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ROCK BOTTOM

Our world is under attack from above and below. Humanity is defeated, magic runs
amok, and even the lowest forms of life have imposed their will upon the world. A world of
racism, assimilation, and the malicious supernatural. In this nightmare, a ragtag group of
unlikely do-gooders must set things right and reclaim the Earth. An Earth that is no longer our
own. An Earth that has hit… Rock Bottom!
The heroic automaton XJ9 has failed to halt the advances of the alien Cluster and
others, who have carved out segments of the Earth for themselves. The lack of a hero of her
caliber has invited villains to crawl out of the woodwork. The oceans have been conquered by
the evil Plankton, and the madman Denzel Crocker has used fairy magic to smash dimensions
together in a vain attempt to expand his magical realm. The invasions are over and the world is
in a cold war, waiting for the next. Anxiety, relief, and dark humor are the general mood.
Even though the Earth has hit rock bottom, that means the only place left to go is up.
The Player Characters have the power to create a lasting change for the better, no matter how
small. The time to take Earth back from the horrors without, within, and beyond has come.

Rock Bottom?
In short, Rock Bottom is a spinoff project of Disney Villains Victorious, a tabletop setting
themed around various Nickelodeon media as opposed to Disney media. The theme of Rock
Bottom is a world invaded, considering Nickelodeon shows are either local low-stakes affairs or
world-shattering with little in-between. This splat was started by me, Lacidar, after hearing that
the normal DVV crowd considered and moved on from the subject of a Nickelodeon splat.
While originally a one-man project, I’ve released my vision and alternately want to help others
make it more or leave them to it if I’m holding it back.
Neat. So how’s it work?
This document you’re reading now has the KLRs – King, Land, and Rule articles – that explain
what each villain is like, the conditions of their chunk of the Earth, and their behavior towards
others. They’re useful for both players and GMs, giving everyone a quick rundown of each area
without taking away from the GM’s visions.
If you’re looking for a system to run this with, I suggest A Certain Role-playing Game
(unfinished though that may be). Games I have not played but hear may work fine, try Prime
Time Adventures, or Cartoon Action Hour. Failing that, Savage Worlds, the DVV Homebrew
System, and White Wolf’s Storyteller/maker systems should work just fine.
One last thing: there are unmarked spoilers in this document.
Table of Contents
Tentative chopping block. Need second, third, preferably fourth opinions.

Meetings desired. Consensus required.

Should some villains be made less “psycho”? Which ones?

Commandant Marshall Charlamagne (Origin: Monsuno)


Dark Mayhem (Origin: The Thundermans)
Mr. Crocker (Origin: The Fairly Oddparents)

Doctor Doctor (The Secret Show)


Phoenix King Ozai (Origin: Avatar – The Last Airbender)

The Gromble (Aaahh!! Real Monsters)


Head Pixie (Origin: The Fairly Oddparents)

Ke-Pa (Origin: Kung Fu Panda: Legends of Awesomeness)


Necrafa (Origin: Mysticons)
Ooblar (Origin: Jimmy Neutron: Boy Genius)

Prismal (Origin: Welcome to the Wayne)


Rancid Rabbit (Origin: Catdog)
Robbie Rotten (Origin: LazyTown)

Sartana of the Dead (Origin: El Tigre - The Adventures of Manny Rivera)


Lord Shen (Origin: Kung Fu Panda 2)
Plankton (Origin: Spongebob Squarepants)
Skrawl (Origin: ChalkZone)

Smytus (Origin: My Life as a Teenage Robot)


S.N.A.F.U. (Origin: The X’s)
Snaptrap (Origin: T.U.F.F. Puppy) -What should we do with him?

Tlaloc (Origin: Tak and the Power of Juju)


The Tryx (Origin: Winx Club)
Vendetta (Origin: Making Fiends)

Visser One (Origin: The Animorphs)


Vlad Plasmius (Origin: Danny Phantom)
Zim (Origin: Invader Zim)
Rock Bottom KLRs
Charlemagne (Origin: Monsuno)
KING: Commandant Marshall Charlemagne
Marshall was once a ruthless leader of a government organization tasked to find
monsters. Then one day she realized she was fettered by the bureaucratic red tape, and that if
she ran the government, no one would be able to stop her from doing her job. She sends
soldiers around the world to gather Monsuno, adding them to her forces. Each one is an
invaluable addition to an army of already considerable power. Charlemagne lives in a fortress,
in a very no-frills lair. She leaves the administration of her nation to her underlings, keeping
herself in a general’s position.
Her core motivations are unknown. She might want to take over the world because she’s
a megalomaniac, or because she thinks she’s uniquely qualified to bring about world peace.
She probably doesn’t even want to rule the world at all, using it as a front for more nefarious or
less ambitious purposes. She isn’t known for replacing a city’s officials with S.T.O.R.M. agents
after conquering it. She insists she does this because she wants to liberate Earth from its
invaders and take the fight to them.

LAND: Strategic and Tactical Operatives for Recovery of Monsuno


Once a governmental organization in Australia, S.T.O.R.M. has overtaken the
government’s responsibilities and turned it into a police state. The nation is now wholly
dedicated to Monsuno. Training Monsuno, battling Monsuno, Monsuno merchandise, and using
Monsuno-based military might to get more of them. The country is a giant military barracks and
novelty store. People are conscripted into the army as young as five years, taught to use a laser
before learning to drive. Men are all placed in military positions on their 15th birthdays, while
women see to the domestic affairs of the nation. Monsuno-based merchandise are the
equivalent of sports and entertainment paraphernalia, a lucrative industry bringing in hundreds
of millions of dollars per year.

RULE: She Who Controls the Monsuno Controls the Universe


Charlemagne is obsessed with Monsuno. She has a good reason, though. They’re
powerful monsters and even one can take on a platoon of conventional soldiers. This makes her
inattentive to the party unless they get in her way. If they do, she shows up in person and deals
with them personally. Otherwise, S.T.O.R.M. soldiers take care of the party instead, even using
a Monsuno if needed. The party needs to go out of their way to get noticed in this country. The
easiest safe way to encounter Charlemagne is to go to one of her speeches. She’s well-guarded
on tour, but not as well-guarded as when she’s in her fortress.
Dark Mayhem (Origin: The Thundermans)

KING: Dark Mayhem


Dark Mayhem is the de-facto leader of the Villain League. The Thundermans and other
heroes of Metroburg were wiped out during the grand invasions, leaving Mayhem to do as he
pleased for what little time he could. He and everyone were run out of Metroburg and the
surrounding areas, forcing him to relocate people to Antarctica for safety under the condition
they accept his rule. He rules an entire continent with a league of peers to advise him, but if he
lets his evil get the better of him he soon won’t have anything to rule over. This frustrates him to
no end, and he continually tries to convert others to his cause nonviolently so he may keep
corrupting them. He is a schizophrenic, constantly arguing with himself and a slave to the
struggle between his ambition and his reason. This is a problem, because his ambition is fueled
by his incredible abilities.

LAND: The Covenant of Antarctica


Millions of humans and monsters fled to Antarctica during the grand invasions, and they
now live beneath the ice to avoid notice. Since then, the entire continent has been made into a
massive bunker/fortress. All schooling has been replaced by Villain Universities, Villain high
schools, Villain elementary, and even Villain day cares. All villainy, all the time. Everyone is
raised and instructed on the art of villainy to one day take over the world, alone or in groups.
The civilians work crushing jobs in the cold ice for Mayhem’s amusement and because
automated construction is mostly outlawed. The exterior is guarded by Supers and monsters
working together. McMurder Station is headed by General Max to provide legitimacy to refugees
who seek to relocate there. The high presence of beasts makes invading difficult, paramilitary
organizations like Skyway Patrol relocated here to escape the Cluster, and the various mad
scientists of the world make various weapons and power sources. Together, these forces make
Antarctica nearly impenetrable.

RULE: Viva la Evil


Evil for its own sake is the credo of Dark Mayhem and the Villain League. They will
gladly turn people over to other authorities if they felt it more evil to do than taking them in.
Robots and aliens are not welcome, and the fleeting whims of the authorities decide what the
“good” and “evil” treatments of them are. Mayhem himself is rather impatient and wants to rid
everyone of distractions as quickly as possible. If it’s easier to kick you out than end you, he’ll
do that. If it’s easier to give you what you want so you can stop being a nuisance, he’ll do that.
The Villain League often does take in refugees, under the condition they pledge fealty to the
Villain League and vow to help them take over the world.
Denzel Quincy Crocker (Origin: The Fairly
Oddparents)

KING: Supreme Leader Crocker


Crocker is a man who finally got what he wanted. He proved to the world that magic
exists, and made a deal with a genie to gain the incredible power he has. He rules and is
powered by Fairy World, a land of vast and potent magic. What he didn’t expect was still having
to follow Da Rules, which had two amendments placed right before his deal went through.
Crocker is a magical powerhouse, giving his soldiers most things they need to fight but
strangely not able to just magic his way into ruling the whole world. Crocker is a hands-on type
villain; he leads from the front and commands most campaigns himself. He is probably the
happiest person in the world these days. He doesn’t need world domination, he just wants it
because it’s something to do.

LAND: Slavesdale, California


Crocker rules over California and most of the western North American continent with
Dimmsdale as its capital, not to mention the whole of Fairy World. Everyone is enslaved: the
humans, monsters, fairies, you name it. The architecture decrepit and made of sheet metal,
there is little to no vegetation, and the common individual lives a life of servitude to their
supreme leader. Though that doesn’t mean they can’t enjoy it. The citizenry is strangely chipper
about it all. Crocker’s palace, on the other hand, is a complex castle of gleaming gold. This
magical realm has all sorts of magical beings eager to make contracts with people, but none of
them have the freedom or power to undo what has been wrought. Crocker’s armies are
equipped with anti-magic technology to combat the supernatural. Every soldier has a butterfly
net and no one laughs at this.

RULE: Bow Down


Crocker is possibly the easiest villain to deal with. Assuming he isn’t on campaign or
sending a general in his stead, he mostly just randomly makes tv appearances and demands
people bow down to him. He may show up at any given time and ask why you aren’t bowing or
working, he may never show up at all. Just keep him placated and you should be fine. The
things Crocker wants most are the people who wrote the two amendments to Da Rules, one
being the fairy he needs to change them. That aside, accept when he calls you a failure and do
not dare call him one in turn. Always look happy that you are Crocker’s slave.
Doctor Doctor (Origin: The Secret Show)
King: Doctor Doctor

Doctor Doctor is the leader of the evil organization known as T.H.E.M (The Horrible Evil
Menace). After years of trying in vain to take over the world, Doctor Doctor seemingly got her
wish when her enemies in the U.Z.Z organization were defeated in the grand invasions. Her
victory was short lived however, as while she was able to gain the title of “World Leader”, the
majority of the world was quickly conquered by the various Kings, and what little land Doctor
Doctor was able to hold onto was soon under siege from other villains who were also trying to
capitalize on U.Z.Z’s defeat. Doctor Doctor is determined to take back what she considers to be
hers, but with all the villains squabbling for land, she hasn’t made much progress towards
achieving that goal.

Land: T.H.E.R.E. (The Horrible Evil Reigning Empire)

For the sake of keeping the likes of Necrafa from snatching up the little area she has left, Doctor
Doctor has set up a massive dome around the area in order to ensure that no one gets in or out
without her permission. Inside the dome, Doctor Doctor leads her army of Expendables against
various other villains in a free-for-all battle for control of as much land as they can get.
T.H.E.M’s competition consists of the Imposters, subterranean beings whose suits have the
ability to take on the form of anyone the wearer wishes, the Floaty Heads, an alien race whose
motives for getting involved seem to change every day, and various independent villains like the
culinary themed Chef, and the absurdly fortunate Lucky Leo.

Rule: Every Villain For Themselves

Every villain in T.H.E.R.E is fighting for control of the area, and as a result who’s in charge of
what tends to change on a very frequent basis. A citizen can leave their home, pass by
T.H.E.M’s latest scheme on their way to work, see the Floaty Heads take over during their lunch
break, come home that evening to find that their neighborhood has been frozen over by the
Imposters, and then wake up the next day to do it all over again. Heroes acting in T.H.E.R.E will
generally be ignored, primarily because the villains are too busy going at each other’s throats to
pay anyone else any real heed. If the party becomes identified as a potential threat however,
the villains will do their best to either eliminate them or, more likely, send them after their
competition. The best way to take back the area would be to take out every villain at once, but
with how many villains there are, that’s certainly easier said than done.
Esplin 9466 (Origin: Animorphs)

KING: Visser One


Visser One is a ghost. Well, not a ghost. He is an individual who can and does body surf
from one host to another to prevent anyone from finding out who he really is. He has a host for
each species the Yeerks can safely inhabit and control, including one specifically to fight threats
like the extinguished Animorphs. He is cold and heartless, ruthlessly efficient in his task. He was
promoted to governor of planet Earth for the Yeerks after he met the pool quota. Visser One is a
paragon of his race, willing to resort to any extremity to further the goals of the Yeerks. Visser
One is not evil, far from it. He merely thinks of us what we think of cows or even bees. We think
of Visser One as a monster, but to his people he is a war hero.

LAND: Yeerk Colony 9466


Yeerks do not invade in a conventional sense. No one knew they were part of the grand
invasions until nearly the end. The Yeerks have built underground caverns to contain their living
areas beneath every major city in the world to operate from. Hundreds, even thousands, of
humans, monsters, aliens, and more are lifted off the Earth every day as hosts for the Yeerks.
There are thousands of such caches across the globe, only leaving the poles alone due to their
inhospitable cold. The Yeerks have at least one agent in at least one news source in at least
one city in every biological nation on Earth, using them as propaganda and espionage outlets
for the Yeerks.
The vast scope and difficulty of detection of the Yeerks make The World Beneath
unique. It is not a single place or plot of land, it is a catacomb under almost all of them. That is
not to say the Yeerks don’t have a dedicated landmass to call their own. No, almost all of central
Africa belongs to them, fond of the tropical regions. The only group of people not welcome are
robots, due to their inability to be controlled by Yeerk worms. Robots are rooted out and
deported. The people of 9466 live much the same life as before, with a new class system.
Willing hosts are given preferential treatment while others live in cages.

RULE: There Is One Other Possibility


Dealing with Visser One is possibly the easiest thing in the world if you submit to his
desires. It’s simple: become a host for a Yeerk. Easy. Agreeing to host a Yeerk and working to
preserve the life form affords a cushy lifestyle near one of the hundreds of Yeerk pools around
the world. Opposing him is… problematic. Yeerk hosts look just like anyone else that isn’t a
robot. ANYONE. There is a way to find one, though. A host must eventually return to the pools
to dispense their symbiont for rest. A host may insist on leaving as quickly as possible, in a true
hurry though not a life-or-death matter most times. You will seldom know you have encountered
Visser One. He does not announce himself except in official functions.
The Gromble (Aaah!!! Real Monsters)
King: The Gromble
A thriving Monster community, home to an assortment of beasties, lurks beneath almost
every major metropolis on the planet. The Gromble is a master of fright, terrifying humans and
making monster history for centuries. Although monsters have no established governance, the
Gromble is the closest thing there is to a leader of the monsters, taking it upon himself to train
the next generation of monsters, even if it means breaking them down into nothing before
building them back up. His presence is enough to silence even the rowdiest of his pupils, his
voice easily navigating from mockery to low gravelly threats to ear rending shouts.
Land: The Monster Sewers
The Sewers are a sprawling series of settlements built amidst the junk of humans in
landfills, sewers, and tunnels. Though these lairs seem to suggest the condition of squalor to
the rare human who catches a glimpse of their homes, monsters actually revel in filth. Monster
culture and preferences seem to almost be an inverse of traditional human sensibilities:
anything a human would find pleasant, a monster would consider abhorrent. This extends to
their social hierarchy as well. The ugliest and meanest monsters are the most respected while
those with good looks are ostracized often to the point of exile. The homes monsters have built
are constructed from garbage repurposed as houses, furniture, and even complex machinery
like devices that allow the user to watch the memories of others as though they were movies
projected on a screen. The ability of monsters to repurpose scrap for their own purposes is a
testament to their ingenuity improvising all manner of tools, traps and weapons to protect their
settlements from the monster hunters who would see their civilization razed to the ground.
Though its origins are mysterious, legend holds that there is a wellspring from which all
monster-kind springs and that the souls of their ancestors dwell within it and even speak from
beyond the grave to a chosen few like the Gromble. Its fetid waters only flow so long as
monsters continue to scare humans. Should the pool ever run dry, all monsters will vanish for
good, never to roam the earth again.
Rule: You Don’t Wanna Know
With humans getting harder to scare as the worldwide calamities and super-villainous
schemes threatening Earth numb the populace, the Gromble encourages students to employ
more drastic tactics, scaring humans even to death to keep the Pool of Ancients from draining.
Though the scaring assignments he puts his students through often result in them being
captured, lost, or worse, he considers the continuation of monster-kind worth the price. Word
spreads quickly in the sewers. Gromble knows about potential traitors and the danger of
discovery almost immediately after it is discovered. He responds first with a warning; a team of
rookie monsters sent to raid his target’s home. If they continue, agents lie in wait wherever his
enemy goes. If Gromble feels he has no choice, they are delivered to his sewers, where he will
torment them in person with the ancient secrets of scaring that he alone claims knowledge of.
No one has yet endured session with the Gromble and remained sane, released back into the
wild as a gibbering wreck.
Mr. Dupette (Rocko’s Modern Life)

King: Mr. Dupette


Dupette’s true power is not personal, but rather comes with being the face of the world’s
most powerful corporation. The nosepicking lizard wields with his pen the ability to control the
prices of goods worldwide, hire and fire as he pleases, consign whole ecosystems to ruin, or
forevermore ruin the lives of ex-employees. Dupette isn’t a particularly passionate man, though
he takes pleasure in humiliating others in pursuit of profit. Rather than any personal malice,
Dupette’s cruel acts merely oil the wheels of a corporate engine far larger than any one man.
Dupette is merely the face for the company. Conglom-O itself will chug along behind the scenes
regardless of whose nostril is filled by the executive finger.
Still, coldblooded as he is, Dupette is not without his charm. He is by and large even
handed when it comes to promoting his subordinates, rewarding talent wherever he sees it with
cushy office jobs. Even outsiders who demonstrate an aptitude for business tend to find
themselves invited to come aboard. Company loyalty, even among the lower middle-
management peons, is rewarded with a lifetime of stable income. One wrong move, however,
can mean a pink slip and a one-way trip down Dupette’s trap door.
Land: Conglom-O
Conglom-O is by far the single largest corporation in the world, monopolizing nearly
every industry they can get their greedy mitts on. Their heavy industry strips forests bare and
mountains flat, paving over the earth into a big beautiful asphalt sprawl, while their consumer
branch wastes no time butting into their consumers’ lives cramming products they never knew
they wanted down their throats. For the high ranking Conglom-O execs like Dupette and
Bighead, whose penthouse offices sit well above the perpetual smog layer that blocks out the
sun over Conglom-O turf, pollution is merely an afterthought, but for the unlucky wage-drones
who work and toil beneath its heavy shadow, it’s a fact of modern life. A highly profitable fact, in
fact, judging from record sales of Conglom-O brand disposable smog masks. All cities under the
control of Conglom-O are company towns pre-planned to set a single common mould set by
their headquarters of O-Town. Public services are virtually non-existent, and trash is simply
allowed to pile up on the sides of the road, while a single fire can destroy a whole disposable
town thanks to lax safety standards.
Still--Conglom-O’s citizen-consumers don’t mind. Most of them are kept far too
distracted by the subliminal message spewing television programmes Conglom-O broadcasts
non-stop to all worker accommodations. A common sight in one of the megacorp’s company
towns is a mass rush to the nearest Conglom-O outlet by the entire populace once one of their
hypnotic adverts goes live in all households at once. The endless road rage of gas guzzling
traffic, the crush of sale-crazy mobs, and the disastrous malfunction of their more shoddily
designed products makes every day spent in O-Town a very dangerous day.

Rule: We Own You


Conglom-O controls every aspect of modern life--gas, electricity, television, comic
books, giraffe repellent, etc. Anyone foolish enough to make an enemy of them will inevitably
find their lives significantly more difficult. For a resident of Conglom-O heartland, Dupette’s
blacklisting means one’s life is effectively over, as Conglom-O is the only game in town. Unable
to get a job, rent an apartment, or even shop at Conglom-O’s chain megamarts, blacklisted
former employees are forced out onto the street to beg as wandering vagrants, and inevitably
booted out into the unforgiving outback by Conglom-O street sweepers, who ensures
“moochers” don’t loiter about burning profits.
However, though the outback serves as Conglom-O’s dumping ground for undesirables,
not even it is safe from the ravenous maw of insatiable corporate greed. Dupette has his sights
set an eventual global monopoly, starting with total control of the continent. Wheeled office
buildings plow across the sands into the desert, followed by convoys of road pavers filled to the
brim with molten asphalt. What little fight the locals are able to put up is met with crushing
overkill by Conglom-O’s hordes of battle-lawyers, and if it comes down to an actual threat,
Conglom-O’s private army is on standby to drop explosive pianos from orbit at a moment’s
notice. Those lucky few reserves of nature that manage to survive unpaved are turned into
dumping grounds for the company’s mass of industrial and consumer waste, transformed into
landfills piled up to the atmosphere before they’re fenced off and abandoned.
Head Pixie (Origin: The Fairly Oddparents)
KING: Head Pixie
Head Pixie is a monotone man with a monolithic plan. He made a deal with Crocker after
he conquered California to preside over Fairy World in exchange for giving Crocker some pixie
magic and the fast-track in waiting lines. H.P. wants to conquer Earth and the universe like
Crocker, but H.P.’s plan still needs another 36 years or so to come to fruition. He is a boring
man with a boring goal: to make everything boring as he is. He rules multiple worlds with an iron
paperweight, a stickler for protocol and getting things done the correct way. He also is open with
his intentions, for values of the word “open.” All agreements are contracts, laden with fine print,
terms, and services. He even included a provision in his contract with Crocker for conditions to
rule Earth if and when Crocker is done subjugating it.

LAND: Pixies Inc.


Pixies, Inc. is a dull, washed-out land full of out-of-work fairies and pixie enforcers. What
once was a shining bastion of creativity and wonder is a miserable hole of monotony and back-
breaking labor. Where once fairies would poof around with nary a care they now must apply for
jobs in a vertical society with pixies at the top and fairies at the bottom. Pixies run Fairy World
like a business, things are made with the incompatible goals of efficiency and bureaucracy in
mind. The color of Fairy World persists, but is growing rarer by the day. The fairies with work
have pathetic dead-end jobs of doing mountains of paperwork and the drudgery of quality
control. The only remaining fixture of Fairy World is the wand that keeps the anti-fairies from
taking over, which has been modified to steal their power entirely. All this said, there is one
improvement Crocker and Head Pixie have brought about. Fairy and pixie magic are powered
by belief, and now nearly everyone believes in fairies and pixies. Pixies are more powerful than
ever before, and fairies would be too if they ever got their wands back. It wouldn’t grant them
the power or freedom to change all that has been done, but it’s a start.
The odds of ever visiting Fairy World (or Pixies, Inc.) are abysmal. Even if you did, it’s a
madhouse. The streets are clouds, the buildings without doors, and the land is designed with a
magician in mind.

RULE: If You Would Please Fill Out Form #495-P


H.P. is heavy on process and red tape, and he wants nothing more than for you to go
away. If you enter Pixies, Inc. it had better be for a reason. If you want to talk to Head Pixie, you
need an appointment. If you want to do business with pixies, you want a lawyer. If you manage
to enter a contract with him that doesn’t involve leaving the magical realms and/or ceding
control to him if you ever conquer the Earth, you’d best read the fine print. Otherwise, keep your
wits about you around pixies. You have to fill out a request form for as much as a request form
for a glass of water.
Ke-Pa (Origin: Kung Fu Panda: Legends of
Awesomeness)

KING: Ke-Pa
A demon from the realm of demons, Ke-Pa is a being of massive destruction. He is the
leader of a massive horde of demons, all of whom wreak destruction across China. He cares not
for ruling this world, merely using it as his playground. To that end, he is only proactive in
destroying methods to seal him and his demons away. Where other kings seek to conquer, Ke-
Pa destroys. Even Necrafa wants something to rule over when she finishes her work. Not Ke-
Pa. Ke-Pa doesn’t care what happens to anyone as long as his demon brethren are safe and
happy. He already rules an entire dimension, this one is just a game to him.

LAND: The Land of Legends


The Land of Legends was once a proud nation with a proud history, now brought to ruin.
The villages are largely untouched by Ke-Pa and his minions, who mostly focus on the temples
and shrines of the land. Demons run amok, taking a myriad of forms. They confine themselves
to the ruins of temples, only venturing into settled areas to steal food or burn the occasional
building down. The people have decided to build specialized areas to drop off tribute for the
demons. This creates a schedule for the demons and people alike, and an incentive for the
demons to keep the villages and cities safe from others. The Land of Legends has not one, but
two armies. The people of the area take up arms to defend themselves, and the demons do as
well. Occasionally they do so at the same time because they understand their destinies are
connected.

RULE: The Real Dragon Warrior


Ke-Pa is polite and accommodating, but only so far as to maintain appearances. He
does not play nice, he does not fight fair, he does not make good on his promises. He does not
care what you want, or why, but he will leave the party alone if they keep their heads down.
When interacting with the party, Ke-Pa likes to draw attention to his status as Dragon Warrior.
Appealing to Ke-Pa’s ego is the best way to interact with him. If you must offer something to
him, the party might know of shrines, spells, or artifacts that can seal demons. Offering
countermeasures, their destroyed remains, or the like are a good way to gain favor with him for
what that’s worth.
Necrafa (Origin: Mysticons)

KING: Witch Queen Necrafa


Necrafa is a skeletal lich queen who was recovered from a dimensional prison after a
thousand years of her servants’ work. She has the power of the codex, a tome of incredible
magic power. She turned an entire city into her undead thralls, including those tasked to stop
her. She cannot abide the living. She hates life itself, and seeks to turn all life in the universe
into her undead servants so that only she may have will. She ruins cities one by one, taking her
time to savor the destruction. It took months to conquer her land, but it stayed conquered.
Necrafa loves to gloat. She is the liveliest person she knows, and wants to keep it that way. She
looks for mystical artifacts wherever she goes and destroys after she gets it.

LAND: Gemina
Gemina was once a wonderful nation with the prosperous Drake City as its capital,
inhabited by fairies, centaurs, elves, cyclopes, and a multitude of fantasy creatures. This is all
past tense. The cities are gothic structures built upon the ruins of once proud cities. The tireless
undead form Necrafa’s armies of the land and sky. The plains are lousy with troll skybikers. The
seas are safe for now, but those have their own problems. The various peoples and races of
Gemina swore fealty to Necrafa in exchange for their lives.
Those who didn’t (most of them) left the cities to live in mountains and tundra, away from
Necrafa’s notice. The countryside is a lawless waste save for one city in the roof of a lakeside
forest. This bastion is kept hidden by the astromancers, who do not so much as leave clues to
their location.

RULE: This Too, Shall Pass


Necrafa is pure evil, and this makes rather simple. If she is impeded and the party is
capable of aiding her, she is just accommodating enough. She will allow you to live for as long
as is mutually beneficial and then some. Actually encountering Necrafa in her territory is rare,
since she likes to go on campaigns herself. It’s generally recommended to not attract notice
near cities. If you do encounter Necrafa, she has little patience for you. That is not to say she
will immediately end you, though. If you make yourself forgettable, she does in fact forget you.
With this in mind, she is also schizophrenic. Her exterior is always the same cool yet
gravitas-laden self, but her mind can change with no prior notice. She may one day get bored
and remember a group of 3+ people that struck her fancy and she’ll find/kill them to occupy her
time even if they made a deal with her for their own safe passage. She may change her mind
between the party making good on their end of a deal and it coming time for Necrafa to make
good on hers. There’s just no knowing for sure.
Ooblar (Origin: Jimmy Neutron, Boy Genius)

KING: Ooblar
Ooblar is King Goobot V’s brother, a more relaxed individual to Goobot’s pure
seriousness. Ooblar acts as governor of the Yolkian Earth colony, giving Goobot time to
continue his conquest of the stars. He is mostly competent, his territory not contracting since
Goobot conquered it and put him there. He throws parties every week with dignitaries from all
around invited. Somehow, impossibly, there hasn’t been an attempt on his life because
apparently Ooblar’s parties are fun as heck. Ooblar doesn’t care to conquer the world. He has
what he wants and what his brother needs. He takes in immigrants from Yolkus looking for living
space and sends humans away to be fed to his god Poultra.

LAND: Yolkian Colony


Goobot didn’t bother to name Retroville in Yokus’ image. He will only rename the entire
Earth at once after Ooblar has conquered it. Retroville is the capital of this colony and it little
resembles what it once was. Yolkian architecture and vehicles dominate the landscape, eggs
and chicken images are everywhere, and humans wear brainwashing helmets or are standing in
a miles-long line to get on shuttles to Yolkus. Ooblar only controls the air and space around his
colony, so his armies are constantly arriving via spaceport. Yolkian soldiers are equipped and
trained to subdue, not destroy organic targets. Robots and cyborgs aren’t so lucky, the electric
shock threatening to fry their circuits.
When Ooblar is feeling ambitious, he tries to shore up numbers for shipments to Yolkus
by abducting humans in other territories. Few take it very well, taking it as a slight on their rule
and possibly an invasion attempt. This leads to the abductions being rare, small-scale, and only
done in the dead of night. The light problem has led to more than a few cows being abducted
instead.

Rule: Appease Poultra


Humans are in for a rough time in Retroville. Every human works tirelessly for the
stupidest reasons the Yolkians can think up. Stopping, complaining, or attempting to escape
invites you to be the Yolkian god’s next snack. Children are not given over to Poultra
immediately; they are imprisoned until they reach maturity so that Poultra will enjoy the meal.
Robots and monsters are considered military-level threats. Despite this, it’s doable to act in
Retroville. The rural areas are largely unpoliced and a largely non-human party can pretend
their human is a docile servant who doesn’t need a helmet or leash. Ooblar will seldom interact
with parties himself, only having them brought to him in a place of his choosing. He offers safe
passage in exchange for work or information that he does not already have, such as the
passcode to Neutron’s lab or some way to stop the evil Jimmy Neutron.
Ozai (Origin: Avatar the Last Airbender)

KING: Phoenix King Ozai


Ozai is the most powerful firebender in the world, a supernova in the shape of a man. He
does not toy with his opponents, and personally ended an inviolable cycle to prove he is above
the natural order. He is stoic until such time as he has made his point, and answers to genuine
slights against him personally. He can summon infernos from his fingertips, command fleets of
blimps and ironclad warships, and fight an entire campaign himself if need be. Ozai is a strict,
ruthless, and social darwinist individual. He has a warped yet genuine desire to improve the
world through conquering it, and he knows that the prosperity of his people makes for a better
army and attractive option.

LAND: The Ring of Fire (Asia)


The Ring of Fire is what used to be four nations, each once typified by the four classical
elements but conquered by the Fire Nation. It is an industrial nation, protected by its vast fleets
and elemental benders. The invaders have yet to crack this nation, and it has only grown
stronger since the consolidation of the elemental nations. Those who can conjure fire are
awarded special privileges in his nation, then other elementals, and then mundane humans,
then non-humans. Vast machines mine the mountains for metals and combustibles. The
inhabitants are mostly comfortable, so long as they don’t ask questions or attract attention. The
common folk are like those anywhere else, but those in positions of responsibility act in an
unnatural fashion. They claim there is nothing to worry about, the borders of the Ring of Fire are
safe and sound, and there are definitely no fleets in the sky beyond the sky.
The day-to-day is a military regimen with a strict schedule. The people are educated in
science, art/calligraphy, history, martial arts, and weapons. In addition, benders train to hone
their skills with their power. This makes nearly everyone in the Ring of Fire deadly.

RULE: I’m Still Alive


The Phoenix King fears nothing. He has faced monsters, machines, and possibly the
most powerful individual the four nations had to offer and came out on top. The party does not
frighten him. He will likely not interact with the party because he is busy running his nation. Ozai
is above you, though he sends vassals in his place if necessary. Surviving in the Fire Nation is
rather simple for humans: pretend to be a local. Wear the clothes, know rudimentary knowledge
of their world, pick a pseudonym, and don’t act too shocked when people shoot lightning from
their fingertips. Things will be fine. Should the party interact with him in person, he is brief and
direct. He insists on being referred to as Phoenix King, and only wants things from the party that
any other tyrant would want.
Robbie Rotten (Origin: LazyTown)

King: Mr. Rotten


Robbie Rotten is a Real Villain number one. He caught his opposite Sportacus, proved
his villainy, and made the entirety of LazyTown the paradise he once lived in. Rotten almost
moved into city hall after taking over LazyTown, but considered moving all his stuff out of his
underground lair too troublesome. Laziness defines Rotten. All he wants to do is eat snacks and
watch television all day, and will do anything to preserve that. This used to (paradoxically) make
him the most active person in LazyTown, having to administer the goings-on in the city. He then
nominated his dream team as his enforcers to take care of it for him. Rotten stays in his
underground lair, content so long as the city above is quiet. He is a master of disguise, brilliant,
and his go-to method of villainy is the humiliation and discrediting of heroes.

Land: LazyTown
LazyTown is once again just that: a lazy town. The people work half-heartedly, the
children do not play, and the mayor doesn’t even abdicate his position because he doesn’t want
to fill out the paperwork. The infrastructure is neglected, creating safety hazards like potholes
that people don’t bother avoiding. The city holds together well enough, but there is no growth of
any kind. The arts are abandoned and the people consume reruns of established entertainment
rather than demanding anything new. Sportacus is nowhere to be found, last seen running into
a pyramid. The children have it the worst, though. LazyTown’s youth feel no imperative to do
anything. They aspire to be like their paragon leader Mr. Rotten, someone who doesn’t do
anything productive.
One of the truly nice things about LazyTown is you can order almost anything and have
it delivered within seconds. Any non-magical item, building, vehicle, or article of clothing can be
purchased here via telephone and delivered by an unseen force.

RULE: Everyone’s Lazy in LazyTown


The place isn’t lazy just because Sportacus was humiliated and driven out of town. No,
the people became complacent on their own long before he showed up. Attempting to change
LazyTown to be proactive again requires eternal diligence and quick-thinking. Rotten has traps
throughout LazyTown (even in the pyramid!) to catch anyone moving too quickly or laboriously.
The dream team have become adept at capturing would-be superheroes and are masters of
disguise second only to Rotten himself. Mayor Meanswell will openly support those trying to
affect change, but turn around and inform authorities to arrest those very people.
Prismal (Origin: Welcome to the Wayne)

KING: Prismal

Prismal is the leader of an organization called Calliope and the current owner of the
massive apartment building called the Wayne. He once believed that whoever controlled the
Wayne could take over the world. In his defense, if it weren’t for everyone else trying to do just
that he’d be right. Having absorbed the powers of an extremely powerful Wayne Phenomena
called the Arcsine, Prismal has gained complete control over a form of magical gas called Dark
Beam, which also makes up his current form.

LAND: Wayne Properties

Wayne Properties refers to the eponymous apartment building and the surrounding New
York City. Using the Dark Beam, Prismal has put theWayne and everyone in it under his control.
While humans are generally only affected by the Dark Beam when they are directly inside the
Wayne, Wayne Phenomena and other magical beings can be controlled at pretty much any
range after their initial possesion. While this does mean that Prismal can’t control most of the
people under him directly, the beings he can control do a good job at keeping his subjects under
his thumb and the other Kings from taking over.

The Wayne itself is a labyrinthine, nonsensical building. Trap doors, secret rooms, and
the like add up to a building that by all rights should occupy an entire city. The employees are
under the influence of the Dark Beam. Monsters and Calliope agents prowl the halls and places
in-between. Doors and windows open to nowhere, the tenant list has your name on it despite
never having set foot in the building before in your life, items spontaneously appear among your
belongings, and the possibilities are hypothetically endless.

RULE: Whoever Controls The Wayne Controls The World

At first glance, the Wayne looks like any other large apartment complex. Be aware,
every force in that complex is acting against you should you step out of line. Prismal cares little
for the everyday tenants of the apartments, including any players should they leave things
alone. He has a surveillance system throughout the building and spies on the outside to protect
Prismal’s interests and campaign on his behalf.
Rancid Rabbit (Origin: Catdog)

KING: Rancid Rabbit


Rancid Rabbit is the mayor, police chief, judge, jury, executioner, and anything else you
can think of to fill a position of authority in Allburg. He bought Nearburg and Farburg with his
countless billions to save on paperwork running the place. He changes positions as he sees fit,
inexplicably where he needs to be at a moment’s notice. His countless jobs provide him with
matching experience, making him a master of all trades. Rancid has mastered law, finance,
sociology, and every other expertise to maximize his profits while minimizing unwanted
attention. He’s a Renaissance rabbit.

LAND: Allburg
Allburg is a small state, all belonging to Rancid. He wanted to call it “Wherever You Are-
burg” but that name proved unwieldy. The people all know him on a personal level, learning
everything they know about their job from him. Everyone works for a rock-bottom wage or
salary. Then, when Rancid decides to hold a sale at one of his companies, the people flock to
that store for a deal. People are trampled in these sales, like a classic Black Friday sale. Except
it’s every Friday. The truly desperate or brave work odd-jobs for Rancid such as being courier
for his deliveries to the nations. These deliveries exchange materials and Rancid’s products for
protection and being left alone. Phantom occasionally even commissions recreations of Fenton
Works’ tech. This allows this tiny area of little kinetic power to exist in a world where the
impossible is commonplace.

RULE: The Command Economy


Rancid only cares about money and simplicity. He will probably be the first person the
party runs into in Allburg. He will try to buy the party’s valuables and sell his wares. Those
wishing to change the paradigm Rancid has placed will find that doing so will make everything
come tumbling down. Rancid has taken care to create a command economy, every vital position
needing exactly one person to fill it with himself as the only one able to. The people wish Rancid
gone, but cannot imagine life without him.
Sartana of the Dead (Origin: El Tigre)

KING: Queen Sartana of the Dead


Sartana is feared by everyone, but not for her power. No, her ability to manipulate more
than cements her as a credible threat even to the strongest of warriors. Her mystic guitar of
energy-blasting is just a bonus. She rules not only Miracle Country, but the entire spirit world.
Defeating a hero was only what we saw. After she did that, she went to the land of the dead and
became its god to prove to her parents that she didn’t need them. She is a master of deception,
almost incapable of holding genuine conversation. Her plans are difficult to discern and slow to
build, making them all the more dangerous. Sartana does not conquer, she corrupts. She does
not conquer those who do not wish to be conquered. She severs all connections and offers
herself as reprieve.

LAND: Miracle Country and the Land of the Dead


Miracle Country is a land where the veil between here and elsewhere is thin. People can
see the images of spirits here, and many pilgrim to pay respects to their deceased loved ones.
Crime is rampant, though Miracle Country is still a rather nice place to live. The capital of
Miracle Country is a large city with a volcano at its center, converted into a giant temple of skulls
and decoration to its goddess. Diplomats come freely and go when Sartana is satisfied they
serve her. The nation is defended with armies in powered suits built by Sartana’s scientists and
masked warriors who eschew them. Daily life is not easy, but preferable to the wilderness where
ghosts and skeletons run rampant. Any undead being is Sartana’s servant, providing her a
service in exchange for time in the realm of the living once more.

RULE: Trust No One


Sartana’s ability to scheme is legendary. Everyone in Miracle Country and the Land of
the Dead does her bidding, knowingly or not, willingly or not. Encountering Sartana is rare, and
the party will garner little to no notice while in Miracle Country. She seldom makes direct
confrontation, preferring to trick others into serving her purposes. There isn’t much the party can
do about it until it’s too late to prevent. At that point, you can only stop her plans from reaching
fruition. It’s difficult to run, but satisfying if executed properly.
Sheldon J. Plankton (Origin: Spongebob
Squarepants)

KING: Plankton
Sheldon J. Plankton was known for his obsession with stealing his business competitor’s
secret recipe, going through Plans A-Y. After he enacted Plan Z, he got the formula, Bikini
Bottom, and eventually entire oceans. Those tasked to stop him never returned, supposedly lost
to the dreaded Shell City. Using King Neptune’s trident and his brainwashing bucket technology,
he made the world’s oceans a no-man’s land and crippled intercontinental travel and trade. This
isn’t enough for Plankton. His expert on surface life tells him there’s a third of the Earth he will
never be able to conquer no matter how many buckets he has. He intends on proving her
wrong.

LAND: Planktopolis
Planktopolis is what was once called the Pacific and Indian oceans. Every settlement
therein was taken over swiftly with the bucket helmets (free with every Krabby Patty!) with each
Chum Bucket branch that opened up. Each city is guarded and kept in line by robots fashioned
after Plankton’s old business rival Eugene Krabs, but each citizen of Planktopolis will act to
protect their king as well. The capital of Planktopolis was once called Bikini Bottom. It is a giant
factory, taking in materials, wealth, and information and ejecting soldiers, robots, and weapons.
Every Chum Bucket is inhabited by a computer program to ensure operations run smoothly in
each franchise of Planktopolis. Every citizen of Planktopolis is always on the lookout for those
without a bucket helmet, and drags them to Chum Buckets to correct that aberration. Only the
rural and harder-to-reach areas are safe from Plankton, and this fact is subject to change…

RULE: I WENT TO COLLEGE!


Plankton’s pride stems from his higher education despite his humble upbringing, and
everyone capable of articulate speech praises his higher intellect. People bring technology from
all the world’s waters to Bikini Bottom so Plankton may reverse-engineer it and improve upon
his existing machinery. The nature of Planktopolis ensures there are only two people to really
talk to in cities: Plankton or his computer. He seeks to expand his knowledge and keep as much
of it to himself as possible. Things like libraries and computers do not exist outside of Chum
Bucket buildings. Plankton is currently concocting something he calls “Plan Omega.” Should he
or his computer interact with players, it is rather cordial and expected. Plankton announces his
arrival and gives others plenty of time to prepare. Not that prepared hostility does any good,
since Plankton has Atlantean technology at his disposal.
Shen (Origin: Kung Fu Panda 2)

King: Lord Shen


One would not think a peafowl would be the leader of a nation in a world ruled by robots,
aliens, and monster. Fewer still would think a peacock would be able to rule when he’s bordered
by an ancient demon on one side and a man with the power to control fire on the other. Those
who think that have vastly underestimated Lord Shen.
Land: The Land of Legends
Rule: Welcome to the Year of the Peacock

Hello world!
Skrawl (Origin: ChalkZone)

KING: Skrawl
Skrawl is an artistic expression of a person’s imagination, just like all other inhabitants of
ChalkZone. He hates his appearance, but is unable to change it. He conquered his realm of
imagination shortly after obtaining the magic chalk and partnering with a real-worlder. Skrawl is
vain with a flair for the theatrical, though his vanity might be earned. His magic chalk is the most
powerful weapon in his world, but that’s as far as it goes. He has considered expanding his rule
beyond ChalkZone, but still hasn’t figured out how or if it’s worth doing. Skrawl sulks about on
his throne nowadays, still just as evil as before killing his creator but feeling a surprising amount
of grief at the knowledge he killed his own creator.

LAND: ChalkZone
ChalkZone is a land of pure imagination, nonsense, and wonder. Skrawl quarantined all
opponents to his rule next to a seaside portal to the material world, keeping all the creations he
finds suitable close to him. The land is nonsensical, constantly adding new inhabitants and
geographical features as people erase them from their chalk-friendly mediums. Despite Skrawl
being openly evil, both the Zoners and those of the material world who have magic chalk obey
and sometimes love him. He has delivered unto them a utopia, a safe haven from the horrors of
the material world. He bears little ill will towards other Zoners, only wishing to be accepted by
them. The land is patrolled by the Beanie Boys, flying individuals who serve Skrawl exclusively.
The nature of ChalkZone makes it difficult to meaningfully change established locations in it,
and newcomers to ChalkZone find the realm maddening enough without context.
Material individuals only have 24 hours before they turn into chalk themselves, so they
best hurry. ChalkZone is an alternate dimension to the material world, meaning there is a 1:1
relationship between locations in each dimension. In addition, material individuals may use
magic chalk to travel between dimensions and create items while in ChalkZone. It is advised to
not create anything living except as a last resort. Because if you do, it will turn against you.

RULE: I’m Evil, Get It?


Skrawl is evil, and there isn’t much else to it. The only evil thing he genuinely regrets
doing is killing his creator. Skrawl believes himself better than everyone else, and won’t hesitate
to capture or enslave material individuals for his own purposes. He is always on the lookout for
those with artistic talent. If you have that, he actually goes easy on you. Skrawl is unable to use
the magic chalk –or any chalk for that matter- to create, just like any other Zoner. Should Skrawl
not have the patience for outsiders or need an easy reason to dispose of someone, he claims
they are in service to the material world. It’s a simple thing, but effective. PCs should build
goodwill with Zoners before attempting to even reveal their existence to Skrawl.
Smytus (Origin: My Life as a Teenage Robot)

KING: Smytus
Smytus was a high-ranking member of the Cluster before defeating XJ9, after which
Queen Vexus promoted him to governor of planet Earth. After Vexus conquered Earth, she
handed over control to him so she could return to Cluster Prime. Smytus is arrogant and
impatient, but strangely easy to de-escalate situations with. Pretending you don’t know who he
is actually works better than downplaying his accomplishments. He is livid at Verminous
Snaptrap for displacing The Cluster from Tremorton. After his promotion, Vexus told him a
secret that he keeps close and received a power boost at roughly the same time. He is a
shapeshifting machine now, capable of morphing his body in a myriad of ways.

LAND: Cluster Colony XJ9 (Northeastern United States/Southeastern Canada)


Queen Vexus renamed the Earth in honor of her defeated opponent as a mockery. The
land is a technological marvel; one might call it beautiful were it not for the massive amounts of
enslaved humans there. People perform almost all manual labor there, even if it were more
logical to use simple machinery. It is a landmass covered in metal and patrolled by cluster
drones, even one of which poses a challenge to entire squads of other troops. The colony was
once centered on the city of Tremorton, PA, which is now a combination of factory, fortress, and
metropolis. Smytus’ personal tower holds all prisoners of the Cluster on Earth. The Cluster do
not have the numbers necessary to re-conquer Earth quite yet, so meeting one outside or even
in Cluster territory is rare if you don’t cause a ruckus. The “people” of the colony are robots of
various origins.
For a robot, this is the best the Earth can offer. Robots come from around the world to
live in this country. They come here to escape their cruel masters and join their own kind. This
grants the Cluster secrets and forces only one nation can rival.

RULE: Resistance is Futile


Smytus doesn’t care to interact with outsiders; they seldom show him respect. If
someone presented themselves as a sufficient threat or resource, he might turn up in person
but otherwise he just stays in his fortress. Those people are often interrogated. Smytus asks
them for information regarding human scientists, the location of XJ9’s body, and how to counter
esoteric powers. Very few can resist the Cluster physically, and it’s better to just go along with
what they want. If you provide something of value, they might even let you go peacefully. It’s
easy to walk around in Cluster society. The citizens won’t think much of visitors or even humans
as long as they don’t cause a ruckus.
S.N.A.F.U. (Origin: The X’s)

KING: Glowface
S.N.A.F.U. is a collection of over a dozen villainous individuals led by the evil Glowface.
He is their leader, a man who erupts lightning when disturbed (read: all the time). Glowface
started out with petty plans, a broken bone or a fake coupon deal. Then he decided to truly end
the X’s, and it took no time to succeed. He leads from the shadows and has stock in every
nation in the world, second in stealth influence only to Visser One. He is inadvertently a splendid
inventor, putting only the most unpredictable weaknesses in his inventions. For example: his
devices only fail when exposed to soapy water. His only remaining weaknesses are his
paranoia and his perfectionism. He believes everyone is a threat to him, perfectly capable of
subduing him should the mood strike. He also wishes to make everything perfect. He probably
could have defeated Snaptrap and Ooblar by now if he weren’t so insistent on flawlessness.

LAND: Washington D.C.


Glowface and cronies’ influence is spread throughout the entire world, having agents of
every species, nationality, and station. They work for S.N.A.F.U. to advance their opportunities
and possibly usurp their superiors in their own nation. The organization itself occupies
Washington D.C. after the United States government was abducted and taken to parts
unknown. Its geographical location makes travel easier and the infrastructure is familiar enough
to them to make it comfortable. S.N.A.F.U.’s nation has inhabitants of all species. Escapees,
refugees, the exiled, and agents to and from other nations live there. No one trusts one another,
there aren’t enough civil liberties for racial oppression to truly manifest, and people generally
have no idea how their nation runs. S.N.A.F.U.’s members have appearances, but no one
knows what they look like because they can be anyone. The city itself is seemingly a ghost
town, everyone living underground in complexes and the location of the city provides no real
advantage to flight-capable nations.

RULE: Situation Normal: All Fouled Up


The party should always be on guard in Washington D.C. and probably try to leave. The
members of the agency look like anyone else, act like anyone else, and have codenames to
disguise themselves. Their goal is simple: take over the world. Their method is a mystery, their
behavior to the party will be unpredictable, but they gauge the potential of the party to do their
bidding. Any plans the party has will inevitably be fouled up by the strangest, most random, and
most innocuous things. Even something like a dog taking a screwdriver and putting it in the
garbage may very well be a plot against you. The best way to act in D.C. is to act like you know
exactly what you’re doing at all times. This power play will keep Glowface from engaging until
he detects a moment of weakness.
Tlaloc (Origin: Tak and the Power of Juju)

KING: Tlaloc
Tlaloc is a shaman and warrior without local peer. He casts powerful magic, calling upon
the power of the Jujus. Tlaloc bent the spiritual powers of his world to this world, converting Juju
shrines to his will and easily disposing of those who stood in his way. He seeks to have all the
powers of the Jujus, and sends his woodies out to look for more tablets and artifacts of the Juju.
He is a happily married man, though his wife isn’t particularly thrilled with the arrangement.
Tlaloc has most of his wants satisfied. He wishes his wife would love him and doesn’t
understand why she doesn’t, and he wishes to expand his kingdom to gain the power of yet-
undiscovered Jujus and artifacts throughout the world.

LAND: The Dream World of Pupununu


Pupununu occupies what was once South America, with a capital of the same name.
The city of Pupununu is inhabited mostly by sheep, turned so by Tlaloc for opposing him. The
kingdom at large is mostly rainforest and ruins, with the southern areas being more
mountainous. The forests are the most heavily populated areas, guarded and patrolled by
woodies and nerbils to keep the populace in line. Humans are used for manual labor so the
servants of Tlaloc may patrol them and keep them safe from external influence. The mountains
are policed by the Rokkers and Lava Rokkers. Tlaloc’s forces are capable of self-replication
through magic and easily-found raw materials, making them nearly inexhaustible. Throughout
the nation, there are portals to the Dream and Spirit Worlds that spew horrific nightmares under
Tlaloc’s control as well. The only place that defies Tlaloc’s rule in his kingdom is a temple whose
location defies discovery and may not even exist.
About the Dream World. It is yet another alternate dimension of ill-understood
inhabitants of imps, anglers, puffers, guardians, giants, and Juju. That being said, it is also a
world of beautiful and surreal imagery and physics-defying geography. It is possible to have
entire adventures in the Dream World and attempt to oppose Tlaloc inside the source of his
power. Getting there is as simple as falling asleep when you’re magically-inclined.

RULE: You Can’t Defeat Me


Many have tried to oppose Tlaloc, and were turned into sheep for their trouble. He
seldom interacts with others, and truly does not care about outsiders unless they can
successfully subdue his armies. Should he meet the party, he asks about the world around him
and what has happened to it since the last time he had an audience. If the party has a magical
artifact or Juju tablet, he immediately confiscates it and sends you on your way.
The Trix (Origin: Winx Club)

KING: The Trix (Icy, Darcy, and Stormy)


The Trix are descendants of the Ancestral Witches, the three most evil and powerful
witches ever known. They are idolized and feared by the people around them in equal measure
due to their mastery of magic. They wield the Ring of Solaria, an artifact that gives them power
and the ability to teleport. They swear no fealty to Darkar anymore, but their goals are close
enough for Darkar to leave them alone. When pressed, the Trix can combine their power and
become the MegaTrix, a holdover from Darkar’s betrayal. Icy is the oldest of and leader of the
Trix, the cruelest and most vindictive of the three. Darcy is the calm and calculating one, good at
finding and exploiting weaknesses. Stormy is the youngest and the most actively aggressive.

LAND: Kingdom of Dark Magic


The Trix could only control most of southern Europe with their power, curbed by the
various esoteric powers of the Earth. The capital of this kingdom is Gardenia: a city in Italy, the
hometown of the Winx Club. Therein lies the Trix’s castle. The nation is filled with fantastical
creatures like shadow creatures, fire eaters, treants, basilisks, and to name but a few. The army
of darkness is massive and possibly unending. The people live in constant terror and adoration
of the Trix, serving them with an almost religious fervor. Magic has enchanted the land to the
point that plants have locomotion and creatures are not as they seem.

RULE: Welcome to Magic


The Trix seek to attract powerful villains to team up with them. The Trix can offer great
power and armies, seeking something from their ally. Their final goal is to put the Winx in their
place and gain the Dragon Flame, the source of the Winx’s power. They don’t know where the
Winx are or even if they’re alive, they still seek them out. The party is unlikely to run into them
while in the kingdom. The people there have a slight uneasiness about them, anxious that the
Trix could appear at any time.
Vendetta (Origin: Making Fiends)

KING: Vendetta
Vendetta is a cruel girl with a strange accent and the peculiar ability to cook up fiends.
She is a child who knows she has ultimate power, with the short temper and demanding nature
to match. She insists everything should be just so, and sic’s her fiends on anyone who stands
up to her. In her spare time, she whips up ever more fiends to enforce her will and maintain her
city-state. Vendetta acts with a lethargy and slowness that acts counter to her age, but still
fulfills social obligations of a child such as going to school (for the value of “going to school”).
Vendetta is a villain who only wants to be left alone in her land.

LAND: Pandemonium
Pandemonium is a small area in the Pacific Northwest, with the city of Clamburg as its
major population center. The county is a rust belt with run-down buildings, ill-kept infrastructure,
and decaying wildlife. There is a permanent overcast, contributing to the miserable place. The
state of Pandemonium is more or less the same as before the grand invasions, Vendetta having
gotten what she wants long ago. The area is overrun with fiends running, flying, and swimming
around. Each has a unique power tailor-made for a purpose. Spying, cutting, escorting, you
name it. The only real changes to Clamburg after the world reached rock bottom are that chain
stores went out of business and Vendetta’s only human “friend” died. However, that second one
was Vendetta’s fault (and considering what said “friend” was like, it’s hard to tell if that’s a bad
thing).

RULE: Make Fiends, Not Friends


Vendetta cares not for human affection, or any affection for that matter. She does not
need approval from anyone or even to expand her realm so long as it has Clamburg. The party
will have little problem in or around Pandemonium as long as they don’t mind the fiends. Don’t
attempt to interact with Vendetta, you’ll only get her attention which is not something you want.
Garnering her attention is sufficient to earn her ire, and she will create a fiend specifically to
dispose of you. She doesn’t really want anything except new issues of Evil Magazine and for
people to fear her fiends.
Verminous Snaptrap (Origin: T.U.F.F. Puppy)

KING: The Diabolical Order of Mayhem (D.O.O.M.)


Snaptrap is a rat who took things way too far. He’s the only rat in the world allergic to
cheese. This inability to adhere to stereotype drove him mad and made him a villain. He fled
Petopolis when Smytus took over the world to Petsburg, PA via underground railroad. Snaptrap
is arrogant, cowardly, childish, generally lacking, and insane. He is vindictive, and seeks
revenge against anyone who slights him with wildly varying punishments. For pranking him, he
throws you into the sun. For attempting to kill him, he pickpockets you. His evil schemes vary
from practical joke to truly ambitious, and there is no predicting which one he is going to attempt
that day. He is the leader of the Diabolical Order of Mayhem, a villainous organization.

LAND: New Snapsburg


New Snapsburg is what was once Petsburg. The land is covered by a blank of smog,
with dull buildings and effigies of Snaptrap dotting the landscape. Snaptrap’s palace is the only
notable structure. His rule is enforced by Snapbots and airships to rapidly insert anywhere they
are needed instead of keeping a standing army at every corner. Each city has a Snaptrap-
shaped mecha on standby if needed, and the one at Snapsburg is on at all times to protect him.
The land is dotted with easy-to-miss but simultaneously obvious entrances to the underground
network of D.O.O.M. tunnels and bases.

RULE: Obey or Perish


New Snapsburg has and enforces peculiar laws, from the clearly prejudiced to the
clearly thought of on the spot. There is seldom a trial, and sentences are harsh linearly to how
much Snaptrap dislikes you or your kind. Snaptrap himself makes pronouncements whenever
someone displeases him but he has no law to lock them up at that time. Should Snaptrap turn
his attention to the party, he waits to see what they do first. If they oppose him, he’ll seek to
have the party removed. If they fall in line, he goes on his way. It’s when he demands things that
it becomes complicated. He demands strange and absurd things.
Vlad Masters (Origin: Danny Phantom)

KING: Plasmius
Something something Doctor Doom
LAND: Enmity
Something something Latveria
RULE:
Zim (Origin: Invader Zim)

KING: Zim
An unwitting outcast from the Irken Empire, Zim was as inept at invasion as could be.
Then, he got it together. He reprogrammed his robot, infiltrated governments, and banished the
only threat to his rule to a planet of eternal and hellish servitude. Zim is rash, short-tempered,
impatient, seldom thinks things through, and this somehow coalesces into a force that is
impossible to predict and therefore nearly impossible to adequately react to. He conquered the
North Pole and made the Cluster invasion of Earth into a series of grand invasions that have
turned the world into what it is now. Zim continuously contacts his commanding officers to ask
for support in invading Earth, and his results have convinced them to send Irken materiel and
soldiers to assist him (though not much).

LAND: Highest Ground


Zim conquered the North Pole (and the space above it) and was the second conqueror
in the grand invasions. It is a sheet of ice above a frigid ocean with true land at its edges. The
area is patrolled by robots of various sizes and lethality, with Zim’s cities monitored by robotic
lawn gnomes. Zim’s fortress has within it unique mecha and a massive teleporter to Irk that he
occasionally sends people through. The heat problem has caused some melting of the ice cap,
but Gir ordered a continental freezer unit off the galactic internet to prevent it from going too far.
The southern edges of the land are all staging grounds for invasion to the rest of the world and
the perimeter is a giant wall of ice. There are few Irkens in this land, but few are needed in the
first place. Manual labor is done by robots, humans, monsters, and other aliens while
administration is done by Gir, Zim, and the other Irkens. Day-to-day life is mostly mind-numbing
tedium for the citizens, their jobs essentially quality control for assembly lines and equally mind-
numbing entertainment.
What Colony XJ9 offers to robots, Highest Ground offers to aliens. This is a haven of
alien species, ruled by Irkens. This said, the land is very egalitarian. Only Zim gets preferential
treatment from Zim.

RULE: I AM ZIM!
Zim is possibly the most inattentive king there is. His land is so diverse that seeing a
party wandering around is nothing new. Seeking to change Highest Ground may not even be
worth it. Everyone there is a blithering idiot, it being a miracle they can dress themselves. The
land is covered in surveillance bots, but problematic elements strangely don’t get caught for a
long time. Opposing Zim might be impossible. He cannot be predicted, and therefore not
prepared against.

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