Shrek: The Fairytale Crisis
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Dear Delegates,
Welcome to Duloc! I’m so excited to have you here. My name is Serena Luk, and I’m a second-year at Barnard College studying Economic Social History. I’m originally from the Bay Area in California, and I’ve been involved in Model UN since my sophomore year of high school. Outside of MUN/school, I love exploring the city, trying new food spots, and keeping track of them on Beli (feel free to ask me for nearby food recs!).
It definitely took me some time to find my footing in MUN. I was really shy at first—at my first conference, I remember I gave one short speech and then pretty much stayed silent for the rest of the weekend. With more exposure and practice, though, I started to feel more confident, especially once I discovered crisis committees. I love the creativity, unpredictability, and fast-paced environment that comes with crisis, and I think it’s such a fun way to collaborate, think on your feet, and tell a story together. I know how intimidating MUN can feel in the beginning, so I really want this committee to be a space where everyone feels comfortable contributing, taking risks, and genuinely having fun with it, regardless of whether you’re a first-time delegate or a seasoned veteran.
Running a Shrek-themed crisis committee has been on my bucket list for a while. The Shrek franchise has always been a favorite of mine—not only because it brings back childhood memories, but because it contains such deeper messages that you can see once you look beyond the surface. The world of Shrek touches on themes like power, class, identity, and belonging, all while keeping in line with that classic fairytale absurdity. It’s a universe that’s both ridiculous and surprisingly relevant to real world dynamics, which makes it the perfect backdrop for a creative and unpredictable crisis.
In this committee, you will have the chance to shape the future of Duloc and its surrounding kingdoms. Whether peace, chaos, or something in between wins, I am excited to see how you bring your ideas, personalities, and strategies to this world.
Looking forward to an amazing committee!
Sincerely,
Serena Luk
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Once upon a time…the Kingdom of Duloc, under the rule of Lord Farquaad, takes pride in being the cleanest, most orderly kingdom in all of the land. However, this perfection has come at a high price.
In a sweeping act of authoritarian “urban renewal,” Farquaad has ordered the mass exile of all magical creatures from Duloc. Those deemed to be a threat to Farquaad’s rule and Duloc’s perfect reputation, including witches, talking animals, elves, and other enchanted beings are forcibly relocated to a remote swamp— one that, unfortunately for all parties involved, belongs to an ogre named Shrek.
What started as a bureaucratic act by Lord Farquaad has turned into a political, social, humanitarian, and magical crisis. The fairytale refugees, displaced and angry, are struggling to survive in overcrowded and unsanitary conditions. Meanwhile, Duloc’s government must face rising interest rates, dwindling trade relations, and rumors of rebellion from within the swamp.
With tensions emerging between Duloc’s leadership, the fairytale refugees, and nearby kingdoms, the future of Duloc hangs in the balance. There are also many rumors that have been plaguing the court— tales of a dragon-guarded tower, a mysteriously cursed princess, and a talking donkey, as alliances and rifts are formed.
In this committee, delegates must ultimately decide:
Will Duloc’s tradition of order prevail, or will chaos, and possibly magic, reign supreme?
The State of Duloc
Duloc stands as one of the most technologically advanced and bureaucratically efficient kingdoms in the entire region. Its economy is driven by industrial agriculture, construction, and tourism — the latter centered around Farquaad’s public image as a model ruler. However, the removal of the fairytale population has led to severe labor shortages and declining morale among Duloc’s citizens.
Public approval of Farquaad remains strong among the elites of his court, but underground rumors suggest that dissent is spreading among workers, guards, and lower-ranking officials. Farquaad’s obsession with royal legitimacy, and his recent plan to marry Princess Fiona, who is currently rumored to be held in a dragon-guarded tower, is viewed by many as a desperate attempt to hold onto power.
The Swamp
Once a quiet, solitary home to Shrek, the swamp has become a chaotic refugee settlement overnight. Tensions are high: resources are scarce, leadership is divided, and magical energy radiating from thousands of displaced beings has warped the natural environment. The land now suffers from magical distortions—storms that rain glitter, trees that speak in riddles, and crops that either grow by 100 times in size overnight or vanish by morning.
Uncontrolled spells, enchanted mutations, and rogue magic users have begun to spill over into Duloc’s inner-city borders. The fairytale creatures now face a difficult choice: to negotiate with Duloc for better treatment, organize an uprising, or establish a new society entirely.
The Outside World
Beyond Duloc lies a web of neighboring kingdoms, magical trade routes, and unaligned territories. While some rulers support Farquaad’s anti-magic policies, others see opportunity in Duloc’s instability.
To the west lies the Kingdom of Far Far Away, a prosperous monarchy ruled by Queen Lillian and King Harold, the royal parents of Princess Fiona. Known for its elegant aristocracy, overflowing coffers, powerful magical academies, and long history of alliances, the kingdom values diplomacy and refinement above all else. Far Far Away has maintained a neutral stance on Duloc’s growing crisis, but tension is rising among its advisors. Some argue that Farquaad’s persecution of magical beings threatens regional stability, while others insist that intervention would damage trade and peace.
To the east stands the Enchanted Empire, a vast realm where magic and technology are deeply intertwined. Its capital, Aetherion, floats partially above the earth, powered by ancient levitation runes and the energy of enchanted crystals. The Empire’s strength lies in its magical industries and trade guilds, which once supplied Duloc with enchanted tools, refined crystals, and agricultural equipment. Farquaad’s anti-magic policies abruptly ended this partnership, straining the Empire’s economy and angering its merchant guilds. Within the Emperor’s Council, debate grows over how to respond. Some push for diplomacy and economic pressure, while others support more covert interference to secure control of the swamp’s raw magical energy. Though distant, the Empire’s actions could easily tip the balance of power surrounding Duloc.
To the north stretches the Forbidden Forest, an untamed expanse of wilderness that defies any single ruler. It is a refuge for exiled witches, rogue sorcerers, and fairies cast out from their homelands. The forest is alive with unpredictable magic, and its inhabitants live in shifting alliances and rivalries. While it lacks a unified government, the region operates as a black-market hub for spells, potions, and magical artifacts. Duloc’s crackdown on enchantment has pushed many magical traders and refugees toward the Forest, further destabilizing its delicate order. Its growing population of outcasts and mercenaries poses both a threat and a potential source of aid to those in the swamp, depending on who can earn their loyalty.
Magical travel and trade routes once connected Duloc to all these lands, routes that carried enchanted artifacts, spell components, and rare ingredients. Now, many have fallen under the control of smugglers or rebel fairytale groups.
Meanwhile, in exile, the notorious Fairy Godmother has reportedly begun funding insurgent movements and destabilizing Farquaad’s rule through covert enchantments and economic manipulation.
The situation is volatile—and with alliances shifting daily, no kingdom can afford to remain neutral.
The crisis begins just after Lord Farquaad has ordered the mass relocation of fairytale creatures into Shrek’s swamp, outside the Duloc city limits.
Lord Farquaad’s goals are clear:
● To rid Duloc of all the magical creatures that could potentially wreak havoc on his orderly kingdom
● To secure his place on the throne by gaining a royal title through marriage to a princess
● To maintain Duloc’s rigid bureaucracy and spotless public image while maintaining full control of the kingdom
Meanwhile, the displaced fairytale creatures are making plans of their own. Some seek justice and equal rights, whereas others want revenge on Lord Farquaad or a clear share of territory.
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1. The Magical Refugee Crisis
The fairytale exile has created both a humanitarian and magical disaster. Spells are destabilizing the region day by day, and this raw magical energy could erupt into uncontrolled storms or enchantments. Thus, the people of Duloc must decide whether to contain or exploit this magic.
2. Farquaad’s Legitimacy
Farquaad’s marriage to Princess Fiona remains his most direct path to kingship— but first there is the matter of retrieving her from the tower. Yet if her ogre’s curse is revealed, his political standing could crumble overnight. Some within Duloc’s cabinet may act to either protect or sabotage his plan.
3. Power in the Swamp
As a growing number of disgruntled magical beings are being forced into the swamp. It begs the question: will they form a peaceful autonomous zone, or an insurgent magical state?
4. The Dragon’s Tower
Whoever is able to control the fate of the mysterious Princess Fiona who is guarded in the Dragon’s tower could very well control the fate of Duloc.
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The Regime of Duloc
Farquad’s elite inner circle is composed of bureaucrats, officers, and advisors who together
manage every aspect of Duloc’s government. However, their individual priorities vary. Some seek to maintain the order, others want to seize power for themselves, and a few silently question Farquaad’s authoritarian ways.
Positions:
● Lord Farquaad
○ Role: Authoritarian ruler of Duloc; seeks a princess’s hand to solidify his claim to the throne.
○ Traits: Ambitious, power-hungry, ruthless, image-obsessed.
○ Strengths: Controls Duloc’s government, military, and bureaucracy; can issue decrees that directly affect all citizens and fairytale refugees.
○ Weaknesses: Lacks true personal strength; relies heavily on subordinates and propaganda. His legitimacy is fragile if secrets (like Fiona’s curse) are exposed.
● Captain of the Guard
○ Role: Head of Duloc’s military forces; responsible for defense and enforcement of Farquaad’s policies.
○ Traits: Disciplined, loyal, strategic thinker.
○ Strengths: Can deploy troops, enforce curfews, and coordinate security operations.
○ Weaknesses: Power is morale-dependent; struggles when facing unpredictable magical forces in the swamp.
● Minister of Communications
○ Role: Oversees all media, propaganda, and public messaging for Duloc.
○ Traits: Charismatic, manipulative, media/politically savvy.
○ Strengths: Controls information flow, can shape public perception, and manipulate morale across Duloc.
○ Weaknesses: Limited reach beyond Duloc; propaganda may fail against magical truth-telling or public dissent.
● Head of the Treasury
○ Role: Manages Duloc’s finances and budget allocation.
○ Traits: Analytical, frugal, cautious.
○ Strengths: Can restrict funding for military or infrastructure, manipulate taxation, and incentivize loyalty.
○ Weaknesses: Focused on numbers over morale; unpopular if cuts affect citizens or troops.
● Royal Advisor (The Magic Mirror)
○ Role: Provides the court with intelligence on neighboring kingdoms, magical knowledge, and political advice.
○ Traits: Witty, observant, cunning.
○ Strengths: Can investigate and reveal hidden alliances, magical secrets, or royal scandals.
○ Weaknesses: Cannot act physically; advice may be ignored or misinterpreted.
● Head of Intelligence
○ Role: Monitors dissent and gathers espionage reports on both human and magical factions.
○ Traits: Discreet, analytical, skeptical.
○ Strengths: Can identify traitors, spy on fairytale exiles through underground spy networks, and preempt uprisings.
○ Weaknesses: Limited by resources; may miss subtle or magical manipulations.
● Chief Engineer
○ Role: Oversees Duloc’s infrastructure, machinery, and integration of magical technology.
○ Traits: Precise, inventive, obsessive.
Strengths: Can repair or upgrade Duloc’s defenses, create mechanical traps, and optimize productivity.
○ Weaknesses: Obsessed with efficiency; may overlook human or social consequences as a result.
● Chief Diplomat
○ Role: Manages foreign relations and sensitive negotiations with neighboring kingdoms.
○ Traits: Polished, eloquent, strategic, persuasive.
○ Strengths: Can forge alliances, broker treaties, and negotiate trade agreements.
○ Weaknesses: Limited influence within Duloc; diplomacy can fail if domestic unrest escalates.
● Executioner
○ Role: Farquaad’s personal enforcer of punishment and law.
○ Traits: Loyal, intimidating, physically strong.
○ Strengths: Can intimidate, enforce decrees, or suppress rebellion directly.
○ Weaknesses: Morally conflicted at times; cannot enforce authority without backing from the Guard or the bureaucracy.
The Fairytale Faction
The swamp’s exiles, though homeless, are far from powerless. United by necessity and fueled by various forces of magic, many fairytale beings have regained or evolved new powers. Yet these creatures are divided between moderates, who advocate for negotiation and peacemaking, and radicals, who push for an open rebellion against Lord Farquaad’s rule.
Positions:
● Shrek
○ Role: Reclusive ogre and protector of the swamp.
○ Traits: Strong, gruff, principled.
○ Strengths: Physical power, natural resistance to enchantments, and
intimidation factor.
○ Weaknesses: Reluctant leader; prefers solitude and avoids politics.
● Donkey
○ Role: Diplomat and morale booster among fairytale refugees.
○ Traits: Charismatic, witty, talkative.
○ Strengths: Can help mediate disputes, persuade factions, and build alliances. ○ Weaknesses: Naïve at times; words alone cannot defend the swamp.
● Gingy (The Gingerbread Man)
○ Role: Master of underground communications and mobilization.
○ Traits: Small, fearless, well-spoken, clever.
○ Strengths: Can organize refugee networks and relay intelligence quickly. ○ Weaknesses: Physically vulnerable; easy to overlook in large-scale conflicts.
● Pinocchio
○ Role: Truth-teller and scout for the swamp.
○ Traits: Honest, loyal, observant.
○ Strengths: Magical nose detects lies; skilled at gathering information. ○ Weaknesses: Physically weak and fragile; limited in combat.
● The Big Bad Wolf
○ Role: Military strategist and security coordinator for the swamp. ○ Traits: Cunning, agile, stealthy, disciplined, alert.
○ Strengths: Can plan ambushes, guard key locations, and analyze enemy movements.
○ Weaknesses: Distrusted by some refugees due to fear of past behavior.
● The Three Blind Mice
○ Role: Oversee the swamp’s spy network and messengers.
○ Traits: Observant, stealthy, loyal to whoever protects them.
○ Strengths: Collect intelligence across Duloc and swamp; relay messages quickly.
○ Weaknesses: Vulnerable physically; dependent on allies for protection.
● The Three Little Pigs - Resourceful builders who can fortify defenses out of almost any material
○ Role: Builders and fortification experts of the swamp.
○ Traits: Practical, resourceful, cooperative.
○ Strengths: Can create defensive structures and fortify the swamp. ○ Weaknesses: Limited combat ability; slow to react to sudden attacks.
● Goldilocks
○ Role: Merchant supplying basic sheltering needs to swamp refugees. ○ Traits: Practical, organized, charming.
○ Strengths: Ensures refugees are fed, clothed, and sheltered; negotiates for scarce resources.
Weaknesses: Motivated by profit; can be manipulated or bribed.
● The Wicked Witch
○ Role: Magical advisor and spellcaster.
○ Traits: Wise, powerful, pragmatic.
Strengths: Can create magical defenses, manipulate weather, and advise on magic-related matters.
○ Weaknesses: Distrusted due to past misdeeds; spells can be unpredictable.
● Miss Muffet
○ Role: Head of swamp food operations.
○ Traits: Bold, organized, well-connected, commanding.
○ Strengths: Can mobilize spider networks for labor, reconnaissance, or sabotage.
○ Weaknesses: Overly focused on efficiency; can clash with other refugee leaders.
● Jack Bean (of Jack and the Beanstalk)
○ Role: Scavenger and artifact thief.
○ Traits: Daring, opportunistic, clever.
○ Strengths: Can sneakily acquire rare magical items and resources. ○ Weaknesses: Reckless and in debt; sometimes endangers others for personal gain.
● Rumplestiltskin
○ Role: Information broker and trickster.
○ Traits: Manipulative, charismatic, secretive.
○ Strengths: Can manipulate factions, uncover secrets, and broker deals.
○ Weaknesses: Self-interested; cannot be fully trusted.
The Outside World
Not all players align strictly with Duloc or the swamp. With the overall instability that this conflict has brought to the realm, many outside actors see this as an opportunity to pursue their own goals, whether that be political, magical, or financial.
Positions:
● Prince Charming
○ Role: Ambitious noble from Far Far Away seeking influence and power.
○ Traits: Charismatic, arrogant, strategic.
○ Strengths: Can forge alliances or sow discord; influential in external politics.
○ Weaknesses: Overestimates his own abilities; reputation can make him a target.
● The Muffin Man
○ Role: Weapons and supplies manufacturer.
○ Traits: Practical, shrewd, opportunistic.
○ Strengths: Supplies both sides with materials; can negotiate deals with Duloc or swamp factions.
○ Weaknesses: Divided loyalties; primarily motivated by profit above all.
● The Wandering Bard
○ Role: Traveler and information broker throughout the region.
○ Traits: Observant, charming, persuasive.
○ Strengths: Can influence morale, spread news, and manipulate public perception.
○ Weaknesses: Cannot enforce action; information may be inaccurate or biased.
● Robin Hood
○ Role: Guerrilla strategist and morale leader based in the Forbidden Forest.
○ Traits: Bold, charismatic, ethical.
○ Strengths: Skilled in ambush tactics and resource redistribution; inspires loyalty.
○ Weaknesses: Idealistic; can be reckless and underestimate political consequences..
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1. Should Dulocian officials negotiate with the magical creatures or continue their campaign of suppression?
2. What role should Princess Fiona play in Farquaad’s legitimacy? And should her secret be revealed?
3. Can a new fairytale government rise up from the swamp’s exile? Or will division within the fairytale ranks leave them in chaos?
4. How should the use of magical weapons and enchantments be regulated within Duloc?
5. What sorts of alliances or betrayals could shift the balance of power in Duloc, the swamp, and beyond?
