brick and mortar and lumber of houses and walls, and the metal of arms and armour—all listened to Evelyn’s commands, and all were utilised by her for her mission.


Aminia II was the loyal seneschal of the Fellowship of Freedom. She acted as stewardess of the Tower of the Fellowship, in addition to handling all of the clerical and administrative matters that allowed those brave heroes to continue their righteous fight for justice. However, one day when Aminia was taking stock of the enchanted artefacts that the Fellowship had confiscated from various dastardly villains, her gaze became entranced by an Orb of Prophecy. In the clear, crystalline form of the sphere, Aminia saw her own fate—being crushed under collapsing rubble while the Fellowship that she had so loyally served were occupied rescuing some nameless peasants. Aminia was enraged that her so-called friends would one day forsake her, so she chose to pre-emptively visit vengeance upon them before they could. Aminia knew all of the secrets and weaknesses of the Fellowship, and put that knowledge to good use as she sabotaged their quests from the shadows.

Aminia’s schemes were all unfolding perfectly—the Fellowship had been failing, and no one suspected her involvement. Her run of luck ended, however, when Kimberly the Sage, a skilled archer possessed of mystic sight, managed to see through her ruse and alerted the other heroes of Aminia’s betrayal. Thus Aminia had to go on the run from the Fellowship. The final confrontation betwixt Kimberly, the Fellowship, and Aminia occurred in one of the vast buildings of Lord Pike’s Alchemists’ Guild in the City of Rooks. The battle had caused significant destruction to the structure, and so the Fellowship had to pause their fighting momentarily to evacuate the endangered alchemists. Kimberly took that moment, however, to fire an arrow at the weak-spot of a support beam, causing that section of the ceiling to collapse, burying Aminia.

The Justifier is back from the dead, but may not have the time, energy, or frankly the heart to resume his previous project of either contributing to OR contradicting what you’ve been doing here. Just know that me and my temporarily resurrected ghost will be following along with everything you do here, as time permits us such amusements in our new existence.

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Thanks; it’s nice to know that this stuff is acknowledged by at least one person. I’ll do my best to keep it entertaining.

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I’m still reading them with interest. Looking forward to adaptations of Necrosis and Grimm in the Realm. “We heard you like fairy tales, so we put a fairy tale-teller in your fairy tale!”

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I’ve been greatly enjoying them. Just not being that good at creativity I haven’t had anything detailed to add. Sorry if that gave a poor impression; I’m genuinely having fun reading these.

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Thanks, @Thunderbird and @Jeysie. I appreciate your confirmations of readership, and my apologies if my initial reply to The_Justifier came across as ungrateful.

No worries. That’s certainly not required—the knowledge that folks are enjoying this little project of mine is satisfaction enough. : )

Hmm, I hadn’t thought about the new Disparation characters yet. My knee-jerk thoughts are that Æternus and the Demon Twins are unchanged—save for superficial details—like the Argent Adept, Fanatic, NightMist, and GloomWeaver, as demons are already very fantastical. Those other two villains, however, I’ll have to put some thought into. Fantasy-Necrosis will definitely be at least moderately different. Regarding Grimm, though—fairy tales are thematically closer to fantasy than supers comics are, but still rather different. Then again, from what little we know of him, Grimm’s schtick seems to be stories—he simply specialises in folklore.

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Oh not at all, my dude. “Is anyone listening/liking this” is a very, very common thing to worry about when you’re a fan creator (or I mean, when you’re a pro creator too, heh). Don’t feel bad about it.

If anything, it’s good to sometimes have the little reminder that speaking up when you’re happy is as important as speaking up when you have a criticism. Gotta let people know what they’re doing right, too.

Grimm I think is maybe essentially a bard in the actual historical envisionment rather than the D&D approach. Back in the days when people thought a bard coming up with a story about someone could actually curse people or change reality.

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Oh, you have Terror Tower and I assume the Fey Court and werewolves are pretty much the same so I figured the next step since you’ve covered most old material would be the brand new stuff. Necrosis seems like he can easily be another mad alchemist, not necromancer exactly although the name is nearly right on point.

@Jeysie may be onto something with the reality-warping bard angle for Grimm. You could go a little meta if that’s the right word and have him tell stories set in the “present” canon universe, framed as a medieval vision of the future.

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Thanks. : )

A very good point, that.

Correct. I do plan on covering all the (significantly different) new-to-DE decks; the new Disparation ones simply hadn’t crossed my mind until you brought them up. And yes, Apex, Alpha, the Fey-Court, and Diamond Manor are all relatively unchanged.

He seems to be a combination of the two, really: he uses alchemical solutions to raise the dead. A Necralchemist! Or an Alchomancer! . . . I’ll work on it.

Indeed. Perhaps, because Grimm is in a world that more aligns with his schtick, he is more powerful than his Universe 1 counterpart. Or maybe he tells actual history rather than made-up tales, but then twists them somehow… There are certainly many possibilities with him, so I’ll have to mull it over some. (I should also probably listen to his podcast episode—I haven’t yet as I’m behind.)

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I don’t really know Grimm’s deal, but I’m reminded of the novel “The School for Good and Evil” by Soman Chainani, which has a fantasy setting in which children read storybooks full of fairy-tale characters, but then get abducted to the titular School so that they can learn how to be the heroes and villains of future such tales, with the implication that all the classic Disney stories are past generations of this cycle. Perhaps your version of Grimm is doing something similar.

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Perhaps. Frankly, I don’t really know much of his deal either. The Disparation update on him was fairly enigmatic about his origins and capabilities, and—as I’ve mentioned—I haven’t listened to his episode, which presumably elaborates somewhat on his nature.

The again, there is the possibility that he’s something like DC’s Phantom Stranger (but Evil), and doesn’t have any single definitive backstory or very defined powers—just nebulas inscrutability.

You could also power source swap Grimm like my suggestion for Ra. Instead of the ancient teller of ancient stories that neatly fits into the fantasy milieu you could make him a high-tech space alien record keeper. Who of course gets involved because “history” is supposed to follow the patterns he expects to see. He could also be some kind of alien documentarian press ganging heroes into being reenactors. Since in the fantasy world becoming The Woodsman or The Prince is more like in modern media when the protagonist becomes George Washington for a Revolutionary War episode or the Red Barron’s rival in a WWI episode.

Well, I’ve thought of a term that describes Grimm’s modus operandi and also makes him sound even more creepy - nonconsensual LARPing.

Slightly different than Wager Master’s shtick where the heroes can see right through his ruse but decide to play along to get rid of him faster. I get the sense that Grimm uses some degree of mind control (total villain power as we’ve established) since the heroes actually believe at first that they are the characters they’re portraying.

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That is an intriguing idea, @Sea-Envy. However, I am hesitant about adding another high-tech alien character beyond the Egyptians.

One of the main reasons that I was convinced to go that way with Ra and the others was because two different readers (you and @The_Justifier) both independently suggested it, and so I thought the coincidence too great to ignore.

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You’ll nary meet a sailor who’s not heard tell of The Tribunal. An yet, no one can tell ye from whence she comes. On those nights when the stormclouds grow ‘specially dark, she appears, seemingly out o’ the air itself! She’ll sail up to an unexpectin’ port or seaside town, and some o’ th’ folks there will just get up an’ start walkin’ towards ‘er! It’s as if they be entranced by a siren’s call… An’ they’ll swim on out to The Tribunal and climb aboard, an’ they’ll stay there fer a time. Fer how long? Well, that be anyone’s guess. Sometimes it be days or weeks, other times only an hour or two… An’ not all o’ those who go come back to tell about it! But those who do come back, they say that aboard that eerie ship, there be all sorts o’ ghosts an’ spectres an’ phantoms! An’ these spooks, they question th’ poor folks who got dragged up there. It be like same nasty, phantasmagorical trial, they say. An’ then once theses spooks be done wi’ that, an’ after they send th’ folks home, sometimes they just up an’ leave! But oftentimes, they do nuthin’ like that. No, me matey, instead they’ll take The Tribunal and send ‘er straight at th’ town, an’ her prow, it be like iron! And it’ll cleave th’ town in two, wreaking all sorts o’ terror an’ destruction! An’ some o’ the legends say that The Tribunal’s even done that to entire island civilisations!

There exist a range of mountains so high that their peaks remain bound in ice and snow all year long. And yet, amongst those mountains rest a ring of eternally active volcanoes; and within that ring lies the valley of the Magmarians. The heat from the volcanoes keeps their valley blisteringly hot, despite the frigid clime of the surrounding slopes. The Magmarians are an enigmatic people; only a rare few have ever managed to decipher their language. Some folk have called the Magmarians trolls, or elementals, or dwarves, or imps, but none of those terms are quite accurate enough. The Magmarians somehow seem to be composed of living magma,* and the only sustenance they require is the consumption of magma crystals that naturally grow from the lava-flows of their home. The Magmarians are also adept practitioners of elemental magic tied to fire and to the earth, and they have been known to craft their unique crystals into powerful charms or totems. They have shown reluctance teaching these crafts to outsiders, however. What’s more, there have been rumours that the Magmarians are somehow related to the mysterious Old Man Frost, perhaps as elemental opposites to his icy nature. Attempts to ask him about this connexion have thus far failed, with Frost becoming agitated at the mention of them.

Madame Mittermeier’s Fanciful Fair of Carousing and Cavorting was once a vibrant gathering that toured the realm and brought celebration wherever it went. That was many years ago, however, and now Madame Mittermeier nor any of her entertainers have not been seen for quite some time. And yet, sometimes when the sun has set and only the dimness of dusk remains, travellers may happen upon the fair. All the fair’s lanterns and torches are ablaze, and yet it appears entirely deserted. But if one wanders through the empty grounds long enough, one may chance to see some truly unusual sights—apples that juggle themselves, swords that fence against one another, instruments playing all on their own, bows that shoot all by themselves, costumes that dance and perform with no one wearing them, and many other, equally strange and bewildering sights. Most who see such sights, however, do not live to tell the tale. Count yourself lucky if you do…

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Greazor was a bounty hunter from a land far across the sea. His people possessed moderately more strength and vitality on average than humans did, and Greazor was fairly strong himself, although not exceptionally so. Besides his own fighting skills, which were mediocre at best, Greazor used an arsenal of traps—both mechanical and magical—to ensnare his foes. And perhaps his most defining quality was his possession of a loyal, crimson-coated pegasus, which he had taken to calling the Scarlet Steed.

Sir Ansel—the world-famous actor who had turned to hunting the deadliest game to satisfy his ego—had fought against stalwart heroes many times. His efforts, however, were almost always met with failure. Thus, Sir Ansel turned to the Order of Revocation in a bid to acquire more power. The Order put him in contact with five powerful fighters: Aislin the Glamorous, an illusionist and former member of the Fellowship of Freedom; Raymond the Manta, a mechanist who was convinced of the existence of all manner of secret conspiracies hiding amidst the shadows of the realm; Sean, a man who possessed elemental storm magic; a nameless Magmarian who had been exiled from the Valley of Magmaria for criminal behaviour; and Mikal, the Eagle of the Desert, a winged man who was determined to learn the mystery of the great warrior Aata. Together, these six became the Scourges of Slaughter.

Aminia II was the faithful aide to the righteous Fellowship of Freedom, until a self-fulfilling prophecy resulted in her betraying her former friends. She turned on the heroes and struck against them from the shadows, acting unnoticed until Kimberly the Sage helped the Fellowship recognise Aminia’s treachery. In the end, Aminia was crushed when the ceiling of one of Lord Pike’s alchemy storehouses collapsed on her. However, that was not the end for Aminia. Her spirit, so enraged at the Fellowship’s perceived betrayal, refused to die. It lingered in the mortal plane, without substance and invisible. Eventually, though, the spirit of Aminia figured out how to possess the bodies of the living and take control of them for her own ends. And while possessing a mortal form, Aminia gained ghostly powers; among them the abilities to twist the senses and manipulate objects from afar. With these new capabilities, Aminia II set out to resume her quest for vengeance.

Not a fan of the spelling change to Greazer’s name. I agree that he can’t be Greazer Clutch anymore in a fantasy setting (which is the only excuse I accept for ever shortening his name to just the one word, which IMO sounds terrible by itself), but I’m sure there’s some other word that can be swapped in, some obscure equestrian terminology that would reflect the idea that this version of Greazer needs to be a horse guy instead of a car guy.

Agreed, although I am at a lack for what word to use—my equine vocabulary is quite small. Bit, bridle, saddle, stirrup, gallop, prance, trot, foal, mare, mane, hoof-pick?

If anyone reading this is acquainted with such terms, please don’t hesitate to speak up. : )

The Diamond Fortress is so-called not because it is actually made from adamant, but because its walls have not been breeched in all the years it has stood. One of the Alliance of Kingdom’s greatest strongholds, the fortress houses scores of soldiers. In addition, it is the site of many advances in the art of war, from siege engines to metallurgy and war magic. The mage Demikahv is the head of arcane research at the fortress, and rumours have begun to circulate that she has been conducting ethically-questionable eldritch experiments on captured miscreants there. The rumours tell that, among others, Demikahv has been experimenting on a man who can summon a storm’s lighting, a woman whose intellect knows no bounds, a man who can conjure heckish green flame, and a man whose very form is infused with unknown radiance. Furthermore, the Sentinels of the Southlands have been using the fortress as a base ever since they became officially recognised champions of justice.

The home of Makius Dall’ton’s people, the Maerfolk, was destroyed by the brutal Mage-Bound Armada of Grand Admiral Voss. Only a small number of Maerfolk managed to flee the assault and survive the voyage across the sea to these lands. Those survivors, led by Makius, were hunted for years by the Fidelitous Institution for the Limitation of Treachery from Exotic Rogues and their enforcers, such as Paige the Hunter and NecroKon. Eventually, Makius and the other refugees managed to establish their own settlement within the mainland. Called Isla Maerynis, it was a moderate-sized isle situated at the centre of a rather large lake, and protected by the Maerfolk’s innate magic of storm and sea. Lately, however, reports of a mysterious, aquatic menace known only as the Leviathan menacing the lake around Isla Maerynis have begun to emerge.

The Champion’s Theatre is known throughout the land. It was founded by Alonso the Champion, a legendary troubadour, actor, and knight who retired from adventure to start the theatre. Located in a settlement also named after Alonso, the theatre is the most famous such production in the known world. Sir Ansel, the famous actor, is just one of many to have participated in its efforts, before he was horribly scarred. What’s more, the town around the theatre has been home to two of the Realm’s more mysterious defenders, the Demon-Princling and sorcerer Zane the Dark, and the demonic Akari the Pained.

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Benjamin was a proficient magician—one of many in the Realm. He, and most other mages, performed their eldritch feats by tapping into the natural magic of the ley lines of the land. However, such frequent magical draining was having harmful effects on the natural world: plants withered, diseases spread, streams dried . . . But Benjamin was convinced that he could find an alternative source of magical power, so that his colleagues would no longer drain the land’s vigour. Eventually, Benjamin had crafted an alchemical ritual that he was sure would accomplish his goal. But before he could attempt the rite, a wyvern unexpectedly flew into Benjamin’s study and destroyed all of his arcane components, making him unable to perform the ritual. Then, Count Vincent the Snide, a merchant who represented the Conteh Guild of Sorcery, approached the mage Benjamin and offered him the requisite alchemical materials that he would need. Benjamin accepted, and got to work. His rite was successful, and he was able to drain arcane energy from a single plant, rather than the entire landscape. Benjamin’s work continued, as he discovered ways to siphon mana from animals too. Unfortunately, the process did leave dessicated remains of its subjects, but that was a necessary evil, Count Vincent told Benjamin. One day, though, Vincent brought in a commoner, and told Benjamin to perform the rite on her. Benjamin refused, so the Count ordered his other lackey magicians to perform it. They began the process, but Benjamin leapt in their way and attempted to use his own magicks to counter theirs. But instead, his interruption caused the vitae from the commoner and all the other mages to flow into himself, leaving them zombified. The shrivelled corpses then jerked their limbs, moving to Benjamin’s will. Benjamin turned to visit his wrath upon Count Vincent, but he had already fled the scene.

The Bard* was a mysterious being. Few knew of its existence, and even fewer had ever encountered the ancient entity. Its origins remain shrouded in the mists of the forgotten past. Some of the oldest known manuscripts spoke of the being, or at least an entity similar enough that they must be one and the same. The Bard is rarely seen, but whenever it is, it brings tragedy in its wake. The Bard is a teller of the Old Tales—sagas of ancient myth and legend known by all in the Realm. And when the Bard tells a tale, someone, somewhere, is compelled to act it out. The details of the story may vary, and its actors always do, but it is still the same tale in the eyes of the Bard. No one still alive knows what ends the Bard strives towards. Just be grateful that I haven’t turned my gaze towards you . . . yet.


And with that, this chronicle of the Sentinels of the Realm comes to a close. I have expounded upon all of the characters that I will. Any that I’ve not covered are either too minor in my eyes—such as the various Mini-Nemeses or Scions—or are already adequately fantastical—such as the Argent Adept, Fanatic, NightMist, GloomWeaver, Apex, Æternus, DS&PS, et cetera.

When the next Definitive Edition expansion rolls around, I may look at the possibility of doing write-ups for the new folks in there, however. In other news, I do grant permission to anyone to write their own stories in this timeline that I’ve crafted—and you’re also free to change anything that I’ve said if you do, of course.

For me, though, I don’t think I’ll be writing any actual stories in this universe any time in the near future, as I have some other projects that I’d sooner like to engage with. However, I will still be glad to participate in any discussions or answer any questions regarding what I’ve written here.

Excelsior!