The Seven Fabled Toys (and the Thirteen Hell-Toys)

The Estate of Toys is vast. Damien rules over far more than just toys. He rules over the balls that bounce in playgrounds, over the dolls that rest in a child’s crib, the teddy bears that watch over their children as they slumber. The Estate is so vast that no single Power can rule it directly, and the Estate of Toys has seven additional guardians, the so-called Seven Fabled Toys, who act as its lesser gods. When the Estate of Toys is harmonious, the Seven Fabled Toys are the servants and lieutenants of the Power of Toys, and the True Power of Toys approaches an Imperator in total power, his sanctum almost a chancel, and his Estate encompassing at least seven other estates! But Damien has lost control of the Estate of Toys, and the Seven Fabled Toys have fled him.

The Seven Fabled Toys are Spirits of the Ogdoad. They are not powers, but they are like them, only lesser. Each rules over a lesser Estate associated with one form of toy, and has power similar to a Noble, but lesser (typically between 10 to 20 character points, rather than 20 to 30).

Toys do not die, but they do break down, fade or become lost. Thus, in time, even Fabled Toys must leave their estate behind and when they do, a new Fabled Toy rises to take its place. This churn means sometimes the nature of the Estate of Toys change. There hasn’t been a Fabled Toy of Tin Soldiers for a long time, for example. Not all Fabled Toys are listed below, and Snickersnack is not listed here (it’s one of Jack Livingston’s anchors), but is the Fabled Toy of Toy Swords.

Estate of Dolls

  • Dolls are playthings – at the mercy of the whims of others (2)
  • Dolls are models of real-world beings (1)
  • Dolls have only the life you lend them (3)
  • Dolls seek to have clothes and accessories (1)

The Dollmaker – Fabled Toy of Dolls

The Dollmaker was crafted by the greatest of dollmakers, a Japanese man in Kyoto during the Edo era, and the effort required to create her cost him his soul and his name. Only she remembers who he was, a treasure she holds in her heart. The Dollmaker lives to protect, heal and create dolls. She has long had a standoffish relationship with the kings of Toyland, for too often they favor the toys of boys over the beloved dolls of girls, giving her a unique place in Toyland as a patron saint for the second-class citizens of toyland. Since the rise of Damien, she was among the first to oppose his tyranny, and her power was too great for him to easily crush, but he has certainly tried, and she has become the prime target of his aggression. This has driven her into hiding, while her dolls end up in his dungeon, tortured and mutilated, calling out for their absent saintess to come and rescue them.

Aspect 1 (Touched Up)
Domain 0 (Pawn)
Persona 1

Gifts:

  • Natural Weapons (1): The Doll-Maker can manifest a dozen needle-tipped threads that float behind her, like a dozen scorpion tails or spear-tendrils, which she can use to attack. As effective as a magical sword.
  • Glorious (2): The Doll-Maker is the manifestation of every girl’s desire to have a doll. She is the most desirable of all dolls, and the weight of her presence is enough to make a little girl’s knees buckle in the desire to worship.
  • Immutable (1): The Doll-Maker does not need to eat, or to sleep, and ages very slowly. She will, someday, fade away and be replaced, but that will not be for a few centuries yet.
  • Doll-Crafter (1): With a few moments and a Normal Miracle, the Doll-Maker can turn someone into a doll, create a new doll from nothing, or repair any damage that has been inflicted upon a doll. For this last, many dolls ruined by Damien’s torture seek out this pure saint of dolls.

Miracle Points: 8

Passions and Skills

Passion: “I want to take care of others” +3
Skill: Doll Trivia +4
Skill: Childish Games +1
Superior Quality: Elegance +3
Cool: 4
Shine: 2

Bonds and Afflictions

Bond: I protect all of doll-kind (4)
Affliction: I haunt the thoughts of little girls (2)
Affliction: Dolls come to life around me (2)

Estate of Teddy Bears

  • Teddy Bears are loveable versions of real bears
  • Teddy Bears have a deep, primal connection with one and only one child
  • Teddy Bears always know where their child is
  • Teddy Bears protect their child from monsters

The Dire Teddy Bear – Fabled Toy of Teddy Bears

Also known as the Primeval Teddy Bear, or the First Teddy Bear, the Dire Teddy is the first Teddy Bear ever created, and belonged to Theodore Roosevelt, who gave the Dire Teddy his name, his purpose, and his power. Since the death of his boy, he has left to go to Toy Mountain, where he lives in seclusion, growing larger and larger, more and more wild. Toys speak of him in hushed tones, for they say he towers over the other toys, nearly as large as the mountain itself, and will devour any toys that displease him, but the resistance moves to add him to their number, for the incomparable might of the first Teddy Bear would strike a mighty blow against the dread reign of Damien Bogsworth.

Even so, his feral heart beats within the heart of each Teddy Bear, and when riled, sometimes, the Primal Teddy Bear manifests within them, and their button eyes grow wide, their threaded lips part to show sharp teeth, great plastic claws erupt from their plush paws, and they grow enormous, able to rend a boogie man to tiny pieces. Rare are the teddy bears who can regularly manifest these possessions, and called (in hushed tones), shamans of the Dire Teddy.

Aspect 1 (Touched Up)
Domain 0 (Pawn)
Persona 0
Gifts:

  • Titanic Might (3): The Dire Teddy has the equivalent of Aspect 6 for the purpose of Strength and ability to deal wide-scale damage.
  • Immutable (1): The Dire Teddy will live for centuries longer than his boy.
  • Durant (1): The Dire Teddy is virtually unkillable
  • Heart of the Dire Teddy (4): Anywhere in the world, whenever it’s right, the Dire Teddy will manifest in one of his Teddy Bears, granting the Teddy Bear Paramount Strength and an unconquerable rage.

Miracle Points: 8

Passions and Skills

Passion: “Leave me alone!” +1
Skill: Monster Slaying +5
Skill: Comforting Children +1
Superior Quality: Cuddliness +1
Cool: 1

Bonds and Afflictions

Bond: I grieve over my lost boy (2)
Bond: No Monster can defeat me (4)
Affliction: I’m absolutely huge (2)

Estate of Franchise Toys

  • The fate of a Franchise Toy is tied to the Fate of its Franchise.
  • A Franchise Toy is fiction given physical form.
  • A Franchise Toy changes as its Franchise changes.
  • A Franchise Toy is connected with other Franchise Toys through their shared world.

The All-Former – Fabled Toy of Franchise Toys

Among the youngest of the Fabled Toys, the All-Former came about in the 80s when cartoons began to act as advertisements for toys and vice-versa. The myth making inherent in that exercise gave birth to a new spirit, a new God of Toys who was the master of a new and broad Estate.
The All-Former is a vast, die-cast construction of every mechanical, robotic or vehicular toy with a franchise tie-in. He subsumes them and can change into them, or split them off from himself. He speaks with the voice of Peter Cullen, and he speaks a theology of unity, compassion and adaptation. His shape changes and adapts to the latest fashions, meaning he is always among the coolestof toys. He seeks to connect with other toys, and to help them keep up with the interests of children in the same way. He alone spoke in favor of Damien’s reign, making dire predictions of what war with Damien would cost all toys, noting that Damien, if treated right, could come around to seeing the true needs of his responsibility. Since Damien kidnapped Tommy Tinkerton, though, the All-Former has left Damien’s court. Where he is, nobody knows. Many a vehicular toy has revved its engine and gone out on a spirit quest to find the All-Former.

Aspect 2 (Pulp Hero)
Domain 0 (Pawn)
Persona 1
Gifts:

  • Shapeshifting (Vechicular or Robotic toys) (2): The All-Former can become any vehicular or robotic toy, even mixing and matching their traits as necessary.
  • Immutable (1): The All-Former will live for centuries.
  • Durant (1): The Die-Cast All-Former is exceptionally durable.
  • Elusive (1): With endless patience and the ability to change its form, the All-Former cannot be caught in the snares of temptation or shape-changing curses.
  • Paramount Strength (1): While not as powerful as the Dire Teddy, the All-Former is hugely strong.
  • Natural Weapons (Laser beams and plasma swords) (1): The All-Former can manifest any number of wondrous weapons capable of destroying his foes!

Miracle Points: 8

Passions and Skills

Passion: “We must fight as one” +3
Skill: Franchise Lore +2
Superior Quality: Warmachine +1
Cool: 5
Shine: 5

Bonds and Afflictions

Bond: I am the coolest toy ever! (3)
Bond: You have heard of me (3)
Affliction: I’m a giant robot! (2)

The 13 Forbidden Hell-Toys

Not every toy is suitable for children. Some toys sting the feet of children, or poison their mind, or even strangle the air out of them and kill them. Some, even worse, threaten to unweave the very fabric of what it means to be a toy. These toys generally suffer the dreaded recall, where they are unmade, so that they never existed in the first place, but often, even then, these toys escape. The Kings of Toyland have long hidden these toys away in the Dungeon of Lost Toys, but sometimes, they escape. Damien has actively usedthe Hell-Toys when necessary, in keeping with the hellish philosophy is his master, Belphegor.

Toyzilla

Toyzilla accumulated slowly in the deep bowels of the Dungeon of Lost Toys. As it wandered those dank passages, it devoured each recalled and dangerous toy, adding new sharp spikes and sharp edges to itself. It walks on the spines of jacks, lawn-dart claws jut from its fingers, pop rocks bubble in its belly and the heating elements of a thousand easy-bake ovens burn in its fiery throat. It grew each time it devoured a new toy until it began to shake the very foundations of Toyland, and the King had to chain it away.

Aspect 1 (Touched Up)

Gifts:

  • Monstrous Strength (3): Treat Toyzilla as Aspect 6 for the purposes of sheer strength or the ability to inflict wide scale damage.
  • Durant (1): Toyzilla is exceptionally durable.
  • Fire Breathing (1): Toyzilla has atomic heating-element breath. Whoosh!
  • Natural Weapons (Sharp Edges and Spines) (1): You could put an eye out!

Miracle Points: 3

Passions and Skills
Passion: “You could put an eye-out” +2
Passion: “I just want children to play with me” -1
Superior Quality: City Smashing +4
Skill: Wrestling +1
Skill: Childish Games +1
Skill: Haunting the thoughts of children +3
Cool: +3

Bonds and Afflictions
Bond: I am the most dangerous toy ever created (2)
Affliction: I harm children (4)
Bond: Without the soul of a child in my heart, I would die (5)
Affliction: Corporations want to recall me! (1)
Affliction: I’m a giant, towering toy-monster (2)

The Puzzle Box

This ancient toy has rested in the vaults of the Dungeon of Lost Toy for as long as anyone in Toy Land can remember. Some toy academics (the Speak-and-Learn academy in particular) have spent years studying the ancient thing, but unlocking some of its secrets have also unlocked terrible curses and dread monstrosities. Exactly what it is, where it came from, what its purpose is are unknown. Even Damien is loath to do anything with it, convinced that unlocking it would utterly destroy his estate.

The Adult Toys

Adult Toys represent an abhorrent abomination to Toyland. Only children can come into Toyland, and all toys are childish, but adult toys represent toys for mature audiences only. They are toys that are the opposite of childish. They are a blow struck against the Estate of Toys itself, and were created by a dread Excrucian. The Powers of Toys keep them locked away where they cannot corrupt Toyland further, but Damien has taken to studying them more closely as a back-up plan. They might allow him to escape the clause that only a child can rule Toyland, by allowing him to bridge the chasm between childishness and adulthood by being childish while being an adult. His experiments have borne some fruit, changing the world around him so that grown men regularly collect toys, and dolls become more and more naughty, but the corruption has begun to seep back into Toyland, and especially the darker corners of Toy City where strange perversions have begun to crop up.

The NPCs of Toyland

Dolls

Ace (“Asu”) Daisho

Passions and Skills

Passion: “I believe in Justice” +2
Passion: “I am better than you” +1
Superior Quality: Elegance +1
Skill: Assassination +4
Cool +5

Bonds and Afflictions

Bond: I am the Coolest Doll (1)
Bond: I must protect my sister, Alice (1)
Bond: I serve the Doll-Maker (1)
Bond: I’m in love with Hazel (2)


Background
As a Japanese ball-joint doll, Ace is among the most expensive and prestigious of dolls, hand crafted from porcelain like the rest of his family, the House Daisho. Their prestige means the Daisho family resides within the Great Toy Castle, and often act as the courtiers, body guards, knights or maids-in-waiting for the King of Toyland. When Damien became the King, he allowed the Daisho to remain in the castle, for while they weren’t his favorite sort of toys, he acknowledged and admired their  collectability. Even so, he shelved them, preferring his franchise toys and his Commando Elite.

With nobody to play with, Ace watches the life slowly drain from his sister, Alice. He would tend to her, setting up tea parties for her, or inviting her to some of the most prestigious dollhouses with other Japanese ball-joint dolls, but nothing worked. So, in an effort to prove how fun it would be to play with him and his sister, Ace put himself in service to Damien as an assassin and spy par-excellence, working with the tyrant to take take down the Resistance. But when he hunted one of the Resistance members to Damien’s great vault of Packaged Toys, and Ace saw what an abomination Damien was turning Toyland into. Shortly after, he met the Doll-Maker, the leader of Toyland’s resistance, and he pledged himself to her, vowing to play both sides of the conflict.

Brat

Passions and Skills

Passion: “All the world is corrupt” +1
Passion: “You can change yourself for the better” +3
Skill: Flirtation +3
Shine: +1

Bonds and Afflictions

Bond: I serve only myself (1)

Background
Brat belonged to a tween girl, who didn’t likebarbies. Brat was terrified that she’d be discarded and end up in the Dungeon of Lost Toys, but no, her girl changed her. She took a pen and paints and remade her face. She sewed new clothes for her barbie and changed her name to Brat, and Brat loved it. Other Barbies wore prissy dresses and attended dreadful tea parties, Brat got to attend the scene. She turned Ken’s head, and flirted with G.I. Joe, and danced her heart out in a tin-foil disco.

Eventually, her girl grew up and Brat slipped away into toyland. If she’d learned anything, it was that the status quo was broken, but she didn’t have to accept it. She violated convention, crossed boundaries, dated teddy bears and took joy rides with Transformers. She was her own doll, and she was on the look out for her and her alone. If she didn’t like her situation, she’d just change it.  As she strutted about Toyland, she saw whole broken and ruined the rest of Toyland was and felt better about being abandoned: It was all a lie anyway, and she was going to make the best of it.

Teddy Bears

Inspector Bearington

Passions and Skills

Passion: “Everyone lies” +3
Passion: “I want to bring justice to the dispossessed” +1
Skill: Conspiracy Theory +1
Skill: Street brawling +3

Bonds and Afflictions

Bond: I refuse to follow the rules (1)
Bond: I’m in love with Brat, even though I know better (1)

Background
Inspector Bearington used to work for the TCDP, until his instistence on solving crimes and exposing corruption in of Toy City forced Commissioner Gadget to take his badge away for being a “loose cannon.” Thus, Inspector Bearington was cast out into the mean, rain-wet streets of Toy City, where he became a private investigator.

His work for the poor and outcast of Toy City led him to the femme fatale, Brat, and into conflict with that other force against corruption, Commando Bear. He’s begun piecing together a vast web of conspiracies: the sock puppet mafia, the Commando Elite, the All-Former’s disappearance, Percival the Bear Knight, and the rantings of the Mad 8-Ball and he now believes that Damien has made some sinister pact with a devil who has secretly ruled Toyland for years, and through this pact now holds the True King of Toy Land captive and is somehow maintaining a grip on Toyland to become President for Life, but he doesn’t know how to reveal this to the toys of Toyland.

Commando Bear

Passions and Skills

Passion: “Evil must die!” +1
Passion: “If violence doesn’t solve your problems, you’re not using enough of it!” +4
Skill: Commando Bear Stare +3

Bonds and Afflictions

Bond: I must finish my crusade (3)
Bond: I always have enough firepower to finish the job (2)

Background
Once one of the Care Bears, Commando Bear and his friends and family were cut down by a battle between the Sock Puppet Mafia and the Commando Elite. His fluffy belly was ruined, with stuffing spilling out as a pool of growing foam around his still body. The local doll-hospital managed to preserve his stuffing, but not his adorable Care Bear symbol, which had to be cut away and replaced with scar-stitching. Driven mad by the loss of who and what he was, he had a skull stitched into his belly, and took up an armory of toy guns, and began to clean up the streets. His crusade took on religious connotations when he cornered the Sock Puppet Don and nearly died under a hail of gun fire, but was possessed with the righteous rage of the Primeval Teddy Bear. He didn’t defeat the Sock Puppet Don (who managed to get away), but now he believes that he is ordained by the Fabled Toys to clean up Toy Land, and he has his sights set on the highest prize, Damien Bogsworth.

Other Toys

The Mad 8 Ball, Prophet of the Sandbox Wastes

Passions and Skills

Passion: “If reply is hazy, you must try again later” +2
Passion: “Embrace randomness” +1
Skill: Prophecy +3
Skill: Sandbox Survival +2
Shine 2

Bonds and Afflictions

Bond: I serve the will of the Seven Fabled Toys (1)
Bond: My cult can rely on me (1)
Affliction: I know the future (4)

Background
Toyland is a vast realm, encompassing Doll Town, the Teddy Bear Reach, or the Asphalt Courts, full of chainlink and home to feral tribes of balls. But amongst the most dreaded are the desolate Sandbox Wastes. Exiled from Damien’s court for an unfavorable answer, the Magic 8 Ball found himself lost in them, his inner liquids draining out as he stared up at an unforgiving sun, and saw visions of wavering sandcastles in the distance. The outlook was not good: He thought he’d gasped out his last and would be a rattling, desiccated ruin when he looked up and the shadow of the All-Former looked down upon him. He spoke words, in his glorious, Peter Cullen voice, the last words any Toylander has ever recorded: “Without a doubt, you bear the truth of Toyland within you. Spread my word.” And it was decidedly so: The Mad 8 ball sprang to his feet, filled with religious fervor. He scribed new words into his hide, into his answers, and became the mad prophet of the Seven Fabled Toys. Toys from all over Toyland flock to the Sandbox Wastes to try to catch a glimpse of him, and to ask him about the future, and a new religious has begun to form around the All-Former and his wild prophet.

Rubik’s Tessaract, the Preacher of the Lost Toys

Passions and Skills

Passion: “The Puzzle Box is the answer” +1
Skill: Sermonizing +3
Skill: Dungeon Navigation +2
Shine 2

Bonds and Afflictions

Bond: I serve the Puzzle Box (3)
Bond: My words hypnotize (1)
Affliction: I can see a puzzle from all sides simultaneously (2)

Background

Originally just a traffic consultant for Toy City, a hot cars traffic snarl was blamed on him and he was thrown into the Dungeon of Lost Toys and promptly forgotten. As some toys do in the Dungeon, he managed to escape his cell and wandered the endless labyrinth of the Dungeon, trying to avoid ravenous Hungry Hippos and haunted dolls, when he found the Puzzle Box, floating serenely in one of the vaults of the Dungeon of Lost Toys. The Puzzle Box seemed to speak to him, glowing and humming as it floated from the ground. Parts of itself unlocked while Rubik’s Cube watched, solving itself before his gaze, and then unleashing a fragment of its horrifying cosmic truth, and Rubik was enlightened. The world shifted, and he saw it from an impossible new perspective. He knew what he had to do. He took his message to the rest of the Lost Toys, his wild, charismatic sermons hypnotizing them into following him deeper into the dungeon, where they meet the Puzzle Box. Some are devoured by what it shows them, but others are changed, and become as fanatical as Rubik’s Tessaract.

Toyland

Properties of Toyland

  • Nobody dies in Toyland
  • Only children and toys may enworkmenin Toyland.
  • Any toy can be found in Toyland.

Challenges of Toyland

Play!

0 or less: Call down the Damien’s dread enforcers, who will demand to know precisely who is engaging in unauthorized play with his toys! Or break the toy you’re playing with. Ooops!

1: Well, that was fun!

3: Make other kids jealous of how much fun you’re having.

5: You’ve learned something while playing with what is clearly an educational toy. Oh no!

7: Your play is actually exactly as fun as you hoped it would be. The things you always wanted to happen when you play? They happen. It might not be good, but they happen!

Trouble and Tools:

  • Nobody plays with my toys but me!” (3): Damien Bogsworth has issued his decree, and so none may play with any of the toys of toyland but himself! Anyone attempting to bypass this Trouble inevitably gains the attention of one of Damien’s informants, who will call down Damien’s enforcers on the interloper. Still, consider applying a trouble of 1, as toys are so terrified of being cast into the Dungeon of Lost Toys that they tend to keep to themselves and avoid strange children.
  • Tool: The Seven Fabled Toys (+4): The Seven Fabled Toys, if the deign to descend from Toy Mountain to play with a child, will so empower that child’s play that even the most surly child will experience impossible delight and have fun. They’re often highly educational (boo!).

Toy City

The largest collections of toys in all the world, the once great megatropolis of merriment has bloated into a crime-ridden monstrosity under Damien’s ruthless reign. Once, toy soldiers guarded its walls, while tops spun upright and balls and jacks got along and Lego laborers worked tirelessly to keep the doll houses and block skyscrapers in top condition. Now, barbie dolls turn tricks on the street corners. Bouncing balls have learned to stay within their homes lest a rogue jack puncture them. Gangs of laughing, rampaging Sock Monkeys have taken to the streets, gleefully ripping the stuffing from rag dolls who don’t fork over their protection coins. Only Damien’s favorite toys, franchise merchandizing and exclusive collectibles, walk the streets unmolested under the watchful eyes of Damien’s enforcers like the Commando Elite. And even they know their days are numbered, for when the next movie catches Damien’s attention, or a sudden surge in production drops a toy’s value, the Tyrant of Toyland’s whimsical interests will change.

Properties of Toy City

  • Corruption (Trouble 2): Toy City rots beneath Damien’s rule. Those who want to achieve anything meaningful in city must grease the palms of a higher official or particpate in the criminal underworld to get something done. Unless a toy (or a child) is willing to accept some of Toy City’s corruption into themselves, they face Trouble worth 2 points whenever they try to do anything in Toy City.
  • You can find anything in Toy City (+1): If someone is looking for a lost toy or a specific brand of toy, or useful information, Toy City is the best place to do it. It will not help you find mystical or legendary toys, however.
  • Let’s play Licenses and Legal Fees!: Toy City lets you bypass Damien’s Decree by seeking bureaucratic permission to play with one of the Toys of Toyland. Alas, you still have to deal with Corruption.

Description Snippets:

  • The faded colors of the once bright blocks that make up the towering skyscrapers, once set against a glorious, sun-blazing skyline, now mostly hidden in the oppressive grey-clouds of Damien’s disapproval.
  • The haunting laughter of a villainous Sock Monkey, followed by the loud pop of a ball or a balloon, and then the tiny, electronic sound of a police siren.
  • The chipped paint of a Barbie’s lips, the fading luster of her once-golden hair, a broken heel clinging to her permanently tip-toed feet, her too-short, glossy skirt showing a vast expanse of posable, plastic thigh, and her electronic croak of “Want to play?”
  • A momentary glimpse of wooden fruit on a table and the frightened google-eyes of a doll through the window of a dollhouse before she yanks the cotton curtains closed.
  • The click-clack of a rubicks cube over an intersection, while slot cars rev their electrical engine, waiting for its red face to turn green.

Find one of the Seven Fabled Toys of Toyland

0 or less: The hinterlands of Toyland pose many dangers. You cannot die in toyland, but that doesn’t mean you want to meet a feral Teddy Bear either. Or perhaps one of the Seven Fabled Toys finds you and is very ill-disposed towards you.

1: What an adventure! At least you had fun.

2: You find something. It might not be one of the Seven Fabled Toys, and it might not even be a clue towards one of them, but you find something.

4: You’ve found a very important clue to one of the Seven Fabled Toys, or perhaps even attracted their attention and gained an audience with one of their mediaries, who wants to know what you seek, or pronounces you unworthy.

5: You do not find one of the Seven Fabled Toys, but you do learn something of what it means to be worthy of their attention. Perhaps you regain some of your childlike innocence, or you learn to value toys, or you learn the importance of sharing.

7: You find one of the seven fabled toys. They may or may not be well-disposed towards you. What now?

9: You find one of the seven fabled toys and enlightenment. You understand why this quest was important for you personally and in making the change necessary in your life, you have gained the favor of one of the Seven Fabled Toys of Toyland. They will fulfill your request.

Bonds, Afflictions, Trouble and Tools:

  • Tool: The Holiday Wish Catalog(+1): The Holiday Wish Catalog, released by Rosens Ltd, is the only known catalog in the world to contain information on the Seven Fabled Toys of Toyland (sometimes, they even include listings that allow you to buy one, but Damien’s influence has prevented that for over a century). Consulting one can make it easier for you to find one of the Seven Fabled Toys.
  • Trouble: You are Unworthy (-3): To approach one of the seven fabled toys of toyland, one must have childlike innocence, a profound appreciation of toys and the secret lives they lead, and you must embrace the Kindergarten Virtues, such as sharing, taking naps at the right time, not bullying others, being nice to your parents, etc. Bypass this trouble if you are willing to incur the wrath of of one of the toys, or to be changed.
  • Bond (Childlike Innocence): If one is willing to be changed by the seven fabled toys of toyland, treat this as a Wound that inflicts a Bond for Childlike Innocence or some other Kindergarten Virtue. For mere mortals, this often changes them into children, or possibly even into toys, who thereafter become one of the mediaries of the Fabled Toy.

Toy Mountain

Toy Mountain is a fabled mountain found in the most distant reaches of Toyland, beyond the Bathtub Sea, past the desolate Sandbox wastes and further even than the Great Backyard Forest. The Toys of Toyland never die, but they know that eventually, their lives in Toyland itself must somehow end. The unworthy and wicked toys who prick their child’s fight or refuse to be shared or work hard to lose themselves in the bottom of the toybox end up, inevitably, in the Dungeon of Lost Toys. But the worthy and faithful toys are sometimes welcomed by the Gods of Toyland, the Seven Fabled Toys to the great and wondrous Toy Mountain. According to some stories, the mountain itself is built out of the endless resting-boxes of millennia of good toys slowly accumulating in this, the most sacred of places in Toyland.

Properties of Toy Mountain

  • Unforgiving Wilderness: Anyone who seeks to get to Toy Mountain must face a gauntlet of physical dangers enough to extinguish the courage of even the hardiest toy. While toys cannot be lost, they can be melted by the deserts, soaked by sea, or devoured by the great hounds that roam the Backyard Forests.
  • Home to the Gods (+3): Any attempts to find the Seven Fabled Toys will be far more successful if undertaken here.
  • Finding God: Those who come to Toy Mountain often walk away changed. It’s possible that characters might acquire one of the following Wounds:
    • Bond: Feral Toy 1: The toy forgets its child and loses its connection to its original purpose, and joins the roving feral tribes of toys in the wastes that surround Toy Mountain.
    • Affliction: I see the true lives of toys 1: You have been touched by the power of the Seven Fabled Toys, and you can see and hear what other mortals cannot: the slow blink of a dolls eyes, the whispered gossip toys share with one another about their children, etc.
  • Trouble: Beyond the Tyrant’s Grasp (-4): The Seven Fabled Toys reject the authority of Damien Bogsworth, and represent the core of the Estate’s conflict with Damien. They have used their considerable power to erect a Miraculous barrier that makes the mountain itself seem to shift and move if the agents of Damien attempt to come closer to it. If you’re a loyal agent of Damien Bogsworth, you must surmount this Trouble or have some magic that lets you ignore it.

Description Snippets

  • The mountain smells musty, like an attic full of old, treasured toys, and sunlight pours through dust motes like gold shooting through floating diamonds, and at the top of a mountain, the silhouette of a mysterious-but-familiar toy gazes upon you, before turning his back on you and losing himself higher up in the mountain.
  • A painted river, churning blue and white with fish-like paint-flecks of silver, flows down the plastic green sides of the mountain, flowing past a forest of toothpick trees and a small-but-exquisitely detailed village full of blobby looking half-people and windmills that turn against a non-existent wind. In the distance, against dark blue cardboard sky, back-lit lightning flashes to recorded thunder.
  • The churning heat of red-painted, baking-soda-and-vinegar lava boils out over the top of a paper-mache peak, spilling its red guts out over the blasted landscape and sending nearby toys scurrying for cover.
  • The peak of Toy Mountain is covered in gift-wrapped packages and small, wooden pine trees. The frozen stillness of Christmas anticipation brings a hallowed frostiness to this sacred spot. If you reach up, you feel like you could almost touch the sky and, with it, achieve the aspirations of every toy: to become forever beloved.
  • Flash! Behold, one of the seven fabled toys. The sun surmounts its head like a halo. It stands perfectly, like a toy in the window on a cold, Christmas morning. Its face contains the beauty of the most coveted toy, with the perfection of a catalog advertisement. Its voice is the breathless excitement of a child describing the toy they want most. Its touch is the loving caress of a child taking their precious toy into their grasp for the first time, full of electric thrill. The Fabled Toy beckons you forward. You are blessed!

Rescue a Lost Childhood Toy

0 or less: Perhaps your toy has joined the resistance and your actions have lead to Damien uncovering it and foil its attempt to restore the True King of Toyland. Oops! Or perhaps you get lost in the search for your toy and become afflicted with Nostalgia. Or perhaps Damien uncovers your efforts and throws you into his Dungeon of Lost Toys.

1: Toyland is kind of neat! Make some new friends

3: You don’t find your lost, childhood toy, but your quest speaks to the hearts of those in toyland. They whisper of you and grow envious of your toy, who has such a loyal master.

4: You found your lost, childhood toy! Hopefully, it’s not in trouble!

6: The toys in toyland are moved by your actions. They rally around you, as a good child who seeks to protect her toys, and look to your for leadership against the despotic reign of Damien. Will you join them in their fight to overthrow Damien?

7: You find your lost, childhood toy. You find all of your lost, childhood toys, or you also find the means to free them or fix them. Things return to how you remember them as a child!

Bonds, Afflictions, Trouble and Tools:

  • Bond: Nostalgia (1): You’re afflicted with an inflated sense of how wonderful your child was and a deep yearning to be as you were back then. Treat this as a wound that can occur if you find a lost, childhood toy, or if someone brings one to you.

The Dungeon of Lost Toys

In the bowels of the Great Toy Castle lies the Dungeon of Lost Toys. Most Toys believe the Kings of Toyland constructed the dungeon to house the worst of the toys, and in a sense, that’s true. The first King did indeed dig deep into the core of Toyland to hide away the 13 Hell Toys, but what he found was a vast network of forbidding plastic, lego, clay and paper-mache tunnels. The presence of the 13 hell toys warped it further, expanding and twisting the tunnels back in upon themselves.

The highest levels of the dungeon, those closest to the Great Toy Castle resemble what one would expect of a prison, and here, Damien keeps his political prisoners. Deeper yet, where the artificial plastic and wood give way to more natural paper-mache and clay, the 13 Hell Toys are kept in vaults, and the tunnels, caverns and grottos begin to spider throughout the core of toyland, ever shifting under the influence of the hell toys. Sometimes, prisoners escape and make their way into the bowels of the dungeon, where they are never heard from again. For the toys of toyland, the Dungeon of Lost Toys ishell.

Properties of The Dungeon of Lost Toys

  • Trouble: Tight Security (-3): Any attempt to rescue a lost childhood toy that’s been cast into the Dungeon of Lost Toys requires you to either overcome this trouble, or deal with the security directly, or accept that your toy might have been irreparably lost or destroyed by Damien’s torture.
  • The Forbidden Toybox: In the most secure depths of the Dungeon, there lay scattered and lost vaults wherein the 13 hell-toys, those toys exiled by the first King of Toyland for being too dangerous. Finding one of these is worth an additional -2 trouble, for a total of -5 trouble!
  • Lost Pathways: The deepest bowels of the Dungeon of Lost Toys connects to the Reincarnation Engine, allowing one to travel from one Chancel to the other.
  • Lost (Wound): Toys cannot die, but they can become Lost.  Any such Lost toy can always be found in the bowels of the Dungeon of Lost Toys.

Description Snippets

  • The slow groan of a multi-colored, camo-toned, puddle of waxy like plastic that was once a G.I. Joe, that slowly gropes its way across the plastic bricks of the dungeon.
  • Amidst the scattered fluff and red thread of Damien’s many victims, a barbie-dolls head has been spiked atop a sharpened pencil, with its hair shorn to stubs. Its painted eyes slowly flutter own, deep green and full of pain. “Help me,” it pleads.
  • The plastic walls and floors feel rough and cool to the touch. Green Fun Express™ glow-in-the-dark goo slowly drips down the wall with a disgustingly squishing sound and a strange, hungry burbling.
  • In the bowels of the dungeon, where the shadows grow thickest and rubber spiders dangle on frightful rubber strings, toys move sluggishly behind plastic bars, except for one, where the open, orange manacles of a My Pet Monster™ rest empty in mute testimony to its escaped denizen. In the cell behind you, a haunted doll’s mouth begins to rattle up and down as she cackles electronically “Want to play? Want to play?”

Fight the forces of Damien Bogsworth!

0 or less: You suffer defeat! You’ve been wounded in some way, or captured and dragged off to the Dungeon of Lost Toys! Or, even if you survive, some of your allies will almost certainly suffer an ill-fate, or you’ll bring the gimlet eye of Damien Bogsworth upon you.

1: You fought the forces of Damien Bogsworth. Perhaps you didn’t win, but you at least have satisfaction of knowing you didn’t go quietly into the night.

3: You fought the forces of Damien Bogsworth and your efforts have rocked toyland. Barbie wants to interview you. Damien puts out crayon wanted posters out for you. Your efforts have made an impact and not gone unnoticed.

4: You achieved some measure of victory! You’ve captured Toy City, or freed some toys from the Dungeon of Lost toys! Damien will certainly remember that!

6: The Toys of Toyland watch your efforts breathlessly. Dare they hope? Many rally to your side, and you soon find yourself swamped with an army.

7: The armies of Damien Bogsworth lay crushed beneath your iron heel. The dismembered body of one of the Commando Elite begs for your mercy. Damien still has plenty of forces, but his power has definitely been greatly diminished by this victory.

9: By clever strategem, you have forced the armies of Damien Bogsworth to surrender, or even to join your side. No toys were destroyed this day! Indeed, those who faced you now reconsider their decision and realize that, through you, a united and whole Toyland might be possible.

Trouble and Tools:

  • Damien Bogsworth’s leadership: If Damien himself leads his forces, this becomes a contest.
  • Trouble: Commando Elite (-2): The Commando Elite are the finest fighting force currently in Toyland. If they join the battle, beware! If Damien wields them in a contest, they give him an Edge of +2.
  • Tool: An Army of Tin Soldiers (+1): The old tin soldiers can still fight with the ferociousness of the Napoleonic armies upon which they were founded, if one can still find enough of them.
  • The Might of a Fabled Toy (+4): Few things can compare, in toyland, to the power of one of the Fabled Seven Toys, except perhaps all seven.

The Great Toy Castle

Accumulating over the millennia that Toyland has existed, it is every toy castle ever built by children. It has spires topped with triangle blocks, walls built from LEGO bricks, and is fronted by the leering plastic of Castle Greyskull. It is the seat of the King of Toyland, and held in the greatest respect by all Toys. It is the literal center of Toyland just as it is the symbolic center of the Estate of Toys. He who holds the Great Toy Castle holds the Power of Toys.

Properties of the Great Toy Castle

  • Edge: The Throne of Toys (+5): The Throne of Toys is the ultimate authority of power in all the lands of toys. Those who sit upon it utterly dominate the politics of Toyland. Anyone who resists them in a contest of political authority must contend with an Edge of +5.
  • Toy Royalty (+2): The Great Toy Castle houses the most noble toys in toyland, only the finest.  Anyone who wants to play with these toys gain +2 from the extra satisfaction and happiness those toys will bring them!
  • Affliction (Packaged): Damien Bogsworth keeps the Great Vault of Packaged Toys in the depths of the Great Toy Castle. Those captured fighting him might find themselves afflicted with this Wound. It preserves their value while assuring they can no longer effectively oppose him. This is too much for some toys to bear, though, who are sometimes utterly changed from Toys (which are meant to be played with) and into Collectibles.

Description Snippets

  • The loud blare of commercial trumpets, the excited chatter of toys, and the popping sound of confetti bombs bursting to cast a rain of color and ribbon streamers down onto the streets near the Great Toy Castle.
  • The swoop of the newest, coolest toy jets as they buzz the castle. The rhythmic, marching plastic click-click-click of Damien’s armies as they patrol the walls.
  • The imagination-firing vastness of the great castle, like an ever-growing pile of grandeur, heaped up by the dreams of every child who has ever put a toy crown on his head and a sheet about his shoulders.
  • The hushed, excited silence within the great castle, lit by strings of light-bright bulbs, with speak-and-reads announcing the room you’ve entered.
  • The grandeur of the court room, with its wood-block thrown, the exquisite burger-king crown jewels of toy land still in their original packaging, awaiting the next king of Toyland, while Magistrate Bopit informs you, in rapid sequence, of what protocols are expected of you in the august presence of King Damien Bogsworth.