RichMan wrote:The Magic Kingdom is magic.
So is everything else in Erfworld. Love is just natural Thinkamancy afterall.
The Magic Kingdom is outside the game.
Dubious. It has been depicted as a set of islands. Presumably in somewhat isolated location.
The Magic Kingdom is home to many unaligned magic users.
Sounds like good recruiting of those units most likely to grow disaffected with their side or be spared/captured by conquerors.
The many magic users in the magic kingdom are able to exist side by side without fighting
1) they do not fight amongst themselves
2) they do not fight unaligned(barbarian) against visiting aligned units
3) they do not fight aligned unit to aligned unit
They seemed ready to lay down the law immediately when Parson showed up. I think they have no qualms against fighting (pacifists are quite rare in Erfworld!), though they are smart enough to obey the house rules of the kingdom that they abide in. I imagine no caster wants to get banned from the Magic Kingdom.
The magic users in the magic kingdom do not need to pay upkeep to keep existing. They are outside the game.
They have sold services for schmuckers. Presumably those schmuckers are used to pay upkeep. If upkeep was not required that's something that likely would have been mentioned in a big neon sign.
The Magic Kingdom is not a side. And cannot be a side due to the many special rules that apply to it.
They are a peculiar side, just as peculiar as Charlescomm's side due to their usage of artifacts (portals), non-standard strategy and choice of units to pop (or not pop at all). Really they are very similar to Charlescomm but rather than being utterly secluded and secretive, they make their game from being totally open and inviting. They are antithetical to Charlescomm. Each with some unique power and outlooks, very powerful, and completely opposed to one another.
Native Jovian is right. Citations needed, for all your dubious claims.