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nightmods ([personal profile] nightmods) wrote2023-07-13 07:49 pm

MAJOR NPCS

MAJOR NPCS

While myths have faded over time so there are less of them in the world, there are still a decent number of them. Some are good, some are neutral and self-interested, and others are evil. The PCs will consistently deal with a few of them on a regular basis, or be tasked with rescuing some of them.


THE GUARDIANS & THEIR ALLIES
THE GUARDIANS


The Guardians are some of the most powerful myths in the world due to the large-scale belief children have in them. Alongside physically protecting children from harm, each of them provides gifts that protect some of the most important aspects of childhood. The Man in the Moon gradually recruited them until they were the team they are today.

Originally, North, Tooth, and Sandy were the first three Guardians, before Bunny was added to the team, then Jack Frost. Anansi the Spider has been working in secret as a Guardian for millennia, only to join the group openly recently.

Only one Guardian remains free from imprisonment by Kuk: Jack Frost. The others are trapped in Kuk's crystal prison, where their belief is being leeched off to make Kuk more powerful, and where their absence is meant to bring the world's believers to despair. Their respective assistants, the mini-fairies and the yetis, as well as other myths that have stepped up to offer aid, have temporarily taken over their important duties so the children don't stop believing and don't become vulnerable to the darkness facing the world.

The PCs will be tasked with trying to someday rescue the Guardians if the opportunity to safely do so arises, but right now it's too dangerous and the Oldest Door and prison poised near it is hidden.

Nicholas St. North: also known as Santa Claus, is the Guardian of Wonder, cultivating wonder in children with his many gifts at Christmas. The toys he makes are intricate and fantastic, beyond anything ever found in a store. The wonder North encourages has created many children that have grown up to be curious about the world, encouraging them towards inquisitive futures. Formerly a human Russian Cossack, his many legendary feats transformed him into a myth. Possessing formidable strength, he fights against enemies with two sabers.

Toothiana: Also known as the Tooth Fairy, is the Guardian of Memories. She gathers and preserves baby teeth in magic puzzle boxes, leaving coins under children's pillows. The teeth help create a magical link to the most important memories of childhood. These memories help people during troubled and sad moments, as well as helping them as adults to remember the kindness and open-mindedness they once had as children. Born in India, Tooth's father was human, her mother was one of the mythical, bird-like Sisters of Flight. She became an immortal myth when she first started collecting the teeth of the village children she was friends with. She fights enemies with rapid flight and razor sharp talons, often hitting many enemies at once as she streaks by.



The Sandman: The Guardian of Dreams. While people can have dreams without him, Sandman is primarily responsible for the dreams of children, letting them sleep easy and encouraging their creativity. Made of the same dream sand he sends out to children, he has the ability to fly and use his sand to fight with dangerous whips. Sandman is the oldest Guardian, originally from another dimension called the Golden Age Worlds. An explorer, his ship was knocked to Earth by Pitch Black in the earliest days of evolving humanity. He can speak but has taken a vow of silence so as to never risk waking children from their sweet dreams, and communicates in pictograms with his dream sand.

He is one of the most easy-going and quietly enthusiastic Guardians, as well as one of the most vicious towards his enemies. Pitch Black fears him more than any of the others, as Sandy has a tendency to knock him silly in many of their fights. And Sandy usually has the desire to, since the King of Nightmares is often stepping on his dreamtime turf.

Bunnymund: aka the Easter Bunny, the Guardian of Hope. Bunnymund is the last surviving pooka, a rabbit fairy who lives in the Warren under Australia. His entire species was killed by Old Man Winter. He started off becoming a myth by bringing hope to the world when Old Man Winter tried to kill spring and blanket the world in eternal winter, leaving gifts and helping plants grow to help the children believe winter would end.

Normally the size of a normal bunny, the belief children have in him has made him grow to be six feet tall. He is extremely fast, acrobatic, and agile, and has the ability to magically tunnel quickly to anywhere in the world. He fights with boomerangs and explosive eggs that have various effects.


art by theartingace @ tumblr


Anansi the Spider: The Guardian of Stories. The second oldest Guardian, Anansi was once human, but became a myth after his legendary trickster exploits inspired an oral tradition of stories originating in Ghana. After mellowing out somewhat from his trickster days, he worked for Manny in secret, protecting most of his continent himself, using his trickery to help protect the children in subtle ways. He tells stories to children and encourages their storytelling. Recently, he formally joined the team.

Anansi has the ability to turn into a giant spider with a very durable carapace, form that carapace around his human form, spring spider legs from his back to move quickly or shield things, and to bind things in his powerful webs. He can also use his webs to weave and see stories, including future ones, allowing him to sometimes predict the future, but this can take some interpretation.

Player Handwaves: The Guardians are trapped and PCs can handwave that they're trying to research where Kuk's base is to find and rescue them. They can also handwave that they're allowed to help with their different tasks, like collecting teeth or delivering presents.


JACK FROST


Jack Frost is the Guardian of Fun. Originally human, Jack was born over 300 years in Burgess, back when it was a Quaker colony. He died at age 17 by drowning in an icy pond after saving his sister from the cracking ice and was revived amnesiac by the Man in the Moon. He lived 300 years without believers, unseen by humans and intangible, only seen by other myths. Only recently was he able to recover most of his memories, after Man in the Moon chose him as a Guardian, likely choosing him because of him saving his sister.

Jack has the ability to fly, often asking his buddy the North Wind to carry him across oceans. He has control over frost, ice, and snow, and can create blizzards. He is one of the most powerful Guardians in sheer power, and his ice powers are tremendously useful in freezing and destroying Pitch's night-mares and Kuk's fearlings en masse.

Jack frosts windows in beautiful patterns and revels in creating snow days for kids to have fun playing in, often joining them in their games, just on the edges of their vision. Lighthearted, playful, and a bit of a trickster, he has a tendency to pull on the pigtails of more serious teammates, enjoying attention even if it's slightly negative attention. He has a knack for helping kids through scary moments by distracting them with fun, but he knows how to be serious when he needs to be, when a situation is dire and kids need to be protected, and is fearless and ferocious when doing so.

The last free Guardian left, Jack has been overwhelmed with making sure the Guardians' tasks are still getting completed, and has been reduced to fighting the Guardians' enemies alone. Pitch in particular has been a handful, due to the fact that he wants Jack to join him and help plunge the world into cold and darkness, now seeing that as the only way to potentially defeat Kuk. He'll be deeply relieved by the fact he may be getting some help.

Player Handwaves: Jack can be handwaved as giving some of the PCs their missions and important tasks out in the world, and picking mission team rosters. He has only passing knowledge of pop culture, but can give info about other myths of the world, as well as tell PCs about some of the Guardians' allies, useful contacts, and enemies. While he may not always join them on some of said missions, if he's absent they can trust that it's because he's always out there on another dangerous mission of his own as well, as he takes on the ones that are better suited to someone who has more experience with his world.


MAN IN THE MOON


The Man in the Moon is the mysterious cosmic being that chose all the Guardians. His origins are unknown to even the Guardians.

Known only to himself, Manny was the son of the emperor of the Golden Age worlds, and after making the transition to Earth's dimension, his parents died and his ship wound up trapped orbiting Earth when Pitch attacked it. To keep the moonship from crashing into Earth and destroying the evolving human species, Manny melded his consciousness with his ship to take over the broken AI, becoming bodiless and immortal. He was able to stop the ship from crashing to Earth and has watched humanity develop ever since.

His concept of time has made him sometimes fall out of contact for lengths of time that are painfully long, and the breakdown of reality has made him much weaker, making it so he no longer has the power to do things he once was able to do, like the resurrection he did for Jack. He is, however, able to observe much of the world and and warn the Guardians of threats.

Player Handwaves: Players can handwave that some missions and intel are given by Manny, and that he chooses rosters for some missions based on his observations. He's good at observing things in the greater world and catching when some events happen. When he speaks, it sounds like a silvery whisper from above. While well-meaning, his character and motivations can sometimes be somewhat mysterious.


JAMIE BENNETT


Jamie Bennett is not a myth, he's a 14-year-old human boy who met the Guardians when he was 10. When Pitch Black successfully caused the Guardians' believers to stop believing, even temporarily killing Sandman, Jamie was the Last Light on the Globe of Belief, the very last believer that kept the Guardians from fading from existence. Jack was able to convince him to continue believing in the Guardians, and Jamie was in turn Jack's very first believer, the first human child to ever see him. Jamie and his friends helped protect the Guardians from Pitch when they were at their weakest, converting all his nightmare sand back into the dream sand Pitch stole from the Sandman.

Since then, he's grown closer to the Guardians, as one of few humans regularly allowed to see them and have prolonged contact. He's become a surrogate little brother of sorts to Jack.

Jamie has been involved with the Guardians during other events, sometimes helping them by influencing classmates and the internet into believing certain things to help empower them. Now he also sometimes acts as a source of pop culture knowledge for the Guardians (who have limited contact with modern human media), due to the fact media is now influencing and bleeding into the Guardians' world. Enthusiastic, wildly energetic, feisty in the face of danger, and a bit of a nerd, Jamie has taken to his helper role of pop culture expert like a fish to water. He's also quite knowledgeable about urban legends and cryptids, so he's a good source of information for the ones that are only just recently becoming real, that are unknown to Jack.

Player Handwaves: Players can handwave that Jamie provides them with some of the knowledge they need to fight during missions, if the enemy is known and from fiction, and unknown to the Guardians. He's frequently seen visiting the Pole through the magical snow globe portals.


KATHERINE/MOTHER GOOSE


Katherine, aka Mother Goose, is a myth who is a longtime friend of Nicholas St. North, someone who adventured with him in his early days of becoming a living legend. She is an ally of the Guardians and collector of stories, much like Anansi the Spider. Unlike Anansi, who enjoys collecting and spinning fictional tales, Katherine likes to preserve the true stories of many myths.

Studious, somewhat serious, and very brass tacks in the face of the current threat to the world, she sometimes offers intel to the Guardians, gathered from a wide web of myth contacts that she knows from all her collecting of stories. Katherine will be especially good at drawing the Guardians' attention to Project Prometheus and noticing when some myths have gone missing, sometimes even pointing out the right bases so the Guardians can rescue them.

She flies everywhere on the back of a massive goose named Kailash, and is skilled with a saber. She also mysteriously seems capable of creating her own version of North's snowglobes.

Player Handwaves: Katherine can be handwaved as pointing the PCs towards some threats, offering tips towards contacts they can go get info from, and sometimes can give them information on Project Prometheus or direct them at bases where myths have been captured.

Katherine is also gathering information from powerful myths about the nature of how Kuk's influence is warping the world, and will have tipped off the team about the shards of reality falling into other universes that must be recovered. She also can be handwaved as sometimes providing info about Kuk and Its forces.


VASILISA THE BEAUTIFUL


The Vasilisa from the Slavic myths, she is a blunt and no-nonsense witch with a complicated relationship with her "babushka," her adoptive grandmother Baba Yaga. She is one of the most talented witches of mythkind, having learned from Baba Yaga and many others and fortunately is on the side of good, retaining a deep sense of compassion even despite her grandmother's dubious morality.

She is also the former Mrs. Claus, divorced from North, and the current deed-holder to North's workshop (due to him not taking her off half of it). Vasilisa is heavily responsible for a lot of the Pole's bulked up magical defenses, enhanced since Kuk started his omnicidal quest to destroy the multiverse.

One of few myths able to use magic to make herself easily visible to humans, and to forge documents, she has lived out many identities in the human world over the years, gaining extensive education and working in many professions. This expertise is allowing her to offer mundane and non-magical assistance to the group as well.

Player Handwaves: Vasilisa can offer aid with magical ailments or problems, like curses, analyzing magical artifacts, providing protective charms, etc.

She has also set up an office where she's available several days a week. Here, she offers psychiatric care and counseling to the group, due to having been a psychiatrist and psychologist during her last two identities. One of few myths with a mix of magic and mundane education, she's able to prescribe and magically steal normal psych medication or synthesize magical medication to act as psych meds for patients if their physiology is heavily nonhuman.

She can also offer aid as a surgeon, though her skills are somewhat out of date due to her having lived that identity decades ago.


THE YETIS


The yetis are the industrious, furry workers at Santa's workshop at the Pole. The real ones making the toys, they are artistically and mechanically brilliant, able to tirelessly work off North's schematics and models with ease. The yetis are deeply invested in their work, as passionate about it as North, and have managed to keep the Pole's operations running in his absence, led by Phil, North's right hand yeti.

The yetis will make sure the PCs are fed, clothed, and supplied, providing them anything they could need, including their magitech comm devices. They somehow seem able to source components, tools, substances, and supplies from everywhere, so those who like to tinker with technology or chemistry can ask them for supplies to do so.

The yeti language has a lot of ARGLEBLARHWOOGHA sorts of noises, but the group will find they can understand it just like they can understand all human languages. The yetis understand all languages themselves so people can speak to them in any language they're comfortable with.

Player Handwaves: Players can assume the yetis provide everything they need, whether it's food, clothes, or components for tinkering with technology. They're often good at anticipating what someone needs before they ask for it.


THE ELVES


The Elves are mischievous and child-like residents of the Pole. Not very bright, they are sweet and good-natured, even though they sometimes get into things they shouldn't. They test out the toys and their contribution is treated as important by the yetis and Santa so they can find happiness in this calling, as they're not really good at much else and they like to be helpful.

They can be a little gross at times, sometimes doing things like nibbling on or licking cookies from a plate and then putting it back. They also sometimes chew on toys or belongings when they shouldn't. They love to play and can easily be roused into impromptu games at any given time and enjoy assisting with pranks.

Player Handwaves: Players can handwave the Elves just generally playing and getting into trouble, or helping them with pranks. They also may chew through some of their stuff or lick their food and put it back on the plate.


PITCH AND HIS MINIONS
PITCH BLACK


Pitch Black, aka the Bogeyman, aka the Nightmare King, is the long-time enemy of the Guardians. Enraged by how their light and joy and wonder caused him to no longer be believed in over time, he's tried to destroy them whenever he can. Pitch is ruthless, even willing to kill Jamie when he was the Last Light, if it meant making the Guardians fade. Pitch caused the current crisis by trying to open the Oldest Door in the universe to gain control of the fearling army on the other side. However, Kuk was in control of the fearlings and opening the door allowed the fearlings to leak in, and Kuk to start pushing his way into reality.

Cruel, ruthless, arrogant, and desperate to be believed in again (and feared), he wants to rule the world with his fear. He takes a cruel delight in causing terror and nightmares in children, and doesn't care about the resulting trauma and depression that comes of haunting their dreams.

Unknown to even Pitch, ages ago, he once was a general of the Golden Age worlds named Kozmotis Pitchiner. Tricked into opening a version of the Oldest Door in his native universe, he didn't let in Kuk, but he did let out the fearlings, getting corrupted by them. While he doesn't remember the cause of his corruption or the life he had before it, the taint on his soul is what caused him to subconsciously seek to free the fearlings again in the present day on Earth.

He has had an obsession with Jack joining him, and doesn't realize it's out of unconscious desire to replace his dead, adopted son Nightlight, who Jack looks and acts similar to, even though Pitch cannot remember Nightlight or his daughter. Pitch still carries his daughter's locket, though he doesn't know where it's from or who it belonged to. It is unknown what would happen if he finally opens it and whether it'd let him remember his old life.

Pitch uses the Sandman's dream sand, corrupted to darkness, as a weapon, creating deadly arrows and spears with it, or forming it into a deadly scythe. His shadowy lair has its own version of the globe of belief so he can see how many people currently believe in the Guardians.


NIGHT-MARES


Pitch's main minions are his night-mares, aggressive and violent horses made from corrupted dreams. They are capable of trampling and biting their enemies, however they can be destroyed with enough force. They smell fear and are most attracted to enemies that fear them.


KUK AND ITS FORCES

Kuk's realm isn't just a place, it is the main body of Kuk Itself as well. In a great dark doorway of Its lair is the Oldest Door in the universe. It has now been opened a crack, allowing Kuk to release the fearlings It controls and start to push into the material universe. It wants to use the Guardians' universe as a springboard to destroy every world in the multiverse, wanting to be the only being left alive in it.

In Its lair in a twisted reality bubble in front of the door, is Kuk's crystal prison, where many captured myths are kept in stasis so they can be fed off of to make Kuk more powerful, and so their absence in the world causes suffering. All the Guardians except Jack Frost are trapped there.


KUK


Kuk is deeply cruel and sadistic, seeing all other living things as simple "blinks" that snuff out in the blink of an eye due to their short lives. Wanting to destroy them all and turn all of existence into the darkness it was before life began, It has started an invasion of the Guardians' universe. Kuk is incredibly narcissistic and sadistic. Due to the belief of children, both good and bad characters have been brought to the Guardians' universe. Kuk offers deals to the bad myths that have been brought there, lying about leaving their worlds intact if they wish and offering power and other rewards. Sometimes It convinces good or neutral myths to work for It through deception, as well.

It is incredibly intelligent, will understand that the PCs are from pop culture, and employ minions who understand how to use that meta knowledge to their advantage. It knows that killing Its enemies sometimes isn't enough and will sometimes do things to try to ruin the belief children have in them, or warp their image to something fearful.

While Its base form is a looming giant nightmare-creature, It is able to make Itself into a smaller and more shadowy humanoid shape. Since It can't detach from Its universe-sized body, It can only have this finger puppet meet with others just through the Oldest Door.

Reality is starting to break down where Kuk is pressed against it, and is starting to splinter.


FEARLINGS


Fearlings are flying creatures from beyond the Oldest Door, created by Kuk, that often employ dangerous swarm tactics. They are thoughtless and usually have to be directed by Kuk or a more intelligent member of Kuk's forces, but can follow through on some basic instructions without guidance. They have terrible claws that are capable of shredding someone to death, even injuring largely invulnerable people.

They usually just kill mundane adults with their claws, because non-myth adults can't see them. The fearlings are especially fearsome because they can convert a child or teen into another fearling if they can hold on to them long enough to fully corrupt them. They can't do this if a teen is starting to have an adult mentality, however. While it is theoretically possible that children can be converted back from being made a fearling, it is unknown how to do it.

They will try to convert child and teen PCs where possible but may just try to kill them if it's more expedient. They will try to kill all adult PCs. In time, they may become strong enough to corrupt adult PCs, too, but this would be closer to possession/corruption like Pitch, making them evil, rather than a full conversion to fearlings. Right now they still lack enough strength to do it to adults. Their individual strength increases as Kuk's power and their overall numbers increase.

Fearlings cannot be killed, just temporarily destroyed or contained. Destroying them turns them into a dark substance that eventually trickles back to Kuk's stronghold, through the door to Kuk's dimension, where the fearling can re-form.

They are physically stronger in the dark and cold, but vulnerable to light, unable to attack during the day unless something has deeply overcast the sun unnaturally or they've sacrificed some of their forces to blot out the sun. Bright lights and fire can repel or even destroy them. Strong cutting or bashing force can also destroy them. Freezing and shattering them is also effective in destroying them.


NIGHTRENDERS


Nightrenders are evil beings created from traumatic deaths from warfare, famine, or plague, in worlds that have extreme damage to their dimensional fabric. In these worlds, Kuk spreads some of Its influence, reanimating the dead into these beings.

After being formed, Nightrenders terrorize the worlds they were formed on or spill out into the space between worlds, where Kuk directs them at other worlds with weakened dimensional walls to break into. This allows Kuk to extinguish at least some of the life It hates in the worlds It can't reach. Currently, the Nightrenders pouring into the Guardians' world are also helping him break down its dimensional walls faster so Kuk can get in.

FORMATION

When they rise from the grave, they no longer have the memories of the person they once were and are filled with a ravenous hunger for sentient souls. They mostly communicate with other Nightrenders in growls and other inhuman noises but are are capable of some speech to other species, though it doesn't come easily to them. Their personalities may somewhat reflect the personalities they had in life, but always twisted to great malice and sadistic hatred for all living things.

FEEDING

Nightrenders feed on the specific aspects of people relating to their identity, as if to make up for the identity Nightrenders lack: their brains and/or their souls. They are able to clamp their glowing mouths onto a being's head and suck out their brain, or suck on the air near the mouths of other beings to suck out their soul.

When they eat a brain, the original victim dies, and the victim's personality is copied inside them. The copy is trapped in endless anguish inside the Nightrender, mentally tortured for as long as the Nightender is alive. The Nightrender can draw on their victim's knowledge and experiences if they're useful, repeatedly ripping them from their minds. This can help compensate for the fact that Nightrenders can't remember their own life experiences.

When they eat a soul, the soul is temporarily alive inside them and can potentially be rescued, but once it finishes the agonizing process of digestion (which can range from instantly to several days, depending on how far back their last feeding was) the soul is snuffed out permanently and ceases to exist and is wiped from reality. The victim's body is left as a soul-less, catatonic shell, that usually dies within several days.

OTHER ABILITIES

Alongside their feeding habits, they have several other dangerous abilities. When they draw near, they can sense and feed on the positive emotions of other beings, forcing their victims to relive their worst memories over and over again. The very presence of a Nightrender can make the victim's surrounding atmosphere grow cold and dark and dreary, and they're filled with despair. Those affected by this evil aura, forced to view their darkest memories, can sometimes work through the visions and move, but others can't. The more trauma one has, the worse this attack is. Anyone else who comes near the afflicted individuals may get glimpses of their bad memories.

Nightrenders can animate corpses (usually 4-5 at a time) and use them to attack, but the corpses are simple automatons that don't retain any knowledge and can only act as simple attack dogs. Nightrenders will do this if they need the numbers but prefer thralls as thralls retain all their skills, tactics, and knowledge, making them far more useful.

THRALLS

Nightrenders have a mind control ability, though each one can only keep 4-5 beings enslaved at any given time. The process of enslaving a thrall takes longer than feeding (which usually only takes a Nightrender a minute or two). They usually have to cast an ability that takes around five minutes to complete.

Once enslaved, the individual still sounds like themselves but loves the Nightrender more than anyone or anything in existence. They're willing to throw themselves into fatal situations to please them or kill people the victim once loved. Some people can resist but only if they have certain abilities, powers, or training in resisting mind control, in which case the spell snaps and dissipates. For those that are successfully mind controlled, they can only be saved if the Nightrender controlling them is destroyed.

Thralls are usually viewed as extremely expendable and Nightrenders are known to snack on them if other food isn't available. However, Nightrenders sometimes have a favored thrall, especially one that reminds them of someone they once cared for in life, like a lover, sibling, spouse, or offspring. These favored thralls are still not viewed as people, merely toys they have slightly more fondness for. Their appreciation of them is selfish and possessive - and often fleeting - but while they hold favor they will sometimes treat them like beloved pets or give them little gifts and trinkets.

These gifts aren't always what normal people would consider a gift; Nightrender gifts can be horrific, like giving child thralls body parts to play with like toys.

WEAKNESSES

Nightrenders are very durable and nearly impossible to destroy at night time. Magic or powers that invoke holiness, good luck, and happiness can harm them and drive them away. Strong light sources, whether caused by powers or technology, can also cause them to flee.

Individuals can also fend off the depression and despair Nightrenders cause by focusing on thoughts that grant strength and drive, like obsessions or feelings of vengeance, but don't invoke the happiness Nightrenders feed on. The after effects of Nightrender exposure can leave an individual feeling weak, cold, and shaky, but some food, warmth, and drink can help someone recover.

Nightrenders are more vulnerable in daytime. They often hide away in caves, dark under-realms, and other dark places because of this. If a Nightrender is caught in the sun, it calcifies and freezes in place, going into a deep hibernation. Its body will weaken from being nearly indestructible to being as hard as steel. This means some forms of magic or force can damage, destroy, or melt it. If caught in the open during the day, some Nightrenders have their thralls camp out nearby to defend them while vulnerable. The mind control magic controlling thralls is slightly weaker during the daytime.


THE NAZGUL


Canon: The Lord of the Rings

The Nazgul, also known as the Ring-wraiths, are powerful wraiths that were once nine mortal men Sauron, one of the Dark Lords of Middle-Earth, gifted with magic rings. Corrupted by the rings, they wasted away until they became undying spectral wraiths, enslaved to the will of Sauron. They serve his will without question and are currently tasked with doggedly pursuing the One Ring, a way to allow Sauron to restore his power. The Nazgul are relentless in this task, and are excellent trackers capable of hunting their prey into a state of exhaustion.

Displaced to the Guardians' universe, Kuk has promised to help them return home to their Dark Lord and their mission if they aid It in conquering the world. Kuk has with-held the truth from them - that if It wins, all the multiverse will die, including Middle-Earth.

MORGUL-BLADES

The Nazgul have dangerous blades that can potentially leave slivers of cursed metal in those stabbed by them, that convert them into minor wraiths under their command. These fragments must be removed before they pierce the victim's heart. They're also capable of harming people with their Black Breath, which curses them to fall into a deep and terrible sleep until they fade and eventually die.

In Middle-Earth, this can be cured with a plant called athelas, but if they need to cure the Black Breath, the Guardians will have to get creative with their curse-breaking since none grows in the Guardians' world.

THE WITCH-KING

The most powerful of the Nazgul is the Witch-King of Angmar the leader of the Nine. According to prophecy, "not by the hand of man shall he fall." In Middle-Earth, he eventually fell at the hands of a woman, Eowyn, Shieldmaiden of Rohan, but he has been pulled from before that time.

This prophesy still holds but is now flexible. There is no specific individual destined to kill the Witch-King, it just must be someone or someones that fit the prophecy.

WEAKNESSES

The Nazgul have very few weaknesses. However, they can be waylaid and hindered by destroying their mounts, which are usually horses or winged fell beasts. They're also weak to fire. It doesn't kill them but causes them to flee because it damages the robes that shroud them.

Nazgul will travel by day but are far more daring at night.


MR. BENEDICT


Canon: Last Action Hero

Mr. Benedict is a villain with a sinister glass eye from a world where action movie rules are in play. A teenage boy in a variation of the real world who was given a magic ticket was able to travel to this action movie world and befriend his favorite action hero. Benedict was able to find his way to the real world and was enthralled by the fact that villains could actually win there because the laws of reality were different. He watched and traveled inside many movies himself to learn about other evils and other movie villains, and has a strong understanding of the meta of the Guardians' universe. As Kuk's right hand, he'll often base plots against the PCs on knowledge of their canons, doing research to learn about them.

He faces down enemies with a dramatic action villain flair. He's prone to monologuing, since this is second nature, but also is sometimes intelligent enough to just attack or cause damage without hesitation, sometimes learning to avoid the tropes that make him a less effective villain. He's cold-blooded, manipulative, greedy, ambitious, and cruel, and has extensive fighting skills as an assassin. He's frequently armed with a gun that never runs out of bullets.

He's been promised that his world and the Earth attached to it will be spared by Kuk, that Kuk will allow him to finally defeat his longtime nemesis, action hero Jack Slater, and that he'll be allowed to recruit villains from multiple worlds to prop up his villain empire before their worlds are destroyed.


THE TRUNCHBULL


Canon: Matilda

The Trunchbull is the evil headmistress of Crunchem Hall Elementary School. She's been promised her world will be spared if she works for Kuk, but has mostly agreed to working for Kuk because she loves tormenting and bullying children. Very loud, exacting, and cruel, she is Benedict's muscle, massively physically strong and difficult to injure. Even the most invulnerable myths will feel like they've had their bell rung if she gets a direct hit to the head in. She's very good at hammer throwing her enemies a great distance.


BLOODY MARY


Canon: Urban Legend

Bloody Mary already existed before the belief of the world was warped, but was largely kept trapped and in check by the Guardians. Now she's been freed by Kuk. She has terrible claws she uses to maim enemies and she often goes for the eyes.

Lacking eyes herself, with only bloody sockets, she has some sort of extrasensory perception that allows her to hear where people are located and track them by sound even better than if she had eyes, but this is limited if they can be completely silent. She also has the ability to travel through reflective surfaces, to escape enemies and get into places otherwise locked away from her. In this mirror dimension, her senses are much more omniscient.


KAA


Canon: The Jungle Book

A sentient snake who seems to simply want to kill and possibly devour the Guardians, but... his motivation may be more complex than that, with loyalties to those back home.

A common promise that Kuk makes is that people's homeworlds - and the friends in them - may be spared after all.

Kaa, a constrictor, received the myth power of having a horrible venom that can gradually kill a myth even despite their faster healing. It can only be cured by fresh agloaphotis.

Kaa can also split his massive shape into many smaller snakes, all part of a hivemind of his consciousness, allowing him to spread out and sneak up on multiple people. The snakes can rejoin again into Kaa's larger shape. If the snakes are killed, as long as one snake survives, it will gradually grow back to Kaa's normal size.