Disney Villains Victorious K/L/Rs

From 2d4chan
Revision as of 13:26, 22 November 2014 by 1d4chan>Keklord
Jump to navigation Jump to search

This is the King/Land/Rule page for the Disney Villains Victorious system developed by /tg/.


Chernabog the God of Night, Lord of Bald Mountain

King: Chernabog, the Wings of Terror, the King of Bald Mountain, but best known as HIM. Chernabog is an ancient, evil thing, a primordial horror from before the earth was forged. Chernabog's power is essentially unlimited, but HE only expresses it via physical might or foul magic that HE must personally use. Demons from places unknown flock to our world, trying to warm themselves around the fire of our reality like an ocean around a candle, and HE picks and chooses the best of them to let into Earth. HE spends the majority of his time on Bald Mountain unless something requires HIS presence, but when HE moves, all tremble in fear at HIS mighty shadow.

Land: The land ruled by Chernabog is a broken, scarred land generally referred to as Bald Mountain – though the Mountain itself is only in a small section of it. Nothing grows there. No plants, no fungi, and even animals find themselves stunted in growth. Yet no person starves to death in Bald Mountain. Instead, they grow thinner and hungrier and thinner and hungrier until there is almost nothing left but a suffering shadow of a person who exists only to hunger and be tormented by the Demons, horrible creatures of twisted flesh, fire, and darkness from other worlds, brought here by his fell power. There is no food. There is no water. Life itself is impossible under HIS shadow, but people are kept alive in their tortured half-life so that they may suffer for HIS pleasure. Visitors to Bald Mountain are generally left alone, for the land itself saps at their life. If they are armed or attempt to help the inhabitants, however, the Demons soon set upon them, rending their flesh and tearing them literally limb from limb as their numbers blot out the sun.

Rule: Chernabog will ignore adventurers and heroes unless they attempt to help the 'citizens' of Bald Mountain, or unless they speak his name. Saying “Chernabog” attracts HIS attention. Saying it once merely informs HIM of who said it. Saying it twice lets HIM know where they are. On the third time, HE may come looking for them himself – and that is something that no one has ever survived. Even saying HIS name once will likely get a swarm of Demons sent after the fool, and the people of Bald Mountain will frequently advise against it.

The Horned King of Prydain

King: Horned King - Undeath. Anything that dies on the soil of Prydain will resurrect as one of the Cauldron Born. The Cauldron Born feel no pain or fear or mercy, do not need water or food or sleep, and they never question orders because they possess no soul or memory of who they were in life. If 'killed', they will eventually resurrect.

Land: Prydain - Cairns and Mist. A thin sickly green haze covers the lands of the Horned King. This emanates from the Black Cauldron, and reanimates anything that dies on the soil. It saps the will, dulls the soul and slows healing. Empty cairns, dug-up graves and excavation pits dot the landscape, making for something of a trip hazard. Perhaps more importantly, new gravedigging operations are widespread and the living humans of Prydain are terrified of their overlord. Cauldron Born gravediggers will alert their master of the presence of adventurers, and Prydainfolk do not make for trusty secret-keepers without true hope. They will likely find a way to inform the Horned King or Madam Mim of the adventurers' presence.

Rule: The Horned King's reaction to the players will depend on how many Kings/Queens have been removed from power. If under three, he may not consider them much of a threat compared to the other Royals or Mor'dru. If three or more, he will likely throw everything he has at them. Great armies of Cauldron Born, Mad Madam Mim, human servants seeking his favour, and huge flights of Gwythaints. An army raised will have to be wary that their dead will only increase the number of foes they must face, and that without Dyrnwyn, those Cauldron Born they have slain will resurrect, slowly encircling them.


Maleficent the Faerie Queen

King: Maleficent the Malevolent, Queen of the Faeries - Mistress of all Evils. There are few lords are capricious and cruel as Maleficent. In the years since her killing of Prince Phillip, she has expanded her area of influence to much of France and Spain. Whilst many of these lands are theoretically under the rule of the Pontifex Immortalis, apart from the area surrounding her castle and the Kingdom of Thorns, she is more feared than even the dreaded Inquisition. She will kill or torment or alter mortals for little to no reason at all - because they whistled on a Thursday, or they did not leave a space for her at their table, or they mispronounced the name of one of her fellow lords. They may be eaten from the inside out by ants, or have their eyeballs melt and regrow somewhere else, or transform them into a lowly worm in a thrush's nest. She leads hosts of fey in wild hunts of peasants and nobles alike for the slightest crime or imagined insult.

Land: Realm of the Fair and Gentle - The fae lands are surprisingly beautiful, in a wild, feral fashion. The fair folk inhibit progress and encourage nature's growth. Villages and hamlets may be suddenly overgrown in a matter of days because a woodking desired it so. Forests move and hunt down woodcutters. Grass fae swarm like locusts over the unsuspecting. It is a land of ten-thousand dangers. Areas where the Inquisition are strong have less of a fairy presence, but have their own rather obvious problem. The people of the Fae Lands are paranoid and jumpy, have odd speech patterns to avoid obscure words and phrases that may anger the Gentry and are fearful of outsiders.

Rule: ALL THE POWERS OF HELL - Maleficent's reaction to the players will be the same as any other traveller - whimsical evil. She may assault them as soon as they step into her domain, she may harass them for the smallest slight, or she may not bother them at all until they approach her castle or the Kingdom of Thorns. She may encourage or prevent faerie attacks on them, she might lead a Wild Hunt against them, or set a white stag or questing beast to tire them out in fruitless chase.


Imperial President Lyle Tiberius Rourke of the Imperial Republic of Atlantis

King: Imperial President Lyle T. Rourke - Atlantean Technology. Though neither Rourke nor any of his subjects posses any magic in the traditional sense, crystals grown from the Heart of Atlantis prove to be an incredible and compact energy source, allowing the Republic to construct devices of complexity far beyond their neighbors.

Land: Imperial Republic of Atlantis. A thriving island nation modeled in equal parts after the traditional Atlantean style and early 1900s America. The citizens of Atlantis are full of Patriotism and a grand belief in their endeavour. It is difficult for long term visitors not to be caught up in the sense of Manifest Destiny that pervades their society. While citizens are less likely to report any adventurers to the local government than in other Lands, they are similarly more difficult to sway into actual opposition of the Imperial President.

Rule: The Imperial President will take no notice of Heroes without a reputation no matter their activities, provided they are not attempting to incite rebellion against him. Heroes with a reputation (Have deposed one or more Villain leaders) will be invited to an official State reception when they arrive, where Rourke will attempt to use gifts and personal Charisma to sway the heroes into his employ. Should the Heroes be discovered attempting to work against him (or breaking laws generally) the first response will be local police attempting to arrest the party, with the response scaling in accordance with the threat they pose or number of lesser forces they have defeated (EG. Sending in the military if all police forces fail)


Alameda Slim, Sheriff of the Old West

A rich desperado with a hypnotic voice, Alameda has used his power over animals and loyal gang of outlaws to con and buy up the vast lands of the mid-west, after dealing with a few rambunctious cows whose heads now deck his fire place. Since then, Slim has been doing a mix of solidifying his claims, ranching cattle to be sold off to other nations, and buying up what ever artifacts he thinks will help his rule. He personally though, has found a great boon, as he has discovered that his Yodeling not only bends the raging buffalo and long horns, but also more bizzare and outlandish beasts, such as imported Dinosaurs and African beasts. Infact, he personally rides a huge Brontasaur around the wastes and prairies. although he prefers the wildness of the west, he recognizes the need of some sort of order as to protect his state. So he formed up his gang and established them as a sort of de-facto police who keep some balance of order across the desserts, shanty towns and ranches, even if that order is simply a tith of resources in exchange for protection.At the top of the gang are the Rough Riders, slim's personal soldiers who he equips with imported weapons on mounts, wether they be Alantean flying machines or the cold steel weaponry of the huns or even the dreaded creatures of the jungles, such as Hyenas and thunder birds . They are almost entirely fearless, and serve as the backbone of the whole gang, even being so bold as to lead cattledrives through Elderado, Shadow lands and the boreal to get the scattered out posts of peoples like DOOMtown, Virginia, Alantean Colonies and the Sunless Empire, in exchange for Gold, Weapons, and potions to help beat or pay off the attacks of the Shadows.

Land: The Old West is the picture esque waste land, with ranches, streams, towns and prairies dotting it. Long migrations of Buffalo and cattle march across the nation, growing huge in numbers, and the huge rail network connects the spread out communities as railtrains thunder across the plains.

Rule: The Lawless wastes: as players cross the west, they gain reputation and wealth. The higher this goes, the more people and outlaws are attracted, meaning higher chances of random encounters. More jobs will also be offered as well, such as guards for a cattle runs, couriers for distant towns and other tasks. Depending on how much money you have, you will eventually be contacted by Alameda him self and be hired on as his personal assistants.


Hades of Olympia

King: Hades - God of the Dead and Freer of the Titans. Hades is rarely seen by his subjects; he spends most of his time in his new lair on Mount Olympus, that he has redecorated to be more to his tastes. The Underworld is still the prison of the dead, and he is still their ruler; now they are simply left to their own devices. Many consider this an improvement over constantly risking the burning fury of their Lord. But even considering this occasional outbursts, the God of the Dead has always been a smooth operator, second only to Facilier in the art of getting the best out of any deal. Not that he needs to do that often nowadays, as Hades is a content god, not terribly interested in expanding his territory: his real prize has always been his brother’s throne, and he’s got that now. Well, if he could manage to get that tentacle face to come back to Tartarus, where he OUGHT to be…

Land: Monsters’ Playground- Hades employs a relatively small number of departed souls as look-outs and sentinels, they are to inform him of any wannabe hero getting too big for his britches. Most souls are more than willing to leave the torments of the River Styx for some time in the land of the living, and the fact that the Lord of the Dead compensates them with extra time on the surface makes them even more enthusiastic and vigilant. There aren’t as many heroes, nowadays, so the souls resort to denouncing uppity villagers; Hades isn’t as generous with these sort of reports, and the departed risks incineration if he bothers the god with info that’s not worth his time. What’s worse, numberless mythological creatures prowl Hades’ territory, knowing full well that their master considers them far more precious to him than the useless mortals that will end up as his more direct subjects anyway. Galloping centaurs haunt the roads from Epyrus to Sparta, drunk on wine and blood; sea serpents longer than pirate ships grow fat on the flesh and bones of terrified fishermen; and the constant screeching of harpies fills moonless nights. The few times that some brave villagers managed to drive out one of their tormentors, they were visited by Hades’ own monstrous three-headed hound, there to punish them for bothering one of Hades’ loyal servitors. Every day, more villagers resort to sacrificing some of their own to these monsters to avoid both theirs and their master’s wrath. Even Cerberus’ trail of destruction pales in comparison to the primordial horror caused by the Titans. These lumbering quasi-gods, kilometers tall and full of fury, have already made several large swathes of land completely inhabitable, and they seem to simply go as they please, governed by nothing more than their fancy for destruction. When their roaring cries are heard in a village, everyone rounds up their transportable goods and leaves their homes behind, yet another sacrifice to the God of the Dead and his dreaded servants.

Rule: Should a group of honest-to-good heroes come into his territory, they will more than likely be found out. Luckily, the constant influx of useless reports coming from his ghostly spies has made him unimpressed with their reports, so he’s unlikely to react quickly… unless he has heard of some other King being taken down. If that’s the case, or if one of his more powerful monsters is slain, he will send more and more monsters against them: after a couple of weeks in his territory, the heroes might have to fight almost constantly for their lives. He will also try to steer one of the Titans towards them, which is something to be avoided at all costs, as a direct confrontation with a Titan will likely end in tragedy. The more monsters fail to put an end to the heroes’ menace, the more likely it is that Hades will try his plan B: negotiations. Since the souls of all the dead report to him, he will probably know a fair bit about the characters, and is in such a position of power that he can get them some really nifty stuff. If he feels properly menaced, he might even keep his word. A loved one, back from the dead? Secrets regarding some other villains’ weaknesses? Just plain, old-fashioned gold? Everything is on the table as long as the new Lord of Olympus stays on his throne.


Pontifex Immortalis Frollo of the Grand Archdiocese

King: Pontifex Immortalis Frollo - The Righteous Man. A lord driven insane by the conflict of his zealous devotion and his sinful desires, not to mention the whispers of a certain God of Night, the rampages of Maleficent and the ascension of the vile Horned King and the infidel Jafar, Frollo has ascended to the Papacy and has stayed there ever since, transformed by foul magic and darkest alchemy into a skeletal, lich-like being. He sees heresy against his God - and who exactly that is is up for debate - in every nook and cranny of his kingdom, and against them he sends his Inquisitors, armed with a weapon of his own invention - Holy Flame, a strange liquid that burns with terrible heat and a blinding white light, can drive away most magic and even disrupt famed of atlantean technology. The Holy Flame is almost impossible to extinguish once it has been set alight. Frollo has also created a variety of other substances that can send the imbiber into a berserk state, increase susceptibility to commands, grant immunity to pain and many others.

Land: Good Catholics, One and All - The centre of the Archdiocese overlaps entirely with Maleficent's fae realm, and the control of each settlement there is essentially defined by which of the two the locals are more afraid of. A Wild Hunt will drive them towards worshipping the Mistress of all Evils, but a visit from the Inquisition will send them back into the folds of the True Church. Red robes cover shrines to the Gentry, whilst fairie skulls nailed with iron and lit with Holy Flame adorning the omnipresent churches and cathedrals. Patrols of red-robed Inquisitors bearing primitive, hand-cranked flamethrowers, cold iron axes and brazier-lances counter fey attacks and cut down their dwelling-groves. To the south and east, different problems present themselves. The heathens of the Sultanate of Agrabah, the foul pagans and demons under Hades' rule, the vile undead to the north and, worst of all, the heretic Protestants to the east in the Mirror Kingdom. The people of these areas are not as paranoid or twitchy as their fae-land counterparts, but they still fear the Inquisition, who mercilessly route out any resemblance of heresy with lots and lots of flame. It is from these areas, mostly, that the brave Knights of Frollo's mad crusades come from whenever he declares that God wills the death of them.

Rule: The players will be watched by the eyes of the Inquisition as soon as they enter the Archdiocese, especially if they have established a reputation for themselves. If they show the slightest inkling of heresy in his lands, holy fire shall be brought upon them. The players will likely find little quarter or local help here, so fanatical and fearful are the parishioners.



Empress Yzma of the Sunless Empire

King: Empress Yzma the First and Last While Empress Yzma's dominion over the majority of South America would seem to imply that she is doing something right, you might be hard pressed to figure out exactly what that something is. Building on the foundations of narcissism, madness and wild unpopularity laid down by her predecessor and one-time protege Emperor Kuzco, Yzma's reign has so far brought more of the same, making the transition of power a relatively smooth one from the perspective of her jaded subjects. Despite all appearances however, she is much more than just a crazy old lady that's scary beyond all reason. Empress Yzma the First and Last is a consummate mad scientist with an encyclopedic knowledge of chemistry, alchemy, pharmacology and zoology. Even beyond her love of transforming people into bizarre and ridiculous things, she is also well versed in other cartoonishly super-villainous disciplines, such as lever pulling, deathray building, monster ranching, secret laboratory rollercoasting and, her most impressive feat to date: banishing the sun from her Empire. The true threat Yzma poses to would-be adventurers and the world is not what you know she can do, but what you don't know she will do.

Land: The first thing an adventurer would notice about the Sunless Empire is that it does indeed appear to lack a sun, having in its place something very much but not quite like a solar eclipse with a caricature of the Empress' bat-like face at the center. This astronomical eyesore leaves the entirety of Yzma’s Sunless Empire bereft of the daystar’s life-giving rays, but aside from blanketing the land in an eternal twilight it does not seem to have affected things much at all. For reasons Empress Yzma will not or cannot explain, plant and animal life continue to flourish despite the lack of sunshine, leaving the lowlands and tributaries swathed in some of the densest and most untamed jungle the world has ever known. This jungle is crowded with the dangerous mix-and-match beasts and violent vegetation that have flourished there as a result of centuries of magical potion runoff that has flowed downhill from the Empire’s population centers in the Yzmandean Mountains, surrounding the upland-heartlands like a madcap moat and protecting it from the militaristic machinations of most other nations. In the Sunless Empire proper, the upland-heartlands are densely populated and extensively terraced to provide Empress Yzma’s citizens with the room they need to live their lives, farm their land and raise their llamas, or whatever it is that peasants do with all that free time they always seem to have when they aren’t dealing with random transformations, tax-hikes and their Empress’ mad whims. Above them, the peaks of the Yzmandean Mountains themselves have been sculpted into the stylized likenesses of the Empress and carved out into a labyrinthine, cliff-clinging metropolis known as Yzmopolis, an empty city but for all the failed experiments wandering around, built mostly as a monument to Yzma’s vanity. Above even this rambling ghost town is the great golden palace of Empress Yzma the First and Last Herself is perched upon the tallest mountain, craning the necks and rolling the eyes of all below who behold its tackiness.

Rule:Nothing is certain except death and taxes. And monsters. And Kronk’s stupidity. Empress Yzma the First and Last cares just as much about adventurers and their plans as she does about her subjects and their hopes, dreams and aspirations, which is to say she cares nothing at all for any of these things. All Yzma really cares about is her comfort, her vanity, her experimentation and, just maybe, Kronk, and anything the adventurers do, absolutely anything that doesn’t directly impact the Empress or her ego will go completely unnoticed. The Sunless Empire is a strange and intensely magical place after centuries of its ruler’s rampant experimentation, and as a result the majority of its population possesses at least some mix-and-match animal parts, with a fair number among them being fully chimeric creatures. This does not make them bad people, but it has left them completely jaded and used to Empress Yzma’s mad schemes and machinations, making them less inclined to aid adventures in attempts to overthrow the mad scientist. It also suggests that the longer the adventures stay in the Sunless Empire, the higher the chance is that they may wind up with a tiger tail or ram’s horns or something equally outlandish as a result of the high ambient magic levels.


Shan-Yu of the Hun Dynasty

King: Shan Yu - Immortal, Human. The lands of China are official lands of the Huns, and villages and roads are often under the vigilant eye of at least one group. The huns seek and destroy any altars and old symbols of the old traditions they can find, warding off the spirits with paper seals and charms. They carry Cold Iron blades that renders magic fragile, vulnerable, and useless.

Land: The Great Empire of China. The Land refuses the King that has no right to rule, and as such the spirits of the Twelve Imperial Houses battle for control of the land. The players will inevitably come in contact with them, and they will offer their assistance and power over the land of their ancestors in return for allegiance. The spirits will expect the players to give support to their ancestors and make sure they are put in the throne once Shan Yu is defeated. If no allegiance is picked, the Land will not facilitate the journey in any way, and that is only assuming the spirits will leave the players alone. In the dangerous roads and extreme extensions of China, it is not advisable to risk having to worry about both the living and the dead.

Rule: Shan Yu's reaction will depend on the group's previous deeds. If four or more rulers have been deposed by the party, he will immediately send his Huns to pursue them, ordering capture or death. The Spirits will offer their abilities in return for allegiance to their house, and support to their ancestors. The only requirement is that the vow is taken and honored, and the Imperial Houses will aid to the extent of their abilities. The Rooster House will make things clearer, lending the players sight that goes beyond mortal limits. The Ox House shall lend vigor and endurance in battles and journeys, allowing the players to cover greater distances without needing as much rest and supplies. One house for each Zodiac Animal. Beware, however, for those that you do not support might be inclined to stand against you.


Doctor Facilier of the Shadowlands

King: Doctor Facilier, also known as The Shadowman, is rumored to be more than just a man. Supposedly, he was once a simple musician, with a wider than usual third eye. They say a poorly worded deal with a Shadow Demon made the menace most know today. If so, it would explain much of his personality. For of all the Kings and Queens, Facilier is noted for being the most...Human. That isn't to say he doesn't wield fearsome powers, but rather that his persona is the most relatable. Facilier is known for his humor, his cordiality, and his frequent public appearances. He is a man of his people, and his people are the dead, the shadow, and the swamp. When crossed, cheated, or just insulted, he can fly into a towering fury, and when so moved, shadows flit and snatch by his will. Men have been torn in half in the middle of the street, children snatched from distant homes, and secrets spat out that were known by no man living. His power is like a Rot: if you can see it, you're already in trouble. And it goes much deeper than you think.

Land: The Shadowlands are, as far as realms go, similar to their master. For the most part, they're simply a vast series of bayous, old-growth forests, caverns, and so on. The land is formed as if it means to hide something from the rest of the world. Shadows are long and dark here, and the sun shines less brightly than you think it should. Beasts and men alike skulk in these shadows, either for protection, or to ambush the unwary. The land is hungry, grasping, and dark. But for all this, it is not innately hostile to life. It just wants a cut of the action.

Rule: Your Word Is Your Bond/Don't Eat Your Words. Facilier is man of gambles, deals, and bargains. And his land is one too. Where the Rule settles in, people are held to their words. Their EXACT words. The Phrase "Or Die Trying" has ended more than a few adventurers in these lands. If you make a deal, you Keep it. Or you bleed for it.


Grimhilde the Fair Queen of the Mirror Kingdom

King: Queen Grimhilde - Mirror, Mirror, on the wall; Who is the Fairest of them all? The Magic Mirror allows Grimhilde unparalleled insight into happenings worldwide. No other lord can gain information as quickly as she can. Asides from this, she has her ravishing beauty, her legendary charm, a ruthless mind that can handle truly byzantine plots and several lifetimes worth of experience with alchemy to rely on as well.

Land: Your Beloved Queen is Watching. The Mirror Kingdom, formed from the lands of the First King, Corona, Weselton and a variety of other Germanic kingdoms and fiefdoms, is one of the better developed areas in the world. Well-ordered and maintained, its inhabitants live in the knowledge that their queen may be watching and is not fond of laziness. Guarded by the Royal Huntsmen, the Mirrorguard and the Coronan Horse, the Kingdom's soldiers are ruthless, disciplined and well-organised - some of them are even alchemically enhanced. The forests are one of the more mystical areas, and the trees are known to take offence at trespassers. The people are equal parts fearful of their ever-watchful and vain queen, with beautiful men and women known to scar themselves so as not to attract her attention; and thankful for her stalwart efforts in repelling the Wild Hunts of Maleficent, raiders and ice fiends from the north and the hellthings from the east.

Rule: Fair and Courteous. Over the immeasurable years granted her by Mother Gothel's youth spells, she has become a mistress of courtly intrigue. no villain is as likely as her to invite the heroes to her palace, where she plans to take them out one by one - be it via poison, assassin, seduction, enchantment or weasel words to turn them against each other.

Kaa the Ancient of the Subjugate of Kaa

King: Kaa the Majestic. Kaa is (or is rumored to be, few have seen him and lived and fewer still remember their meeting) a colossal serpent whose gaze is able to overcome the will of those foolish enough to meet it. He is, however, generally uninterested in the world outside his domain.

Land: Almost no animals would dare enter the Subjugate of Kaa, but to those already inside, the idea of leaving is preposterous. It is beautiful here, and peaceful. Almost... uncannily so. There is plenty of food and water, and compared to the surrounding area, it is incredibly safe. So what if you keep getting strange headaches, or suddenly become incredibly anxious if you stray too far? Or if the odd animal suddenly disappears every so often?

Rule: Permeating Hypnosis. Spending time in Kaa's domain creates a slowly progressing feeling of confusion, lethargy, and euphoria. After a while, it seems preposterous to even consider leaving.


Christopher Robin

King: Bravery. Christopher Robin is a brave lad, and seems to instill bravery in all those who stay close to him. He even finds the land easy to travel, whether by the excitement of adventure, or his confidence in his own abilities.

Land: Woodlands comprising of curly, twisting trees dotted with mud pits, mountains, lakes and the occasional moor, with some regions taken over by Heffalumps or Woozels, and even more being lands of sinister, dark patches of brambles and briars, which are constantly expanding, due to Christopher's absence. Some larger patches even house tall, intimidating stone clusters, with vast underground caves where the Skullasaurs live.

Rule: Christopher is not, by default, a malevolent/evil king. His presence offers boosts to both bravery and morale. However, with his absence, and the constant twisting and tweaking to make the Land fit into the real world, several territories and regions simply vanish, blocking all access to said territory and anything behind it should the territory serve as a bottleneck, only to return later, if at all. And all throughout this, the brambles and skullasaur caves expand, stretch and invade the rest of the land...


Jack the Monkey

King: Captain Jack The Monkey, Pirate Lord of the Near Eastern Seas - Ghostly Trickster. After Barbossa and his crew spilled Will Turner’s blood on the Aztec gold, they were now free to spend it. Unbeknownst to the pirates, however, Barbossa’s pet Jack the monkey stole a piece of the Aztec treasure for himself, giving him the undead immortality the crew of the Black Pearl formerly possessed. Time passed, and Barbossa noticed his monkey’s unnaturally long life and frightening cunning. When he found out the truth, he was so amused that he decided to buy his pet a pirate ship of his own, dubbed the Chasing Million (or “The Mil” for short,), and a sum of gold to make his own way. Barbossa had no idea what he had unleashed. Jack the Monkey’s name soon became known among the corsairs of the world for both his cunning and resiliency and his singular crew—the mates of his pirate ship are all animals, ranging from the mundane to the absurd. Similarly, Jack the Monkey’s primary business is largely with the inhabitants of the Beastly realms—be they good or evil—though will deal with humans if the price is high enough. That said, he delights in making fools out of humans and Beasts alike, and is notorious for his organized “raids” of large-scale pickpocketing of coastal settlements. His might got to such an extent that he managed to earn the title of Pirate Lord of the Indian Ocean. His proximity to the Eastern India Trading Company and The Elite Global Huntsman’s Club ensures that he maintains a brisk business, as well as entertaining rivals to baffle and enrage in equal terms.

Land: Captain Jack’s waters extend over a good portion of the West African, Middle Eastern and Asian coasts, and can be found active anywhere from the Red Sea to Dino Island’s northern coast to Shere Khan’s realm. Sometimes, he even goes on jaunts through EITC territory on lucrative missions to China or Australia, which annoys Lord Cutler Beckett to no end. Other times, he will handle difficult Beast passengers for other pirates (the former King John of Britain being a prime example). The island of Naboombu is in his purview, and has made trips there before, of varying legality.

Rule: Captain Jack the Monkey gives not a flying shit about who you are or what you might be up to aboard his vessel, as long as you’re not a human (after several bad encounters with the Huntsman’s Guild). Only Beast characters are allowed on the Chasing Million, and they are expected to visibly get along, lest they suffer the Captain’s wrath. Thus, Captain Jack’s ship is one of the safer places for refugees or adventurers from various Beast kingdoms to travel if they don’t want to risk travel by land. He charges a steep price for passage, though, but at least won’t directly sell you out to poachers or hunters. He backs up his rules by both his ghastly aura and the larger, toothier members of his crew. Good thing he has a sense of humor, twisted may it be. Just be careful—he’s not nearly as faithful to the Pirate Code as some.


Captain Hook of Never Never Land

King: Captain Hook - Pixie Dust. Thanks to the captive Tinkerbell, Hook has outfitted himself and his allies with flying ships to best evade the wrath of the sea witch Ursula. With the pirates constantly thinking happy thoughts about pirating as much as they could ever want, the majority of the captains and their crews are capable of individual flight as well, making them formidable foes. (They are, however, prone to depression. Songs about mothers seem to cripple morale).

Lands: The Islands and the Cloud Sea. The islands controlled by the pirate alliance are constantly under siege from the sea, and so are largely unused on a day-to-day basis. Shore leave is a joyous occasion for the pirates, though very brief. PCs without flight must risk traversing the seas and catching one of the crews during their brief shore leaves before Ursula catches wind of the party and whips up a storm. The skies are where the pirates reign supreme, however, and any airborne group is a potential target for the loot-hungry pirate fleet. Walking the plank is nearly a mile down to the treacherous seas below.

Rule: Good Form. The crews of Hook, Davy Jones and the Pirate Lords abide by the strict laws of the Pirate's Code. The Code dictates everything of piratical life: rules of hierarchy, manners, fashion, engagement, combat etiquette, loot and just about every other aspect of life. The Code is to be strictly adhered to, and the pirates' views on the PCs will relate directly to it. A pirate PC would know the Code by heart, but any other would have to ask around or guess as to whether an question or action would possibly go against the Code. Violating the Code is a serious offense, one that could merit death if severe enough, though the rules can be skirted fairly easily since they're more of guidelines than actual rules.



The Firebird of the Charred Lands

King: The Firebird is the living (though some contest that the beast truly lives) avatar of nature's fury and power. A great bird, formed of lava, smoke, ash, and flame, it serves one purpose: the destruction of all it can reach. When it has spent its fury and power, it slumbers, for weeks, months, decades some times. But it always awakens again.

Some characterize the beast as evil, but this is a flawed judgment: destruction is the first basis for creation, as many young heroes would be wise to note. How else can good grow in this world if the Evil is not laid low? All things in nature grow, and all things in nature die. The Firebird is the bringer of that death.

Some theorize that this mission is the reason the Firebird's awakenings grow more frequent and violent over time: In a land filled with sorcerors, gods, and undead, the Earth is screaming in fury that these beings will not lay dead, as is the natural order. Savvy (and incredibly brave heroes) might be able to direct the Firebird's fury at such powers.

Land: Many think of the Firebird's lands as a scorched, burning wasteland. And that is true, for a time. But those who think they STAY that way forget the old maxim: nature abhors a vacuum. Indeed, there are a wide variety of plants who only grow after they are burned, and wood ash is a strong fertilizer. Within months of the Firebird returning to sleep, his lands are verdant and rich again. There are a very few foolhardy souls who live in these lands, and some that seek to profit from them: That same ash is a powerful alchemical regeant. Ash-Rakers spend their lives living as close to the 'burn zone' as they dare, and rushing in when things seem calm to make their fortune.However, there are no true forest in the land: the Firebird's touch comes too frequently for that. And few beasts call the region home, for the same reason. And at all times, the threat lies heavy in the air, in the strangely soft and gritty earth you tread, in the burnt finger-bones of once mighty trees, in the occasional skeleton found embedded in the earth, blasted their by the scorching fury of this land's master.

One of the more intimidating factors of the Firebird's lands is this: his coming and power is heralded by the eruption of a volcano, and is related to the strength and size of the volcano in question. And all the Ash-rakers agree, there is one mountain that has not blown yet, and it is the largest they've ever seen. They call the mountain "Rain-less", and some Sages predict that if it ever serves as the Firebird's host, the ash could reach as far as the Virginia Colonies.

RULE: The Rule of the Firebird is: All Things End. In this land, life is cheap, bonds of friendship stutter and fail, and trusty tools break and erode. Nothing can endure forever in the Lands of The Firebird, and nothing should. Some say this power can be harnessed for good: that rubbing one's self in Firebird Ash while in his lands can end curses and enchantments. Some posit that obsidian from the area may make a powerful weapon against Gods and Cauldron Born. Unfortunately, to harvest such obsidian would bring one to the mountains and valleys most imbued with the Firebird's fury, and therefore is most likely to provoke him to waking. So far, no Ash-Raker has had the nerve to risk it.


Elsa the Frozen Queen of Arendelle

King: The Snow Queen Elsa possesses or is perhaps possessed by tremendous power over ice and snow, and it's uncertain what the limits of these powers might be, or if they even exist. While she is best known for conjuring the perpetual snow storms that continue to freeze the nation of Arendelle, her magical potential includes the ability to create as well as to destroy, and she has in the past used her abilities to construct her fantastical ice palace and even imbue sentience, or at least the convincing imitation of sentience, to snowmen and other frozen contructs. Much of what is believed about the Snow Queen in the wide world at large is conjecture however, as no one has seen or spoken with her since the great blizzard began many, many years ago. While Prince Hans of the Southern Isles and many bitter Arrendelle Refugees claim that she sits now on her frigid throne high above the ruins of her former kingdom and surveys her terrible works with satisfaction, others more familiar with Elsa in her youth disagree, believing that her powers bring her only grief and madness and that this maddening grief robs her of any control she once had over them. If the Snow Queen's troubled mind can be soothed and her frozen heart thawed again, our would-be heroes might just find in her a powerful ally against the worse Villains of the world.

Land: The land of Arendelle itself is perhaps the most actively dangerous thing any hero must face if they seek an audience with the Snow Queen. It is a country in the grips of an eldritch winter, where the temperature never rises above Zero and the land is perpetually covered in several feet of snow. Water can only be found by melting the ice, wild game is scarce and wiley, and creating a fire or a source of heat is on occasion too difficult to manage without magical assistance. In some areas, especially surrounding the frozen ruins of Arendelle's capital and the Ice Palace on the mountain above, there is also a terrible ice fog, and to breathe in this white mist is to die a horrible death, choking on frost. Perhaps the most unpredictable of all Arendelle's dangers are the frigid magical constructs of snow and ice that roam the land looking for trespassers and invaders, unbidden by their Queen but none-the-less zealously protecting her self-imposed isolation.

Snow Queen Elsa doesn't exactly rule the people of Arendelle as, with a few notable exceptions, there is hardly anyone in Arendelle left to rule. After the death of her sister, Princess Anna, the cold snap and perpetual blizzard resulting from Elsa's terrible grief and loss of control forced all her surviving subjects to flee to warmer climes, leaving their nation an abandoned arctic wasteland and their capital of Arendelle an icy mausoleum filled with the flash-frozen bodies of the citizenry that had not been able to escape the cold. It is rumored however, that even as harsh and wintry as Arendelle has become, it isn't entirely devoid of life. The last group of adventurers to return from the snowbound country have said that one especially hale, hearty and hairy merchant family still lives in their hot spring-heated compound, helping supply would-be adventurers for very modest and reasonable prices and claim that some of the Snow Queen's oldest and dearest Snowlems may be capable of rational thought and empathy. It is even whispered that Princess Anna herself still walks the snow-choked streets of the capital as one of her own sister's frozen constructs, flesh and blood turned to pure blue ice and glittering white rime, though most of Arendelle Refugees choose to dismiss these as hurtful rumors.

The Blue Fairy

King: The Blue Fairy - Wishes. She from time to time appears as a shining blue star in the night sky. Legend says that if you make a wish upon this star, your wish comes true. She adheres to this and listens closely for any wishes uttered by someone she deems worthy to have their wish granted. Then she does what she can to make it come true with her magic.

Land: Magical Realm Of Faeries. She, along with other faeries like the Fairy God Mother and the trio of Faeries that took care of Princess Aurora, exist in the plane of Faeries, a land of magic in its rawest form. This realm contains faeries who would come at the behest of others to grant them their deepest desires. Some vary from fairy to fairy, but for the most part, everyone got what they paid for. Yes. Pay.

Rule: Magic Comes With A Price. The fine print exists for wishes as well. Wishes granted by faeries usually come with a price: their soul, their baby, their voice, a limited time... But compared to them, the Blue Fairy is the nicest when it comes to prices: the Blue Fairy's price is that the person in question of making the wish must prove themselves worthy. This can range to preforming a task for her, showing you really deserve this wish, or by showing her three positive traits, like being honest, brave, and unselfish.

Scar, King of the Pridelands

King: Scar Scar is an opportunistic and conniving king, having disposed of both his brother by a lucky coincidence, and his nephew by his insidious tongue, he rules over all beasts of the savannah. Technically the rightful ruler, he spares no opportunity to lord his position over others. The lionesses hunt for Scar, tracking what little prey remains while contending with the ravenous hyenas, secretly under Scar's command to drive the huntresses onward. The lionesses hold no love of Scar, and would gladly rebel if evidence were brought forth of his treachery, but there were only two witnesses to the death of Mufasa. There is a rumor that the young prince Simba survived the deadly stampede as well, but his whether the rumors are true and where he might actual be are a complete mystery. Despite his fearsome persona as a cunning king, Scar is a slothful ruler, content to rest on the work of his subjects, who are all but devoid of hope of the Pridelands being the paradise they once remembered.

Land: The Pridelands The once verdant hunting grounds of the lions are grey and barren, the vast majority of animals would rather take their chances in the jungles of Queen La than to risk wasting away. What few animals remain eke out a meager living, and are violently protective of what they do find (although most creatures of the Pridelands are borderline emaciated). Grasses and trees have withered, and the land more resembles the elephant graveyard where the hyenas stage their attacks from. The land itself radiates famine, a deep hunger that can never be satisfied as long as the usurper Scar continues to neglect it. As long as the players remain in the Pridelands, a deep hunger will gnaw away at them. Supplies will dwindle more quickly as food, firewood, even potions are consumed at a double rate. Fresh food is incredibly scarce, and players who do not prepare may find themselves at the mercy of Scar's domain very quickly. Whether the players run out of food or have an obvious oversupply of it, the lionesses and hyenas at Scar's command will quickly find them. If the players have plenty, Scar's minions will demand it all. If the players have nothing, they will instead attempt to take down the players for fresh meat.

Rule: The Decadent King Scar has grown so comfortable that he does not consider many things in his lands a threat. If the players do not prove themselves a physical threat, he will likely ignore all reports of the players' presence. However, he is also paranoid about maintaining his power. Besting even a few hyenas could trigger escalation from Scar. He has long coveted his kingdom and would savagely fight to keep it. Scar cares little about the human lands, but if the players have already defeated one of the other beast kings such as Shere Khan, he will certainly strike first, quickly and ruthlessly. Scar thinks highly of his skills of manipulation, and will gladly meet with the players if they are quick to grovel, and will attempt to get what he can from them. Food, luxuries, an attack force against his neighbors, anything to prove his own superiority without moving a muscle. Beast players will be expected to serve Scar utterly, though dinosaurs are viewed with caution by the lion king, due to the difficulties in slaying them versus the average beast.

The Coachman of Pleasure Island

King: The Coachman The Coachman is anything but a recluse. He will come to your village on his grand carriage and invite men and women to his fantastic escape from terrifying everyday life. No money? No problem? No ride? He'll take you there himself! The Coachman is one of the jolliest people you'll meet, as long as you stay on his good side. Be warned, it's said The Coachman is a devil of a man when you anger him. They call him the Shadow Man of the Old World for a reason.

Land: Pleasure Island The lights and sounds of Pleasure Island can be heard from the shore. Though the old Pleasure Island was built like an amusement park, the New Pleasure Island has been renovated to match it's new audience. Bars, brothels, casinos and drug dens line the streets like carnival stalls. Most of the fantastic things you hear about Pleasure Island are second hand: It's so great, nobody leaves! The only way on and off the islands is by boat, where you can still see the rusted roller coasters sticking out from the shadows.

Rule: Make Asses of Yourselves The only rules of Pleasure Island are fornication, opiates, and puppet theater. It's an eternal party that's so strong, Frollo's stooges and Maleficent's cronies couldn't stop it if they tried. Though many question why they haven't stopped The Coachman yet, these questions and more will be waved away as you enter the grounds. If you have money, you can afford the Deluxe Treatment, which gives you even more privilege to party like none other. The Coachman doesn't take kindly to people ruining the Pleasure Island experience, so any attempts to do so will catch his eye.


Ratigan of the Under-Empire

King - Padraic Ratigan I, King of All Mousedom Once the Napoleon of Crime, Ratigan's overwhelming success in his final caper set him as the king of mice worldwide. Ratigan is extremely egotistical and adores the grandeur and ceremony of being royalty, particularly the groveling and fearful begging he forces upon his subjects. Despite all the posturing, Ratigan is not afraid to do his own dirty work, though he much prefers to watch. Intimidation is his greatest tool and joy, and the Mouse King has a dagger at the throat of each citizen one way or another, inspiring absolute (though bitter) loyalty. Ratigan knows that he is not beloved and his reign could be undone if his citizens were given proper inspiration, and he takes a very hands-on approach in squelching any hint of hope, defiance or rebellion. Most of Ratigan's minions are mice who have no qualms in betraying their brethren, though Ratigan commands a few non-mouse minions such as his chief henchman Fidget the bat and his monstrous trump card, the pampered cat Felicia. If somehow matters get out of hand, Ratigan snaps into a much more feral persona, discarding his manners in favor of berserk strength, though he is still just as cunning while enraged. Ratigan is extremely dangerous to any mouse-sized foe.

Land - The Underworld Unlike the other kingdoms, Ratigan's domain ignores the boundaries so violently fought over by the great humans and beasts. He owns the sewers, cellars, attics, and all hidden places scattered throughout the kingdoms, as well as the small mouse towns that have grown inside them. For a normal-sized player, accessing the Underworld is nearly impossible, only transformation (whether it be a hint of Fae magic, an Yzmic animal potion, or a bottle of Wonderland's infamous Drink Me) can get humans and large beasts down to visiting size. Ratigan himself has crafted an isolated palace for himself in Prydain, mechanically filtered to ignore the cauldron mists of the Horned King. The palace is well-guarded and completely self-sufficient thanks to the inventions of Hiram Flaversham (who still forcibly works for Ratigan to keep his daughter Olivia safe), though Ratigan still invites his subjects to worship him frequently in his glorious audience hall. Despite his power, not all holdings in mousedom belong to Ratigan. The refurbished Rescue Aid Society (now the Rescue and Truth Society) have cells of resistance scattered throughout the world and actively seek to counteract Ratigan and end his cruel reign. Another consistent thorn in Ratigan's paw is one J. Thaddeus Toad, whose worsening manias cause him to rampage wildly through the Underworld, careless enough to wreak widespread havoc yet clever enough to evade capture every time. Coordinating the chaos is perhaps the only way to liberate the Underworld of its tyrant.

Rule - The Rats in the Walls The only real export of Ratigan's domain is information. No matter where the players travel within the Underworld, their movements are watched and passed along the great chain of information to whoever can profit best from it. Every citizen of mousedom is required to give the information, willingly or not, and most comply out of fear of Ratigan's vicious punishments. No matter how the players help, save, bribe, beg or intimidate, the mice must ultimately tell their secrets. Stealth is all but impossible, disguise and deceit must be laid to the slightest detail because any plan not perfectly-guarded will undoubtedly reach Ratigan's ears in due time. Ratigan wastes no scrap of information, however trivial. If the players have no reputation and have no toppled any kingdoms, Ratigan will attempt to press-gang them into his information network by whatever means he can (usually threatening the innocent mice in hopes of altruism winning out). If the players have defeated even a single king, however, Ratigan will soon find out and pass the information along to any other kings, strengthening them against any future heroics. Ratigan can't resist theatrics however, and if the players seem a sufficient threat, he will more likely try to lure them into a death trap than attack them head-on.