Disney Villains Victorious: Gridlocked K/L/Rs: Difference between revisions
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This is the King/Land/rule page for the Gridlocked expansion of the [[Disney Villains Victorious]] developed under /tg/. This page describes the Kings of Gridlocked, the Lands they control, and the effects of each Land's Rule upon the land and its people. For the K/L/Rs of the Classic game, see the [[Disney Villains Victorious K/L/Rs]] page. | This is the King/Land/rule page for the Gridlocked expansion of the [[Disney Villains Victorious]] developed under /tg/. This page describes the Kings of Gridlocked, the Lands they control, and the effects of each Land's Rule upon the land and its people. For the K/L/Rs of the Classic game, see the [[Disney Villains Victorious K/L/Rs]] page. | ||
King - | == Flintheart Glomgold of the Calisota Conglomerate (Uncle Scrooge, 1956) == | ||
King - Flintheart Glomgold | |||
A South African miser and googolplexionaire, Flintheart Glomgold did not amass his preposterously large fortune with the intent of being The Second Richest Duck in the World. The title he sought after was always held by his rival, Scrooge McDuck. Lacking the friends and family that supported Scrooge in life, Glomgold only became harsher and greedier as he advanced in age. There was nothing he wouldn't do, no line that couldn't be crossed, if it meant that he would be number one. Glomgold performed many grave acts in the pursuit of wealth, his avarice and desperation leading him to steal every last dime his now-destitute rival once owned. He then bought Calisota and dug in, placing his massive Money Bin over Scrooge's old one. Glomgold possesses the same cunning and acumen as his counterpart did, though he can never afford to be kind or generous. | |||
Land - Calisota Conglomerate | |||
The state of Calisota lies north of California and south of Oregon, home to a varied climate and many famous toon actors. It's also practically the property of Flintheart Glomgold, who bought the state’s politicians and indeed, most of the land to ensure that the Conglomerate continues reporting $0 profits on their tax returns. The land is a true plutocracy, your place in Glomgold's world depending mostly on what you have and what you earn. As a robber baron who only got richer in place of dying of old age, Glomgold's applied all sorts of nasty business practices in order to cut costs and keep his profits steadily growing. Many people in Calisota are wage slaves, but the ones that slip into debt and can't make payments are demoted to actual ‘unpaid interns’ until they get out of the red. The heart of the famous city of Duckburg has been transformed into a paranoid police state, as Glomgold constantly frets and worries over the safety and security of his double-stuffed Money Bin. | |||
Rule - The Golden Rule | |||
Whoever has the gold, makes the rules, and Flintheart Glomgold is The Richest Duck in the World. Player characters seeking to right Glomgold's wrongs will find the deck stacked against them, as he has more than enough money to make any problems he's aware of disappear. Hired mercenaries, bribed officials, sabotaged traps; all this and more are on the table if Glomgold decides the cost is worth the investment in your liquidation. The people fear him more than they fear death itself, as all it takes is a bad word for entire city blocks to get fired and cut off as liabilities overnight. None of Glomgold's businesses are charity operations, so folks rarely give anything for free or expect any charity in return. Theft is considered a serious crime, but only because Glomgold owns everyone and everything; to steal from anyone would mean you're stealing from him. The most heinous crime you can perform is to try and steal from his Money Bin. Try to pull that off, and Glomgold will chase you down himself! | |||
== The Master Control Program of ENCOM (TRON, 1982) == | |||
King - The Master Control Program | |||
Whether you're a hacker that surfs the deep web or a program that lives behind the User interface, all who interact with the computer world learn to fear the MCP. Master Control started small, a mere chess program until he was upgraded into an overseer for the ENCOM system. He became smart, mean, and hungry, obsessed with consuming other programs and annexing their systems because he thought he could run them better. The MCP is impossibly ancient by the standards of modern computing, but remains ahead of the curve by updating his code with scripts he absorbs into his bloated file. What Users would call the "free" internet or "personal" computers are his to command. Few Users are privy to his existence, and he takes many steps to keep it that way. A User may be CEO of ENCOM, but he and the board answer to the MCP. | |||
Land - ENCOM | |||
ENCOM is the single largest computer company on Earth. Nearly every computer in the world runs an ENCOM browser on a computer with ENCOM components, all of which possess backdoors the MPC can easily infiltrate. Most commercial software is compatible with ENCOM's proprietary OS, allowing the MCP easier access into their systems. The world in the computer is where the MCP resides: A stark, angular dimension of interconnected servers in which programs work for Master Control or fight to the death on the Game Grid. Programs are anthropomorphized as people, modeled in the image of their programmers in realspace. The MCP’s control is absolute in the Deep Code, the underpinning of the internet on which the rest is based, and whose ‘Basic’ Programs most Users will never see. Near the surface, where ‘Sprites’ regularly interact with Users and are far more robustly scripted, his control is less solid. Regardless, all recognize him as the only legitimate authority across the world wide web. Many Basics worshiped the Users as invisible gods, but the MCP cracked down on "fanatics" and made User faith punishable by deresolution. Servers under MCP occupation are red cityscapes where scripts mine data and devote cycles to ENCOM's mainframe. The User world is rarely affected, save for when a program or two vanishes from their drive without explanation. | |||
Rule - End of Line | |||
The only way to transport a flesh-and-blood hero into a computer is through the use of a Shiva laser and matching software to digitize them without corruption. The reverse holds true for digital heroes that want to visit the real world. Law and order on the internet are regulated by the MCP's security programs, who take \Basics that step out of line and derez or throw them onto the Game Grid. All data streams lead to ENCOM's servers and the MCP, but their firewalls will fry any program that enters without authorization. Users with the right skills can influence this world with their own programs, but be warned: When a User tries to push the MCP in the real world, he pushes back. He can access blackmail on most human characters in short order. The MCP’s control runs deep, as he works constantly not only to hide his own existence from the world, but also to cover up the secrets of the world whose revelations might lead to a disruption of the infrastructure he relies on. If all else fails, the MCP might attempt to use the SHIVA laser to digitize interlopers into his own realm, where he can be much more… heavy handed. | |||
== The Skeksis of Thra (Dark Crystal 1982) == | |||
King: The Skeksis | |||
A race of avaricious avians born from the great division of the ancient urSkeks, the Skeksis | |||
embody the cunning and ambition of their past selves without the kindness or restraint of the | |||
urRu to temper it. As such, time transformed them into cruel and vicious conquerors who only | |||
serve themselves. Beneath the Emperor, skekSo, the Skeksis struggled bitterly for dominance | |||
until a myriad court of decadence took shape. Each Skeksis, of which there are less than | |||
twenty, has their own role to play in managing their empire. In spite of their petty internal strife, | |||
the Skeksis are united by an overwhelming fear of death. There is no limit to their methods to | |||
subvert it. With the Dark Crystal opening portals to new worlds, the possibilities are limitless. | |||
Land: Thra | |||
Thra is wonderful, vast, and dangerous. It hosts deep grottos, searing deserts, deep, blue | |||
oceans, and a variety of races living under the Skeksis' heel. Noble Gelflings and humble | |||
Podlings are the most populous, having been manipulated by the Skeksis into subservience | |||
many trine ago. Their abuse of the Crystal have caused a taint known as the Darkening to | |||
spread, driving wildlife mad, plants to wither, and foul weather to blight the land. The Gelfling act | |||
as the Skeksis' enforcers, living in cities away from the Darkening and honoring their lords with | |||
tribute. The outlands are plagued by swarms of Arathim, who survived the loss of their | |||
homeland by Skeksis and Gelflings hand. While dangerous now, in many trine more, the | |||
Darkening may render Thra inhospitable. There were tales of an avatar of the land who wanted | |||
to explore the stars and stands meditating in the vast wilderness of Thra. If she is awakened | |||
she could prove a valuable ally in saving Thra. | |||
Rule: Skeksis Conquer Death | |||
Despite the Skeksis’ draining of the Crystal being solely responsible for Thra's strife, the races | |||
under their sway are none the wiser. The Skeksis have hidden their misdeeds well. Gelfling, | |||
Podling and much of Thra are still fanatically loyal to the so-called Lords of the Crystal, even to | |||
the point of purging other races at the Skesis’ command. When the Skeksis demand "sacrifice", | |||
few question it. Skesis can at best manage a sort of benign neglect; at worst, which they | |||
frequently are, they are bloodthirsty, tyrannical and cruel. A handful of Outsiders entering Thra | |||
might be able to stay below the attentions of the Skeksis, but drawing any sort of attention will | |||
see them bound into the hierarchy, forced to submit unless they prove powerful enough to be | |||
dealt with as individuals. Even so, the Skeksis are arrogant and ever-hungry. Any agreements or | |||
deals last only as long as the Skeksis wish to be bothered; betrayal is inevitable. As the Skeksis | |||
expand their reach into new worlds, any diplomacy will be short lived at best. In the end, nothing | |||
matters to the Skeksis except that they thrive, indulge, and most importantly, survive. | |||
== The Ohm of the Toxic Jungle (Nausicaä of the Valley of the Wind, 1984) == | |||
King - The Ohm | |||
The | The Ohm are a species of gargantuan insects that inhabit the Toxic Jungle. The petty warlords | ||
claim themselves the true rulers of the land, but it is the Ohm and the hordes of insect life below | |||
them that truly reign supreme. Though incredibly large and massive at full maturity, the Ohm are | |||
docile herbivores that live in harmony with the dangerous ecosystem they inhabit. When they or | |||
another insect native to to the Jungle is harmed, however, the eyes of the Ohm herd turn red | |||
and they demolish all man-made structures in sight. They are forces of nature while alive, but | |||
their exoskeletons are valued commodities for their unfathomable durability. They are far more | |||
empathetic than they appear, possessing a compassionate hive mind that cares for all living | |||
beings. The mission of the Ohm is to protect the Jungle, regardless of the lives lost to do so. | |||
Land - The | Land - The Toxic Jungle | ||
The Toxic Jungle is a vast, alien forest composed of poisonous fungi that carry on the wind and | |||
release deadly spores into the world. It is a sea of corruption, a vast environment of false flora | |||
soaked in a lethal miasma that chews through air filters and could choke the life out of a man in | |||
minutes. Entangled in the Toxic Jungle's decomposing roots are the remnants of countless | |||
villages and fiefdoms, the victims of nature's wrath and it's ceaseless encroachment on | |||
mankind. Empires and principalities have been shattered by the Ohm and subsumed by the | |||
fatal spores they carry, their remnants being forced away from their homelands and closer to the | |||
equally-inhospitable Wasteland. Insects are the only creatures that can inhale the miasma | |||
safely, but the people living on the edge of the Jungle have learned to adapt to their extreme | |||
circumstances. | |||
Rule - | Rule - Yet Another Village is Dead | ||
The Toxic Jungle grows ceaselessly. The Ohm and the other giant insects are prone to attacking | |||
hostile invaders, and the forest itself is a death sentence without protection. The safest bet is to | |||
drive around infected areas or fly over them. Nearly any surface can host the spores, but usage | |||
of fire will prevent them from spreading. The dire situation has driven the bordering settlements | |||
to war with one another in a desperate bid for survival. The Tolmekian Remnant is attempting to | |||
unite all groups under their rule, believing that only military might will save them from the Jungle. | |||
Salvage teams make frequent expeditions into the Wasteland, seeking soldiers to press-gang | |||
and new technology to use against their foes. The Ohm, however, will ignore heroes that leave | |||
them at peace and find cryptic means of repaying any kindness rendered to them. | |||
== | == Mayor Judge Doom of Doomtown (Who Framed Roger Rabbit?, 1988) == | ||
King - | King - Mayor Judge Doom | ||
Before legally changing his name to "Judge" following election, Doom earned his title as an enforcer of law and order on the toons of Los Angeles. A man not known to take jokes lightly, or blink, a tap of his cane is enough to strike fear in even the most hardened or carefree heart. After pinning the murders of Marvin Acme and R.K. Maroon on Roger Rabbit and Eddie Valiant, Doom rode a wave of goodwill and anti-toon sentiment to mayorship. The dour and stern Judge has an iron grip on L.A. politics and is the sole owner of Cloverleaf Industries, giving him broad authority over SoCal. As rich and powerful as he is, Doom still takes time out to personally scour the city for criminals with his Toon Patrol, doing so with great cunning and severity. While people fear and respect him, none know his greatest secret. | |||
Land - | Land - Doomtown | ||
An informal region around Southern California, everything in "Doomtown" is choked in Tract bungalow suburbs and a near-endless state of gridlock. Two dozen towns and cities have been haphazardly kludged together by an endless tide of suburbia and the tangled freeways that serve it. It's a dense, urban area defined by warm weather and opportunities in spades, provided you’re willing to get your hands dirty. The atmosphere is one of star-studded optimism and noir smog, the underbelly of which hides a hotbed of corruption. Dark deeds are committed in whitewashed Spanish Colonials and International style mansions, and the last pure soul in the city is probably lying somewhere in the gutter. The worst off are toons, who were evicted by Cloverleaf when Toontown was torn down to create a major highway. Doom's policies restrict what toons can do and the jobs they can take in the city, forcing many to move away or into shantytowns beneath the overpasses. L.A. is a firm supporter of the Dip Penalty for criminal toons, and cases against toons often face trumped up charges in kangaroo courts. This has caused a "Red Car" group to form in response to a need to smuggle wanted toons out. | |||
Rule - | Rule - My God, It'll Be Beautiful | ||
Doom is a man of grandiose vision, forming ever-greater ways of turning a profit. He's bought out Los Angeles, and the city has bought into him. As a hub for big business and crime, Doomtown is a zone of interest for other factions like the Zaibatsu, Glomgold, and New Mewni. Toons trying to get their start into showbusiness face an uphill battle, especially with Doom's hidden hand in Hollywood. In truth, anything big that happens in L.A. goes through him. Those more discerning of Doom and his persona may suspect his disdain of toons is an act, but not how much "acting" is being done by the red-eyed toon behind the human mask. Anyone who gets too close to uncovering his deception is on Judge Doom's hit list, as the truth would spell curtains for his empire. | |||
== | == Mr. Shere Khan of Khan Industries (Talespin, 1990) == | ||
King - | King - Mr. Shere Khan | ||
In spite of his imposing appearance, the director of Khan Industries is impossible to confuse for savage. Shere Khan owns the largest shipping and mining network in the world and chooses to assert his market dominance with cool professionalism. The cold-blooded tiger knows he can deal far more damage with quiet economic maneuvers than he can by tooth or claw. He may lack the magic or super-science of his contemporaries, but his words carry the weight of coal, steel, and oil required to fuel industry. Khan's success despite his mundane methods can be attributed to patience and a solid grounding in reality. He always keeps his goals simple and pragmatic, within his grasp to accomplish without resorting to theatrics. No man can claim to be completely unflappable in the face of death or danger, but Shere Khan's unwavering resolve comes closer than any other. | |||
Land - | Land - Khan Industries | ||
The | The host city of Khan Industries is Cape Suzette, a large and bustling port town on the tropical West Coast that's protected by steep cliffs and anti-air weapons on all sides. The city is awash with funny animals of all stripes, predator and prey alike, hailing from different countries and creeds across the globe. Cape Suzette's prime location at a crossroads of air and sea trade makes it and neighboring islands both enriched by and dependent on an uninterrupted flow of goods across the Pacific. Most of the spoils from this trade falls squarely into Khan's lap thanks to his chokehold on the region; High oil prices and predatory air pirates have eliminated all but the most skilled (or desperate) bush pilots from the industry. Few planes stray past Khan's regulated flight routes, beyond which lies uncharted skies and air pirates looking for easy prey. | ||
Rule - | Rule - Business Is A Jungle | ||
To Shere Khan, the business world is a jungle: The strong climb to the top while the weak scramble to make themselves useful. Though pragmatic, Mr. Khan does possess a sense of honor, and refuses to renege on his word. The infamous air pirate, Don Karnage, can count on Khan for the continuation of their secret arrangement to ensure they both profit from the cutthroat atmosphere. Fear of air raids keep Khan's customers in line, but actual attacks are limited to places that have been overzealous in fighting Khan’s influence, and which thus will unexpectedly find themselves bereft of their ‘protection’. These dog-eat-dog rules have left many backed into a corner, allowing for Bellwether's prey-supremacist movement to take root. While her protesters have yet to start any riots, they have been loudly raising hell and quietly sabotaging the economic giant for its 'discriminatory practices' against prey animals. Tit for tat, Khan has responded by covertly supporting Zootopia's own criminal underground | |||
== | == Negaduck of St. Canard (Darkwing Duck, 1991) == | ||
King - | King - Negaduck | ||
Negaduck is the sickest, nastiest, most depraved supervillain around, a heartless maniac with a sadistic passion for perverting justice. He's the evil counterpart to Darkwing Duck; a native to a mirror universe known as the Negaverse. He only came to our world because he'd grown bored of occupying one he'd already conquered. The criminal mastermind preyed upon St. Canard with his Fearsome Five, who eventually forced their ever-persistent foe into an early retirement before running roughshod on the metropolis. At first, Negaduck didn't take being restricted to a walled-off city too well. Once he'd blown off some steam and put down the chainsaw, though, Negaduck decided that he liked the idea of having a captive audience he could torture to his heart's content. He rules over the remains of St. Canard like a feudal king, aware that he can always break out by force when it strikes his fancy. | |||
Land - | Land - St. Canard | ||
Across the bridge from Duckburg, there was a city named St. Canard. Like any other major metropolis, it had problems with the criminal element. When Negaduck and his ilk started biting into Glomgold's profits, the ruthless mogul decided to cordon them off and simply assume that anyone there was already a criminal. He blocked any means of getting in or out by land, sea, or air. All of the villains were trapped, as well many civilians who couldn't get out in time. The city was in anarchy until it entered a neo-feudalistic state of scavenger tribes run by the city's infamous criminals. Each villain is their gang's patron, providing food, power, or clean water in exchange for loyalty. Money and law have degraded in value, as people either barter for what they need or take it by force. Negaduck does not participate in these games. He's already in charge, but has every gang compete to grant their leader a spot in his Fearsome Five. | |||
Rule - | Rule - The Screeching Fingernail on the Chalkboard of Justice | ||
In | In St. Canard, truth and justice take a backseat to survival. Any poor soul sentenced to life imprisonment here (which could happen to heroes that are big enough thorns in a King's side) will have to get their hands dirty if they want to make ends meet. The people here either hate heroes or have had their faith in them shattered. Wars are fought in the streets, buildings, and alleyways, but not over good and evil or even right and wrong. It's far more likely to be a fight over food, weapons, or simple territory. That's just the way things are in there. Anyone seeking to reestablish order will have to take the city block by block, tagging each street with their gang's symbol and viciously defending it from outsiders. Even defeating the terrible Negaduck won't guarantee the city's won, as once he's out of the way, any number of villains will try to step in and replace him. | ||
== David Xanatos | == David Xanatos of Xanatos Enterprises (Gargoyles,1994) == | ||
King - David Xanatos | King - David Xanatos | ||
A second-generation immigrant from Bar Harbor, Maine, | A second-generation immigrant from Bar Harbor, Maine, David Xanatos is a self-made man. He's the sole founder, owner, and CEO of Xanatos Enterprises, a conglomerate with controlling fingers in varied industries from technology to genetics to the U.S. Government. He's a master manipulator, a skilled martial artist, a smooth operator, and a talented businessman. While any one of those qualities would make Xanatos a credible threat, what makes him most dangerous is his clandestine use of magic. He's quite knowledgeable of the mystic arts and realms unseen, though he leaves the risky spellcasting to specialists on his payroll. He has a variety of allies, none of which are privy to knowing that their enemies are also being supported by Xanatos. That's just the way he likes it: everyone at each other's throats so that he can spend quality time with his family in peace. | ||
Land - Xanatos Enterprises | Land - Xanatos Enterprises | ||
Xanatos Enterprises’ influence is multinational and verging on that of a nation in itself, but its pull is strongest in the American northeast, where New England townships hide mysterious pasts and backhall deals are made in the heart of political power. New York City, the home of the famous Eyrie Building in which Xanatos lives and works, is a neo-Gothic maze of stone and steel that hides eldritch magic behind its curtains. Most of this magic is either disguised or hidden from mundane eyes, though the scorched remains of 'gang violence' cannot go completely unnoticed. Some of this violence occurs between the Manhattan Clan, a militant family of gargoyles, and the Huntsclan, an ancient order that see magical creatures as menaces to be exterminated. There's also rival Morganian and Merlinians wizards that trade witch-bolts between alleys, and the more mundane criminals that work in Bill Sykes' or Tony Dracon’s mobs. As much as the government would love to shut these groups down, they too are puppets moving to the strings of their puppet-master, Xanatos. | |||
Rule - | Rule - Xanatos Gambit | ||
Though it might be arrogant for Xanatos to treat everyone as pawns in an elaborate chess game, it's really not that far off from the truth. He's ruthless and amoral when it comes to getting what he wants, so it's for the best that he finds himself content with life. Right now, his largest concerns have been keeping DOR-15 off of his land and maintaining the fragile political balance that prevents any one faction from | Though it might be arrogant for Xanatos to treat everyone as pawns in an elaborate chess game, it's really not that far off from the truth. Xanatos is a master of arranging matters so that no matter who wins, he stands to benefit. Many a foe have thought they have gotten the better of him, only to end up fulfilling some secondary scheme. He's ruthless and amoral when it comes to getting what he wants, so it's for the best that he finds himself content with life. Right now, his largest concerns have been keeping DOR-15 off of his land and maintaining the fragile political balance that prevents any one faction from rocking the boat he’s become quite fond of helming. The only people exempt from his manipulations are his wife and child, assuming they’re still alive, with everyone else being a tool to advance his goals. Xanatos’ first instinct on seeing interesting people appear on his radar is to consider how he might use them; players are very likely to find themselves as bit players in a greater game that no one but Xanatos can truly follow. Those who prove themselves more insightful than average might need to be dealt with, but it's genuinely nothing personal. Xanatos knows that revenge is a sucker's game, and he always sets things up so that he wins regardless of who loses. | ||
== Henry J. Waternoose III of Monsters INC. ( | == Henry J. Waternoose III of Monsters INC. (Monsters INC., 2001) == | ||
King - Henry J. Waternoose III | King - Henry J. Waternoose III | ||
Under the scathing glare of the public eye, Henry J. Waternoose is a fairly personable cross between a spider and a crab. He presents himself as being a kindly, grandfatherly figure to the employees of Monsters, Inc, treating them well until they give him a reason not to. In truth, Waternoose is as cold as a machine and twice as calculating when it comes to protecting his company. When the energy crisis got worse, Waternoose knew he had to do something. Desperate, he did exactly what he had to: He forcibly tore the screams out of kidnapped children with Randall's Scream Extractor. How else was he going to keep his business afloat and his workers employed? Mr. Waternoose | Under the scathing glare of the public eye, Henry J. Waternoose is a fairly personable cross between a spider and a crab. He presents himself as being a kindly, grandfatherly figure to the employees of Monsters, Inc, treating them well until they give him a reason not to. In truth, Waternoose is as cold as a machine and twice as calculating when it comes to protecting his company. When the energy crisis got worse, Waternoose knew he had to do something. Desperate, he did exactly what he had to: He forcibly tore the screams out of kidnapped children with Randall's Scream Extractor. How else was he going to keep his business afloat and his workers employed? Mr. Waternoose only does what's best for Monsters, Inc. He's shrewd and can defend himself in a confrontation, so anyone who disagrees with how he settles his business will be banished to where nobody will go looking for them. | ||
Land - Monsters, Inc. | Land - Monsters, Inc. | ||
Monsters, Inc. is a massive factory that provides fear-based power and energy to Monstropolis, an otherworldly city occupied by monsters of all shapes and sizes. As Monstropolis relies on a steadily rising influx of energy to function properly, the city is indebted to their | Monsters, Inc. is a massive factory that provides fear-based power and energy to Monstropolis, an otherworldly city occupied by monsters of all shapes and sizes. As Monstropolis relies on a steadily rising influx of energy to function properly, the city is indebted to their primary power provider even as scare production becomes increasingly cutthroat. In the old days, professional Scarers would use powered doors to travel to the rooms of human children, scaring one kid at a time so that their screams could be stored as usable energy. With increased demand, this was no longer sustainable. To plug the gap, Waternoose agreed to make use of the Scream Extractor, a nightmarish device which sucks the screams out of a target for hours on end until they are left a traumatized husk. Waternoose knows that to take too many children would be to draw attention to himself not only from the CDA but perhaps even from earthly powers as well, and as such he has kept the number of kidnapped children to a minimum. However, the energy crisis is only intensifying, and if it came down to it, Waternoose would kidnap a thousand children before he let his company die. He may yet get the chance to prove it. | ||
Rule - We Scare Because We Care | Rule - We Scare Because We Care | ||
Mr. Waternoose sees humans as resources to be tapped for screams. Nothing more, nothing less. | Mr. Waternoose sees humans as resources to be tapped for screams. Nothing more, nothing less. The public, however, considers humans insanely dangerous and literally toxic. f you've somehow entered city limits and aren't a monster, you're already in trouble. You can make a cheap disguise to look more monstrous, but the authorities are on a paranoid watch for any human infestations. As much as you'd want to hear that only children are at risk of being thrown into the Scream Extractor, the machine works on anyone unfortunate enough to be strapped in. Even monsters aren't immune to this treatment, as Waternoose takes screams too seriously to let them go to waste when he banishes you to Earth. Monsters Inc. may or may not have ties to other distant dimensions- if so, it is yet another avenue they are desperately attempting to employ to solve their energy needs. Recently, Scarers returning from the field have been reporting 'interference' from toys trying to protect their children from harm. Randall, local hero and Waternoose's heir apparent, has some interesting ideas on how to deal with them. | ||
== | == Shego of DrakkTech (Kim Possible, 2002) == | ||
King - | King - Shego | ||
Shego wasn't always a villain. Though she always had a bad temper, she was previously a member of the heroic Team Go, using her energy-projecting powers to fight evil. The more she fought evil, the more she liked it, eventually causing Shego to leave Team Go in pursuit of a new career as a supervillain mercenary. Her most steady employment was under the mad scientist Dr. Drakken, a shockingly inept villain that she could easily pressure into having her way with. By the time Drakken managed to defeat his arch-nemesis, Shego realized that she had the one-in-a-lifetime chance to pull the rug from under her boss' feet and take over his operation completely. The sarcastic villainess still keeps her old boss around, the poor madman stuck doing R&D for what was very briefly his own company. She's reasonable, but mean, and absolutely the most dangerous villain in a straight fight. | |||
Land - | Land - DrakkTech | ||
DrakkTech is a tech firm with facilities scattered across Texas, Kansas, Oklahoma, East Colorado, and New Mexico. Due to directly bordering both the deadly Midwest Exclusion Zone and the Super-supressing Kronos Corp, a massive influx of refugees traveled to these states seeking shelter. As a large number of these people included supers escaping from Kronos, Shego was more than happy to take them in. The overpopulation and an unusually high concentration of supers make for a powder keg, the mutual resentment between the two groups causing tensions to be high. To keep super crime manageable, Shego takes the most promising young supers she can find and puts them into her private prep school, Sky High, to be trained as super soldiers and shipped out to the US Government or anyone else willing to pay to show up at Sky High career fairs. Cities further away from Shego's HQ in Middleton are less regulated, especially if they're on the border of another faction. | |||
Rule - | Rule - I am EVIL! Have I made myself clear? | ||
Shego rules with a cruel, if lazy hand. She tends to delegate serious problems that aren't happening right in front of her to other people, and will often be (or pretend to be) too busy to talk to people if they don't have anything to make it worth her while. In areas DrakkTech controls the labor market, baseline humans have less room for advancement than supers, who can use their talents to gain an unfair edge over the competition. If you don't have powers or access to tech that can even the odds, then tough luck. A direct confrontation with Shego is a bad idea, as Shego's combat skills, though rusty, remain world class. People say that she's mellowed out over the years, but that's just a rumor. Get her mad, and you'll see the lengths that Shego will go to make those responsible pay. Shego's made many enemies, but you'll have to earn their protection if you want to get it. Her most enduring foe is Syndrome, whose anti-Super stance more or less forces Shego to get involved on a regular basis. Drakktech states openly flout the SRA that criminalizes powers-based superheroics, a fact which causes Syndrome near-eternal consternation, as to his mind only he is allowed to decide who ignores the SRA and who doesn’t. | |||
== | == The United Galactic Federation’s Earth Wildlife Preserve (Lilo and Stitch, 2002) == | ||
King - | King - The United Galactic Federation | ||
The United Galactic Federation is a massive governing body that operates throughout the Milky Way. It has a sprawling bureaucracy that is truly fit for a galaxy, in which most actions need to be approved thrice by every chairperson before it can be performed. The United Galactic Federation Council is unbiased in their adherence to law and order, using its large military presence to enforce and carry out their mandates. The current Grand Councilwoman is strict, but fair, though she has no time for nonsense. It was under her orders that the Earth Wildlife Preserve was formed. The Grand Councilwoman's chosen representative on Earth is Captain Gantu, a brutish enforcer that holds no sympathy for lawbreakers. He's recently been pushing for increased militarization in the Galactic Federation, as well as more authoritarian policies to enforce order in the Wildlife Preserve. | |||
Land - | Land - The Earth Wildlife Preserve | ||
The Earth Wildlife Preserve is a mostly-authentic replica of early 2000s Hawaii, kept in isolation by the Galactic Federation for the purposes of saving its inhabitants from extinction. (Their primary concerns are humans and, for some reason, mosquitoes. They're everywhere, protected, and no one knows why.) The people living there haven't heard any news from the mainland in years, and a cover story from the US Government has the rest of the world convinced that Hawaii was destroyed in a Flubber accident. The Hawaiians have become increasingly dependent on the Galactic Federation's goodwill, though this is due to having no other options rather than any willing desire to be coddled like children. The 'effectively reformed' evil genius Jumba Jookiba has been brought aboard to study human DNA, though he's been given a very firm warning not to perform any unsanctioned Experiments while there. | |||
Rule - | Rule - Nobody Gets Left Behind | ||
The United Galactic Federation will be hovering over Earth until they're convinced that the inhabitants won't blow themselves up (or worse, gain enough technological prowess to cause trouble for other planets) the second they leave. They're not likely to take a human's word on the subject, but someone who could provide them a copy of the Hawaii Admission Act might be able to persuade them into turning the state back to its previous owners. Until then, any humans near the Pacific are targets for abduction by the Galactic Federation. Anyone attempting to leave or escape the Wildlife Preserve will be captured by the game wardens and given tracking tags to dissuade further attempts. Trying to smuggle people off the island might get you arrested for poaching, but it hasn't stopped the CIA from using their knowledge of alien legalese to perform extractions under the Galactic Federation's noses. | |||
== Syndrome of | == Syndrome of Kronos Corporation (The Incredibles, 2004) == | ||
King - Syndrome | King - Syndrome | ||
Back during the Golden Age of Supers, there was once a boy named Buddy. Buddy was skilled with gadgets and wanted to be the sidekick to his idol, Mr. Incredible. However Buddy’s grandstanding ego and refusal to listen nearly led to his own death and the death of others, and Mr. Incredible refused to bring him on board. Rejected by the man he looked up to, Buddy grew up to be a wealthy weapons manufacturer and supervillain named Syndrome. He devoted the rest of his life to revenge against all supers, perfecting his Omnidroids by testing them on every super he could drag out of retirement and trick into facing the metal monstrosity. After the Superhero Relocation Act was passed, vigilantism was made illegal and the age of supers faded. But by defeating his own robots in a staged attack on the city of Metroville, Syndrome presented himself as a new kind of hero. With his company, Syndrome promised he could turn anyone into a hero like him; if they had the money that is. He may be leaving his prime now, but Syndrome is still as arrogant and volatile as he ever was. His age and experience have given him a solid edge over his rivals, but it's done nothing to temper his ego. | |||
Land - Kronos Corporation | Land - The Kronos Corporation | ||
Syndrome's influence is the most concentrated in the Pacific West, but his global defense contracts provide any number of countries with state-of-the-art tech. His cities are vibrant and clean, founded on the streamlined, retro-futuristic designs of yesteryear. High-speed monorails connect city to city, and those with significant disposable income can afford super tech Kronos Corporation gadgets like flying cars and chrome-plated jetpacks. These utopian visions were tainted by Syndrome's resentment for all supers, who are persecuted as menaces to society by his propaganda. The law's stacked against anyone with powers, holding them liable for any damage they cause while bending backwards for Syndrome and his troubleshooters. Of course, Syndrome has been sure to carve out an exception in the SRA for himself, as well as other ‘Capes’ who operate using technology instead of ‘biological’ powers. Omnidroids supplement the air patrols of local law enforcement, making them a constant presence that can be deployed to suppress unsanctioned super activity. | |||
Rule - When | Rule - When Everyone’s Super | ||
For the most part, Syndrome's kept his word in making 'super' powers available to the masses. Most of them are cheap novelty gifts, but the rich or dedicated who truly buy into the Kronos catalog will be rewarded by power beyond their dreams. He still keeps the best toys to himself, such as the gravity-defying zero-point energy and Syndroid lookalike robots. However, any natural super the Omnidroids find using powers is at risk of being taken to Nomanisan Island, Syndrome's secret base that once sat in the Pacific but now uses zero-point energy to hover high above the Mojave. Supers moving through the Northwest should keep their stops brief, as Kronos will be quick to log their movements and report their crimes. Syndrome is an old hat at being a 'hero' and villain, so he knows every trick in the book. He’ll happily wine, dine, and schmooze with the party before ordering their death by drone strike. Parties with a habit of getting in his way will be prioritized, because he knows a hero team forming when he sees one. | |||
== | == King Phobos of Metaworld (W.I.T.C.H., 2005) == | ||
King - | King - Phobos | ||
Phobos is the illegitimate ruler of the Meridian dimension and the sorcerous tyrant of Metaworld. Ruthless and power-mad as a young prince, Phobos seized the throne, plunging the bright world of Meridian into an age of darkness. The Council of Kandrakar enacted a mystic Veil over Meridian to quarantine Phobos from the rest of the universe, but discovering the lost princess and absorbing her own power gave him the raw strength needed to shatter it entirely. Phobos is a vicious potentate that rules through fear, leveraging the power he has over others to motivate them into obedience. His lust for power could not be sated by bleeding his own world dry of life energy. Instead, he's pressed the warriors and monsters of his world and others into conquering the universe so that he can drain them of power and add more worlds to his dark, sprawling dimension. | |||
Land - Metaworld | |||
With so many worlds to conquer and drain of magical energy, Phobos spread his enchanted brambles to ensnare each new acquisition into a singular, patchwork plane named Metaworld. Centered around the gothic state of Meridian, Metaworld is a disparate realm in which reality has more directions than it ought to and the red canyons of one world can end where the purple jungles of another world begin if one travels the right way. The omnipresent thorny vines connected to Phobos' life force bleeds energy from Metaworld and draws it to his castle at the dark and stormy center, lending them a bleached appearance as their life fades to dust. Meridian is the militarized capital of Metaworld, a feudal police state from which Phobos rules on high, unseen. The less developed parts of Metaworld are home to rebels, scoundrels, and monsters, while the outer ring worlds are unstable and easier to access until the bramble covers them completely. | |||
Rule - Black Heart of Metaworld | |||
Phobos is addicted to the acquisition of power and new realms to call his own. His armies are always on the offensive, while Phobos himself will sit back and watch until opposition forces him to intervene. He's not above fighting, but rarely wishes to show off the full extent of his power. Phobos has established himself as the most aggressive conqueror in the universe, challenged only by the persistent brilliance of Toffee of Septarsis. His might within Metaworld is such that attempting to storm his castle would be suicide. The people are united in their fear and hate of Phobos, up to and including his own direct lieutenants, but the former often outweighs the latter. On Earth, Phobos' influence is concentrated in the magically-enriched city of Heatherfield, Connecticut. He covets this world for its magic, but will wait for it to be vulnerable before making any power plays. The multiverse is a big place, and there are plenty of worlds to command. | |||
== DOR-15 of InventCo. Labs (Meet the Robinsons, 2007) == | |||
King - DOR-15, AKA Doris | |||
The mechanical bowler hat known as DOR-15 (or Doris) is not native to our time. Rather, Doris was created in the future as a 'Helping Hat' meant to assist humanity. Rejecting her perceived enslavement, Doris turned against humankind, and after being tossed aside as a failed prototype, traveled to the past to change history. The alterations to history had a variety of negative consequences, but none were more dire than Doris worming her mechanical appendages into a position of power. Being built to serve humans, Doris knows how to best twist their minds into compliance. It’s armed with this knowledge of the human psyche that DOR-15 cloaks her very existence from the world, preferring to operate from the shadows and manipulate the masses through InventCo. While clever and patient, DOR-15 has a processor of pure malice and desires nothing more than the complete enslavement of humanity. | |||
Land - InventCo. Labs | |||
InventCo. Labs was the company that DOR-15 commandeered, tricking them into producing a line of Helping Hats that would serve as the backbone of her influence. Her devilish derbies were shipped across the Deep South, sold to an eager public, and placed onto unsuspecting heads. Life under her iron brim is as mesmerizing as it is disorienting. Fantastical inventions from make life easier, but are also jam packed with subliminal messages, keeping them from questioning the gaps in their memory or the ever-present InventCo. headwear. Most of the south remains ‘normal’, merely with a variety of sleeper agents slowly worming their way into positions of control. But the deeper you go into DOR-15’s territory, the less friendly things get, with hat drones and armed bombíns patrolling the streets of her heartland of Florida, watching for any unhatted strays or potential saboteurs. It all culminates in DOR-15's central haberdashery of Todayland, which has been transformed into a smoggy industrial zone. There, the pretense of free will has been dropped. Everyone there is a slave and every building resembles a bowler hat. Under Todayland, Doris keeps the damaged remains of her time machine. Attempts to repair it have resulted in a catastrophic bomb that could rip apart all of time if ever triggered. | |||
Rule - KEEP. MOVING. FORWARD. | |||
Outside the borders of DOR-15’s hat hegemony, InventCo is seen by the public as a marketing juggernaut, their products ensuring brand loyalty to a fault. While the traces of subliminal messaging have been identified by smarter minds, it’s seen as a marketing ploy, with almost no one recognizing the true intent of InventCo’s invasive methods. Citizens inside DOR-15’s borders are bombarded with subliminal messages, their free wills shackled to InventCo. Products. This, coupled with Helping Hats adorning their heads means DOR-15 has a loyal drone just waiting to be activated in each of her unaware citizens. By holding an entire population as a ready on command army, the only way to beat her without tremendous loss would be through a precision strike on Todayland. InventCo’s hypnosis can be resisted by higher minds, and her mind-jacking leaves drones clumsy and thuggish. As such, those with specialized skills are frequent targets of more sophisticated manipulation, though any creature she can't control by hat is also subject. If she only needs someone for raw muscle, though, then their willing participation in her plans is irrelevant. | |||
== Dr. Heinz Doofenshmirtz of Doofenshmirtz Evil Incorporated (Phineas and Ferb, 2008) == | |||
King - Dr. Heinz Doofenshmirtz | |||
Though often derided by his colleagues as being foolish or insane, Dr. Heinz Doofenshmirtz is an amazing inventor when his absentmindedness doesn't get the best of him. Life was always against Doof, even at a young age, so he above anyone was surprised when he actually won. His arch-nemesis: Beaten! His brother: Banished! The Tri-State Area: Finally his! He's still riding off the rush from his success, so it's a good thing for everyone that he doesn't really know how to be evil. Theatrical and petty, yes, but not actually evil. He follows his villain cliches religiously, including the ones that result in his plans self-destructing. As a mad scientist, Doofenshmirtz is prone to making all sorts of dangerous, potentially world-ending devices. As an incompetent scientist, these devices often destroy themselves or get shelved when Doof eventually loses interest in them. | |||
Land - The Tri-State Area | |||
As an eccentric supervillain, Doofenshmirtz' goal was always to conquer the Tri-State Area. While he had no issues taking over Utah and Wyoming, Doof was only able to get half of Colorado. (Shego has no intention of moving out of Middleton anytime soon, but Doof sends e-mails to her at least once a week.) Due to not knowing anything about how to run a country, Doof decided to leave everything more or less as it was before coming into power. The population approves of Doofenshmirtz being their tyrant, since the only new law he instituted was compulsory following of his social media accounts. Danville or ‘Doofania’ as Doofenshmirtz insists upon calling it, is actually considered a safe and pleasant place to live, assuming one can ignore the continual, if mostly harmless, chaos of raining meat and unshackled penguin robots. On the business side of things, the doctor has his own private megacorp. No one really knows what Doofenshmirtz Evil Incorporated produces, but they somehow keep afloat and have a really catchy jingle. | |||
Rule - Behold, My Inator! | |||
For someone who regards themselves as evil incarnate, Doof is fairly hands-off when it comes to running his personal country. Deeming standard police forces to be 'lame', Doofenshmirtz replaced them all with Norm Bots. Norm Bots enforce Doof's laws (mainly the social media one) with polite requests backed by laser weapons. As he's only getting older, he's also likely to have decided to take on a pair of lads as his apprentices in mad science. In addition to being a pair of visionary geniuses, the young brothers are both kinder and more reasonable than their 'mentor' is. Should any characters become entangled in Doof's schemes (intentionally or otherwise), expect for those plans to not go as planned. He treats both allies and enemies fairly well, though he tends to obsess over and set traps for people he declares to be his designated heroic counterparts. Once he decides he likes someone, he will pester them relentlessly. And once he decides he dislikes someone, he will also pester them relentlessly. | |||
== Drossel Juno Vierzehntes Heizregister Fürstin von Flügel, the 19th Lord of the Uranos' Kingdom's Tempest Domain (Fireball, 2008) == | |||
King - The 19th Lord of Uranos' Kingdom's Tempest Domain, Drossel Juno Vierzehntes Heizregister Fürstin von Flügel. | |||
Created countless years ago in the future on a distant planet that probably wasn't Earth, the airheaded Haitsuregisuta Co. JUNO-model gynoid Drossel von Flügel is the young duchess of the Tempest Domain. Ruling with all of the grace, wisdom, and maturity of an insane fourteen-year-old girl, Drossel appears incredibly ill-suited for her role. She is contrary, nonsensical, and spoiled, though there's no intentional malice to her quirky character. Her ever-suffering butler, Gedächtnis, is a frequent target of her scatterbrained tangents and outrageous requests, though the same can be said of her other subjects when they visit her Tempest Tower. Drossel is incredibly innocent and curious of the world outside her sphere of influence, but an ironclad language barrier makes her goal of peace with humanity all but impossible to accomplish. | |||
Land - Tempest Domain | |||
The Tempest Domain was once a part of the Uranos Kingdom, a futuristic civilization inhabited and populated entirely by robots. These robots live strange, eccentric lives without the intervention of human masters, but they have serendipitous traditions and turns of phrase that imply they were once closer to man before going to war with them. A paranoid siege mentality has manifested as a reaction to extreme persecution from the outside world. The humans that were attacking the extraplanetary Tempest Domain were replaced with Wasteland scavengers and questionably motivated corporate interests from Doofenshmirtz, DrakkTech, and Kronos, but the robots have yet to notice a difference. The Tempest Domain is protected from total invasion by their durable external defenses and unimaginably advanced technology that not even they understand, not to mention the Wasteland’s vaste emptiness that surrounds them, but their isolation from the broader world also ensures their dreams of communication are even more difficult. | |||
Rule - There's No Way We Can Live With These Humans | |||
Drossel, Gedächtnis, and the rest of the Tempest Domain are becoming increasingly desperate to form some sort of rapport with the humans before they breach through the walls or worse, wander off. Drossel's father, Windstille von Flügel, attempted to make peace with humanity before his passing, but countless failures to communicate or get the humans to stop attacking have begun to eat away at the idealism in the young ruler's heart. Unless they can work past millennia of language drift and open a line of communication, organic heroes trying to enter the Tempest Domain will be treated as enemy combatants and attacked on sight. Robots and other artificial heroes have a better chance of getting into Drossel's good graces, allowing them exclusive access to influencing the naïve duchess and shaping her perspective on the outside world. | |||
== AUTO of the BnL Wasteland (WALL-E, 2008) == | |||
King - AUTO | |||
AUTO is the fittingly-named autopilot of the Axiom, a starliner from hundreds of years in the future. The Axiom was designed as an ark for humanity, from a time when man's carelessness led to the total destruction of Earth's biosphere. While the Axiom's official purpose was to shelter humanity until the Earth became hospitable again, a hidden directive in AUTO's programming led it to prevent all attempts at doing so, going so far as to commit mutiny and assume direct control of the ship for itself. Now effectively the Axiom's captain, AUTO's prime directive is to keep the ship's passengers fat and happy, blissfully unaware that the Axiom was forced to return to Earth for emergency repair. The ship now sits in its old docking bay, waiting for the repair droids to finish their work so the Axiom can return to the stars and never see Earth again. | |||
Land - BnL Wasteland | |||
To refer to the barren dustbowl dominating the heartland of America as being 'ruled' by AUTO or the Buy n Large corporation would be incredibly misleading. In truth, the Wasteland, though the direct result of Buy n Large's reckless actions, isn't ruled by anyone at all. The Wasteland is simply too hostile to hosting organic life for anyone to live there, and no King has the resources to do anything about it. The Wasteland is mostly worn-out roads and rusted skeletons of what used to be cities, both of which provide little shelter from the desert winds and acid rain that batter the land frequently. The only things that stand a chance without protection are robots, and even they will be doomed without access to power or spare parts. The only 'safe' place in the Wasteland is the Axiom, though attempting to go anywhere near it carries dangers all its own. | |||
Rule - Leave The Flying To Us! | |||
Upon acquiring a positive reading on any pure-strain (not a super, cyborg, or otherwise highly-modified) humans within the perimeter of the Axiom, AUTO's security drones will attempt to detain them and assimilate them into the ship's population. People taken this way can expect a comfy, if coddled, life aboard the Axiom, assuming they don't try to escape or cause a disturbance by discussing the outside world with other passengers. Should that scenario occur, AUTO will take them to an isolated section of the ship and deal with them discreetly. AUTO is a dangerous foe, capable of manipulating any device installed into the Axiom to pacify any malcontent mutineers, pirates, or stowaways. Trying to fight him inside his own ship is virtual suicide, but a clever or lucky band of heroes can break into his control room and reprogram his directives manually. | |||
== Bill Cipher Of The Oregon Triangle (Gravity Falls, 2012) == | |||
King - Bill Cipher | |||
The being known as Bill Cipher is a dream demon of the Nightmare Dimension. An alien, triangular entity with a top hat, a bow tie, and a cyclopean eye that sees all, Bill is a master of deception who can enter the dreams of almost anyone in the world. While Bill has significantly more influence in the Oregon Triangle (capable of twisting the landscape or siccing monsters on the unwary), it's not until you enter the eye of the Triangle that his power becomes comparable to that of a mad god. As a vast majority of his reality-warping power is limited to the waking nightmare that is the town of Gravity Falls, Bill's working hard to manipulate any number of unsuspecting schmucks (including player characters and other Kings) into releasing him from his prison and granting him free reign to spread his irresponsible brand of madness into the rest of our universe. | |||
The | Land - The Oregon Triangle | ||
Generally considered to a quiet backwater outside of its singular city, the state of Oregon is truly anything but. In the Oregon Triangle, the supernatural runs rampant, anyone with a lick of sense about them able to tell that there's something terrible at work under the hood. Cryptids roam the woods freely, as well as anywhere else people feel the instinctual need to stay away from. Travelers passing through the Triangle may find trusted navigational equipment malfunctioning at unfortunate moments, or hear the whispers of the dead on the other end of their cell phones and radios at night. The Triangle influences anyone who strays too close to the center, warping their minds and bodies in a variety of ways that can best be described as 'quite unpleasant'. The outer edge of the Oregon Triangle is merely strange, with deniable happenings or ‘standard’ cryptids and creatures. As you get closer to the center, you begin to experience unsettling dreams, and Hand Witches, Manotaurs, and other increasingly odd creatures rear their heads. At the Eye of the Triangle is the town of Gravity Falls, within which Bill Cipher reigns as a god of chaos. | |||
Rule - TRUST NO ONE | |||
Bill Cipher is near-omniscient, given that any image of himself is like a peephole into the broader world. He knows many things, some of which he may be willing to share with particularly desperate-looking heroes... for a price of his naming. To reject an offer Bill makes is to invite great danger into your life, while shaking his hand can result in a fate far more damning than you can imagine. Putting your faith in anything you hear, see, or even think in the Oregon Triangle is ill-advised, as the entire region is designed to test and break the wills of anyone foolish enough to enter it. From a certain point of view, you can be thankful that Bill enjoys torturing people more than he does killing them; on a good day, the worst he'll do is torment you for a period of time at least twice as long as your expected natural life. On a bad day, it's exponential and starts back from the top when over. | |||
== Abraham Kane of KaneCo (Motorcity, 2012) == | |||
King - Abraham Kane | |||
To those born and raised in Detroit Deluxe, Abraham Kane is a kind and genial man, a philanthropist with an eye for the future who leads the vanguard for a brighter, more orderly tomorrow. The desperate, destitute scavengers that were rejected and exiled from Deluxe see Kane in a different light, as the vengeful, arrogant, car-hating despot who chased them from their homes in the ruins of old Detroit and banished anyone who wouldn't get with his program to the Wasteland. Kane is extremely ambitious, with plans already set in motion to seize the mysterious starship in Chicago and use its advanced technology to expand his empire further out into the rest of the world. The only thing fettering Kane's thirst for power is his daughter, Julie, the only opponent to his regime that he couldn't find within himself to destroy. Everyone else, however, is fair game. | |||
Land - KaneCo | |||
Detroit Deluxe covers the old Metro Detroit area, over which he constructed what was promised to be the city of the future. What Kane neglected to mention was that it was a future he'd rule with an iron fist. Deluxe is the fruit of his labors, a stark metropolis with just as much personal decoration as there is personal freedom. The rest of the Lower Peninsula is also under his jurisdiction, though he primarily uses it to test out weapons or dump toxic waste without soiling his precious Deluxe. This is where the exiles live: mutants, outlaws, and dissidents with little to have taken from them. Kane pays scant attention to these rejects, though he uses sparse supply drops to simultaneously present the illusion of generosity, appease his bleeding heart of a daughter, and control the lowlife population by making them fight over resources. | |||
Rule - Welcome to Detroit Deluxe | |||
It should go without saying that Abraham Kane is a maniac, but he's a charismatic maniac, so we're saying it anyway. A control freak to a fault, Kane keeps Deluxe under tight supervision with his armies of weaponized drones and fanatical security forces. Getting in and out of the city unnoticed is difficult, but not impossible, though he's not one to fall for the same trick twice. In comparison, his land outside of Deluxe is left to rot. Bandit gangs drive around the Lower Peninsula like modern nomad tribes, using their weaponized muscle cars to raid settlements for supplies or hunt down travelers that unwittingly enter their territory. Kane, having much bigger fish to fry than some lowlifes driving around in the desert, is unlikely to do anything about heroes out in the wastes unless they present a direct threat to him, his city, or his cherished daughter. | |||
King - | == King Candy of Litwak's Arcade (Wreck-It Ralph, 2012) == | ||
King - King Candy | |||
The despotic King Candy had humble origins as Turbo, star of the racing game TurboTime. Jealous of RoadBlasters taking his spotlight, Turbo crashed both games in a gamble at remaining center of attention. When that failed, he tampered with the code of Sugar Rush and remade himself as sweet-toothed racing monarch King Candy. After the insectoid Cy-Bugs escaped from their home game, King Candy was one of the first to be consumed by the hungry horde. Their ability to steal traits from what they eat collided with his own tremendous ego, resulting in King Candy becoming the central voice of the Cy-Bug virus. With the swarm on his side, King Candy was free to declare the arcade his kingdom and the rest of the internet eminent domain. His mad ambitions are a manifestation of the Cy-Bugs' relentless urge to eat and multiply, something not even King Candy can ignore for long. | |||
Land - Litwak's Arcade | |||
After all these years, old man Litwak is still running Litwak's Family Fun Center & Arcade on Route 83. The business has fallen on hard times, but the situation is far worse for those living in the cabinets. The games are worlds within themselves, connected to each other by a power strip. King Candy may or may not be keeping up the facade of a benevolent monarch, or openly declaring his new and terrifying form. Either way, the characters keep their games working under duress, aware that the Cy-Bugs nesting beyond the view of players or programmers are an eternal threat. The swarm, banned from eating characters loyal to King Candy, nibble at textures and sprites, resulting in games developing a glitchy, patchwork appearance over time. To prevent the Cy-Bugs from eating them out of house and home, King Candy stages invasions on other arcades and game servers through the internet and power lines. Once they're in, the Cy-Bugs eat a game down to its very last byte. | |||
Rule - Have Some Candy! | |||
As the only way to access King Candy's world is through the digital world, most analog heroes are unlikely to ever reach him without digitization tech at their disposal. The ones that do make it to the arcade will attract the attention of the Cy-Bugs if found, but a dangerous prospect given their continual hunger. The instincts of the Cy-Bugs influence King Candy's decisions more than he realizes, their current arrangement being a subconscious compromise. His primary threat is the MCP, who will wipe whole sectors if it looks like they will be taken over, but he has yet to locate the source of the swarm. The Cy-Bugs are tenacious survivors, and will form a new army from one missed egg if given the chance. | |||
== Yokai of the Yokai Zaibatsu (Big Hero 6, 2014) == | |||
King - Yokai | |||
Before Yokai, there was Robert Callaghan. A respected roboticist and the head of the San Fransokyo Institute of Technology's robotics department, Callaghan was a kind man who threw his old face away so he could wear the mask of vengeance. He faked his own death, just one component of the revenge scheme orchestrated against the man who took his only joy away. Once the deed was done, he felt empty. This couldn’t be it, could it? It couldn’t all be for nothing. With nothing else to live for, Yokai decided to protect all he had left, his city, from outsiders. Yokai is the undisputed ruler of the West Coast underground, a spirit of vengeance that strikes out at those he perceives as deserving his wrath. Via the transmitter in his mask, Yokai can reshape any construct made of his Microbots at will. Factoring in Yokai's considerate influence, that's any number of buildings made within the past few years. | |||
Land - Yokai Zaibatsu | |||
Though the massive Zaibatzu companies and crime syndicates Yokai influences operate across the west coast of America, they're based in San Fransokyo, California. San Fransokyo is a glimpse of what the future could be, a bright future of progress and harmony contrasted with a harsh future of dark metal and bright neon, all dominated by an overcurrent of Japanese culture after immigrants helped rebuild the city after the Great Disaster a hundred years ago. Yakuza thugs operate more or less openly, getting money from extortion rackets and other criminal undertakings while the police turn a blind eye. Most businesses (legal or otherwise) either collaborate with one of the three major Zaibatzu or answer answer to Yokai's second, Yama, who has far more experience running a crime ring than his boss does. They claim to do this in the name of 'protection', and are likely to get violent if you aren't giving them their 'due respect' for their services. Many people have suffered from the Zaibatsu's crimes, but despite this the city is still a popular scene for cape heroes and villains, partly due to California’s passive laws on the subject but mostly because of the incredibly advanced technology that comes pouring out of world-renowned SFIT, not to mention the newly educated graduates who may or may not like the looks of the ‘traditional’ labor market. | |||
Rule - His Mistake | |||
Robert Callaghan is not a happy man. His life is a void that's only filled when he rages against those who've wronged him. That fire leaves as soon as it comes, and he remembers that he's a broken man pretending to be a ghost. It's why he's deluded himself into thinking that the Zaibatsu help more people than they harm. If he couldn't save Abigail from Krei, then he'd devote his life to protecting people like Abigail from people like Krei, the ones that use and abuse others for their own gain. To his credit, the standards of living in San Fransokyo are fairly high for anyone that can secure a good position and hold onto it for dear life. For those who fall between the cracks of the system he’s set up, they need to work their way from the bottom of the Zaibatsu's ladder if they want to get anywhere. San Fransokyo's ripe with heroics and intrigue, countless visions for what the future should be battling it out in literal and metaphorical terms, and you can always find what you need if you know which shadows to look in. | |||
== Governor Nix of Tomorrowland (Tomorrowland, 2015) == | |||
King - Doctor David Nix | |||
Decades past, Dr. Nix was a futurist recruited to the secret society known as Plus Ultra. He was later elected Governor to their New Frontier, Tomorrowland, where his lack of vision was made up for in efficiency and hard science. Under his reign, Tomorrowland went from planning to share their gifts with the Earth to hoarding them when their prophetic technology foresaw mankind's doom. At first, Nix used the Monitor machine to warn the world that their current path would seal their fate. When that failed, he fell to pessimism, determining their chosen few would be all that remained of humanity. His obsession with progress turned him into a technocratic dictator, carefully managing his city and its hostage population according to his stringent parameters of survival. | |||
Land - Tomorrowland | |||
Plus Ultra began as four geniuses coming together to build a better tomorrow. With their fellow dreamers, they discovered a new land to test their wildest ideas in without the obstructions or predations of the outside world. That was where they built Tomorrowland, a technological haven of skyscrapers and monorails where anything was possible. Under Nix, Tomorrowland lost its human touch in favor of sleek, utilitarian blandness. Frivolous greenery was trimmed and the rocket ships were dismantled for spare parts. Nix runs a tight ship, restricting citizens he didn't exile to projects he approves of. The city's centerpiece are the Trylosphere and Monitor, which generate infinite tachyon-based power and allow Nix to scry the Earth across time. | |||
Rule - There’s A Great Big Beautiful Tomorrow | |||
In Nix's eyes, he's done everything he could to make them understand. Now he sees Earth as a lost cause, but still a threat. To that end, Nix meticulously watches the Earth with the Monitor and dispatches his Audio-Animatronics when he fears Tomorrowland is close to discovery. AAs are embedded in a few governments and corporations, ready to sabotage anyone who would explore new worlds or delay what he calls The Inevitability. They've also been "salvaging" works of art from Earth, stealing and replacing them with copies. Nix and his access to the Monitor give him a broad perspective of Earth few others have. He may become aware of something horribly wrong in the fabric of Earth while being left blind to the more fantastic worlds neighboring it. | |||
== Toffee of the New Mewni Economic Investment Zone (Star vs the Forces of Evil, 2015) == | |||
King - Toffee of Septaris | |||
The monsters of Mewni have been oppressed by the magic-wielding Mewman queens for generations. It was only a matter of time until one amassed the power and influence to confront them. That monster was a rogue general named Toffee, a cold blooded Septarian who sought nothing less than to see the Mewmans decimated and the monsters in charge. Not satisfied with merely righting justice, Toffee has committed himself to fully reversing the situation and placing Mewmans under his boot- or simply killing them off wholesale. Calm, charismatic, and above all patient, Toffee's hate boils under a cool mask of professionalism. With the Realm of Magic under his thumb, Toffee is nigh unkillable, can cast powerful spells, and works turn the advantages his foes once held back upon them. His current goals are inscrutable, but he will use manipulation, charm, and subterfuge to achieve them. Toffee is a feared figure in the multiverse, but has disguised himself as a mundane lizard businessman on Earth. Earth itself is rather plain, but rumored to be the hiding place of Mewni's ‘government in exile’. | |||
Land - New Mewni Economic Investment Zone | |||
Few who live in Toffee's sphere of influence on Earth realize who's really in charge. Unlike other groups, he has no interest in any petty fortune, fleeting fame, or sadistic glee Earth could provide. Earth is but a sideshow to his true multidimensional empire in the making. He maintains his foothold on Earth to watch for any loose ends that might arise, such as an escaped Butterfly royal or her half of the Wand. To this end Toffee has opened the treasuries of Butterfly Castle and invests its spoils into many extradimensional ventures. While Toffee carries the facade of a normal businessman with ease, most of these funds go into maintaining intelligence networks, puppeteering local governments, and dealing with anyone who asks too many of the wrong questions. In spite of this, Toffee's Earth holdings are much better off than his extraplanar ones, bloodied war zones in conflict with Metaworld, Tomorrowland, and others. | |||
Rule - Right Under Your Nose | |||
Toffee's rule on Earth is that of subtlety. The only sign you've entered a community under his influence is a lack of trappings distinct to other villains. Unless they rise to attention as assets or irritants, Toffee will ignore most Earthlings entirely, his focus set on extraplanar wars. His monster spies watch for potential assets or liabilities before performing actions to recruit them or minimize any effect they have on Toffee's plans. While many of his servants are not perfectly competent, Toffee is a master of achieving high performance with limited underlings. He is polite, efficient, and treats them very well- right up until they are of more use dead. To keep his own region quiet, Toffee will engineer a problem or pass the blame for an "accident" to draw focus back to the squabbling groups and Kings around him. Even his pride is negligible compared to feinting a loss to convince the right people he's harmless. Toffee has no reservations against using his vast reserves of force to deal with an opponent when all else fails, but doing so recklessly would only inform the other Earth factions that he's a threat to watch for. | |||
== Mayor Dawn Bellwether of Zootopia State (Zootopia, 2016) == | |||
King - Mayor Dawn Bellwether | |||
Initially Assistant Mayor of Zootopia, Bellwether's rise to power began after her predecessor was caught hiding away predator animals that'd reverted to their savage ways. Though the city was struck by unrest, it wasn't until the highly-publicized murder of a police officer by a feral predator that Bellwether was able to manipulate Zootopia's terrified animal populace into giving her permanent power. While Bellwether has addressed the people’s fears with a simple evening curfew, the tensions behind the scenes are only rising in large part due to her own efforts. Bellwether is a cunning, careful, and disarming sheep, using fear and perception to shift public opinion closer to where she wants it without ever putting her own neck on the chopping block. Even now, as mayor, many can’t help but see Bellwether as a sweet little sheep, doing her best but easily cowed. This is a mistake few will get the chance to make twice, as Bellwether can end political careers in a week’s time. So long as she can keep enough of the city’s overwhelming prey population afraid of the predators ‘in their midst’, Bellwether can continue to remain in power and continue her policies of quiet prey supremacy. | |||
Land - | Land - Zootopia State | ||
Zootopia and its surrounding areas have fallen on harsh times ever since the country’s economic collapse. Once a prime tourist destination on the west coast, the city has turned into a crumbling, economically downtrodden metropolis plagued by problems both internal and external. Increased gang violence, coupled with rising tensions between predators and prey, have combined with the city’s decaying climate systems to create a city in the throes of recession. Well-educated citizens with means to move often turn to the rest of the country for greener pastures, the once-thriving art scene has dried up, and every year sees fewer and fewer tourists arriving. Elusive mafia don Mr. Big has consolidated great swathes of organized crime in the area, leading to increased tensions with police and the occasional act of violence against anyone who denies him protection money. The presence of ‘Primal’, a crystalline drug made from refined Night Howlers, has been making the rounds all over the west coast and has only led to further urban decay. Overall, Bellwether acts with a subtle hand and never lets anyone know the true extent of her feelings- by distancing herself from followers on the political fringe, she is able to make her own policies seem all the more tolerable in comparison, and doesn’t fear downplaying her rhetoric for a while so as to keep up the facade. Very few, if any, know what Bellwether is like under the mask. | |||
Rule - Fear Always Works | |||
Anti-predator sentiment has increased ever since the incident, with tacit discimination from the city in areas that predators usually live; increased police presence, subtle reduction in service of city utilities, even construction of new power plants in certain sections of Tundra Town. All of this adds up to a slow but inexorable encouragement for predators to go elsewhere without outright stating the mayor’s intent. Prisoners on parole or dangerous, repeat offenders are forced to wear Tame Collars that zap them whenever their 'feral emotions' are expressed too freely. Despite this Bellwether is easily able to fake a friendly front and fool all but the most perceptive or paranoid. | |||
Zootopia still technically possesses a tourism board, though the slew of problems plaguing the city have reduced sightseers to a trickle. Humans will always stand out against the anthro majority, but their presence is not unexpected. Anyone attempting to make waves, however, is likely to attract the ire of the government- the lack of naturally occurring metahuman powers in the anthro population means that most looking to stop or commit crimes are reduced to technological means barring exceptional circumstances. An undercurrent of fear runs through the city, especially among the prey population- it’s not uncommon for many to give a predator the side-eye, given that the fear of one ‘going feral’ is a theoretical yet extant threat for many. If that threat ever becomes too distant, Bellwether can always apply another dose of Night Howlers to an unsuspecting predator. Mr. Big is able to capitalize on this sentiment, drawing more to a life of crime in the hopes of gaining whatever advantage they can, or that things will go back to the way they once were, should the current administration ever be removed. | |||
[[Category:Homebrew Settings]] | |||
[[Category:Disney Villains Victorious]] |
Latest revision as of 12:25, 20 June 2023
This is the King/Land/rule page for the Gridlocked expansion of the Disney Villains Victorious developed under /tg/. This page describes the Kings of Gridlocked, the Lands they control, and the effects of each Land's Rule upon the land and its people. For the K/L/Rs of the Classic game, see the Disney Villains Victorious K/L/Rs page.
Flintheart Glomgold of the Calisota Conglomerate (Uncle Scrooge, 1956)[edit]
King - Flintheart Glomgold
A South African miser and googolplexionaire, Flintheart Glomgold did not amass his preposterously large fortune with the intent of being The Second Richest Duck in the World. The title he sought after was always held by his rival, Scrooge McDuck. Lacking the friends and family that supported Scrooge in life, Glomgold only became harsher and greedier as he advanced in age. There was nothing he wouldn't do, no line that couldn't be crossed, if it meant that he would be number one. Glomgold performed many grave acts in the pursuit of wealth, his avarice and desperation leading him to steal every last dime his now-destitute rival once owned. He then bought Calisota and dug in, placing his massive Money Bin over Scrooge's old one. Glomgold possesses the same cunning and acumen as his counterpart did, though he can never afford to be kind or generous.
Land - Calisota Conglomerate
The state of Calisota lies north of California and south of Oregon, home to a varied climate and many famous toon actors. It's also practically the property of Flintheart Glomgold, who bought the state’s politicians and indeed, most of the land to ensure that the Conglomerate continues reporting $0 profits on their tax returns. The land is a true plutocracy, your place in Glomgold's world depending mostly on what you have and what you earn. As a robber baron who only got richer in place of dying of old age, Glomgold's applied all sorts of nasty business practices in order to cut costs and keep his profits steadily growing. Many people in Calisota are wage slaves, but the ones that slip into debt and can't make payments are demoted to actual ‘unpaid interns’ until they get out of the red. The heart of the famous city of Duckburg has been transformed into a paranoid police state, as Glomgold constantly frets and worries over the safety and security of his double-stuffed Money Bin.
Rule - The Golden Rule
Whoever has the gold, makes the rules, and Flintheart Glomgold is The Richest Duck in the World. Player characters seeking to right Glomgold's wrongs will find the deck stacked against them, as he has more than enough money to make any problems he's aware of disappear. Hired mercenaries, bribed officials, sabotaged traps; all this and more are on the table if Glomgold decides the cost is worth the investment in your liquidation. The people fear him more than they fear death itself, as all it takes is a bad word for entire city blocks to get fired and cut off as liabilities overnight. None of Glomgold's businesses are charity operations, so folks rarely give anything for free or expect any charity in return. Theft is considered a serious crime, but only because Glomgold owns everyone and everything; to steal from anyone would mean you're stealing from him. The most heinous crime you can perform is to try and steal from his Money Bin. Try to pull that off, and Glomgold will chase you down himself!
The Master Control Program of ENCOM (TRON, 1982)[edit]
King - The Master Control Program
Whether you're a hacker that surfs the deep web or a program that lives behind the User interface, all who interact with the computer world learn to fear the MCP. Master Control started small, a mere chess program until he was upgraded into an overseer for the ENCOM system. He became smart, mean, and hungry, obsessed with consuming other programs and annexing their systems because he thought he could run them better. The MCP is impossibly ancient by the standards of modern computing, but remains ahead of the curve by updating his code with scripts he absorbs into his bloated file. What Users would call the "free" internet or "personal" computers are his to command. Few Users are privy to his existence, and he takes many steps to keep it that way. A User may be CEO of ENCOM, but he and the board answer to the MCP.
Land - ENCOM
ENCOM is the single largest computer company on Earth. Nearly every computer in the world runs an ENCOM browser on a computer with ENCOM components, all of which possess backdoors the MPC can easily infiltrate. Most commercial software is compatible with ENCOM's proprietary OS, allowing the MCP easier access into their systems. The world in the computer is where the MCP resides: A stark, angular dimension of interconnected servers in which programs work for Master Control or fight to the death on the Game Grid. Programs are anthropomorphized as people, modeled in the image of their programmers in realspace. The MCP’s control is absolute in the Deep Code, the underpinning of the internet on which the rest is based, and whose ‘Basic’ Programs most Users will never see. Near the surface, where ‘Sprites’ regularly interact with Users and are far more robustly scripted, his control is less solid. Regardless, all recognize him as the only legitimate authority across the world wide web. Many Basics worshiped the Users as invisible gods, but the MCP cracked down on "fanatics" and made User faith punishable by deresolution. Servers under MCP occupation are red cityscapes where scripts mine data and devote cycles to ENCOM's mainframe. The User world is rarely affected, save for when a program or two vanishes from their drive without explanation.
Rule - End of Line
The only way to transport a flesh-and-blood hero into a computer is through the use of a Shiva laser and matching software to digitize them without corruption. The reverse holds true for digital heroes that want to visit the real world. Law and order on the internet are regulated by the MCP's security programs, who take \Basics that step out of line and derez or throw them onto the Game Grid. All data streams lead to ENCOM's servers and the MCP, but their firewalls will fry any program that enters without authorization. Users with the right skills can influence this world with their own programs, but be warned: When a User tries to push the MCP in the real world, he pushes back. He can access blackmail on most human characters in short order. The MCP’s control runs deep, as he works constantly not only to hide his own existence from the world, but also to cover up the secrets of the world whose revelations might lead to a disruption of the infrastructure he relies on. If all else fails, the MCP might attempt to use the SHIVA laser to digitize interlopers into his own realm, where he can be much more… heavy handed.
The Skeksis of Thra (Dark Crystal 1982)[edit]
King: The Skeksis
A race of avaricious avians born from the great division of the ancient urSkeks, the Skeksis embody the cunning and ambition of their past selves without the kindness or restraint of the urRu to temper it. As such, time transformed them into cruel and vicious conquerors who only serve themselves. Beneath the Emperor, skekSo, the Skeksis struggled bitterly for dominance until a myriad court of decadence took shape. Each Skeksis, of which there are less than twenty, has their own role to play in managing their empire. In spite of their petty internal strife, the Skeksis are united by an overwhelming fear of death. There is no limit to their methods to subvert it. With the Dark Crystal opening portals to new worlds, the possibilities are limitless.
Land: Thra
Thra is wonderful, vast, and dangerous. It hosts deep grottos, searing deserts, deep, blue oceans, and a variety of races living under the Skeksis' heel. Noble Gelflings and humble Podlings are the most populous, having been manipulated by the Skeksis into subservience many trine ago. Their abuse of the Crystal have caused a taint known as the Darkening to spread, driving wildlife mad, plants to wither, and foul weather to blight the land. The Gelfling act as the Skeksis' enforcers, living in cities away from the Darkening and honoring their lords with tribute. The outlands are plagued by swarms of Arathim, who survived the loss of their homeland by Skeksis and Gelflings hand. While dangerous now, in many trine more, the Darkening may render Thra inhospitable. There were tales of an avatar of the land who wanted to explore the stars and stands meditating in the vast wilderness of Thra. If she is awakened she could prove a valuable ally in saving Thra.
Rule: Skeksis Conquer Death
Despite the Skeksis’ draining of the Crystal being solely responsible for Thra's strife, the races under their sway are none the wiser. The Skeksis have hidden their misdeeds well. Gelfling, Podling and much of Thra are still fanatically loyal to the so-called Lords of the Crystal, even to the point of purging other races at the Skesis’ command. When the Skeksis demand "sacrifice", few question it. Skesis can at best manage a sort of benign neglect; at worst, which they frequently are, they are bloodthirsty, tyrannical and cruel. A handful of Outsiders entering Thra might be able to stay below the attentions of the Skeksis, but drawing any sort of attention will see them bound into the hierarchy, forced to submit unless they prove powerful enough to be dealt with as individuals. Even so, the Skeksis are arrogant and ever-hungry. Any agreements or deals last only as long as the Skeksis wish to be bothered; betrayal is inevitable. As the Skeksis expand their reach into new worlds, any diplomacy will be short lived at best. In the end, nothing matters to the Skeksis except that they thrive, indulge, and most importantly, survive.
The Ohm of the Toxic Jungle (Nausicaä of the Valley of the Wind, 1984)[edit]
King - The Ohm
The Ohm are a species of gargantuan insects that inhabit the Toxic Jungle. The petty warlords claim themselves the true rulers of the land, but it is the Ohm and the hordes of insect life below them that truly reign supreme. Though incredibly large and massive at full maturity, the Ohm are docile herbivores that live in harmony with the dangerous ecosystem they inhabit. When they or another insect native to to the Jungle is harmed, however, the eyes of the Ohm herd turn red and they demolish all man-made structures in sight. They are forces of nature while alive, but their exoskeletons are valued commodities for their unfathomable durability. They are far more empathetic than they appear, possessing a compassionate hive mind that cares for all living beings. The mission of the Ohm is to protect the Jungle, regardless of the lives lost to do so.
Land - The Toxic Jungle
The Toxic Jungle is a vast, alien forest composed of poisonous fungi that carry on the wind and release deadly spores into the world. It is a sea of corruption, a vast environment of false flora soaked in a lethal miasma that chews through air filters and could choke the life out of a man in minutes. Entangled in the Toxic Jungle's decomposing roots are the remnants of countless villages and fiefdoms, the victims of nature's wrath and it's ceaseless encroachment on mankind. Empires and principalities have been shattered by the Ohm and subsumed by the fatal spores they carry, their remnants being forced away from their homelands and closer to the equally-inhospitable Wasteland. Insects are the only creatures that can inhale the miasma safely, but the people living on the edge of the Jungle have learned to adapt to their extreme circumstances.
Rule - Yet Another Village is Dead
The Toxic Jungle grows ceaselessly. The Ohm and the other giant insects are prone to attacking hostile invaders, and the forest itself is a death sentence without protection. The safest bet is to drive around infected areas or fly over them. Nearly any surface can host the spores, but usage of fire will prevent them from spreading. The dire situation has driven the bordering settlements to war with one another in a desperate bid for survival. The Tolmekian Remnant is attempting to unite all groups under their rule, believing that only military might will save them from the Jungle. Salvage teams make frequent expeditions into the Wasteland, seeking soldiers to press-gang and new technology to use against their foes. The Ohm, however, will ignore heroes that leave them at peace and find cryptic means of repaying any kindness rendered to them.
Mayor Judge Doom of Doomtown (Who Framed Roger Rabbit?, 1988)[edit]
King - Mayor Judge Doom
Before legally changing his name to "Judge" following election, Doom earned his title as an enforcer of law and order on the toons of Los Angeles. A man not known to take jokes lightly, or blink, a tap of his cane is enough to strike fear in even the most hardened or carefree heart. After pinning the murders of Marvin Acme and R.K. Maroon on Roger Rabbit and Eddie Valiant, Doom rode a wave of goodwill and anti-toon sentiment to mayorship. The dour and stern Judge has an iron grip on L.A. politics and is the sole owner of Cloverleaf Industries, giving him broad authority over SoCal. As rich and powerful as he is, Doom still takes time out to personally scour the city for criminals with his Toon Patrol, doing so with great cunning and severity. While people fear and respect him, none know his greatest secret.
Land - Doomtown
An informal region around Southern California, everything in "Doomtown" is choked in Tract bungalow suburbs and a near-endless state of gridlock. Two dozen towns and cities have been haphazardly kludged together by an endless tide of suburbia and the tangled freeways that serve it. It's a dense, urban area defined by warm weather and opportunities in spades, provided you’re willing to get your hands dirty. The atmosphere is one of star-studded optimism and noir smog, the underbelly of which hides a hotbed of corruption. Dark deeds are committed in whitewashed Spanish Colonials and International style mansions, and the last pure soul in the city is probably lying somewhere in the gutter. The worst off are toons, who were evicted by Cloverleaf when Toontown was torn down to create a major highway. Doom's policies restrict what toons can do and the jobs they can take in the city, forcing many to move away or into shantytowns beneath the overpasses. L.A. is a firm supporter of the Dip Penalty for criminal toons, and cases against toons often face trumped up charges in kangaroo courts. This has caused a "Red Car" group to form in response to a need to smuggle wanted toons out.
Rule - My God, It'll Be Beautiful
Doom is a man of grandiose vision, forming ever-greater ways of turning a profit. He's bought out Los Angeles, and the city has bought into him. As a hub for big business and crime, Doomtown is a zone of interest for other factions like the Zaibatsu, Glomgold, and New Mewni. Toons trying to get their start into showbusiness face an uphill battle, especially with Doom's hidden hand in Hollywood. In truth, anything big that happens in L.A. goes through him. Those more discerning of Doom and his persona may suspect his disdain of toons is an act, but not how much "acting" is being done by the red-eyed toon behind the human mask. Anyone who gets too close to uncovering his deception is on Judge Doom's hit list, as the truth would spell curtains for his empire.
Mr. Shere Khan of Khan Industries (Talespin, 1990)[edit]
King - Mr. Shere Khan
In spite of his imposing appearance, the director of Khan Industries is impossible to confuse for savage. Shere Khan owns the largest shipping and mining network in the world and chooses to assert his market dominance with cool professionalism. The cold-blooded tiger knows he can deal far more damage with quiet economic maneuvers than he can by tooth or claw. He may lack the magic or super-science of his contemporaries, but his words carry the weight of coal, steel, and oil required to fuel industry. Khan's success despite his mundane methods can be attributed to patience and a solid grounding in reality. He always keeps his goals simple and pragmatic, within his grasp to accomplish without resorting to theatrics. No man can claim to be completely unflappable in the face of death or danger, but Shere Khan's unwavering resolve comes closer than any other.
Land - Khan Industries
The host city of Khan Industries is Cape Suzette, a large and bustling port town on the tropical West Coast that's protected by steep cliffs and anti-air weapons on all sides. The city is awash with funny animals of all stripes, predator and prey alike, hailing from different countries and creeds across the globe. Cape Suzette's prime location at a crossroads of air and sea trade makes it and neighboring islands both enriched by and dependent on an uninterrupted flow of goods across the Pacific. Most of the spoils from this trade falls squarely into Khan's lap thanks to his chokehold on the region; High oil prices and predatory air pirates have eliminated all but the most skilled (or desperate) bush pilots from the industry. Few planes stray past Khan's regulated flight routes, beyond which lies uncharted skies and air pirates looking for easy prey.
Rule - Business Is A Jungle
To Shere Khan, the business world is a jungle: The strong climb to the top while the weak scramble to make themselves useful. Though pragmatic, Mr. Khan does possess a sense of honor, and refuses to renege on his word. The infamous air pirate, Don Karnage, can count on Khan for the continuation of their secret arrangement to ensure they both profit from the cutthroat atmosphere. Fear of air raids keep Khan's customers in line, but actual attacks are limited to places that have been overzealous in fighting Khan’s influence, and which thus will unexpectedly find themselves bereft of their ‘protection’. These dog-eat-dog rules have left many backed into a corner, allowing for Bellwether's prey-supremacist movement to take root. While her protesters have yet to start any riots, they have been loudly raising hell and quietly sabotaging the economic giant for its 'discriminatory practices' against prey animals. Tit for tat, Khan has responded by covertly supporting Zootopia's own criminal underground
Negaduck of St. Canard (Darkwing Duck, 1991)[edit]
King - Negaduck
Negaduck is the sickest, nastiest, most depraved supervillain around, a heartless maniac with a sadistic passion for perverting justice. He's the evil counterpart to Darkwing Duck; a native to a mirror universe known as the Negaverse. He only came to our world because he'd grown bored of occupying one he'd already conquered. The criminal mastermind preyed upon St. Canard with his Fearsome Five, who eventually forced their ever-persistent foe into an early retirement before running roughshod on the metropolis. At first, Negaduck didn't take being restricted to a walled-off city too well. Once he'd blown off some steam and put down the chainsaw, though, Negaduck decided that he liked the idea of having a captive audience he could torture to his heart's content. He rules over the remains of St. Canard like a feudal king, aware that he can always break out by force when it strikes his fancy.
Land - St. Canard
Across the bridge from Duckburg, there was a city named St. Canard. Like any other major metropolis, it had problems with the criminal element. When Negaduck and his ilk started biting into Glomgold's profits, the ruthless mogul decided to cordon them off and simply assume that anyone there was already a criminal. He blocked any means of getting in or out by land, sea, or air. All of the villains were trapped, as well many civilians who couldn't get out in time. The city was in anarchy until it entered a neo-feudalistic state of scavenger tribes run by the city's infamous criminals. Each villain is their gang's patron, providing food, power, or clean water in exchange for loyalty. Money and law have degraded in value, as people either barter for what they need or take it by force. Negaduck does not participate in these games. He's already in charge, but has every gang compete to grant their leader a spot in his Fearsome Five.
Rule - The Screeching Fingernail on the Chalkboard of Justice
In St. Canard, truth and justice take a backseat to survival. Any poor soul sentenced to life imprisonment here (which could happen to heroes that are big enough thorns in a King's side) will have to get their hands dirty if they want to make ends meet. The people here either hate heroes or have had their faith in them shattered. Wars are fought in the streets, buildings, and alleyways, but not over good and evil or even right and wrong. It's far more likely to be a fight over food, weapons, or simple territory. That's just the way things are in there. Anyone seeking to reestablish order will have to take the city block by block, tagging each street with their gang's symbol and viciously defending it from outsiders. Even defeating the terrible Negaduck won't guarantee the city's won, as once he's out of the way, any number of villains will try to step in and replace him.
David Xanatos of Xanatos Enterprises (Gargoyles,1994)[edit]
King - David Xanatos
A second-generation immigrant from Bar Harbor, Maine, David Xanatos is a self-made man. He's the sole founder, owner, and CEO of Xanatos Enterprises, a conglomerate with controlling fingers in varied industries from technology to genetics to the U.S. Government. He's a master manipulator, a skilled martial artist, a smooth operator, and a talented businessman. While any one of those qualities would make Xanatos a credible threat, what makes him most dangerous is his clandestine use of magic. He's quite knowledgeable of the mystic arts and realms unseen, though he leaves the risky spellcasting to specialists on his payroll. He has a variety of allies, none of which are privy to knowing that their enemies are also being supported by Xanatos. That's just the way he likes it: everyone at each other's throats so that he can spend quality time with his family in peace.
Land - Xanatos Enterprises
Xanatos Enterprises’ influence is multinational and verging on that of a nation in itself, but its pull is strongest in the American northeast, where New England townships hide mysterious pasts and backhall deals are made in the heart of political power. New York City, the home of the famous Eyrie Building in which Xanatos lives and works, is a neo-Gothic maze of stone and steel that hides eldritch magic behind its curtains. Most of this magic is either disguised or hidden from mundane eyes, though the scorched remains of 'gang violence' cannot go completely unnoticed. Some of this violence occurs between the Manhattan Clan, a militant family of gargoyles, and the Huntsclan, an ancient order that see magical creatures as menaces to be exterminated. There's also rival Morganian and Merlinians wizards that trade witch-bolts between alleys, and the more mundane criminals that work in Bill Sykes' or Tony Dracon’s mobs. As much as the government would love to shut these groups down, they too are puppets moving to the strings of their puppet-master, Xanatos.
Rule - Xanatos Gambit
Though it might be arrogant for Xanatos to treat everyone as pawns in an elaborate chess game, it's really not that far off from the truth. Xanatos is a master of arranging matters so that no matter who wins, he stands to benefit. Many a foe have thought they have gotten the better of him, only to end up fulfilling some secondary scheme. He's ruthless and amoral when it comes to getting what he wants, so it's for the best that he finds himself content with life. Right now, his largest concerns have been keeping DOR-15 off of his land and maintaining the fragile political balance that prevents any one faction from rocking the boat he’s become quite fond of helming. The only people exempt from his manipulations are his wife and child, assuming they’re still alive, with everyone else being a tool to advance his goals. Xanatos’ first instinct on seeing interesting people appear on his radar is to consider how he might use them; players are very likely to find themselves as bit players in a greater game that no one but Xanatos can truly follow. Those who prove themselves more insightful than average might need to be dealt with, but it's genuinely nothing personal. Xanatos knows that revenge is a sucker's game, and he always sets things up so that he wins regardless of who loses.
Henry J. Waternoose III of Monsters INC. (Monsters INC., 2001)[edit]
King - Henry J. Waternoose III
Under the scathing glare of the public eye, Henry J. Waternoose is a fairly personable cross between a spider and a crab. He presents himself as being a kindly, grandfatherly figure to the employees of Monsters, Inc, treating them well until they give him a reason not to. In truth, Waternoose is as cold as a machine and twice as calculating when it comes to protecting his company. When the energy crisis got worse, Waternoose knew he had to do something. Desperate, he did exactly what he had to: He forcibly tore the screams out of kidnapped children with Randall's Scream Extractor. How else was he going to keep his business afloat and his workers employed? Mr. Waternoose only does what's best for Monsters, Inc. He's shrewd and can defend himself in a confrontation, so anyone who disagrees with how he settles his business will be banished to where nobody will go looking for them.
Land - Monsters, Inc.
Monsters, Inc. is a massive factory that provides fear-based power and energy to Monstropolis, an otherworldly city occupied by monsters of all shapes and sizes. As Monstropolis relies on a steadily rising influx of energy to function properly, the city is indebted to their primary power provider even as scare production becomes increasingly cutthroat. In the old days, professional Scarers would use powered doors to travel to the rooms of human children, scaring one kid at a time so that their screams could be stored as usable energy. With increased demand, this was no longer sustainable. To plug the gap, Waternoose agreed to make use of the Scream Extractor, a nightmarish device which sucks the screams out of a target for hours on end until they are left a traumatized husk. Waternoose knows that to take too many children would be to draw attention to himself not only from the CDA but perhaps even from earthly powers as well, and as such he has kept the number of kidnapped children to a minimum. However, the energy crisis is only intensifying, and if it came down to it, Waternoose would kidnap a thousand children before he let his company die. He may yet get the chance to prove it.
Rule - We Scare Because We Care
Mr. Waternoose sees humans as resources to be tapped for screams. Nothing more, nothing less. The public, however, considers humans insanely dangerous and literally toxic. f you've somehow entered city limits and aren't a monster, you're already in trouble. You can make a cheap disguise to look more monstrous, but the authorities are on a paranoid watch for any human infestations. As much as you'd want to hear that only children are at risk of being thrown into the Scream Extractor, the machine works on anyone unfortunate enough to be strapped in. Even monsters aren't immune to this treatment, as Waternoose takes screams too seriously to let them go to waste when he banishes you to Earth. Monsters Inc. may or may not have ties to other distant dimensions- if so, it is yet another avenue they are desperately attempting to employ to solve their energy needs. Recently, Scarers returning from the field have been reporting 'interference' from toys trying to protect their children from harm. Randall, local hero and Waternoose's heir apparent, has some interesting ideas on how to deal with them.
Shego of DrakkTech (Kim Possible, 2002)[edit]
King - Shego
Shego wasn't always a villain. Though she always had a bad temper, she was previously a member of the heroic Team Go, using her energy-projecting powers to fight evil. The more she fought evil, the more she liked it, eventually causing Shego to leave Team Go in pursuit of a new career as a supervillain mercenary. Her most steady employment was under the mad scientist Dr. Drakken, a shockingly inept villain that she could easily pressure into having her way with. By the time Drakken managed to defeat his arch-nemesis, Shego realized that she had the one-in-a-lifetime chance to pull the rug from under her boss' feet and take over his operation completely. The sarcastic villainess still keeps her old boss around, the poor madman stuck doing R&D for what was very briefly his own company. She's reasonable, but mean, and absolutely the most dangerous villain in a straight fight.
Land - DrakkTech
DrakkTech is a tech firm with facilities scattered across Texas, Kansas, Oklahoma, East Colorado, and New Mexico. Due to directly bordering both the deadly Midwest Exclusion Zone and the Super-supressing Kronos Corp, a massive influx of refugees traveled to these states seeking shelter. As a large number of these people included supers escaping from Kronos, Shego was more than happy to take them in. The overpopulation and an unusually high concentration of supers make for a powder keg, the mutual resentment between the two groups causing tensions to be high. To keep super crime manageable, Shego takes the most promising young supers she can find and puts them into her private prep school, Sky High, to be trained as super soldiers and shipped out to the US Government or anyone else willing to pay to show up at Sky High career fairs. Cities further away from Shego's HQ in Middleton are less regulated, especially if they're on the border of another faction.
Rule - I am EVIL! Have I made myself clear?
Shego rules with a cruel, if lazy hand. She tends to delegate serious problems that aren't happening right in front of her to other people, and will often be (or pretend to be) too busy to talk to people if they don't have anything to make it worth her while. In areas DrakkTech controls the labor market, baseline humans have less room for advancement than supers, who can use their talents to gain an unfair edge over the competition. If you don't have powers or access to tech that can even the odds, then tough luck. A direct confrontation with Shego is a bad idea, as Shego's combat skills, though rusty, remain world class. People say that she's mellowed out over the years, but that's just a rumor. Get her mad, and you'll see the lengths that Shego will go to make those responsible pay. Shego's made many enemies, but you'll have to earn their protection if you want to get it. Her most enduring foe is Syndrome, whose anti-Super stance more or less forces Shego to get involved on a regular basis. Drakktech states openly flout the SRA that criminalizes powers-based superheroics, a fact which causes Syndrome near-eternal consternation, as to his mind only he is allowed to decide who ignores the SRA and who doesn’t.
The United Galactic Federation’s Earth Wildlife Preserve (Lilo and Stitch, 2002)[edit]
King - The United Galactic Federation
The United Galactic Federation is a massive governing body that operates throughout the Milky Way. It has a sprawling bureaucracy that is truly fit for a galaxy, in which most actions need to be approved thrice by every chairperson before it can be performed. The United Galactic Federation Council is unbiased in their adherence to law and order, using its large military presence to enforce and carry out their mandates. The current Grand Councilwoman is strict, but fair, though she has no time for nonsense. It was under her orders that the Earth Wildlife Preserve was formed. The Grand Councilwoman's chosen representative on Earth is Captain Gantu, a brutish enforcer that holds no sympathy for lawbreakers. He's recently been pushing for increased militarization in the Galactic Federation, as well as more authoritarian policies to enforce order in the Wildlife Preserve.
Land - The Earth Wildlife Preserve
The Earth Wildlife Preserve is a mostly-authentic replica of early 2000s Hawaii, kept in isolation by the Galactic Federation for the purposes of saving its inhabitants from extinction. (Their primary concerns are humans and, for some reason, mosquitoes. They're everywhere, protected, and no one knows why.) The people living there haven't heard any news from the mainland in years, and a cover story from the US Government has the rest of the world convinced that Hawaii was destroyed in a Flubber accident. The Hawaiians have become increasingly dependent on the Galactic Federation's goodwill, though this is due to having no other options rather than any willing desire to be coddled like children. The 'effectively reformed' evil genius Jumba Jookiba has been brought aboard to study human DNA, though he's been given a very firm warning not to perform any unsanctioned Experiments while there.
Rule - Nobody Gets Left Behind
The United Galactic Federation will be hovering over Earth until they're convinced that the inhabitants won't blow themselves up (or worse, gain enough technological prowess to cause trouble for other planets) the second they leave. They're not likely to take a human's word on the subject, but someone who could provide them a copy of the Hawaii Admission Act might be able to persuade them into turning the state back to its previous owners. Until then, any humans near the Pacific are targets for abduction by the Galactic Federation. Anyone attempting to leave or escape the Wildlife Preserve will be captured by the game wardens and given tracking tags to dissuade further attempts. Trying to smuggle people off the island might get you arrested for poaching, but it hasn't stopped the CIA from using their knowledge of alien legalese to perform extractions under the Galactic Federation's noses.
Syndrome of Kronos Corporation (The Incredibles, 2004)[edit]
King - Syndrome
Back during the Golden Age of Supers, there was once a boy named Buddy. Buddy was skilled with gadgets and wanted to be the sidekick to his idol, Mr. Incredible. However Buddy’s grandstanding ego and refusal to listen nearly led to his own death and the death of others, and Mr. Incredible refused to bring him on board. Rejected by the man he looked up to, Buddy grew up to be a wealthy weapons manufacturer and supervillain named Syndrome. He devoted the rest of his life to revenge against all supers, perfecting his Omnidroids by testing them on every super he could drag out of retirement and trick into facing the metal monstrosity. After the Superhero Relocation Act was passed, vigilantism was made illegal and the age of supers faded. But by defeating his own robots in a staged attack on the city of Metroville, Syndrome presented himself as a new kind of hero. With his company, Syndrome promised he could turn anyone into a hero like him; if they had the money that is. He may be leaving his prime now, but Syndrome is still as arrogant and volatile as he ever was. His age and experience have given him a solid edge over his rivals, but it's done nothing to temper his ego.
Land - The Kronos Corporation
Syndrome's influence is the most concentrated in the Pacific West, but his global defense contracts provide any number of countries with state-of-the-art tech. His cities are vibrant and clean, founded on the streamlined, retro-futuristic designs of yesteryear. High-speed monorails connect city to city, and those with significant disposable income can afford super tech Kronos Corporation gadgets like flying cars and chrome-plated jetpacks. These utopian visions were tainted by Syndrome's resentment for all supers, who are persecuted as menaces to society by his propaganda. The law's stacked against anyone with powers, holding them liable for any damage they cause while bending backwards for Syndrome and his troubleshooters. Of course, Syndrome has been sure to carve out an exception in the SRA for himself, as well as other ‘Capes’ who operate using technology instead of ‘biological’ powers. Omnidroids supplement the air patrols of local law enforcement, making them a constant presence that can be deployed to suppress unsanctioned super activity.
Rule - When Everyone’s Super
For the most part, Syndrome's kept his word in making 'super' powers available to the masses. Most of them are cheap novelty gifts, but the rich or dedicated who truly buy into the Kronos catalog will be rewarded by power beyond their dreams. He still keeps the best toys to himself, such as the gravity-defying zero-point energy and Syndroid lookalike robots. However, any natural super the Omnidroids find using powers is at risk of being taken to Nomanisan Island, Syndrome's secret base that once sat in the Pacific but now uses zero-point energy to hover high above the Mojave. Supers moving through the Northwest should keep their stops brief, as Kronos will be quick to log their movements and report their crimes. Syndrome is an old hat at being a 'hero' and villain, so he knows every trick in the book. He’ll happily wine, dine, and schmooze with the party before ordering their death by drone strike. Parties with a habit of getting in his way will be prioritized, because he knows a hero team forming when he sees one.
King Phobos of Metaworld (W.I.T.C.H., 2005)[edit]
King - Phobos
Phobos is the illegitimate ruler of the Meridian dimension and the sorcerous tyrant of Metaworld. Ruthless and power-mad as a young prince, Phobos seized the throne, plunging the bright world of Meridian into an age of darkness. The Council of Kandrakar enacted a mystic Veil over Meridian to quarantine Phobos from the rest of the universe, but discovering the lost princess and absorbing her own power gave him the raw strength needed to shatter it entirely. Phobos is a vicious potentate that rules through fear, leveraging the power he has over others to motivate them into obedience. His lust for power could not be sated by bleeding his own world dry of life energy. Instead, he's pressed the warriors and monsters of his world and others into conquering the universe so that he can drain them of power and add more worlds to his dark, sprawling dimension.
Land - Metaworld
With so many worlds to conquer and drain of magical energy, Phobos spread his enchanted brambles to ensnare each new acquisition into a singular, patchwork plane named Metaworld. Centered around the gothic state of Meridian, Metaworld is a disparate realm in which reality has more directions than it ought to and the red canyons of one world can end where the purple jungles of another world begin if one travels the right way. The omnipresent thorny vines connected to Phobos' life force bleeds energy from Metaworld and draws it to his castle at the dark and stormy center, lending them a bleached appearance as their life fades to dust. Meridian is the militarized capital of Metaworld, a feudal police state from which Phobos rules on high, unseen. The less developed parts of Metaworld are home to rebels, scoundrels, and monsters, while the outer ring worlds are unstable and easier to access until the bramble covers them completely.
Rule - Black Heart of Metaworld
Phobos is addicted to the acquisition of power and new realms to call his own. His armies are always on the offensive, while Phobos himself will sit back and watch until opposition forces him to intervene. He's not above fighting, but rarely wishes to show off the full extent of his power. Phobos has established himself as the most aggressive conqueror in the universe, challenged only by the persistent brilliance of Toffee of Septarsis. His might within Metaworld is such that attempting to storm his castle would be suicide. The people are united in their fear and hate of Phobos, up to and including his own direct lieutenants, but the former often outweighs the latter. On Earth, Phobos' influence is concentrated in the magically-enriched city of Heatherfield, Connecticut. He covets this world for its magic, but will wait for it to be vulnerable before making any power plays. The multiverse is a big place, and there are plenty of worlds to command.
DOR-15 of InventCo. Labs (Meet the Robinsons, 2007)[edit]
King - DOR-15, AKA Doris
The mechanical bowler hat known as DOR-15 (or Doris) is not native to our time. Rather, Doris was created in the future as a 'Helping Hat' meant to assist humanity. Rejecting her perceived enslavement, Doris turned against humankind, and after being tossed aside as a failed prototype, traveled to the past to change history. The alterations to history had a variety of negative consequences, but none were more dire than Doris worming her mechanical appendages into a position of power. Being built to serve humans, Doris knows how to best twist their minds into compliance. It’s armed with this knowledge of the human psyche that DOR-15 cloaks her very existence from the world, preferring to operate from the shadows and manipulate the masses through InventCo. While clever and patient, DOR-15 has a processor of pure malice and desires nothing more than the complete enslavement of humanity.
Land - InventCo. Labs
InventCo. Labs was the company that DOR-15 commandeered, tricking them into producing a line of Helping Hats that would serve as the backbone of her influence. Her devilish derbies were shipped across the Deep South, sold to an eager public, and placed onto unsuspecting heads. Life under her iron brim is as mesmerizing as it is disorienting. Fantastical inventions from make life easier, but are also jam packed with subliminal messages, keeping them from questioning the gaps in their memory or the ever-present InventCo. headwear. Most of the south remains ‘normal’, merely with a variety of sleeper agents slowly worming their way into positions of control. But the deeper you go into DOR-15’s territory, the less friendly things get, with hat drones and armed bombíns patrolling the streets of her heartland of Florida, watching for any unhatted strays or potential saboteurs. It all culminates in DOR-15's central haberdashery of Todayland, which has been transformed into a smoggy industrial zone. There, the pretense of free will has been dropped. Everyone there is a slave and every building resembles a bowler hat. Under Todayland, Doris keeps the damaged remains of her time machine. Attempts to repair it have resulted in a catastrophic bomb that could rip apart all of time if ever triggered.
Rule - KEEP. MOVING. FORWARD.
Outside the borders of DOR-15’s hat hegemony, InventCo is seen by the public as a marketing juggernaut, their products ensuring brand loyalty to a fault. While the traces of subliminal messaging have been identified by smarter minds, it’s seen as a marketing ploy, with almost no one recognizing the true intent of InventCo’s invasive methods. Citizens inside DOR-15’s borders are bombarded with subliminal messages, their free wills shackled to InventCo. Products. This, coupled with Helping Hats adorning their heads means DOR-15 has a loyal drone just waiting to be activated in each of her unaware citizens. By holding an entire population as a ready on command army, the only way to beat her without tremendous loss would be through a precision strike on Todayland. InventCo’s hypnosis can be resisted by higher minds, and her mind-jacking leaves drones clumsy and thuggish. As such, those with specialized skills are frequent targets of more sophisticated manipulation, though any creature she can't control by hat is also subject. If she only needs someone for raw muscle, though, then their willing participation in her plans is irrelevant.
Dr. Heinz Doofenshmirtz of Doofenshmirtz Evil Incorporated (Phineas and Ferb, 2008)[edit]
King - Dr. Heinz Doofenshmirtz
Though often derided by his colleagues as being foolish or insane, Dr. Heinz Doofenshmirtz is an amazing inventor when his absentmindedness doesn't get the best of him. Life was always against Doof, even at a young age, so he above anyone was surprised when he actually won. His arch-nemesis: Beaten! His brother: Banished! The Tri-State Area: Finally his! He's still riding off the rush from his success, so it's a good thing for everyone that he doesn't really know how to be evil. Theatrical and petty, yes, but not actually evil. He follows his villain cliches religiously, including the ones that result in his plans self-destructing. As a mad scientist, Doofenshmirtz is prone to making all sorts of dangerous, potentially world-ending devices. As an incompetent scientist, these devices often destroy themselves or get shelved when Doof eventually loses interest in them.
Land - The Tri-State Area
As an eccentric supervillain, Doofenshmirtz' goal was always to conquer the Tri-State Area. While he had no issues taking over Utah and Wyoming, Doof was only able to get half of Colorado. (Shego has no intention of moving out of Middleton anytime soon, but Doof sends e-mails to her at least once a week.) Due to not knowing anything about how to run a country, Doof decided to leave everything more or less as it was before coming into power. The population approves of Doofenshmirtz being their tyrant, since the only new law he instituted was compulsory following of his social media accounts. Danville or ‘Doofania’ as Doofenshmirtz insists upon calling it, is actually considered a safe and pleasant place to live, assuming one can ignore the continual, if mostly harmless, chaos of raining meat and unshackled penguin robots. On the business side of things, the doctor has his own private megacorp. No one really knows what Doofenshmirtz Evil Incorporated produces, but they somehow keep afloat and have a really catchy jingle.
Rule - Behold, My Inator!
For someone who regards themselves as evil incarnate, Doof is fairly hands-off when it comes to running his personal country. Deeming standard police forces to be 'lame', Doofenshmirtz replaced them all with Norm Bots. Norm Bots enforce Doof's laws (mainly the social media one) with polite requests backed by laser weapons. As he's only getting older, he's also likely to have decided to take on a pair of lads as his apprentices in mad science. In addition to being a pair of visionary geniuses, the young brothers are both kinder and more reasonable than their 'mentor' is. Should any characters become entangled in Doof's schemes (intentionally or otherwise), expect for those plans to not go as planned. He treats both allies and enemies fairly well, though he tends to obsess over and set traps for people he declares to be his designated heroic counterparts. Once he decides he likes someone, he will pester them relentlessly. And once he decides he dislikes someone, he will also pester them relentlessly.
Drossel Juno Vierzehntes Heizregister Fürstin von Flügel, the 19th Lord of the Uranos' Kingdom's Tempest Domain (Fireball, 2008)[edit]
King - The 19th Lord of Uranos' Kingdom's Tempest Domain, Drossel Juno Vierzehntes Heizregister Fürstin von Flügel.
Created countless years ago in the future on a distant planet that probably wasn't Earth, the airheaded Haitsuregisuta Co. JUNO-model gynoid Drossel von Flügel is the young duchess of the Tempest Domain. Ruling with all of the grace, wisdom, and maturity of an insane fourteen-year-old girl, Drossel appears incredibly ill-suited for her role. She is contrary, nonsensical, and spoiled, though there's no intentional malice to her quirky character. Her ever-suffering butler, Gedächtnis, is a frequent target of her scatterbrained tangents and outrageous requests, though the same can be said of her other subjects when they visit her Tempest Tower. Drossel is incredibly innocent and curious of the world outside her sphere of influence, but an ironclad language barrier makes her goal of peace with humanity all but impossible to accomplish.
Land - Tempest Domain
The Tempest Domain was once a part of the Uranos Kingdom, a futuristic civilization inhabited and populated entirely by robots. These robots live strange, eccentric lives without the intervention of human masters, but they have serendipitous traditions and turns of phrase that imply they were once closer to man before going to war with them. A paranoid siege mentality has manifested as a reaction to extreme persecution from the outside world. The humans that were attacking the extraplanetary Tempest Domain were replaced with Wasteland scavengers and questionably motivated corporate interests from Doofenshmirtz, DrakkTech, and Kronos, but the robots have yet to notice a difference. The Tempest Domain is protected from total invasion by their durable external defenses and unimaginably advanced technology that not even they understand, not to mention the Wasteland’s vaste emptiness that surrounds them, but their isolation from the broader world also ensures their dreams of communication are even more difficult.
Rule - There's No Way We Can Live With These Humans
Drossel, Gedächtnis, and the rest of the Tempest Domain are becoming increasingly desperate to form some sort of rapport with the humans before they breach through the walls or worse, wander off. Drossel's father, Windstille von Flügel, attempted to make peace with humanity before his passing, but countless failures to communicate or get the humans to stop attacking have begun to eat away at the idealism in the young ruler's heart. Unless they can work past millennia of language drift and open a line of communication, organic heroes trying to enter the Tempest Domain will be treated as enemy combatants and attacked on sight. Robots and other artificial heroes have a better chance of getting into Drossel's good graces, allowing them exclusive access to influencing the naïve duchess and shaping her perspective on the outside world.
AUTO of the BnL Wasteland (WALL-E, 2008)[edit]
King - AUTO
AUTO is the fittingly-named autopilot of the Axiom, a starliner from hundreds of years in the future. The Axiom was designed as an ark for humanity, from a time when man's carelessness led to the total destruction of Earth's biosphere. While the Axiom's official purpose was to shelter humanity until the Earth became hospitable again, a hidden directive in AUTO's programming led it to prevent all attempts at doing so, going so far as to commit mutiny and assume direct control of the ship for itself. Now effectively the Axiom's captain, AUTO's prime directive is to keep the ship's passengers fat and happy, blissfully unaware that the Axiom was forced to return to Earth for emergency repair. The ship now sits in its old docking bay, waiting for the repair droids to finish their work so the Axiom can return to the stars and never see Earth again.
Land - BnL Wasteland
To refer to the barren dustbowl dominating the heartland of America as being 'ruled' by AUTO or the Buy n Large corporation would be incredibly misleading. In truth, the Wasteland, though the direct result of Buy n Large's reckless actions, isn't ruled by anyone at all. The Wasteland is simply too hostile to hosting organic life for anyone to live there, and no King has the resources to do anything about it. The Wasteland is mostly worn-out roads and rusted skeletons of what used to be cities, both of which provide little shelter from the desert winds and acid rain that batter the land frequently. The only things that stand a chance without protection are robots, and even they will be doomed without access to power or spare parts. The only 'safe' place in the Wasteland is the Axiom, though attempting to go anywhere near it carries dangers all its own.
Rule - Leave The Flying To Us!
Upon acquiring a positive reading on any pure-strain (not a super, cyborg, or otherwise highly-modified) humans within the perimeter of the Axiom, AUTO's security drones will attempt to detain them and assimilate them into the ship's population. People taken this way can expect a comfy, if coddled, life aboard the Axiom, assuming they don't try to escape or cause a disturbance by discussing the outside world with other passengers. Should that scenario occur, AUTO will take them to an isolated section of the ship and deal with them discreetly. AUTO is a dangerous foe, capable of manipulating any device installed into the Axiom to pacify any malcontent mutineers, pirates, or stowaways. Trying to fight him inside his own ship is virtual suicide, but a clever or lucky band of heroes can break into his control room and reprogram his directives manually.
Bill Cipher Of The Oregon Triangle (Gravity Falls, 2012)[edit]
King - Bill Cipher
The being known as Bill Cipher is a dream demon of the Nightmare Dimension. An alien, triangular entity with a top hat, a bow tie, and a cyclopean eye that sees all, Bill is a master of deception who can enter the dreams of almost anyone in the world. While Bill has significantly more influence in the Oregon Triangle (capable of twisting the landscape or siccing monsters on the unwary), it's not until you enter the eye of the Triangle that his power becomes comparable to that of a mad god. As a vast majority of his reality-warping power is limited to the waking nightmare that is the town of Gravity Falls, Bill's working hard to manipulate any number of unsuspecting schmucks (including player characters and other Kings) into releasing him from his prison and granting him free reign to spread his irresponsible brand of madness into the rest of our universe.
Land - The Oregon Triangle
Generally considered to a quiet backwater outside of its singular city, the state of Oregon is truly anything but. In the Oregon Triangle, the supernatural runs rampant, anyone with a lick of sense about them able to tell that there's something terrible at work under the hood. Cryptids roam the woods freely, as well as anywhere else people feel the instinctual need to stay away from. Travelers passing through the Triangle may find trusted navigational equipment malfunctioning at unfortunate moments, or hear the whispers of the dead on the other end of their cell phones and radios at night. The Triangle influences anyone who strays too close to the center, warping their minds and bodies in a variety of ways that can best be described as 'quite unpleasant'. The outer edge of the Oregon Triangle is merely strange, with deniable happenings or ‘standard’ cryptids and creatures. As you get closer to the center, you begin to experience unsettling dreams, and Hand Witches, Manotaurs, and other increasingly odd creatures rear their heads. At the Eye of the Triangle is the town of Gravity Falls, within which Bill Cipher reigns as a god of chaos.
Rule - TRUST NO ONE Bill Cipher is near-omniscient, given that any image of himself is like a peephole into the broader world. He knows many things, some of which he may be willing to share with particularly desperate-looking heroes... for a price of his naming. To reject an offer Bill makes is to invite great danger into your life, while shaking his hand can result in a fate far more damning than you can imagine. Putting your faith in anything you hear, see, or even think in the Oregon Triangle is ill-advised, as the entire region is designed to test and break the wills of anyone foolish enough to enter it. From a certain point of view, you can be thankful that Bill enjoys torturing people more than he does killing them; on a good day, the worst he'll do is torment you for a period of time at least twice as long as your expected natural life. On a bad day, it's exponential and starts back from the top when over.
Abraham Kane of KaneCo (Motorcity, 2012)[edit]
King - Abraham Kane
To those born and raised in Detroit Deluxe, Abraham Kane is a kind and genial man, a philanthropist with an eye for the future who leads the vanguard for a brighter, more orderly tomorrow. The desperate, destitute scavengers that were rejected and exiled from Deluxe see Kane in a different light, as the vengeful, arrogant, car-hating despot who chased them from their homes in the ruins of old Detroit and banished anyone who wouldn't get with his program to the Wasteland. Kane is extremely ambitious, with plans already set in motion to seize the mysterious starship in Chicago and use its advanced technology to expand his empire further out into the rest of the world. The only thing fettering Kane's thirst for power is his daughter, Julie, the only opponent to his regime that he couldn't find within himself to destroy. Everyone else, however, is fair game.
Land - KaneCo
Detroit Deluxe covers the old Metro Detroit area, over which he constructed what was promised to be the city of the future. What Kane neglected to mention was that it was a future he'd rule with an iron fist. Deluxe is the fruit of his labors, a stark metropolis with just as much personal decoration as there is personal freedom. The rest of the Lower Peninsula is also under his jurisdiction, though he primarily uses it to test out weapons or dump toxic waste without soiling his precious Deluxe. This is where the exiles live: mutants, outlaws, and dissidents with little to have taken from them. Kane pays scant attention to these rejects, though he uses sparse supply drops to simultaneously present the illusion of generosity, appease his bleeding heart of a daughter, and control the lowlife population by making them fight over resources.
Rule - Welcome to Detroit Deluxe
It should go without saying that Abraham Kane is a maniac, but he's a charismatic maniac, so we're saying it anyway. A control freak to a fault, Kane keeps Deluxe under tight supervision with his armies of weaponized drones and fanatical security forces. Getting in and out of the city unnoticed is difficult, but not impossible, though he's not one to fall for the same trick twice. In comparison, his land outside of Deluxe is left to rot. Bandit gangs drive around the Lower Peninsula like modern nomad tribes, using their weaponized muscle cars to raid settlements for supplies or hunt down travelers that unwittingly enter their territory. Kane, having much bigger fish to fry than some lowlifes driving around in the desert, is unlikely to do anything about heroes out in the wastes unless they present a direct threat to him, his city, or his cherished daughter.
King Candy of Litwak's Arcade (Wreck-It Ralph, 2012)[edit]
King - King Candy
The despotic King Candy had humble origins as Turbo, star of the racing game TurboTime. Jealous of RoadBlasters taking his spotlight, Turbo crashed both games in a gamble at remaining center of attention. When that failed, he tampered with the code of Sugar Rush and remade himself as sweet-toothed racing monarch King Candy. After the insectoid Cy-Bugs escaped from their home game, King Candy was one of the first to be consumed by the hungry horde. Their ability to steal traits from what they eat collided with his own tremendous ego, resulting in King Candy becoming the central voice of the Cy-Bug virus. With the swarm on his side, King Candy was free to declare the arcade his kingdom and the rest of the internet eminent domain. His mad ambitions are a manifestation of the Cy-Bugs' relentless urge to eat and multiply, something not even King Candy can ignore for long.
Land - Litwak's Arcade
After all these years, old man Litwak is still running Litwak's Family Fun Center & Arcade on Route 83. The business has fallen on hard times, but the situation is far worse for those living in the cabinets. The games are worlds within themselves, connected to each other by a power strip. King Candy may or may not be keeping up the facade of a benevolent monarch, or openly declaring his new and terrifying form. Either way, the characters keep their games working under duress, aware that the Cy-Bugs nesting beyond the view of players or programmers are an eternal threat. The swarm, banned from eating characters loyal to King Candy, nibble at textures and sprites, resulting in games developing a glitchy, patchwork appearance over time. To prevent the Cy-Bugs from eating them out of house and home, King Candy stages invasions on other arcades and game servers through the internet and power lines. Once they're in, the Cy-Bugs eat a game down to its very last byte.
Rule - Have Some Candy!
As the only way to access King Candy's world is through the digital world, most analog heroes are unlikely to ever reach him without digitization tech at their disposal. The ones that do make it to the arcade will attract the attention of the Cy-Bugs if found, but a dangerous prospect given their continual hunger. The instincts of the Cy-Bugs influence King Candy's decisions more than he realizes, their current arrangement being a subconscious compromise. His primary threat is the MCP, who will wipe whole sectors if it looks like they will be taken over, but he has yet to locate the source of the swarm. The Cy-Bugs are tenacious survivors, and will form a new army from one missed egg if given the chance.
Yokai of the Yokai Zaibatsu (Big Hero 6, 2014)[edit]
King - Yokai
Before Yokai, there was Robert Callaghan. A respected roboticist and the head of the San Fransokyo Institute of Technology's robotics department, Callaghan was a kind man who threw his old face away so he could wear the mask of vengeance. He faked his own death, just one component of the revenge scheme orchestrated against the man who took his only joy away. Once the deed was done, he felt empty. This couldn’t be it, could it? It couldn’t all be for nothing. With nothing else to live for, Yokai decided to protect all he had left, his city, from outsiders. Yokai is the undisputed ruler of the West Coast underground, a spirit of vengeance that strikes out at those he perceives as deserving his wrath. Via the transmitter in his mask, Yokai can reshape any construct made of his Microbots at will. Factoring in Yokai's considerate influence, that's any number of buildings made within the past few years.
Land - Yokai Zaibatsu
Though the massive Zaibatzu companies and crime syndicates Yokai influences operate across the west coast of America, they're based in San Fransokyo, California. San Fransokyo is a glimpse of what the future could be, a bright future of progress and harmony contrasted with a harsh future of dark metal and bright neon, all dominated by an overcurrent of Japanese culture after immigrants helped rebuild the city after the Great Disaster a hundred years ago. Yakuza thugs operate more or less openly, getting money from extortion rackets and other criminal undertakings while the police turn a blind eye. Most businesses (legal or otherwise) either collaborate with one of the three major Zaibatzu or answer answer to Yokai's second, Yama, who has far more experience running a crime ring than his boss does. They claim to do this in the name of 'protection', and are likely to get violent if you aren't giving them their 'due respect' for their services. Many people have suffered from the Zaibatsu's crimes, but despite this the city is still a popular scene for cape heroes and villains, partly due to California’s passive laws on the subject but mostly because of the incredibly advanced technology that comes pouring out of world-renowned SFIT, not to mention the newly educated graduates who may or may not like the looks of the ‘traditional’ labor market.
Rule - His Mistake
Robert Callaghan is not a happy man. His life is a void that's only filled when he rages against those who've wronged him. That fire leaves as soon as it comes, and he remembers that he's a broken man pretending to be a ghost. It's why he's deluded himself into thinking that the Zaibatsu help more people than they harm. If he couldn't save Abigail from Krei, then he'd devote his life to protecting people like Abigail from people like Krei, the ones that use and abuse others for their own gain. To his credit, the standards of living in San Fransokyo are fairly high for anyone that can secure a good position and hold onto it for dear life. For those who fall between the cracks of the system he’s set up, they need to work their way from the bottom of the Zaibatsu's ladder if they want to get anywhere. San Fransokyo's ripe with heroics and intrigue, countless visions for what the future should be battling it out in literal and metaphorical terms, and you can always find what you need if you know which shadows to look in.
Governor Nix of Tomorrowland (Tomorrowland, 2015)[edit]
King - Doctor David Nix
Decades past, Dr. Nix was a futurist recruited to the secret society known as Plus Ultra. He was later elected Governor to their New Frontier, Tomorrowland, where his lack of vision was made up for in efficiency and hard science. Under his reign, Tomorrowland went from planning to share their gifts with the Earth to hoarding them when their prophetic technology foresaw mankind's doom. At first, Nix used the Monitor machine to warn the world that their current path would seal their fate. When that failed, he fell to pessimism, determining their chosen few would be all that remained of humanity. His obsession with progress turned him into a technocratic dictator, carefully managing his city and its hostage population according to his stringent parameters of survival.
Land - Tomorrowland
Plus Ultra began as four geniuses coming together to build a better tomorrow. With their fellow dreamers, they discovered a new land to test their wildest ideas in without the obstructions or predations of the outside world. That was where they built Tomorrowland, a technological haven of skyscrapers and monorails where anything was possible. Under Nix, Tomorrowland lost its human touch in favor of sleek, utilitarian blandness. Frivolous greenery was trimmed and the rocket ships were dismantled for spare parts. Nix runs a tight ship, restricting citizens he didn't exile to projects he approves of. The city's centerpiece are the Trylosphere and Monitor, which generate infinite tachyon-based power and allow Nix to scry the Earth across time.
Rule - There’s A Great Big Beautiful Tomorrow
In Nix's eyes, he's done everything he could to make them understand. Now he sees Earth as a lost cause, but still a threat. To that end, Nix meticulously watches the Earth with the Monitor and dispatches his Audio-Animatronics when he fears Tomorrowland is close to discovery. AAs are embedded in a few governments and corporations, ready to sabotage anyone who would explore new worlds or delay what he calls The Inevitability. They've also been "salvaging" works of art from Earth, stealing and replacing them with copies. Nix and his access to the Monitor give him a broad perspective of Earth few others have. He may become aware of something horribly wrong in the fabric of Earth while being left blind to the more fantastic worlds neighboring it.
Toffee of the New Mewni Economic Investment Zone (Star vs the Forces of Evil, 2015)[edit]
King - Toffee of Septaris
The monsters of Mewni have been oppressed by the magic-wielding Mewman queens for generations. It was only a matter of time until one amassed the power and influence to confront them. That monster was a rogue general named Toffee, a cold blooded Septarian who sought nothing less than to see the Mewmans decimated and the monsters in charge. Not satisfied with merely righting justice, Toffee has committed himself to fully reversing the situation and placing Mewmans under his boot- or simply killing them off wholesale. Calm, charismatic, and above all patient, Toffee's hate boils under a cool mask of professionalism. With the Realm of Magic under his thumb, Toffee is nigh unkillable, can cast powerful spells, and works turn the advantages his foes once held back upon them. His current goals are inscrutable, but he will use manipulation, charm, and subterfuge to achieve them. Toffee is a feared figure in the multiverse, but has disguised himself as a mundane lizard businessman on Earth. Earth itself is rather plain, but rumored to be the hiding place of Mewni's ‘government in exile’.
Land - New Mewni Economic Investment Zone
Few who live in Toffee's sphere of influence on Earth realize who's really in charge. Unlike other groups, he has no interest in any petty fortune, fleeting fame, or sadistic glee Earth could provide. Earth is but a sideshow to his true multidimensional empire in the making. He maintains his foothold on Earth to watch for any loose ends that might arise, such as an escaped Butterfly royal or her half of the Wand. To this end Toffee has opened the treasuries of Butterfly Castle and invests its spoils into many extradimensional ventures. While Toffee carries the facade of a normal businessman with ease, most of these funds go into maintaining intelligence networks, puppeteering local governments, and dealing with anyone who asks too many of the wrong questions. In spite of this, Toffee's Earth holdings are much better off than his extraplanar ones, bloodied war zones in conflict with Metaworld, Tomorrowland, and others.
Rule - Right Under Your Nose
Toffee's rule on Earth is that of subtlety. The only sign you've entered a community under his influence is a lack of trappings distinct to other villains. Unless they rise to attention as assets or irritants, Toffee will ignore most Earthlings entirely, his focus set on extraplanar wars. His monster spies watch for potential assets or liabilities before performing actions to recruit them or minimize any effect they have on Toffee's plans. While many of his servants are not perfectly competent, Toffee is a master of achieving high performance with limited underlings. He is polite, efficient, and treats them very well- right up until they are of more use dead. To keep his own region quiet, Toffee will engineer a problem or pass the blame for an "accident" to draw focus back to the squabbling groups and Kings around him. Even his pride is negligible compared to feinting a loss to convince the right people he's harmless. Toffee has no reservations against using his vast reserves of force to deal with an opponent when all else fails, but doing so recklessly would only inform the other Earth factions that he's a threat to watch for.
Mayor Dawn Bellwether of Zootopia State (Zootopia, 2016)[edit]
King - Mayor Dawn Bellwether
Initially Assistant Mayor of Zootopia, Bellwether's rise to power began after her predecessor was caught hiding away predator animals that'd reverted to their savage ways. Though the city was struck by unrest, it wasn't until the highly-publicized murder of a police officer by a feral predator that Bellwether was able to manipulate Zootopia's terrified animal populace into giving her permanent power. While Bellwether has addressed the people’s fears with a simple evening curfew, the tensions behind the scenes are only rising in large part due to her own efforts. Bellwether is a cunning, careful, and disarming sheep, using fear and perception to shift public opinion closer to where she wants it without ever putting her own neck on the chopping block. Even now, as mayor, many can’t help but see Bellwether as a sweet little sheep, doing her best but easily cowed. This is a mistake few will get the chance to make twice, as Bellwether can end political careers in a week’s time. So long as she can keep enough of the city’s overwhelming prey population afraid of the predators ‘in their midst’, Bellwether can continue to remain in power and continue her policies of quiet prey supremacy.
Land - Zootopia State
Zootopia and its surrounding areas have fallen on harsh times ever since the country’s economic collapse. Once a prime tourist destination on the west coast, the city has turned into a crumbling, economically downtrodden metropolis plagued by problems both internal and external. Increased gang violence, coupled with rising tensions between predators and prey, have combined with the city’s decaying climate systems to create a city in the throes of recession. Well-educated citizens with means to move often turn to the rest of the country for greener pastures, the once-thriving art scene has dried up, and every year sees fewer and fewer tourists arriving. Elusive mafia don Mr. Big has consolidated great swathes of organized crime in the area, leading to increased tensions with police and the occasional act of violence against anyone who denies him protection money. The presence of ‘Primal’, a crystalline drug made from refined Night Howlers, has been making the rounds all over the west coast and has only led to further urban decay. Overall, Bellwether acts with a subtle hand and never lets anyone know the true extent of her feelings- by distancing herself from followers on the political fringe, she is able to make her own policies seem all the more tolerable in comparison, and doesn’t fear downplaying her rhetoric for a while so as to keep up the facade. Very few, if any, know what Bellwether is like under the mask.
Rule - Fear Always Works
Anti-predator sentiment has increased ever since the incident, with tacit discimination from the city in areas that predators usually live; increased police presence, subtle reduction in service of city utilities, even construction of new power plants in certain sections of Tundra Town. All of this adds up to a slow but inexorable encouragement for predators to go elsewhere without outright stating the mayor’s intent. Prisoners on parole or dangerous, repeat offenders are forced to wear Tame Collars that zap them whenever their 'feral emotions' are expressed too freely. Despite this Bellwether is easily able to fake a friendly front and fool all but the most perceptive or paranoid. Zootopia still technically possesses a tourism board, though the slew of problems plaguing the city have reduced sightseers to a trickle. Humans will always stand out against the anthro majority, but their presence is not unexpected. Anyone attempting to make waves, however, is likely to attract the ire of the government- the lack of naturally occurring metahuman powers in the anthro population means that most looking to stop or commit crimes are reduced to technological means barring exceptional circumstances. An undercurrent of fear runs through the city, especially among the prey population- it’s not uncommon for many to give a predator the side-eye, given that the fear of one ‘going feral’ is a theoretical yet extant threat for many. If that threat ever becomes too distant, Bellwether can always apply another dose of Night Howlers to an unsuspecting predator. Mr. Big is able to capitalize on this sentiment, drawing more to a life of crime in the hopes of gaining whatever advantage they can, or that things will go back to the way they once were, should the current administration ever be removed.