DISNEY VILLAINS VICTORIOUS: KING, LAND, RULE 3.0
As seen in The Lion King and the Arthurian tale of the Fisher King, the King and the Land go hand in hand. If the King is noble, the Land prospers and the Rule is just. If the King is malevolent, the Land decays and the Rule is wicked. Each notable ruler has a K/L/R entry that is divided into three parts: the King, the Land and the Rule.
Finally, a King’s influence is not the same everywhere. Ursula has a strong hold over the oceans, but at a certain depth below the surface lies creatures that would give even her pause. It is in these areas that submarines may pass with some degree of secrecy. The same is true for other rulers, who have peaks and valleys to their control. Players can decide which way they want to travel. Do they want to risk facing the full scrutiny of a King in their capital, or try going through rough territory where they'll be hidden, but under constant threat from the elements?
Notice: This is a living document undergoing revisions whenever I find the time to make or approve them! Articles with a ✅ next to them have been recently revised and are expected to stay that way for a while.
--Architect
Table of Contents
✅ Queen Grimhilde The Fair (Snow White and the Seven Dwarfs, 1937)
✅ The Coachman (Pinocchio, 1940)
✅ Chernabog, God of Night (Fantasia, 1940)
✅ Queen of Hearts (Alice in Wonderland, 1951)
✅ Maleficent (Sleeping Beauty, 1959)
Kaa the Ancient (The Jungle Book, 1967)
King Louie (The Jungle Book, 1967)
✅ Shere Khan (The Jungle Book, 1967)
Master Edward Gracey (The Haunted Mansion, 1967)
King Leonidas (Bedknobs and Broomsticks, 1971)
Christopher Robin (The Many Adventures of Winnie the Pooh, 1977)
The Nome King (Return to Oz, 1985)
The Horned King (The Black Cauldron, 1985)
Professor Padraic Ratigan (The Great Mouse Detective, 1986)
Ursula the Sea Witch (The Little Mermaid, 1989)
Sorcerer-Sultan Jafar (Aladdin, 1992)
Oogie Boogie (The Nightmare Before Christmas, 1993)
High King Scar (The Lion King, 1994)
Governor Ratcliffe (Pocahontas, 1995)
Pontifex Immortalis Frollo (The Hunchback of Notre Dame, 1996)
Hades, God of the Underworld (Hercules, 1997)
✅ Warring States of Japan (Princess Mononoke, 1997)
The Firebird (Fantasia 2000, 1999)
High Priest Tzekel-Kan (The Road to El Dorado, 2000)
The Carnotaurs (Dinosaur, 2000)
Empress Yzma (The Emperor's New Groove, 2000)
Imperial President Lyle Tiberius Rourke (Atlantis: The Lost Empire, 2001)
Queen La (The Legend of Tarzan, 2001)
The Aurora Borealis (Brother Bear, 2003)
Alameda Slim (Home on the Range, 2004)
Generalissimo Santa Anna (The Alamo, 2004)
Cutler Beckett (Pirates of the Caribbean: Dead Man’s Chest, 2006)
✅ Dr. Facilier (The Princess and the Frog, 2009)
Mor'du the Terrible (Brave, 2012)
Elsa, the Snow Queen (Frozen, 2013)
Te Kā, Taker of Life (Moana, 2016)
The Elite Global Huntsmen Club (Various)
The Fifth Brethren Court (Various)
King - Queen Grimhilde the Fair
The enigmatic Queen of the Mirror Kingdoms is famed for two qualities of note: Her ravishing beauty and her ice cold heart. Grimhilde is the subject of much speculation about the motivations that lie behind her stoic expression and the rumored supernatural powers she may possess, but the Queen can silence the preening nobles of her court with but a word. She manipulates those under her sway with keen skill and trickery, using the lesser rulers of her domains as pawns to further her own political machinations. Should all else fail, her hidden mastery of the alchemical arts and the infamous Magic Mirror ensure she keeps one step ahead of her competition.
Land - The Mirror Kingdoms
While neither Holy, Roman, or an Empire, the Mirror Kingdoms are a vast coalition of Germanic fiefdoms and territories. Corona, Weselton, and the Southern Isles are but a few of the dominions in Grimhilde's sphere of influence. On their own, each would be at the mercy of the zealots, blizzards, and monsters that surround them, but the Mirror Kingdoms stand together as a relative bastion of sanity. Though together, they are not free of internal strife. The feuds of nominally-allied rulers aside, the Queen has made it known that she is always watching her subjects, and is not fond of laziness or treachery. The woodlands are no more welcoming than she is; the Black Forest is host to strange beasts and wicked trees that take great offense to trespassers.
Rule - Mirror, Mirror, On the Wall...
Grimhilde offers her client kingdoms a fair degree of autonomy, but there are lines that must be toed. The elite knights of the land, the Mirrorguard, are the supreme arbiters of the Queen's will. Those who she has scried upon in her Magic Mirror and determined to be her enemies should expect a visit from them. Especially those that, in a fit of envy, she fears could be more beautiful than herself. The peasants have become aware of her jealous tendencies, though it is not spoken of in fear of her noticing them. While they are grateful for her continued protection, some have taken to scarring themselves to avoid her fits of vanity. Her ability to gather intelligence is nearly limitless, held back only by what she knows to ask her mirror for.
King - The Coachman
There is an enigmatic, strangely-affable man who rides across the winding roads of the old country on a stagecoach. He travels frequently, gleefully visiting the villages in order to enthrall the inhabitants with offers of a fantastic escape from their everyday worries. Being a shrewd man of charismatic persuasion, the Coachman has convinced many a man, woman, and unruly child to throw away the terrible shackles of mundanity and follow him towards a paradise he calls Pleasure Island. To his clients, the Coachman is a jolly, gregarious host. To the gendarme, he is a menace to all pious people. To his victims, those who have experienced the depths of his cruel nature and wicked punishments firsthand, the Coachmen might as well be the devil himself.
Land - Pleasure Island
The light and music of the infamous Pleasure Island can be heard from the shores of Italy. The old park was said to have been designed as a getaway for rowdy young boys. Thorough expansions and renovations have made it a suitably sinful establishment for men and women of all ages. Bars, casinos, and other attractions line the streets like carnival stalls. They say this place is so great that nobody leaves, but the truth is far worse: Hapless patrons who overstay their welcome are transformed into beasts befitting their vices. They are then caged and sold by the Coachmen's cronies. Asses to the salt mines, bulls to the fields, and vixens to the hunting reserve, all to the joy of the Coachman. After all, a good time comes at a price.
Rule - Make Asses of Yourselves!
The only rule Pleasure Island abides by is the rule of hedonism. The Coachman works hard to balance his notoriety with the demands of his clientele, guaranteeing a steady flow of fools sailing in and animals shipping out. From an onlookers' perspective, Pleasure Island truly is a last resort getting away from the horrors of the world. It's those people that the Coachman preys upon, and few are able to escape his clutches once the curse has taken hold. Anyone interfering with park operations will quickly catch his ire, though his lucrative business means he has little to fear from the outside world. The Archdiocese strongly objects to Pleasure Island's continued existence, but bigger concerns distract them from shutting it down.
King - Chernabog
From atop the treacherous spires of Bald Mountain, a pair of black wings cast a dark shadow over the world. Those wings belong to Chernabog: An evil, primordial devil whose powers are beyond mere mortal measure. Also known as the Black God, he is the weaver of wicked fates in Slavic folklore. For all intents and purposes, he is also the instigator for many of the problems plaguing the globe. An idea whispered into a fel mind here, a minor event that seemingly goes unnoticed there. The forces of good may well have won the first time around, were it not for Chernabog's interference. Those who become aware of this omnipotent force of evil may find themselves asking why he does these horrible things. For what purpose? Why?
It amuses him to do so.
Land - The Bald Mountains
The domain directly under Chernabog's purview is a broken and scarred realm referred to as the Bald Mountains. The namesake mountain is only so large, yet its presence consumes everything that once was Eastern Europe. Few things grow or prosper in this blotted waste. No plants, no fungi, and no wild game that isn't already driven mad with hunger. Fewer things die, instead growing thinner and hungrier until there is nary left but a suffering shadow of what once alive. Fel ghosts and demons, drawn to this place by Chernabog's influence, delight in torturing whatever is left to be tortured for their sick pleasure. Travelers forced to pass through this horrible place do so in groups and during the daytime without ever second-guessing the reason.
Rule - Evil Incarnate
The majority of those who fall under Chernabog's shadow are beneath his notice. Heroes may be attacked by monsters if they linger, but he won't intervene unless they're particularly successful at warding off the darkness. Such survivors might be worth continuing to toy with, but as the secret master of the world, Chernabog simply has bigger fish to fry. Saying his name is enough to get his attention; it's not to be done unless you have a death wish or something to offer. The demons and witches gather at his court on Walpurgisnacht. Chernabog is content to spend the rest of his time observing tragedies he set in motion play out on the world stage, only interceding when it becomes clear that the light of hope has grown too bright to tolerate.
King - The Queen of Hearts
The Queen of Hearts is the short-tempered, vain, and bloodthirsty despot of Wonderland. As all residents of Wonderland are mad in some way or another, the Queen's madness manifests as a violent, unpredictable, and domineering personality that's rarely fettered by trivial things like logic or reason. On a good day, the Queen fritters her time away with royal sports as her subjects bend over backwards to please her. On a less than perfect one, she vents out her spontaneous rages on the victims of the court. The Queen of Hearts was content to rule her world with nary a concern to the "real" one, though recent changes and inconsistencies have her concerned that her grasp on Wonderland is less ironclad than she once thought it to be.
Land - Wonderland
Wonderland is a place that rejects conventional explanation, and would prefer to be referred to as unconventional. It holds grand forests, broad seas, and rooms upon rooms of curiosities, all of which seem to shuffle around when no one's looking. The land defies common sense and will frustrate the serious while entertaining the silly. This suits its inhabitants nicely. Each one is possessed of qualities that we'd call mad and they'd find tame. The only semblance of order can be found in the hedge mazes, where the Queen's deck of card soldiers try to impose her laws upon the lawless country. It rarely sticks, though the Queen's deployment of "Expeditionary Forces" to Earth in search of "that girl" has introduced a few of them to the concept.
Rule - Every Which Way
How one reaches Wonderland is a wild card. You could be staring down a rabbit hole or peering through a looking glass when slip causes you to fall to the other side. While in Wonderland, the Queen of Hearts expects full compliance with all of her rules from all of her "subjects". This includes edicts that are impossible, paradoxical, or contradict, on pain of summary decapitation. Adhering to her nonsensical laws will alter whether her card guards aid or hinder lost heroes, though the Queen's compulsion to say "Off with their heads!" when there's a dull moment makes good behavior a fleeting defense. Getting out of Wonderland is also circumstantial, but the land encourages nonsensical thinking: Maybe you can ask that Cheshire Cat for directions?
King - Maleficent
There are many fair lords and ladies that call the forests of the Old World their home, but none are as wicked or capricious as the dark being referred to in hushed whispers as Maleficent. The Unseelie sorcerer-queen Maleficent styles herself as the ruler of all fairies and the Mistress of All Evil, two titles well-earned with wanton acts of cruelty committed against whomever strikes her ire at any given time. She is feared by man, beast, and monster alike, whom she punishes for the slightest of slights as well as to sate her boredom. Her diabolical powers and an ever-present willingness to use them for her own amusement have made Maleficent the dark scourge of France and, in the eyes of many, the spitting image of Evil.
Land - The Fae Lands
In the years since Maleficent ascended to prominence and banished the good fairies from their Seelie courts, the dominions of France have been utterly transfigured. Where they once stood now lie the Fae Lands, a wild and untamed wilderness where dark fairies and goblins roam free. Much of this blighted, bramble-ridden forest is under the governance of the Archdiocese on paper, though the villagers who pay steep tributes to whimsical Gentry are under no illusions that the Inquisition hold power there. They live in superstitious terror, speaking carefully and saving an empty space at the dinner table each night to avoid being the next quarry of a Wild Hunt. The terrain itself frequently changes with the fickle whimsies of its masters.
Rule - All the Powers of Hell!
The fair folk are a regular menace, lashing out against any real or imagined offenses with unpredictable results. Rude or callow heroes are all but guaranteed to make one upset with their bad manners. While there are a few benevolent spirits beneath Maleficent's notice, they are forced to mask their good intentions. As they are rarely forthcoming with what they want, each fairy encountered will need to be approached with caution to discover their quirks and weaknesses. Maleficent herself will, on occasion, leave her castle upon the Forbidden Mountain to grace the Fae Lands with her presence; it is advised that travelers be on their best behavior at all times, lest she find the excuse needed to pour the fullest extent of her wrath upon them.
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.
King - Chakravartin Louie Agni
Emperor Louie of the Red Flower is a beast corrupted by the temptations of Man. Discovering an abandoned temple of Agni revealed a firepiston made out of mysterious horn, which he still keeps around his neck to this very day. Though he did not fully understand fire, he was able to make an "eternal bonfire" in front of his subjects, and finally declared himself a human. His madness deepened to the point where he started dressing in clothes and learning human writing. Soon, he was starting on his real plan- conquering the scattered villages of the jungle and forcing them to live side-by-side with the monkeys and apes. His own individual strength is not as powerful as his 'swing' music, which can change the opinions of others easily. Those who resist the King's music are seen as potential threats, and he at first pretends to retreat to his inner sanctum- then uses his power over Man's Fire to light gunpowder bombs, slung recklessly and far with his long and muscular arms. As a last resort, a hand-crank flamethrower taken from an Inquisitor is in his personal chambers.
Land - The Kingdom of The Red Flower
The Kingdom of the Red Flower is under constant threat from outside forces and internal pressures. Many Apes and Monkeys seek a return to nature, and would rather just demand tribute from the captured territories. Their disinterest in dealing with Louie' vision of life is especially evident in those beasts that rule over the human settlements- who usually do little more than enforce the laws concerning cruelty to apes. The lush jungle is constantly under an aggressive slash-and-burn policy under Louie Agni, who envisions his country as the world's source of grain. These destructive farming practices did much to attract the attention of The East India Trading Company, who officially recognize Louie as a human in exchange for access to trade with his country. Their promises and demands only make Louie more hungry to take advantage of his fertile land. Beasts from the Free Creatures often make raids to release farm animals and humans in menageries; Shere Khan's ape cronies impersonate Louie's subjects and raid docked ships to damage his relations.
Rule - Tired of Monkeyin' Around
Apes and monkeys are the first-class citizens of the region, though this does not extend at all to other beasts. Louie encourages his animal subjects to go on hunts, slaughter and eat meat, and all the other things that humans do to animals. Though they were initially repulsed by such practises, the beasts adapted well and are just as ruthless as the humans they live side by side with. Any beast that threatens the supremacy of "humans"- whether by giant strength or being part of the hated Rescue Aid Society- will most likely be hunted by a mixed group of humans and apes. Any human that questions the way things are run, or that is cruel to an ape, will quickly find themselves facing the local Captain. Hunters that go to seek out the mad Emperor often find themselves becoming his human ambassadors to their homelands; those who never return are said to be kept in the Emperor's menagerie, where they can earn freedom by revealing technological secrets. Fortunately, nothing more advanced than gunpowder has become a part of Louie' arsenal- yet.
King - Shere Khan
Powerful, sophisticated, and full of vigor, Shere Khan was once content with ruling the jungle of Seeonee as apex predator. The pursuit of an arrogant man-cub awakened a greater lust for power in the mighty tiger, who declared to the beasts below him that their time spent in the fear of men was over. Shere Khan and his followers overturned the status quo of the Indian sub-continent overnight, making a new order with the animals at the top and the humans at the bottom. Shere Khan has no taste for the formalities of government and enforces his laws with swift, brutal execution befitting his role as jungle king. He prowls the land unfettered, taking what he will and terrifying the rest of the food chain into silence.
Land - The Shere Khanate
Not everything has changed under the dominion of Shere Khan. Predators hunt, prey hide, the bears scratch their backs on trees, and the deer clash their antlers in mating season. The key difference is that the hallmarks of human civilization have been ripped asunder. Jungles and monsoons have reclaimed where once stood cities and villages. Rent fortresses and stockades littler the country, the humans who once lived there having been driven into hiding with the other creatures that are too weak to roam free in the Khanate's extreme environment. The darkened nights are when the jungle is most silent, in which few would dare make a sound and risk being heard by the tiger. Fewer still would light a fire and drive Shere Khan into a rage.
Rule - The Mighty Hunter
Share Khan has always ruled through fear, but whatever amount of fear the animals felt towards him before has been magnified tenfold. Now they avoid speaking of his name at all, to the extent that creatures will enter a state of fight-or-flight at the slightest mention of it. Humans have been reduced to the level of animals, cruelly leveling the playing field for all creatures. Courage is a scarce resource in the jungles of India, and must be rationed if one is to survive. There are a handful of powerful animals and beast kings who could challenge Sheer Khan's rule, but it would be far easier for the tiger to "persuade" them into siding with him against outsiders instead. To face the tiger in his den is to stand up to paralyzing fear itself.
King - Master Gracey, Ghost Host
Master Gracey, ever the polite host in life, continues to haunt his manor in death as the all-powerful Ghost Host. Thanks to some business involving an ancient Indian burial ground and the master's untimely death by hanging, Gracey found himself confined to the mansion for all of his afterlife. Not able to leave the mansion, Gracey locked himself away and took it upon himself to allow other spirits who visit the mansion to share his fate. As the mansion becomes more and more warped day by day, Gracey found himself sympathizing with many of the ghosts who found themselves falling under the way of more scrupulous parties. While he hasn't taken any direct action, due to his being bound to the mansion, he provides a welcoming attitude towards all spirits and ghosts who wish to stay in his mansion for extended periods of time. Whether they be refugees from the Underworld or just newly-deceased spirits on the run, there's a place for them amongst the Happy Haunts. Due to perhaps earning the ire of other soul-collectors, Gracey welcomes humans to his mansion, but actively misdirects them and has the ghosts within the mansion attempt to frighten them as well. While perhaps the most chaotic neutral party, Gracey might be willing to listen to those who have plots to take down Facilier or Hades. He'll finally pass on when the mansion itself crumbles, so he's a bit wary of making too much of a stance, but he might be willing to listen if you convince him.
Land - Gracey Manor
An isolated mansion teetering on the edge of The Shadowlands, Gracey Manor was intimidatingly large long before even the rule of the villains. But now that darkness consumes most of the world, Master Gracey doesn't mind allowing that darkness to seep through a bit. It's for the most part unchanged, with the Happy Haunts inside being ignorant of the world around them for the most part. While the spirits don't linger outside the mansion for fear of being recruited by Facilier or even Hades himself, some ghosts are notorious for hitchhiking and tagging along with parties as unwanted guests. The inside is a constant party, with the deceased frolicking and mingling about with each other. The inside is teetering and confusing, to the point where the mansion is capable of serving as a gateway to other worlds - most notably the Hinterlands. Oogie Boogie is a frequent visitor to the place, as was Jack Skellington before him, and is known to host his own Bug Day parties here before unleashing hell upon the nearby towns - a Haunted Mansion Holiday, if you will.
Rule - Welcome, Foolish Mortals
Gracey is aware of any and all visitors to his manor, and while he doesn't actively attempt dissuade visitors, he does remain in constant contact with them. This means that anyone - whether they be hero or villain, will be subject to the man's banter and constant taunts as they move through the haunted mansion. That doesn’t mean he’s necessarily evil, however. The man simply enjoys getting a rise out of foolish mortals. Consider him a tour guide for the duration of your stay, and he's always willing to make room for permanent residents.
King: King Leonidas
Long ago, the good wizard Astaroth while visiting the African savanna deigned to grant its animal inhabitants the power to walk and talk like men. Though at first grateful to the wizard, the animals grew jealous of his magical powers, and under the leadership of a tyrannical lion, attacked him and managed to steal his magic amulet before sailing away to the island of Namboombu to establish a kingdom of anthropomorphic animals all their own. That lion was the great great great great grandfather of King Leonidas, who rules sovereign over the island, and that amulet was the Star of Astaroth--now a prized heirloom of the Namboombu royal family. Unbeknownst to him, the amulet around his neck holds the secret to Astaroth’s most powerful spell; an incantation to enchant inanimate objects to life. Even if the lion knew the Star’s secret, it’s quite likely he’d never bother to use it. His island kingdom provides everything he needs, and the decadent king has little ambition outside of his own amusement. Nearly all of the kingdom’s coffers are put to use putting on games of sport. Namboombu doesn’t even have a proper army or navy--the only weapon King Leonidas has ever needed was his own booming voice, which, to his credit, is quite a force on its own.
Land: The Isle of Naboombu
Leonidas finds himself in the enviable position of isolated obscurity; Namboombu is a small, out of the way dot of land well off-the-map and widely unknown even to its neighbors. Those who do know of it also know well enough to keep away. The island itself, though small, is abundant enough to provide everything its inhabitants need, making trade nonessential. The only ship allowed to call Namboombu a port of call is crewed by the infamous Jack the Monkey. Leonidas has little fondness for the cheeky pirate, but loves the baubles and trinkets he brings with him, and so offers his hospitality whenever Jack anchors off the coast. Leonidas likes the freedom isolation grants himself and his subjects, and works to keep things that way even as some subjects vocalize a desire for deeper ties with the other Beast Kingdoms--who Leonidas considers his kingdom far too “civilized” to fraternize with. Only the refugee animals of Sherwood have been dignified by the petty King as equals, in part only because the king believes himself a distant relation to King Richard, and is buttering him up for a chance at the throne. Given that they brought him to safety, Richard allows him to enjoy his delusions of grandeur. Leonidas plays host to the monarch-in-exile, his simpering little brother, and their knights, but refuses to let them muster forces to retake their home from the Horned King for fear this would divert resources from his one true passion--the island’s annual football championships.
Rule: No Peopling Allowed!
Unlike his fellow kings of beasts like Scar and Shere Khan, Leonidas commands little respect, let alone fear, and his reign over Namboombu has been more petty than terrible. His animal subjects enjoy the island’s bountiful riches, never having to farm or hunt one another thanks to its plentiful supply of fish and fruit, and never fear the ravages of war thanks to its supremely isolated location. Neither the sailing ships of man or the leviathans commanded by Ursula have an easy time reaching the island through the treacherous rocks that surround it. Humans, however, cannot expect to enjoy the same luxuries. Leonidas has only ever passed one law, and it’s one he is uncharacteristically serious in upholding: No humans allowed. If any human ships come too close to the Namboombu’s waters, they will be harried by a flock of Leonidas’s avian subjects, pecking at heads and squawking out admonitions to turn back. In the (increasingly common) event ships ignore these unsubtle warning and continue their trespassing, they will be sunk by a barrage of catapult fire, and any survivors who swim to shore hunted through the jungles with savage glee before being rounded up for a jolly public execution. The only hope a captured human has on Namboombu is for Leonidas to pardon them--which he only ever does when in dire need of a replacement player or referee on short notice.
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…
King: Nome King
The Nomes are a grotesque race of stone demons that live underground, far beneath the distant land of Oz. The largest and most terrible of the Nomes is the Nome King, a miserly tyrant that rules with an enchanted pair of Ruby Slippers and a solitary heart of stone. After discovering them atop his mountain one day, the Nome King used the Ruby Slippers to demolish the Emerald City and plunder it of its precious gems. The Nome King is dominated by greed and wrath, justifying his monopoly on the wealth of Oz by virtue of owning all that is buried and turning anyone that would argue against him to stone. He resents the surface-dwellers and anyone from beyond Oz altogether. The Nome King left the surface of Oz to the witch Mombi and her psychotic band of Wheelers, who enchanted Princess Ozma so that she could not interfere in their plans.
Land: Oz
On a far-off continent lies the land of Oz. Though a magic and dreamlike land where animals can speak, Oz has become a nightmare under the oppressive heel of the Nome King. The four countries of Oz have been ransacked of their valuables by the Nomes and bullied into submission by the head-swapping witch, Mombi. The glittering Emerald City has been reduced to ruins patrolled by the Wheelers, a warning to anyone else that would 'steal' from the Nome King. Oz still remains a wondrous world to outsiders, even if much of that wonder has been replaced with terror. Being isolated from the rest of the world by vast oceans and a Deadly Desert, the only way to reach Oz is by being swept there by a freak tornado or magical intervention. Magic and air travel are also the only ways out of Oz, resulting in many people being stranded.
Rule: You're Not in Kansas Anymore!
As the ruler of all that is below, the Nome King will ruthlessly pursue anyone harboring gems, precious metals, or chickens in the land of Oz. Whenever an outsider is transported to Oz by a foul wind or the wandering spirit of Ozma, the Nome King's spies are quick to leer from the stones and report back to their master. As the Nome King lies beyond the Deadly Desert, heroes would need to find a way around it to face him. Mombi enjoys her status and fears the Nome King's wrath, so she would not work against him lightly. The Nome King's true form is that of a brimstone monster, but he will present himself as humanoid, courteous, and gentlemanly to guests he believes present no threat. The Nome King will toy and play with his opponents, but an unexpected loss will transform him into the cruel, sadistic monster he is on the inside.
King - The 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 throne, 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. He is 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 - Arise, My Messengers of Death!
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.
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 Under-Empire
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.
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.
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 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.
King - The Oogie Boogie Man
Jovial and sardonic, the Oogie Boogie Man is a swaggering loud-mouthed gambler who isn't afraid of cheating. This stitched-up monster is made of thousands of crawling wriggling bugs that add to his grotesque mass, furthering increasing his physical and mental powers. After having killed Jack during their last encounter, Oogie has made himself the "Bug Day King". Oogie runs Ooogie Town with a strict hand, subjecting his people to a mixture of twisted games and random encounters. His ambitions have grown to control all the Holiday Worlds and then move on to the rest of the world. Oogie is unlikely to engage in a physical confrontation, and should he be cornered, he's never caught without a thousand deadly traps.
Oogie is very much interested in only one holiday - Bug Day. When this holiday rolls around, make sure to lock your windows. Oogie leaves from one of the doorways (i.e. the ones in Virginia or Gracey Manor) patrols Virginia, the Old West and wherever he can get to. In his path, he and an army of bugs lay waste to everything in sight.
Land - Oogie Town
Halloween Town's spooky nature hasn't changed much with the transfer of power from Jack to Oogie Boogie. The Mayor, still a figurehead more than ever, tries to keep the town's spirits up as the weight of Oogie's ambitions to control all of the holiday worlds weighs on them. Many of the townsfolk have been sent out to do horrible things by order of their ghastly new Pumpkin King. The Land itself has twisted to reflect Oogie's mind, a labyrinthine mixture of deadly traps and gambling hall.
Rule - The Oogie Boogie Song
Oogie Boogie is always interested in trespassers in his land, but never so much to leave his comfortable den. Players are more than likely going to be spotted by Lock, Shock, and Barrel before they find any other member of the Halloween Town. The trio's walking bathtub can be spotted from far away, but has been upgraded by Dr. Finklestein's unwilling work to a much faster and more agile device. Escaping them will be hard. Should players cause too much of a disturbance, the trio will be set upon them in an attempt to capture them. Should they fail, other members of Oogie Town will pursue them doggedly. Oogie will attempt to use his now well-trapped Oogie Town, as all traps lead to the Oogie Boogie Man's clutches.
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 - Long Live the King
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.
King: Governor John Ratcliffe
Long ago, before the destruction wrought by Chernabog, the royal monarchy of England caught wind of a new continent discovered by the Spaniards. Seeking to claim this land for themselves, 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 Powhatan tribe. The situation turned from cold to steaming hot, as tensions exploded after the execution of John Smith, one of Ratcliffe's most trusted officers. The first colonists of what would become Virginia quickly overran and slaughtered most of the tribes, sending them fleeing. But their victory was soon cut short, as contact with the mainland was lost, and all messengers came back speaking of the walking dead. Ever the opportunist, Governor Ratcliffe gathered up the men, and summoned up the spirit of Ponce De Leon, gathered up his men and took over a great deal of land. Eventually, the Royal Colony of Virginia was born, and Ratcliffe took to the throne.
Land - The Virginia Colonies
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 the 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. Refugees from Olympus, China and Agrabah can all be found here. The land also acts as one of the chief suppliers of food and crops as well, working very much with other kingdoms when applicable. Due to this, Atlantean Diplomatic Offices and holdings are very commonly seen here.
The Rule - The Drums of War!
One of the most populated nations in the entire world, Virginia is filled with an uncountable population, and to keep these people under his control, Ratcliffe the Third uses every trick in the book to keep his people in line. Like his forebears, 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 Ratcliffe's 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 with a few select auxiliaries, its strength comes through numbers alone.
In addition, legend speaks of mysterious tree-doors that act as portals to worlds far beyond our’s. These doorways lead to the Hinterlands and Oogie Town. Though Oogie Boogie will sometimes use Gracey Manor as a way to get into the real world, he will occasionally use these doors to creep into the “real world” and terrorize the citizens of Virginia or the West.
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 - 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 - Archdiocese Pontificis Immortalis
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 worshiping 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 faerie skulls nailed with iron and lit with Holy Flame adorn 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 - Good Catholics, One and All
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.
King - Hades, Lord of the Dead, God of the Underworld, Supreme Nether Underlord, etc.
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 - Dark Olympus
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 uninhabitable, 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 - Name's Hades, Lord of the Dead. Hi, how ya doin'?
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.
King - ???
Depending on how you look at it, there's either one King, many Kings, or no King at all. The Huns conquered the ruling clan in the name of the Shan-Yu. Kuala is the Pirate Lord closest to Japanese waters. Ursula flooded some regions and attacked anyone passing through. Atlantis and the Trading Company both insist that they hold exclusive rights to the island. The local spirits, recognizing no human as their King, kill any man that enters the wilderness. Lastly, there is Lady Eboshi, an ambitious woman who governs the neutral city of Irontown. Eboshi, who has managed to secure treaties with foreigners and fend off the monsters on her own, is believed to be in the running as well. Besides these groups, a headless giant has been spotted some nights, but any who stare too long or step in its footsteps die before the rising sun.
Land - The Land of the Setting Sun
It's safe to say that you can't walk a mile in Japan without running into a battle between one of the many factions fighting over it. The Huns are attacked by sea monsters, who are blown up by Atlantean subs, who are ambushed by Kuala's junks, who are chased off by Trading Co warships, who are vexed by angry spirits, who are in turn warded off by even angrier Huns. It's an endless cycle of hatred and violence, where everyone is at each other's throats and no one wants to back down when it would mean they forfeit their claim to the island. The largest and most stable settlement on the island is Irontown, a large city and trade hub that functions as neutral ground for anyone even slightly willing to negotiate. It has tall walls to keep out invaders and a workforce of whores and lepers that keep the weapon factories running night and day.
Rule - Sengoku Jidai
Depending on their allies, actions, or notoriety, heroes can easily find themselves press-ganged by one faction or another and thrown into the war as cannon fodder. Higher tier heroes may be seen as useful tools to tip the war in a group's favor, but tools nonetheless. Human heroes attempting to travel through the Spirit World will face the Aurora Borealis at its fiercest; Shinto Gods will assault them, the land will barrage them with storms, and capricious Yokai will spirit away those who break their obscure and oftentimes nonsensical laws. While not particularly welcoming, the people of Irontown do not turn down travelers and will be happy to sell supplies to them. The laws of Irontown are strict, but not unfair given the situation, and any characters willing to lend a helping hand are likely to be helped in kind.
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 - Hunnic 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.
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 sorcerers, 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 - The Charred Lands
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, its 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 reagent. "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: its 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.
King - 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 - Xenophobia
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 on 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.
King - Carnotaurus sastrei
Though a mighty King in his own right, Tyrannosaurus Rex is no longer King in the land of the dinosaurs. The Terrible Lizard King has been usurped by a more brutal, more populous species known as Carnotaurus sastrei, a horned devil of an apex predator that dominates the hostile terrain of Dinosaur Island. Whereas some prehistoric monsters on the island are capable of simple communication or (against all odds) early agriculture, the Carnotaurs are all wild beasts that are the embodiment of the savagery and bloodlust that Dinosaur Island is known for. There is no central ruler among them that acts as King; the Carnotaurs are too primitive for any form of civilization beyond a large number of roaming packs. When it's time to feed, a Carnotaur pack will seek out anything that moves to satisfy their insatiable hunger for raw flesh.
Land - Dinosaur Island
To the East of the African continent lies a blighted island of giant, terrible lizards known as dinosaurs. These mighty monsters once ruled the Earth, but their numbers have dwindled over the ages until all that remained of them was a massive island of concentrated prehistoric horror. Dinosaur Island is brutal and uncompromising, composed of dense jungles, fearsome swamps, and vast, empty deserts. Before one can become familiar with the wild terrain of the island, earthquakes, flash floods, and volcanic eruptions will sweep over the landscape and reshape it into a new image. Though most of its inhabitants are dinosaurs of varying species, there is also a nonsignificant number of lesser prehistoric mammals. Beneath the island, a series of subterranean tunnels connect Dinosaur Island to the heart of Queen La's Africa.
Rule - Rite of Spring
On Dinosaur Island, the only laws are the ones described by Charles Darwin as "Survival of the Fittest". To most natives, any outsiders are competition for the few and fleeting sources of food and water that are available. Invasive species (namely heroes) will need to quickly adapt to the hostile climate of Dinosaur Island or risk being overwhelmed by it. The sociable dinosaurs are not strictly friendly, and may only be keeping you talking so that you can be trapped and eaten for dinner. More than one King has attempted to tame the dinosaurs and use them to their own benefit, but almost all attempts were for naught. A group of adventurers that can brave the wild frontier and master it for the usage of such a ruler receive a handsome prize and favor for their efforts. That is, assuming, that the poor schmucks ever make it back alive.
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
High mountains protect the Empire 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 labyrinth. 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 ff-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.
DVV KLRs 3.0 -> Imperial President Lyle Tiberius Rourke (Atlantis, The Lost Empire, 2001)
King - Imperial President Lyle T. Rourke: As the “Atlantean Caesar”, Lyle Tiberius Rourke styles himself as the foremost defender of liberty, prosperity, and civilization in a world gone mad. And at first glance, with his silver tongue and grandfatherly demeanor, Rourke appears to be the perfect candidate for that. Pity he’s a heartless mercenary (excuse me, “adventure capitalist”) concerned with personal profit above all other things. Originally planning to steal Atlantis’ treasures and sell them to the highest bidder, Rourke changed his plans when the princess Kida was absorbed into the Heart of Atlantis. Atlantis as civilization was dying, but not quite dead, and with the royal family killed or indisposed, Rourke was convinced by his crew that there was more profit to be made over the long term. Bringing Atlantis into the modern world- under his leadership, of course- would bring Rourke a great deal of prestige and fortune, to say nothing of the potential revenue from copyrighting Atlantean magic and technology. Rourke convinced the people of Atlantis that he could return them to their old glory, beat down anyone who disagreed, and set out back to America with an Atlantean honor guard. But instead of returning as a conquering hero, Rourke returned to his home port of New York City to find an America wracked with chaos, and he smelled opportunity. Using the fruits of the Heart of Atlantis, backroom deals with desperate political elites, and the odd application of brute force, Rourke brought law and order to the Eastern Seaboard. It was all too easy to parlay that goodwill into a presidential run, and with a few constitutional amendments, Rourke was able to unite his leadership of both the American and Atlantean nations into a single Imperial Republic. As president of that republic, Rourke has made it his mission to keep his country strong, his people content, and his wallet lined. And though he’s never been an intellectual sort, Rourke now has the resources of an entire country to call upon in pursuit of his goals.
Land - Imperial Republic of Atlantis: A thriving thalassocracy, the Imperial Republic is modeled in equal parts after the traditional Atlantean style and that of early 1900s America. In the core regions, booming industry, augmented by crystals grown from the Heart of Atlantis, makes the average quality of life high, without any need for traditional magic (that Imperial President Rourke and his allies lack anyway). Citizens, from the poorest day laborers to the richest newspaper magnates, are filled with a sense of patriotism and belief in their grand national endeavor. In the outskirts and colonies, life is considerably more rough and tumble, with the brutality of Atlantean imperialism matching or even exceeding that of Virginia or the East India Company. However, the sense of individualism and Manifest Destiny pervades Atlantean society on every level, and even outsiders and detractors find themselves getting caught up in it. While citizens are less likely to report adventurers to the local government than in other Lands, they are similarly more difficult to sway into actual opposition against the Imperial President.
Rule - For Once, Do the Smart Thing: Rourke is, nominally, the duly elected president of the Imperial Republic of Atlantis. However, since his triumphant landing at New York, he has never lost an election. After all, why would anyone even try? Rourke saved Atlantis from a mad king who left his own people to rot for eight thousand years, bringing the lost empire into the modern world. Rourke, in the course of restoring order to the tattered remnants of the United States, swept away Jim Crow and curbed the excesses of the Gilded Age. Rourke is the leader of the free world, the father of the Imperial Republic, the steady guiding hand on the ship of liberty in an Earth gone mad. And with frequent radio addresses, control over the Heart of Atlantis, and the backing of the political machine of Tammany Hall, Rourke isn’t about to let anyone forget that. The Imperial Presidency grows in power each day, to the grumbling of Tammany bosses, the raucous approval of the citizenry, and the horror of colonized natives who bear the costs of Atlantean prosperity.
Rourke remembers his past as a mercenary fondly, and while the veterans of his legendary expedition to Atlantis have moved on to positions elsewhere in Rourke’s empire, the Imperial President is always on the lookout for worthy Heroes to take under his wing, wooed with promises of wealth and glory. Of course, those without a reputation will not be taken notice of. And heaven forbid one sets themself against Atlantis. Reforming rabble rousers will be swamped under bribes and bureaucratic obstinacy. Unionizers will find their strikes broken with extreme prejudice. Criminals will find out what exactly “tough on crime” means. And enemies of the state will be fought with all the might of the Atlantean war machine.
King - Queen La
La's origins are slightly murky. She will tell you that she was simply a girl who was raised by the Leopardmen and 'knows a few tricks.' The surviving tribals will say that she's an evil spirit that has been moving from host to host for generations. Others will look at the body of Queen La, and note her skin tone, eyes, and use of crystals and wonder if Opar was once a sister city to Atlantis. Whatever the truth is, La rules, and La is. She demands that any and all bow to her, and if she has a desire, then it WILL be fulfilled. She does not tolerate rejection, dissent, or failure. That said, she has very little interest as to what happens inside her kingdom, if it doesn't concern her.
Land - The Lost City of Opar
The Lands of the Leopard could be considered to be the opposite of the Pridelands. Where the Pridelands are overhunted, the Leopard lands run wild with animals, most of them hostile to intruders and each other. Where there is bare earth in Scar's domain, La's realm has vegetation everywhere, and that too can be hostile. The one exception is the Great City of Opar. Where La lives, waited on by her army of Leopardmen. It is a great city of stone and bronze.
Rule - Kneel before your Queen
La really won't notice if someone has entered into her realm. The one exception being Prideland Lions hunting for food, she views them as 'pests' and loves to turn them into the hunted. La respects strength, she'd actually be impressed if someone was able to fight through her deathtrap of a kingdom and get to Opar. More so if they have a reputation of defeating others that somehow reaches her. Such a person might receive a welcome to be part of her kingdom, her guard, or more. It would not end well if you refused. If she is angered, La will send her army of Leopardmen, and other beasts, after the offender. She's canny though, and people can discover themselves falling to 'accidents' as well.
King - The Aurora Borealis
The Aurora Borealis does not exert a physical presence on the world – it is instead a primordial force of balance and nature, a shining spirit in the sky. No one is quite sure what the Aurora actually is or how it makes itself known, and theories range from the shining winter lights being anything from a collective mass of souls to the actual manifestation of balance in the universe. Regardless, the Aurora can certainly make its will heard, and all the earth responds to its cry.
Land - The Spirit Realm
The Spirit Realm is largely deserted, the colonists and ill-meaning driven back by the collective force of all the earth itself. The only humans that remain on the land are those who keep in harmony with the earth, taking only as they need to survive and living simple lives in simple villages. These humans hear the call of the Aurora just as all other forces of nature do, and communicate most often through a tribal shaman, that of the village who has the strongest connection to the earth. The land of the Aurora is one free of Chernabog’s influence, but hardly a safe haven – Anything that the Aurora does not wish to be on the land will not stay there for long. The Spirit Realm is one totally cut off from the rest of the world, as there is no true ‘government’ to speak of. The actual land itself is an immensely prosperous one, with each and every species living there thriving as much as they can while in total balance.
Rule - The Force of Nature
Those the Aurora wishes gone find the entire world around them hostile – food is impossible to find, temperatures become unbearable, tomahawk-bearing natives attack, finding one’s way becomes impossible and lightning strikes more than should be possible. Those that come to the land of the Great Spirit seeking advice or peace find their journey largely unhindered, paths opening up and there always being a safe space to rest in.
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 fireplace. Since then, Slim has been doing a mix of solidifying his claims, ranching cattle to be sold off to other nations, and buying up whatever 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 bizarre and outlandish beasts, such as imported Dinosaurs and African beasts. In fact, he personally rides a huge Brontosaur 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 tithe 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, whether they be Atlantean 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 cattle-drives through Eldorado, Shadowlands and the boreal to get the scattered outposts of peoples like Virginia, Atlantean 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 Wild West
The Old West is the picturesque wasteland, 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 rail-trains 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 himself and be hired on as his personal assistants.
King - Generalísimo Antonio de Padua María Severino López de Santa Anna y Pérez de Lebrón
A commander of renown and a strong orator, the Generalissimo expanded Mexico through superior tactics and firepower. He's also a man of ceremony who spares no moment to flaunt his grandeur. In the years since victory at the Alamo, Santa Anna's ego has ballooned to impossible heights. The Napoleon of the West makes himself an irritation to his neighbors with his boasting and peacocking, while at the same time ruthlessly taxing his subjects to maintain a regal lifestyle. Though eccentric, he's armed with military experience on par with Rourke, bureaucratic skills as refined as Beckett, and conceitedness that rivals Yzma herself. With the army at his beck and call, Santa Anna's imperialist threats are frequently backed by force.
Land - The Empire of Mexico
The Empire of Mexico is surrounded by enemies, and Santa Anna trains his troops to combat all manner of threats from voodoo shadows to Aztec golems. No matter where the players travel in Mexico, they will find the citizens very well-armed and trained to kill. Whether their loyalties lie with the President or with famous outlaws like Zorro vary wildly, triggering family feuds, divided towns or full-blown miniature civil wars. Even the heartiest adventure would be at a loss to face half a country, and as such must proceed with either caution or deceit. Outside the scattered cities and towns is a wilderness, sometimes fertile, sometimes barren, but crawling with outlaws either way. There is no shared morality or sentiments between the various bandit groups, and fights between outlaws are just as common as the regular urban feuding. The more noble outlaws will be helpful to those who demonstrate their hatred of Santa Anna, while the opportunistic ones are simply out for themselves, no matter the target. Bandits can be avoided by travelling via the locomotive rail lines constructed by the empire, as they are heavily guarded by imperial troops to safeguard the equipment and travelers on board. Nothing is guaranteed, however, and the most desperate banditos may dabble in shadow deals or blood magic to overpower the local military.
Rule - The Grandeur of the Empire
The might and splendor of Santa Anna extend throughout the country, influencing every aspect of life. Style and fashion are dictated by the imperial court periodically, and those who wish to mingle with the Mexican upper class must keep up-to-date. Construction is a regular sight in the many towns, though the function of the building is secondary to the fact that President Santa Anna decreed that something must be built. Monuments, government buildings, charitable institutions, all built to the glory of Mexico, and paid for out of the pockets of Mexico. The people are taxed to afford these luxuries (an issue that deeply divides the people), and the players are no exception. Any non-natives will be expected to pay exorbitant fees for passports, visas and bribes for various government officials who may not like their faces. Players would be advised to keep records of their recent taxes to prove that they have both paid their dues and are loyal contributors to the great empire. For those who cannot pay in Mexican currency, their entire inventory is subject to tithing, which both deters outsiders and brings in curios for government use.
King - Lord Cutler Beckett
Cutler Beckett's goal of a civilized and law-abiding world was nearly realized when Davy Jones destroyed the Black Pearl with all hands aboard (Jack, Elizabeth, Will, etc.). With no force to rally the pirates of the world, his extermination of piracy continued unhindered. Before he could enforce this new order, however, the world changed, and chaos reigned across the globe. Starting again from square one, Beckett immediately sought out the sea witch Ursula, and made a bargain with her to sail the seas without conflict from her. Despite the deal, Beckett is loath to be at anyone's disadvantage, and is actively seeking a way to wrest control of the seas from Ursula. Beckett himself is not a powerful man, he relies on his money and laws to keep people in line, though he never backs down from conflict. His first tactic is usually to offer deals to any hostile parties, though unlike the deals of Facilier or Hades, every part of the agreement is in black and white (though he depends heavily on legal jargon to confuse his victims instead). If conflict is inevitable, Beckett relies on his ruthless bodyguard Mercer, as well as the vast amount of troops and naval power at his command. He is never far from his flagship the Endeavour, and personally commands it in any major battle. Beckett is relentless in his dealings, and will not rest until the world complies with the laws of the East India Trading Company.
Land - East India and the Trade Empire
The East India Trading Company is the most widespread network of commerce and communication in the world. Beckett has few direct enemies, and his trade is often the only way that two other kingdoms can keep any relations whatsoever. Lord Beckett's shrewd diplomacy and negotiations have allowed him access to regions that no other has dared, such as Hunnic China or the Land of the Red Flower. This mastery of trade allows Beckett to outfit his ships with the finest materials available, from Agraban silk sails to Hunnic steel cannons and Atlantean lightning rifles, in rare cases. It is also common to see travelers from nearly any country aboard East India vessels, even normally isolated groups such as Frollo's missionaries or Virginian miners. Fighting between these parties is strictly prohibited in the company's territory, though it is often unavoidable. Players traveling through the ports and on the ships of the company can expect expenses to build up quickly, as the company charges heavily for the security they provide.
Rule - It's Just Good Business
Beckett's company runs a tight ship, and there are laws in place to govern the lives of his citizens. Paperwork and permits, subsections and miniscule portions of the law keep people to the lives that Beckett wants them in. Offenders are rarely shown leniency, fines are common though harsher penalties are just as common. The laws are designed so that once a citizen violates once, it becomes easier to make their next mistake, because Beckett knows the value of desperation. Take away a man's opportunities and he will gladly do whatever you ask him to make a living. The company's most dangerous expeditions are almost always manned by former criminals with nothing left to lose. Beckett prefers to let the local authorities deal with criminals, though if the players prove themselves more than his basic troops can handle, he will seek them out in hopes of drafting them. Beckett does not take chances when it comes to law and order, and if the players have toppled even one kingdom, he will handle them with extreme caution. The more kings that the players have defeated, the more likely Beckett is to manipulate the laws to put them in his debt so he can send them off to be destroyed by proxy.
King - Dr. Facilier
Dr. Facilier was a smooth-talking witch doctor who plied his trade in New Orleans, using his left-handed talents to score big with his Friends on the Other Side. A swindler at heart, the Shadow Man’s reputation as a twisted granter of dreams has grown far and wide. Even those who know of him are liable to be enraptured by Faciliar's suave charm, exploited for all they're worth, and discarded once they can no longer keep up with their debt. The shadows grow long in the presence of the voodoo prince who deals in souls. They act as a medium from which he can cast black magic and curse others with forms befitting the letter of what they sought from him. Dr. Facilier is not to be disrespected, for his Friends hold him aloft with a large line of credit.
Land - The Shadowlands
The Shadowlands are home to both the most prosperous and desolate cities in the world. The land is caught between two extremes, home to roaring festivities and great depressions. Their bright lights attract the bold and the desperate while casting dark shadows upon the swamps and shantytowns. No other place can offer the risky opportunities that flow through here, but the cost of staying may be steeper than some are willing to pay. It's all too easy to fall into debt with unsavory customers in the Shadowlands, and those with the ear of the Friends can enforce those debts with magic. The debtors, marked or unmarked by what they owe, plague the rivers and swamps as bandits. They're willing to do anything that might wipe that debt away.
Rule - The New Deal
Facilier is a man of deals and bargains. He actively seeks new people to get under his sway, using gathered dirt and insights to offer heroes their deepest desires. They'll be harried with deals to make their jobs easier, the price growing larger and larger each time. Temptation and trickery are his greatest weapons, but the Shadow Man has no qualms about using force to get what he wants. He may even use the people around them as pawns, as few in the Shadowlands don't owe Facilier a thing. The power he received from giving all the souls of New Orleans to the Friends was vast, but not infinite. It's only a matter of time until Facilier loses his good standing with the Friends again and needs another huge offering to clear his slate.
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 waits 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.
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 constructs. 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 Arendelle 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 nonetheless zealously protecting her self-imposed isolation.
Rule - Let the Storm Rage On
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.
King - Te Kā
Te Fiti was once the force of life for all the peoples of the Pacific, benefactor of the many islanders and clans who looked to her to provide their lands with food and safety. Then, according to legends, someone stole her heart. Without this, Te Fiti was lain low, and in her place rose the dark god Te Kā. Wrathful and without mercy, Te Kā began to spread their power across the Pacific. Reaching across the waters, the beast began to kill the life across the islands. Ash began to overtake the islands, turning the coconuts rotten and driving the fish far from the shoals. Forced to leave their lands and once more take to the seas that they had abandoned for centuries, the clans and families now live from one island to the next, barely staying one step ahead of the wrath of Te Kā.
Land - Ring of Fire
Te Kā rules the islands of the Pacific with an iron grip, though not because it maintains watch on their territory. Te Kā is a force of nature, pure destruction no matter the state of the life around it. The corruption is slow at first, farmers and fishermen report that their bounties are dwindling. Then the more obvious signs appear, of black ash creeping onto the islands like infested veins. Fruits and coconuts rot from the inside, and the fish flee in the face of death. Those who dare to return to islands where Te Kā has taken hold find only barren piles of ash in the waters, devoid of life even in the seas. Coral is dead, not even algae grows. The land lies barren, only rocks and sands remain.
Rule - Return the Heart
Te Kā isn’t an active ruler, in fact none have actually seen them in person. Even the survivors who have somehow managed to flee from the shadows of Bald Mountain tell tales of the terrible might of him. Te Kā’s island is unknown to all, a secret held in the heart of the ocean. Worse, Te Kā is a spreading corruption. Unlike in the Pridelands where Scar’s rule ends at the borders, Te Kā’s ashes travel across the Pacific on an unending trail of destruction. Survival is paramount, and those who can’t are often left behind in order to preserve the remaining survivors of whatever group they have joined to survive the harsh and vast distances of the Pacific. All anyone knows for sure is that if someone could return Te Fiti’s heart to her, they would stand a chance at reversing the destruction across the oceans and return at least one land to peace.
King: Magnifico de Rosas
King Magnifico works miracles. Years of study have earned him the magical knowledge and power to grant the wishes of his subjects. A person’s wish is powerful, beautiful, and capable of unimaginable devastation. Magnifico knows this all too well. He has experienced the pain of losing something so close to one's heart, and would never wish that pain on anyone. So, he has created a kingdom where no one may suffer, and has taken it upon himself to allow the citizens of Rosas to entrust him with their wishes. Crafted into crystalline blue orbs and safely kept in his castle, their incredible beauty and power is the only price Magnifico asks for entry into his land. Most rest there forever, kept safe if unfulfilled until their owner’s dying day. But for those lucky few chosen by the King, their wishes will come true.
Yet Magnifico is not some one-trick pony. He is far more than just a handsome face - although he is very handsome indeed. He's a naturally confident and charismatic leader, able to make his subjects feel welcomed. He charms and delights everywhere he goes, whether in a crowded arena or one-on-one conversations. Still, the King remains often remote from his subjects, more of a rockstar than confidant. He is simply far too busy to do otherwise.
Magnifico's own wish is to be the best king he can possibly be. From the day he discovered the beautiful island of Rosas to the present day, he does everything he can for the people under his sway, however ungrateful they may be for all his hard work. Truly, what are a few wishes to the unimaginable prosperity and safety he provides? Despite the utterly insufficient praise he receives, the endless demands and begging, the pathetic needs of his subjects, Magnifico is always there, to shoulder the burden of being King, to provide for others, and to never ever ask for anything but their unending obedience and admiration. All he needs is absolute control, and everything will be perfect.
Magnifico originally put his draconian system into place to protect the people of Rosas. Yet year after year of controlling his people’s very hopes and desires, of holding their wishes in the palm of his hand, of hoarding their beauty for himself, have slowly twisted this selfless wish into a desire to keep his city, his people, his wishes all for himself.
Land: Rosas, the City of Wishes
Rosas is a perfectly preserved paradise. Set in the heart of the Mediterranean, the island of Rosas is an almost picture book city-kingdom with a soaring castle, vibrant metropolis, beautiful landscapes and picturesque townships. The styles of the Mediterranean and beyond blend together into a vibrant and passionate culture, whether in architecture, food, or fashion. Thanks to Magnifico's magic, the island is always bountiful and peaceful. Everyone has enough to eat, the streets are clean and filled with music, and people from all walks of life live in harmony and contentment.
The pristine shores of Rosas are ringed by fleets of hopefuls, refugees from the outside world’s ever-growing conflicts looking for entrance into paradise. Only a select few refugees are allowed permanent residency in Rosas; those who will not cause trouble, those who will obey the King’s dictates, and of course, those who will render their life’s wishes into the King’s keeping. Only Magnifico himself decides whose wishes deserve to be kept safe, and may thus call themself a citizen of Rosas. The citizens of Rosas are an eclectic mix of immigrants and natural-born citizens, and all are treated as equals in the eyes of the king. The island is alive with food, music, art, and dance, and monthly wish-granting ceremonies bring the citizens closer together. This does not apply to others who flock to the island intending only to stay for a short while, as a respite from the hardships of their lives - a tiny peek into paradise.
Rule: I Will Protect You At All Costs
Magnifico’s rule centers around ensuring the security of his position as king. Citizens are granted bread, entertainment, a comfortable place to sleep, and are free of the backbreaking toil that typifies many other kingdoms. When they work, it is to contribute to the kingdom as a whole, happy to add to its peace and prosperity.
Yet for all their freedom from want, they are constrained by what the King forbids. All are expected to obey the King, to not question his choices. Why does the King grant but one wish a month? Why with such pomp and ceremony? Why must we forget the wishes we have? What else might be out there for me to find? Nobody dares to question Magnifico - why would they need to? He knows what's best for them and their wishes, after all. Those who ask these questions will find a cold reception on Rosas, and the increasingly paranoid eye of a King who does not accept dissent.
Magic, as the foundation of Magnifico’s power, is particularly harshly controlled. Magnifico considers magic his domain alone, and any other practitioners must give up their study or leave the island at once. Only the rare apprentices he takes on, second only to his own command until they are inevitably removed, are in theory ever allowed to learn any of his mystic arts, or even to gaze upon the wishes he has taken.
When the citizens of Rosas give up their heart's desire, either upon turning eighteen years old or arriving in Rosas, they forget that part of themselves - forget, but not regret, or so they say. Once bereft of their wish, people often change significantly. Their goals and priorities may change overnight, they may become quiet and listless, or they may not change at all. But all feel the absence, the gap where their deepest desires once sat.
Adventurers who find themselves on Rosas find very different sides to Magnifico, based on their status and abilities. Low-level adventurers will find Rosas as paradisical as its citizens and visitors claim it is, with its King being a gregarious and charismatic soul who may even use his magic to grant some minor request, if he's in the mood. However, if an adventurer starts asking questions or displaying magical talent, the King's demeanour grows frostier, paranoia mounting as he ensures he always has eyes on a potentially dangerous party and their behaviors. Powerful adventurers may not even be allowed onto Rosas at all. Those who do make it in will give rise to a King Magnifico whose greatest wish is to destroy these interlopers before they can bring his perfectly controlled utopia crashing down.
King - The Elite Global Huntsmen's Club
The Elite Global Huntsmen's Club is exactly what it sounds like: an organization of accomplished hunters and trackers who seek only the toughest challenges for their guns. There is some dispute as to whom is in charge of the club, as no one can agree to what criteria leadership requires. Clayton is most suited to leading expeditions, McLeach is the best tracker, Gaston sports the most impressive kill of the group, and Charles Muntz is the most senior member. Other newer recruits like Buldeo, Amos Slade and the exiled king Fergus have joined on the merit of their skills, though each hungers for a different prize. Additionally, the socialite Cruella DeVille associates freely with the club, making luxurious clothing and accessories from any parts of beasts that aren't taxidermied. The club holds no allegiances to any other kingdoms, though they are often hailed as monster-slayers throughout the world (apart from the beast kingdoms where they are universally reviled). Players who take a stand against the rampant killing of the club will soon find themselves involved in the most dangerous game.
Rumors abound about the founder of the club, who has come to be known only as The Man. Among those beast-people and intelligent animals who have come to hate humanity, The Man is seen as the living personification of everything wrong with the human race. But the fact that The Man seems to play little if any part in the politics of the club hints at his possible true nature: that he is an average person who did not realize the true effects of his actions until it was too late. So perhaps he does personify humanity after all. You discover one continent, you use one fossil fuel, you shoot one doe...
Land - Worldwide Hunting Grounds
The EGHC lays claim to Australia and many scattered locations around the world where they maintain hunting lodges. The true headquarters of the club is Muntz's zeppelin, a mobile base that is well-supplied and decadently furnished, a mansion in the sky. The zeppelin is defended by every trigger-happy hand aboard, giving even Captain Hook's marauding sky pirates reason to avoid attacking them. Even with no current prizes, the airship is always on the move due to the challenge posed by their permanent guest, Alice. Constantly pursued by unimaginable creatures sent from Wonderland by the Queen of Hearts, she has taken desperate refuge with the club who gladly defend the girl for the sport of gunning down her attackers. Despite their promise of safeguarding her, the hunters use the girl as bait more often than not, netting the most fantastic kills of these strange beasts in a new locale every time. There is a small chance of persuading Alice to return to face her fears in Wonderland, though the club will most certainly not allow their greatest source of game to leave. Most of the club's standing lodges are staffed by a few token servants, though trespassing on club property is strictly prohibited. Players who wish access to the airship must prove themselves to the lodge stewards before they can earn the honor of meeting the inner circle.
Rule - Make Quota
Only club members are allowed in the lands staked out by the EGHC. Those who have joined up with the hunters are expected to contribute consistently to their trophy wall, both to prove their loyalty and to sate Cruella's incessant demand for furs and skins. Players can earn this upkeep by killing a beast that is sufficiently big, dangerous or unique, or by killing a large quantity of lesser creatures for the tanners. Failure to deliver enough times can result in immediate termination of membership. Additionally, the club can expunge membership on members who refuse to hunt, as such action is viewed as weak, cowardly and unbefitting the EGHC name. Rivalries are common within the club, and sabotage by other hunters is frequent, as a means of lowering others' positions in the hierarchy. Direct interference is frowned upon, and directly intervening in a hunt may be viewed as blatant protection of targets, intentional or not. Prestige and luxuries await those who prove themselves capable and clever. Termination is the only reward for the weak, foolish or unsportsmanlike.
Kings - The Fifth Brethren Court
With the world in a general state of chaos, anarchy, and disarray, there's never been a better time to be a pirate. To manage the teeming masses of pirates in the water, a governing body needed to be formed. The Fifth Brethren Court is that body, a loose confederation of the greatest pirates from across the seven seas. It's members are the Pirate Lords, seven rogues and scoundrels hand-picked by Davy Jones, Pirate King, to protect the interests of pirates from the Sea Witch, the East India Trading Company, and any landlubber governments from which they plunder. When the fleets of the Brethren Court are united, they form an armada that no navy on Earth could withstand. Though they champion freedom and democracy, the Pirate Lords are more often than not at each other's throats, cooperating only when the Pirate King brings them together.
Davy Jones, Pirate King and Pirate Lord of the Atlantic Ocean (Pirates of the Caribbean: Dead Man's Chest, 2006)
Davy Jones is the supernatural captain of the Flying Dutchman, long-feared by the bravest of sailors as the ferryman of souls lost at sea. He was also the lover of Calypso, whose betrayal caused him to carve his own heart out and become the most terrible pirate to ever set sail. He rejected his role as psychopomp, seizing the title of Pirate King so that the whole world could feel his wrath. His abominable ghost ship is crewed by drowned men who made a deal with Davy Jones to avoid their final judgement aboard his vessel. The heathen goddess Calypso is now an ally against Ursula, protecting her worshipers from Ursula's hexes when it strikes her fickle fancy. Even without his ship, crew, or Calypso, Jones is a terror in single combat, knowing full well that no one can slay him so long as his still-beating heart remains hidden away.
Captain Nemo, Pirate Lord of the Pacific Ocean (20,000 Leagues Under the Sea, 1954)
Captain Nemo is a passionate man with a passionate hatred for mankind. A visionary scientist, Nemo lost his family to the arrogance and greed of a nation not unlike Beckett's Trading Company and the Atlantean Republic. To punish them and their imperialistic drives, Nemo's submarine fleets lash out at any ships traveling through Pacific waters. His sailors are consummate survivors who hunt, farm, and plunder everything they need from the depths of the ocean rather than land ashore to resupply. They have no use for treasure, save as a ballast. Nemo's personal submarine, the Nautilus, is a self-made marvel that makes the work of the Atlanteans pale in comparison. He accepted the title of Pirate Lord out of practicality; though he holds no love for Davy Jones, the enemy of his enemies can be an ally of convenience.
Hector Barbossa, Pirate Lord of the Caspian Sea and Keeper of the Code (Pirates of the Caribbean: The Curse of the Black Pearl, 2003)
Among the Pirate Lords of the Fourth Brethren Court, Hector Barbossa was the only one among them to survive their destruction by Cutler Beckett's anti-pirate armada and subsequent crackdowns. For his decades of experience in all matters of piracy and privateering, Barbossa was elected as the Keeper of the Code for the most recent generation of the Brethren Court. Though older than many of his peers, Barbossa is a veteran pirate that has seen more perilous adventure and supernatural phenomena in his lifetime than the average man could imagine. His knowledge of the Pirate's Code is unmatched, granting him authority over disputes between pirates and oftentimes allows him to twist the letter of the Code to his own benefit. To discount a man with his influence and record because of his age would be a grave (and likely a fatal) mistake.
Jack the Monkey, Pirate Lord of the Indian Ocean (Pirates of the Caribbean: The Curse of the Black Pearl, 2003)
Looking back, nobody's quite sure whose idea it was to give a monkey a pirate ship. Some say that a certain pirate noticed his pet monkey was unusually long-lived for its species, and bought the little scoundrel his own galleon when he discovered that the simian turned itself into a deathless abomination by 'virtue' of cursed Aztec gold. Others say that Jack stole a ship when he heard of the opportunities to be found in the Beast Kingdoms of India. Nowadays, Jack the Monkey is known for his cunning and cruelty as the Pirate Lord of the Indian Ocean. Jack's crew is also notable -- all beasts, for Jack rarely interacts with humans unless the money is good. For business and pleasure, Jack delights in making fools out of huntsmen, sailors, and even other animals that make for amusing targets of his creative schemes.
Captain Hook, Pirate Lord of the Cloud Sea (Peter Pan, 1953)
An overeducated, self-important fop of a pirate, James Bartholomew Hook was thought to have been killed when he vanished from the pirate circuit years ago. That changed when Hook made his shocking comeback, cutting a bloody swath through the North Atlantic with a warship and crew that were enchanted to fly. Though he remained an egoistic dandy, Captain Hook had become a name to be feared. His flying pirates always hold the high ground in combat, and cannot be hexed by the Sea Witch when they sail the cloudy sea. Along with his flying ship, James now sports an appropriate hook on his left hand, questions about which he typically answers with a blunderbuss to the face. While Lord Hook is willing to play second fiddle to the Pirate King for now, it is not known for how long he will suffer this indignity to his pirate pride.
Kuala, Pirate Lord of the South China Sea (Swiss Family Robinson, 1960)
The successor to Sao Feng, Kuala and his junks were operating in the East Indies when the purges of the Trading Company drove them to Chinese waters. Not only fortunate to survive the EITC, Kuala found little resistance from the Huns when he took control of the South China Seas for himself. Kuala's fleet is a ragtag assemblage of Wokou, Hun deserters, and displaced peoples from conquered homelands, their junks armed with cold iron, firework cannons, and the local brand of ruthlessness. Pirate Lord Kuala fears no man or monster, having survived both Beckett's efforts to arrest him and frequent raids by the Kakamora, minuscule monsters with coconuts for bodies and empty shells for hearts. His greatest treasure is the Heart of Te Fiti, which causes the Ocean to shipwreck attacking vessels but mysteriously draws his ship towards the Pacific...
Long John Silver, Pirate Lord of the Caribbean Sea (Muppet Treasure Island, 1996)
Amongst the pirates of the Caribbean, Long John Silver is known as the ideal pirate made flesh. He loots, he plunders, he demands tribute; you name it, Barbecue (as he's known among his crew) has done it at least three times this week. Silver sails across the Caribbean with a crew of cutthroat corsairs, brash buccaneers, and malcontent muppets, the combined riches from Captain Flint's treasure and Rizzo's pleasure cruises allowing him to field the largest pirate fleets around. His flagship, the Hispaniola, has been 'tricked out' over the years, armed to the bilge with weapons stolen from Atlantis and the Shadowlands. He's said to be ridiculously charismatic and deviously deceptive; Tricky as they come, and well aware of it. If he wants something, he'll get it, even if he needs to kill or bribe and then kill someone to get it.
Sinbad, Pirate Lord of the Mediterranean Ocean (Sinbad: Legend of the Seven Seas, 2003)
Not counting the monkey, Sinbad the Sailor is the youngest member of the Fifth Brethren Court, an impetuous swashbuckler who's mastered the Mediterranean Sea. A menace to sea trade in Agrabah, the reward for Sinbad's head worth more than an elephant's weight in ivory. Having become destitute since Hades' tenure as boss of Olympus began, the Grecians rarely encounter Sinbad's ship, save for when he goes into hiding. His rebellious attitude and perchance for witticisms reminds Davy Jones all too much of another pirate from his past, making relations between the Pirate Lord and Pirate King strained at best. He's said to have stolen the fabled Book of Peace from the fallen city of Syracuse, though what he did with it and who he sold it to is unknown. In spite of his faults, Sinbad is possibly the only 'good' man among the infamous Pirate Lords.
Ching Shih, Pirate Lord of Guangdong
Drago Bludvist, Pirate Lord of the Arctic Ocean
Land - The Pirate Kingdoms
While there are many 'pirate-friendly' ports and coastal cities scattered across the world, a true pirate feels most at home with their boat in the water and their sea legs at work. The sea can be downright merciless for those that choose to set sail in search of their fortune, for it is teeming with wicked monsters who catch and eat sailors like seafood. Many of the monsters that live in deep blue sea are servants of the Sea Witch, who sees pirates as meddlesome trespasses on her property. It's more than the sea monsters you need to watch out for, as warships backed by global powers patrol for pirates to make examples out of. Feuds between rival pirates occur when two or more cutthroats are after the same booty. Lawlessness runs rampant out in the water, and the only thing you can have faith in is that you'll find trouble if you go searching for it.
Rule - More of What You'd Call "Guidelines" Than Actual Rules
Though the Pirate Code is known to pirates worldwide, how strictly a pirate follows it depends on their Pirate Lord; While Hook obsesses over 'Good Form' and will shoot a man for showing 'Bad Form', Kuala only plays lip service to the Code when he thinks his reputation will take a hit if he doesn't. Non-pirates, while not held to the laws of the Pirate Code, are not protected by them either. Pirate heroes with a record of keeping to the Code may gain the respect of other pirate characters, while pirates who regularly hang the Code will find their reputations (and themselves) floating dead in the water. In addition to the Code, individual ship captains may draft contracts for their crewmen to adhere to while serving on their ship. Breaking a captain's laws after signing on can have harsh and often fatal consequences all their own.