Disney Villains Victorious K/L/Rs

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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

Ruthless, truly evil, cruel, cunning, abusive, murderous, insane, dark, power-hungry, misanthropic, hegemonic, megalomaniacal and terrifying. Those are the words that describe the Horned King, ruler of Prydain. Victorious, he sits on his thrown, savoring the suffering of his subjects. He takes from the Prydani not for the sake of him having, but for the sake of them NOT having. By pillage and murder, he has not only hoarded to himself all the weapons, works of art, lore, music and technology of Prydain, but all knowledge of them and the secrets of their making as well. His both a mighty warrior and a notable sorcerer, though he prefers to let his minions do all the heavy lifting.

Land: Prydain

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 as one of the skeletal 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; an invading army 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. The mist itself saps the will, dulls the soul and slows healing, causing will points and strikes to be regained at half their natural rates. 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 Prydani 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. Another thing one will notice is that not only is there hardly anything beautiful to be found in Prydain; but the people have access to little craft: the smiths, hideworkers, carpenters and masons are kept tightly under the Horned King's thumb, and he allows no other crafts to exist. The farmers themselves possess barely enough agricultural technology to feed all the hungry mouths.

Rule: The Horned King's reaction to the players will depend on a number of factors. If they appear to bear nothing of value and be no threat, he will not waste his time with them. If they bring with them anything of great power or value, especially rare or one of a kind items, he will send a dozen Gwythaints to acquire it; those who come bearing technology or knowledge are often 'acquired' themselves. If they have felled so much as a single king or otherwise appear a threat (for instance, by carrying Dyrnwyn or Excalibur), 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.

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

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

King: Alameda Slim

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 Sunless Empire

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.

Emperor Shan-Yu of the Hun Dynasty

King: Emperor Shan Yu - Immortal, Hun Chieftain, The Usurper.

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: Hun Dynastic 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: Corrupted Mandate of Heaven

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, The Shadow Man, Voodoo Bokor

Facilier 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

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, The Evil Queen, The Wicked Queen

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: The Mirror Kingdom.

Your Beloved Queen is Watching. Formed from the lands of the First King, Corona, Weselton and a variety of other Germanic kingdoms and fiefdoms, the Mirror Kingdom 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: The Subjugate of Kaa

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: Christopher Robin

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: The Hundred Acre Wood

The Hundred Acre Woodlands are 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: Bravery.

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 James Bartholomew Hook, or just "Cap'n 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: The Code is the Law.

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

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: Everything burns

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: 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: Elsa The Snow Queen

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: Arendelle

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.

Rule: 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.

The Blue Fairy appears from time to time 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

Prince Taka, or as he appointed himself, King 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 Shadow Man of the Old World

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, World's Greatest Criminal Mind

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.

High Priest Tzekel-Kan

King: High Priest Tzekel-Kan - The Bloody-Handed.

Though Kan isn't the ruler on paper, the Chiefs he appoints to rule in name have no real power. Countless sacrifices has given him unnaturally long life, and he has convinced himself firmly of his own immortality, even considering himself one of the gods. He is a cruel and capricious ruler, and he does not take challenges lightly. Though his faith is fanatical, he is no fool; he'll use any advantage if it means getting a leg up on his enemies. He doesn't usually rule directly, counting instead on the vast numbers of fanatical followers beneath him to sort things out. However, if things get out of hand, he will waste no time in burying the problem in giant rock snakes.

Land: El Dorado

El Dorado, as the Spaniards called it, has expanded greatly from its humble origins as a single city. With millions of inhabitants all raised on Tzekel-Kan's blood faith, El Dorado is not the kind place it once was. Tzekel-Kan's distrust of foreigners has developed into a general view - if someone you don't recognize visits your village, they're probably a spy and should be dealt with accordingly. The jungles are almost safer than the cities, as Tzekel-Kan's standard for sacrificing a person have become increasingly loose over the years. Tzekel-Kan's xenophobia have held back technology to some degree; many of the muskets they use were once in Spanish hands.

Rule: Paranoia.

People of El Dorado are highly suspicious of outsiders, particularly anyone who looks like they're not from the region. Unless you've got a damn good disguise, a visit to a village will likely end at a sacrificial altar. Tzekel-Kan is unlikely to have heard of the PCs unless they've done things in El Dorado itself. If they do enter, and do pose a threat, he will not be patient with them. The last time he was patient with mysterious foreigners, it didn't work out so well.

Sorcerer-Sultan Jafar of Agrabah

King - Caliph Jafar

Jafar, the Sultan of Agrabah and all its domains, is undoubtedly the most powerful human sorcerer in the world. His knowledge of magic is absolute, and despite his fantastic strength, Jafar is a shrewd man who never underestimates his opponents, and prepares for any contingency. Jafar's magic has secured his position as Sultan, swayed the loyalty of the people, augmented his guards and, perhaps his crowning achievement, enslaved the Genie of the lamp. Though his first wish is spent, Jafar keeps the other two in reserve until he can discover a way to rewrite the Genie's rules to allow him unlimited wishes of any kind. For now, he is content to bolster his own magical power with ancient tomes and etchings from the far corners of his empire. The sorcerer-king keeps the princess Jasmine as his consort, both for his own pleasure and for legal dominion over the Caliphate (the previous sultan mysteriously vanished shortly after the wedding). Jafar is arrogant of his abilities, though still shrewd enough not to underestimate his opponents, a lesson well-learnt from dealing with the street rat. He is quick to anger, and will overwhelm any opponents who directly challenge him via his hypnotic staff or any number of magical spells (he tries not to use the same spell twice in the same combat to prove his wide mastery of magic).

Land - The Caliphate of Agrabah

The domain of Agrabah nearly encircles the Mediterranean Sea and lays claim to the deserts of northern Africa and western Asia. Despite its wide range, the roads filling the space between cities are well-maintained. For allies or servants of Jafar, travelling his roads is perhaps the safest method of travel, albeit long and usually hot. The Caliphate deals in more goods than any other Kingdom except the widespread East India Trading Company, products ranging from gold to silk to spices. The expansive territory allows for more cultural blending than most other places in the world, and it is common to see travelers from any kingdom Jafar is currently not warring with. Despite the wealth and commerce, Agrabah is a hotbed of sins, hosting everything from dens of debauchery to the largest slave market in the world. Bandits roam the deserts, eager to prey upon less-guarded caravans for loot and slaves. The people will gladly side with Jafar if asked, though a great many miss the more benevolent Sultans of ages past, for Jafar is an aloof and occasionally cruel monarch.

Rule - Ancient Curiosity

In Jafar's quest to utterly command the Genie's powers, he has set up magical detectors in each major city to seek out any new sources. As far as he is concerned, all magic belongs to him, and any magical items must be appropriated on the chance that they could further his goal. If the players carry any magical items with them, Jafar's guards will be quick to seek them out and take the items as a travelers' tax. Additionally, Jafar allows higher-ranking guards to make use of magical trinkets that have no use to him, such as an amulet that toughens the skin or a bracelet that gives the user the strength of ten men (such trinkets are often misused and neglected, making them risky for both the guards and players to use). Should the PCs possess no magic, however, he will likely pay no attention, unless they begin making widespread trouble inside the city of Agrabah itself. If the players have defeated several kings, Jafar will take observe them closely, but is unlikely to act unless magic is involved. Should the PCs defeat any magic-infused guards or openly discuss magical matters, Jafar will order their arrest to glean any new details he can.

Governor Radcliffe the Third (Seventh of his name) of the Royal Colony of Virginia

King: Ratcliffe the the Third
Long ago, before the destruction wrought by Chernobyl, the royal monarchy of England caught wind of a new continent discovered by the Spaniards. Seeking to claim this land for them selves, they court ordered Lord Ratcliffe to travel to the new world and set up their own colony. Once landing there, the expedition found the lands inhabited by the Powhatta tribe. The situation turned from cold to steaming hot, as tensions exploded after the execution of John Smith, one of Radcliffe's most trusted officers. The first colonists of what would become Virginia quickly over ran and slaughtered most of the tribes, sending them fleeing. But their victory was soon cut short, as contact with the mainlands was lost, and all messengers came back speaking of walking dead. Ever the opportunist, Governor Ratcliffe gathered up the men, and summoning up the spirit of Ponce De Leon, gathered up his men and women to create the Royal Colony of Virginia, with him as king.

Things took a down turn soon though, as they found millions of refugees, looking to escape the nightmare with Europe washing up on the shore of Virginia. Tensions blazed once again, as Greeks, French and other refugees quickly formed rivalries that nearly tore apart the fledgling nation. But Radcliffe was a intelligent man, and he quickly found the perfect enemy, in the form of recently empowered Facillier and the remaining Indians hiding in the Aurora. Rallying the peoples under a banner of hate and revenge. Marching them under one banner, a army larger than any other gathered in one place, Radcliffe lead them into a meat grinder, smothering Indian tribes and even the Shadowlands under hail storms of musket fire and cannon shot. Plundering food as he went and Setting up towns as pushed through the northern states, his army crushed thousands underneath their boots as more and more Immigrants funneled in. It was even said that upon the liberation of Memphis, what would soon become Radcliffe's fortress in the heart of shadow-lands, that "If Facillier wishes to block out the sun, then I shall do him a favor, and block it out with myself with nothing but the shadows of my men."

But eventually, Radcliffe saw that he would soon outgrow his meager food supplies, and turned his incredibly large population to agriculture, supplemented by Alameda's large cattle drives. He consoldated his power, and finally died not long after the proclamation of the state himself. He would soon be replaced by his successor, Radcliffe the second, a much more outgoing and courageous man. But he would not be without his own challenge's, as he would soon find a equal in the form of Rourke's Atlantis and Beckett's Trade Fleet. Considering these new intruders a danger to his nation, he did not wait long before rejecting their trade proposals and heading in with a full attack. Once again, the drums of war sounded and the once confident and arrogant Alantians found themselves drowning in seas upon seas of angry militants and musket fire. This was, and is to this day, one of Rourke's greatest shames, as over a thousand Alantean soldiers were captured as POW's, and hundreds of Alanteans were killed in the ensuing Alantean-Virginian War. It was also during this time, that Radcliffe used captured Alantean technology and Engineers to create the Beacon of Memphis, a huge facsimile of a lighthouse built in the middle of the Fort-city of Memphis Tennessee. Used as a sort of WMD against facillier with its great powerful light capable of enlightening any area completely with it's gaze. With this tool in hand, Radcliffe the Second began another campaign against Facillier, although with a war on two fronts, it was nowhere near as sucsesful as his fathers, even with the Beacon of Memphis. But still, he proved a capable enough leader to gather huge amounts of freed debtors and gained a major foot hold against the darkness, but as both sides began to mobilize for war, Radcliffe realized he could not hold out his aggressive tactics much longer. He died soon after the construction of the Beacon, and the fall of Fort Washington, leaving his throne to his child, Radcliffe the Third the current ruler.

So far in his reign, Radcliffe the Third has proven to be a much cool headed ruler. He has ended the Alantian-Virginian war, and has brought Rourke to the table to discuss a treaty of sorts, and opening ports to the EITC. But he has not ended his predecessor's feud with Facillier, and plans to mobilize the great army of Virginia in one last glorious chance to topple the necropolis of New Orleans. During this final climatic battle, the fate of the New World hangs in the balance. If Radcliffe were to win, his sights would be set on a new enemy so as to keep his rapidly growing people under control, such as the tyrannical rules of Europe.

Although not a cruel man himself, Radcliffe the Third is still a strict and highly charismatic leader. He holds all the power of Virginia is his hand, and often uses it when ever applicable. But he is much more compassionate and caring then many leaders, even his own father. He genuinely cares about the welfare of his people, but in a sort of twisted and skewed way. He knows his rule is based on his own people, so he continues to wage war after war to keep his people under control. Eventually, he might lax his harsh rulership and laws, but only if shown that his nation is capable of surviving the dangerous change that would ensue.


Land:
The land of Virginia is very much like our current one. Lush forests and mountain ranges dominate the lands, while cities grow larger and larger. Due to high proportion of Refugees from around the world, Virginia is host to a myriad of peoples and cities that can vary from one to another. Here, we shall talk about a few:

Memphis, Home of the Sparthens: After the collapse of Olympus, many greeks set sail across the Mediterranean and even the Atlantic before Urusla came to rule them. But still, many died, leaving only a few hundred ships left to reach the haven of the new world. But none were more prolific than the two heated rivals of Athens and Sparta, the two surviving city states capable of saving their albeit incredibly weakened, gods. The two bitterly hated each other as much as their gods did, but they put reluctantly put aside their differences in name of Olympus. They fought incredibly hard during the first Shadow War under Radcliffe the First's reign, and eventually were rewarded with Memphis as their own city. In honor of their surviving war gods that helped claim the spearhead into Lousiana, they built the Fortress city as a testament to their great power. Athena and Ares, still bitter about their loss of power to Hades take their anger out against the foolish raiders and shadow creatures that dare come to their last vestige of power. Hades, holding most of their power, still takes interest in their activities, but due to their close connection of war and death, he leaves them alone for the most part. A more recent change in the city, however, was built during Radcliffe the Second's reign. Called the Beacon of Memphis, the tower is a huge light house of sorts, built as a super weapon against Facillier, with the goal being a weapon capable of burning away whole legions of Shadow raiders. It is due to this weapon that Virginia is able to keep their borders more defined then others, but due to the great amount of power it consumes, Ares and Athena must remain near Memphis at all times so as to power it with their last vestiges of Godly power. Although it is made with Alantean technology, the two war gods seem to have immense power over it, and incredibly familiar with it, but both refuse to go much deeper into it. Although powerful, the Beacon is not without flaws. It drains and weakens the War gods as it burns, and it can only cover so much area with his lens. It also has a short range and can only harm beings made of pure shadow and creatures from the Other Side, leaving raiding parties capable of crossing the border with ease, and indulging in the rich lands of Virginia.

Richmond Virgina, Throne of the King: Richmond, the largest, and second most guarded city in all of Virginia, it is a testament to the power of the Virginian colonies. It is comparble to the great city of Agrabah or Paris, with great towering stone chapels and buildings, giving a gothic feel to it. But above it all stands the golden palace of Radcliffe, a huge and glorious mansion from which Radcliffe the Third rules his kingdom. There, Radcliffe manages the affairs of the nation and plans his next move against the dreaded Facillier and other villains of the world, his grim face pouring over report after report. The city itself is guarded by Radcliffes personnel warriors, known as the Grey Coats. A mix between plantation owner and Knight, they the kings personnel guard against the constant attacks of Ursula, Pirates and others. A few other noticeable buildings and areas include the Church of the Living Saint John Smith, a missionary church sent by Pope Frollo to spread the word. It is a usefull tool to Radcliffe the Third, as it allows him to keep his people more closely gathered. But his suspicions are not at rest about the Church, as he fears that his people might become loyal to pope instead of their king, so he is often seen scouring the Church in search of treason and treachery. Another area of great interest, located near the docks of Richmond. It is a partially submerged landing building with the encompassing area known as the Atlanean Emissary. This the Atlantean's second greatest foot hold in america, aside from D.c. It is here that the Minister of Foreign Affairs, Helga Katrina Sinclair, holds office. She serves as the link between Atlantis and Virginia personally, and helps coordinate Atlantean Immigrants and Treaty disputes. The base itself serves as a docking point for Atlantean subs, placing importance on it as one of the major resource intakes for the empire.


Xīn shìjiè chéng, the New World City: Founded by refugees of China and Agrabah, this is one of the more bizarre cities in all of Virginia. Its location high in Appalachians, and its high density of people proves to be a very interesting mix of ideologies and practices. Here, it is said, that some of the more cowardly ancestors came after the fall of the Emperor. It is also said that there are roaming spirits of the desert that have taken up shop as well. But thanks to the wise buisness practices of Mayor Gen E. Ofthalamp and his bizarre understandings of the occult world, he has kept the city a thriving metropolis. The best description of the City is that of a Chinese marketplace mixed with a Middle eastern Bizarre, stacked ontop of another, then thrown on a hill. Mosques and Buddhist monasteries are located next door, and even on top of another. But in the city of Xīn shìjiè chéng, two world's collide, and in a world of darkness, bring out each others best.

The Rule: The drums of war!:
One of the most populated nations in the entire world, Virginia is a filled with a uncountable population, and to keep these people under his control, Radcliffe the Third uses every trick in the book to keep his people in line. And like his forebearers, there is nothing better to keep his people in beat than the call of war and plunder. If the players actively attack and cause riots and disrupt Radcliffe's the Third's chaffing rule, they will have to answer to the uncountable army of Virginia, the largest living army in the world. Although mainly made up of militia men with a few select auxiliaries, its strength comes through numbers alone. If a party finds itself fighting against the Army, they will continue to face mook level enemies until AT LEAST 1000 are dead. If that number is met, then the army will be sufficiently frightened by your parties outstanding fighting skills and retreat for 1d7 days. The Army can not attack you in cities, and can be escaped with a successful initiative test of TN:35.

Mor'du of the Land of the Bear

King - Mor'du the Terrible
Once the eldest son of a mighty chieftain, Mor'du's lust for power led him to drink a potion that transformed him into a colossal bear, slaughtering his brothers and his armies in a blind rage. As the ages wore on, Mor'du's mind slowly slipped away, and all that now remains is feral instinct inside a giant juggernaut. His rampages grew ever more fierce, leading to the unfortunate slaughter of the cursed queen Elinor. The clans rallied to end the beast for its atrocities, but they too were cut down in droves. The massacre of the four clans within the great ring of stones deepened Mor'du's curse, and the ghostly warriors now haunt the great bear constantly, driving it further into a berserk rampage. Mor'du is a frightening opponent, for he recognizes no allies, employs no tactics and never relents. He never tires and shrugs off most wounds, spurred on by the ghosts that plague him, his rampages can last for days on end.

Land - The Land of the Bear
The realm of Mor'du is a wild and untamed land, smattered with ruined castles and ancient edifices of the people long-dead. Most humans have abandoned the land due to the fear of Mor'du's random attacks, though a staunch few remain. Rugged clansmen eke out a living hunting the wild animals of the Scottish highlands, always on the move and ready for Mor'du to appear. Though it was thought to be a complete massacre, there were few survivors of the slaughter of the stone circle. King Fergus suffered grievous injuries, but limped away to nurse revenge for the death of his beloved family and clan. He sought out the Elite Global Huntsmen, and secured membership through his mastery of the hunt. Fergus awaits impatiently for the other huntsmen to finalize plans for the Scotland expedition, eager to bring down the beast no matter the cost. Another survivor was the princess Merida, unbeknownst to her father. She fled into the woods during the slaughter, though she lives in constant guilt and self-hatred due to her involvement in the fiasco. Merida searches desperately for a way to undo the damage, though she dreads that there may be no such way.

Rule - The Will of the Wisps
Of all the kings, Mor'du has the least direct control of his realm. He wanders without direction at the whims of the ancient magic that flows through the land. Evidence of this power lies in the moss-covered altars and ancient runic stones that dot the country, though none can decipher their purpose. The wisps pull at the fates of those within the land, and those who follow them will have their lives changed for good or ill. The spirits seek rest immediately, and will often force their victims to cross paths with Mor'du in hopes that they can slay the bear, never considering whether they are capable of such an act or not. Players traveling through the land of the bear have random encounters with increasing frequency, for even if they choose not to follow the wisps, others may follow the wisps to get to the players.

Ursula of the Sea

King - Ursula the Sea Witch
The once outcast Ursula realized her true power after she manipulated King Triton into surrendering his trident to her, multiplying her magic exponentially. Her command of the seas was challenged by the sea goddess Calypso, who jealously kept the same domain, and the two fought in a catastrophic battle that raged for days. Ursula emerged victorious, though no one knows for sure what happened to Calypso as she has not been seen since. With no one else able or willing to oppose her might, Ursula quickly dominated the oceans and seas of the world. In contrast to the vast power she now possesses, Ursula is still more comfortable in the role of manipulator than wrathful god. She is relatively reasonable and entertains offers and alliances if she believes there is something to be gained. She was alerted to the possibilities of other worlds after discovering the magical potential of the dreamer Wendy Darling, who had walked the plank out of Neverland and into her clutches. Ursula has been wary of the interference of land-dwellers since her rise to power, and the possibility of other worlds has made her ever more suspicious of their scheming.

Land - The Seas and Oceans
Ursula's seas share more borders than any other kingdom in the world, and she sends her agents to police the shallows of more enterprising nations constantly. She only welcomes ships which have entered into agreements with her, and quickly attacks those who sail uninvited over her waves. Any travelers on the sea must either bargain with the witch or find some other safe method of travel. The East India Trading Company has entered into one such agreement with Ursula, and the players may purchase passage with the company for a modest fee. For those seeking to openly defy the sea witch, the flying fleet of Captain Hook and the Atlantean submarine armada are perhaps their best hopes of travel. Other forces like Davy Jones and the Kraken challenge Ursula's rule of the sea without much fear of her powers. The deep oceans hold many secrets, and despite Ursula's widespread knowledge, there are mysteries that even she has not yet discovered.

Rule - The Wind and Tides
The sea and storm bend to the will of the sea witch, as well as the myriad creatures of the deep. Each time a new ship embarks, news travels to Ursula within the hour, and she then decides how best to treat it, depending on her deals. Her control of the ocean is vast, though she is not always able to control the greater part of the world. The witch herself moves through the ocean at her leisure, heralded by a massive storm and the sudden appearance of riptides and whirlpools. For any threats she is too far away to deal with, she can command legions of sea creatures to attack in her stead. If the players make a deal with Ursula, she will likely ignore them, as she is arrogant enough to assume they are no threat if they are under her thumb. If the players do defy Ursula however, she will send sea creatures to assault them depending on how threatening she thinks they are. If the players have defeated relatively few kings, the attackers will be average predators, though if the players have a reputation as kingslayers, she will send sea monsters and storms, if not appearing in person to nip any possible threat in the bud. Traveling the seas unaided is inadvisable at best.