Disney Villains Victorious K/L/Rs

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

Land: The land ruled by Chernabog is a broken, scarred land generally referred to as Bald Mountain – though the Mountain itself is only in a small section of it. Nothing grows there. No plants, no fungi, and even animals find themselves stunted in growth. Yet no person starves to death in Bald Mountain. Instead, they grow thinner and hungrier and thinner and hungrier until there is almost nothing left but a suffering shadow of a person who exists only to hunger and be tormented by the Demons, horrible creatures of twisted flesh, fire, and darkness from other worlds, brought here by his fell power. There is no food. There is no water. Life itself is impossible under HIS shadow, but people are kept alive in their tortured half-life so that they may suffer for HIS pleasure. Visitors to Bald Mountain are generally left alone, for the land itself saps at their life. If they are armed or attempt to help the inhabitants, however, the Demons soon set upon them, rending their flesh and tearing them literally limb from limb as their numbers blot out the sun. Rule: Chernabog will ignore adventurers and heroes unless they attempt to help the 'citizens' of Bald Mountain, or unless they speak his name. Saying “Chernabog” attracts HIS attention. Saying it once merely informs HIM of who said it. Saying it twice lets HIM know where they are. On the third time, HE may come looking for them himself – and that is something that no one has ever survived. Even saying HIS name once will likely get a swarm of Demons sent after the fool, and the people of Bald Mountain will frequently advise against it.

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

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

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


   King: Maleficent the Malevolent, Queen of the Faeries - Mistress of all Evils. There are few lords are capricious and cruel as Maleficent. In the years since her killing of Prince Phillip, she has expanded her area of influence to much of France and Spain. Whilst many of these lands are theoretically under the rule of the Pontifex Immortalis, apart from the area surrounding her castle and the Kingdom of Thorns, she is more feared than even the dreaded Inquisition. She will kill or torment or alter mortals for little to no reason at all - because they whistled on a Thursday, or they did not leave a space for her at their table, or they mispronounced the name of one of her fellow lords. They may be eaten from the inside out by ants, or have their eyeballs melt and regrow somewhere else, or transform them into a lowly worm in a thrush's nest. She leads hosts of fey in wild hunts of peasants and nobles alike for the slightest crime or imagined insult.
    
   Land: Realm of the Fair and Gentle - The fae lands are surprisingly beautiful, in a wild, feral fashion. The fair folk inhibit progress and encourage nature's growth. Villages and hamlets may be suddenly overgrown in a matter of days because a woodking desired it so. Forests move and hunt down woodcutters. Grass fae swarm like locusts over the unsuspecting. It is a land of ten-thousand dangers. Areas where the Inquisition are strong have less of a fairy presence, but have their own rather obvious problem. The people of the Fae Lands are paranoid and jumpy, have odd speech patterns to avoid obscure words and phrases that may anger the Gentry and are fearful of outsiders.
    
   Rule: ALL THE POWERS OF HELL - Maleficent's reaction to the players will be the same as any other traveller - whimsical evil. She may assault them as soon as they step into her domain, she may harass them for the smallest slight, or she may not bother them at all until they approach her castle or the Kingdom of Thorns. She may encourage or prevent faerie attacks on them, she might lead a Wild Hunt against them, or set a white stag or questing beast to tire them out in fruitless chase.
    
    
   King: Imperial President Lyle T. Rourke - Atlantean Technology. Though neither Rourke nor any of his subjects posses any magic in the traditional sense, crystals grown from the Heart of Atlantis prove to be an incredible and compact energy source, allowing the Republic to construct devices of complexity far beyond their neighbors.
    
   Land: Imperial Republic of Atlantis. A thriving island nation modeled in equal parts after the traditional Atlantean style and early 1900s America. The citizens of Atlantis are full of Patriotism and a grand belief in their endeavour. It is difficult for long term visitors not to be caught up in the sense of Manifest Destiny that pervades their society. While citizens are less likely to report any adventurers to the local government than in other Lands, they are similarly more difficult to sway into actual opposition of the Imperial President.
    
   Rule: The Imperial President will take no notice of Heroes without a reputation no matter their activities, provided they are not attempting to incite rebellion against him. Heroes with a reputation (Have deposed one or more Villain leaders) will be invited to an official State reception when they arrive, where Rourke will attempt to use gifts and personal Charisma to sway the heroes into his employ.
   Should the Heroes be discovered attempting to work against him (or breaking laws generally) the first response will be local police attempting to arrest the party, with the response scaling in accordance with the threat they pose or number of lesser forces they have defeated (EG. Sending in the military if all police forces fail)
    
    
    
    
   Alameda Slim-
   A rich desperado with a hypnotic voice, Alameda has used his power over animals and loyal gang of outlaws to con and buy up the vast lands of the mid-west, after dealing with a few rambunctious cows whose heads now deck his fire place. Since then, Slim has been doing a mix of solidifying his claims, ranching cattle to be sold off to other nations, and buying up what ever artifacts he thinks will help his rule. He personally though, has found a great boon, as he has discovered that his Yodeling not only bends the raging buffalo and long horns, but also more bizzare and outlandish beasts, such as imported Dinosaurs and African beasts. Infact, he personally rides a huge Brontasaur around the wastes and prairies. although he prefers the wildness of the west, he recognizes the need of some sort of order as to protect his state. So he formed up his gang and established them as a sort of de-facto police who keep some balance of order across the desserts, shanty towns and ranches, even if that order is simply a tith of resources in exchange for protection.At the top of the gang are the Rough Riders, slim's personal soldiers who he equips with imported weapons on mounts, wether they be Alantean flying machines or the cold steel weaponry of the huns or even the dreaded creatures of the jungles, such as Hyenas and thunder birds . They are almost entirely fearless, and serve as the backbone of the whole gang, even being so bold as to lead cattledrives through Elderado, Shadow lands and the boreal to get the scattered out posts of peoples like DOOMtown, Virginia, Alantean Colonies and the Sunless Empire, in exchange for Gold, Weapons, and potions to help beat or pay off the attacks of the Shadows.
   
   Land: The Old West is the picture esque waste land, with ranches, streams, towns and prairies dotting it. Long migrations of Buffalo and cattle march across the nation, growing huge in numbers, and the huge rail network connects the spread out communities as railtrains thunder across the plains.
    
   Rule: The Lawless wastes: as players cross the west, they gain reputation and wealth. The higher this goes, the more people and outlaws are attracted, meaning higher chances of random encounters. More jobs will also be offered as well, such as guards for a cattle runs, couriers for distant towns and other tasks. Depending on how much money you have, you will eventually be contacted by Alameda him self and be hired on as his personal assistants


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

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

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


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

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

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




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

Land: The Sunless Empire The first thing an adventurer would notice about the Sunless Empire is that it does indeed appear to lack a sun, having in its place something very much resembling a solar eclipse with a caricature of the Empress' face at the center.


(STILL INCOMPLETE)



   King: Shan Yu - Immortal, Human. The lands of China are official lands of the Huns, and villages and roads are often under the vigilant eye of at least one group. The huns seek and destroy any altars and old symbols of the old traditions they can find, warding off the spirits with paper seals and charms. They carry Cold Iron blades that renders magic fragile, vulnerable, and useless.
    
   Land: The Great Empire of China. The Land refuses the King that has no right to rule, and as such the spirits of the Twelve Imperial Houses battle for control of the land. The players will inevitably come in contact with them, and they will offer their assistance and power over the land of their ancestors in return for allegiance. The spirits will expect the players to give support to their ancestors and make sure they are put in the throne once Shan Yu is defeated.
    
    
   If no allegiance is picked, the Land will not facilitate the journey in any way, and that is only assuming the spirits will leave the players alone. In the dangerous roads and extreme extensions of China, it is not advisable to risk having to worry about both the living and the dead.
    
   Rule: Shan Yu's reaction will depend on the group's previous deeds. If four or more rulers have been deposed by the party, he will immediately send his Huns to pursue them, ordering capture or death.
    
   The Spirits will offer their abilities in return for allegiance to their house, and support to their ancestors. The only requirement is that the vow is taken and honored, and the Imperial Houses will aid to the extent of their abilities.
    
   The Rooster House will make things clearer, lending the players sight that goes beyond mortal limits. The Ox House shall lend vigor and endurance in battles and journeys, allowing the players to cover greater distances without needing as much rest and supplies. One house for each Zodiac Animal. Beware, however, for those that you do not support might be inclined to stand against you.
    
    

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

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

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



   King: Queen Grimhilde - Mirror, Mirror, on the wall; Who is the Fairest of them all?
   The Magic Mirror allows Grimhilde unparalleled insight into happenings worldwide. No other lord can gain information as quickly as she can. Asides from this, she has her ravishing beauty, her legendary charm, a ruthless mind that can handle truly byzantine plots and several lifetimes worth of experience with alchemy to rely on as well.
    
   Land: Your Beloved Queen is Watching. The Mirror Kingdom, formed from the lands of the First King, Corona, Weselton and a variety of other Germanic kingdoms and fiefdoms, is one of the better developed areas in the world. Well-ordered and maintained, its inhabitants live in the knowledge that their queen may be watching and is not fond of laziness. Guarded by the Royal Huntsmen, the Mirrorguard and the Coronan Horse, the Kingdom's soldiers are ruthless, disciplined and well-organised - some of them are even alchemically enhanced. The forests are one of the more mystical areas, and the trees are known to take offence at trespassers. The people are equal parts fearful of their ever-watchful and vain queen, with beautiful men and women known to scar themselves so as not to attract her attention; and thankful for her stalwart efforts in repelling the Wild Hunts of Maleficent, raiders and ice fiends from the north and the hellthings from the east.
    
   Rule: Fair and Courteous. Over the immeasurable years granted her by Mother Gothel's youth spells, she has become a mistress of courtly intrigue. no villain is as likely as her to invite the heroes to her palace, where she plans to take them out one by one - be it via poison, assassin, seduction, enchantment or weasel words to turn them against each other.
    
    
    
   King: Kaa the Majestic. Kaa is (or is rumored to be, few have seen him and lived and fewer still remember their meeting) a colossal serpent whose gaze is able to overcome the will of those foolish enough to meet it. He is, however, generally uninterested in the world outside his domain.
    
   Land: Almost no animals would dare enter the Subjugate of Kaa, but to those already inside, the idea of leaving is preposterous. It is beautiful here, and peaceful. Almost... uncannily so. There is plenty of food and water, and compared to the surrounding area, it is incredibly safe. So what if you keep getting strange headaches, or suddenly become incredibly anxious if you stray too far? Or if the odd animal suddenly disappears every so often?
    
   Rule: Permeating Hypnosis. Spending time in Kaa's domain creates a slowly progressing feeling of confusion, lethargy, and euphoria. After a while, it seems preposterous to even consider leaving.
    
    
    
   King: Bravery. Christopher Robin is a brave lad, and seems to instill bravery in all those who stay close to him. He even finds the land easy to travel, whether by the excitement of adventure, or his confidence in his own abilities.
    
   Land: Woodlands comprising of curly, twisting trees dotted with mud pits, mountains, lakes and the occasional moor, with some regions taken over by Heffalumps or Woozels, and even more being lands of sinister, dark patches of brambles and briars, which are constantly expanding, due to Christopher's absence. Some larger patches even house tall, intimidating stone clusters, with vast underground caves where the Skullasaurs live.
    
   Rule: Christopher is not, by default, a malevolent/evil king. His presence offers boosts to both bravery and morale. However, with his absence, and the constant twisting and tweaking to make the Land fit into the real world, several territories and regions simply vanish, blocking all access to said territory and anything behind it should the territory serve as a bottleneck, only to return later, if at all. And all throughout this, the brambles and skullasaur caves expand, stretch and invade the rest of the land...