Magic Kingdom

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[[Parson]] did not disband when he entered the Magic Kingdom{{erf|1|140}}, implying that he is either a Caster or immune to the portal's disbanding effect.  His stats contained an entry describing him as 'special', which might include either being a Caster or being immune to disbanding. [[Janis]] claimed that he was some kind of [[Hippiemancer]], and Parson later mused that he might be a [[Signamancer]]. His physical ability to enter aside, he is socially prohibited from entering because he is a warlord.
[[Parson]] did not disband when he entered the Magic Kingdom{{erf|1|140}}, implying that he is either a Caster or immune to the portal's disbanding effect.  His stats contained an entry describing him as 'special', which might include either being a Caster or being immune to disbanding. [[Janis]] claimed that he was some kind of [[Hippiemancer]], and Parson later mused that he might be a [[Signamancer]]. His physical ability to enter aside, he is socially prohibited from entering because he is a warlord.
At the end of Book 2, Parson entered the Magic Kingdom again in an attempt to move between [[Gobwin Knob]] and [[Jetstone]] off-turn, violating the social laws of the Magic Kingdom. A group of Carnymancers tried to rouse an army of casters to kill him, but were stopped by the [[Great Minds]].
At the end of Book 2, Parson entered the Magic Kingdom again in an attempt to move between [[Gobwin Knob]] and [[Jetstone]] off-turn, violating the social laws of the Magic Kingdom. A group of Carnymancers tried to rouse an army of casters to kill him, but were stopped by the [[Great Minds]].
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==Alternate Fanon History==
 
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''(Note: the following was created whole cloth by a fan of Erfworld, and while not directly contradictory to anything in the comic so far, has no basis or direct evidence from the comic)''
 
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Hat magic involves creating portals to an extradimensional space (which we will call "hatspace") that typically take the form of hats. The primary uses of hat magic are instantly teleporting small objects through hatspace conduits between linked hats, or creating pockets of hatspace for the storage of larger items. An interesting feature of hatspace is that only inanimate objects and casters can enter hatspace - if a non-caster Erfworld unit attempts to enter hatspace, they will collide with the "hatspace barrier" and be instantaneously obliterated.
 
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Many thousands of turns ago, an extraordinarily powerful hat mage (or perhaps a multi-caster link containing a hat mage or two) carved out a vast pocket of hatspace, accessible by multiple portals (which, oddly enough, did not take the form of hats(or did, but with some wierd-ass hats)). Perhaps as part of the initial spell, or perhaps through subsequent spells by other casters, these portals were anchored to the garrisons of every single capital site on Erfworld. This was the precursor to the Magic Kingdom.
 
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Subsequent casters entering this hatspace pocket developed it further - dirtamancers built an island, florists made it bloom, foolamancers created an illusionary sky and sea and horizon (instead of the distressing, vertigo-inducing sight of empty hatspace stretching away forever), moneymancers created a financial system that could operate outside of a schmuckers-based economy, etc.
 
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The initial purpose of the Magic Kingdom was to protect casters when their sides fell. Prior to the creation of the Magic Kingdom, if a caster’s side fell, they would either de-pop if they were out in the field, or become frozen in time if they were in a city. However, if casters were in the Magic Kingdom when their side ended, they wouldn’t de-pop or freeze - they would, instead, become an independent “ronin” caster.
 
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“Ronin” casters did not just live in the Magic Kingdom - they were trapped there until they were hired by another side. Independent casters cannot exist in Erfworld - if a caster attempts to leave the Magic Kingdom without having someone on the other side able to pay their upkeep, they will collide with the hatspace barrier and be obliterated (this explains why there aren’t bands of feral barbarian shockamancers roaming through the wilderness and subjugating everyone they meet).
 
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It is unclear if independent casters need to pay for their upkeep while they wait in the Magic Kingdom, and if so, whether they need to pay in schmuckers or rands. However, independent casters usually can find gainful employment while they wait, using their daily allotment of juice to either create scrolls or perform services for other casters. Thinkamancers are particularly popular (and plentiful, since almost every side seems to have one) - since thinkagrams can penetrate the hatspace barrier, thinkamancers offer their services as corporate headhunters, helping their un-allied compatriots find Erfworld sides to hire them.
 
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The Magic Kingdom eventually evolved beyond its initial purpose as an escape route for masterless casters, and now serves as a gathering place and a safe haven for all casters, both independent and side-bound, alike.
 
=Real World References=
=Real World References=

Revision as of 02:30, 19 March 2014

Long range shot of Magic Kingdom from Book 1, Page 11.

Contents

Proposed Canon

The Magic Kingdom is a hex which is in, just outside of, or sideways from Erfworld. It is much larger than the standard hexes of Erfworld, the hex boundaries extending far out to the sea. It appears to be an island of round shape divided into 8 sectors with a round Portal zone in the center of it.Erf-b1-p011Same-site.PNG Interestingly, the color of each segment continues out into the surrounding water. The effect is much like that of colored lights being projected out over land and sea. The sky in the Magic Kingdom is different from that of the rest of Erfworld, consisting of a creamy white during the day and a swirling abyss of black and red at night.

The Magic Kingdom is not a side, and does not have city sites which can be built up through moneymancy. It is the domain of barbarian casters of all types, who can interact with their counterparts from all around Erfworld in a community removed from the constant war and politics of the many warring sides. Casters from enemy sides rub shoulders with Barbarian casters, many of whom are permanent residents of the Magic Kingdom. Garrison units (such as Parson), who normally cannot leave their hex when it isn't their turn, apparently can enter the Magic Kingdom through a Portal.

The Magic Kingdom is used by casters to teach one another, socialize, philosophize, and sell services to sides in exchange for Shmuckers. Dirtamancers are well-respected in the Magic Kingdom because they can help farm and build structures. More combat-oriented disciplines like Shockamancy and Carnymancy have lower social status. Non-barbarian casters in the Magic Kingdom feel an instinctive pull towards their home portal.

There are (at least) three ways for a side to hire a caster through the Magic Kingdom:

  • Send one of your side's casters through your capital portal to solicit a caster in person. This is the cheapest and most secure option.
  • Use a Thinkamancer to contact the Great Minds in the Magic Kingdom, who will forward the request for a fee or percentage (Charlie offers this service, and any ruler and chief warlord can contact Charlie by thinking about it).
  • Use a sending hat Magic Item to pay a barbarian Hat Magician to hire the caster for you. This is less reliable than the Thinkamancer option, but preferable for paranoid sides that don't want to go through Charlescomm.

Trade in the Kingdom is done with Rands, a barter credit that prevents Moneymancers from controlling the market and further removes life in the Kingdom from that in the rest of Erfworld.

Sectors

The number of sectors (eight) corresponds to eight major classes of Magic:

The association of separate colours to various classes is not absolutely known, but there is adequate support for flora and fauna coloured in ways differently than in the Real World. IPTSF_Text_21 refers to magenta coloured trees, teal teardrops in the trees, and ones which are brown and peeping on the ground. Since the flora and fauna are not guaranteed to be the same as Real World, it isn't obvious whether the brown or teal things are animals and/or plants.

Portal Park

LIAB 57.jpg


Portal ParkErf-b1-p011Same-site.PNG is located in the center of the Magic Kingdom and has multiple portals that seem to lead to other, unspecified, locations. One of the portals is known to lead to the portal room in Gobwin Knob.Erf-b1-p013Same-site.PNGErf-b1-p140Same-site.PNG There is a portal connection to portal park in all capital cities.

Portals are the only means of entry into the kingdom, and are only open to Casters. A non-Caster that attempts to enter the kingdom via a portal immediately disbands,Erf-b1-p134Same-site.PNG as Queen Bea of Unaroyal did. The moment she stepped into the portal, she disbanded, as did all the non-caster units on her side. Her caster units were already in the Magic Kingdom, and became Barbarians rather than disbanding.

The Temple of the Thinkamancers

The Temple is the headquarters of the leaders of the Thinkamancers, who are known as the Great Minds that Think Alike. The GMTTA study the secret powers of Thinkamancy and can pull and manipulate the G-Strings which link every unit in Erfworld.

Barbarianism

All the permanent residents of the Magic Kingdom are Barbarians. They were either in the Kingdom or otherwise safe from disbanding when their capital fell,Erf-b1-p102Same-site.PNG or they popped as barbarians. Thinkamancer Tisha is an example of a Caster who popped spontaneously.

These resident barbarians survive by working for various sides by contract (as mercenaries, or selling spells as a service), selling scrolls for Shmuckers, or live in the kingdom selling services for Rands and trading those for rations and upkeep. Sizemore has mentioned that he has worked in gardens in the Magic Kingdom, so it's likely they also grow at least some of their own food.

Laws

The Magic Kingdom has its own laws, many of which are meant to maintain its neutrality in Erfworld's endless wars. If a caster breaks one of these laws, they are judged by an enforcement council. These laws include:

  • It is illegal to go through another side's portal without permission.
  • It is illegal to build a fortification in the portal park.
  • It is illegal to attack another caster.
  • It is illegal to create a fire. Foolamancy magic items are available instead.

Speculation

Conspiracies within the Magic Kingdom

At least some of the different types of magical practitioners in the Magic Kingdom seem to be organized into organizations which have their own secrets and agendas. The three groups which seem to have somewhat different agendas directly involving Parson are the Thinkamancers, the Carnymancers, and the Predictamancers. While Janis, a Hippiemancer, was actively involved in the conspiracy to create the Perfect warlord spell, it's not clear that she was working on behalf of a larger group of Hippiemancers.

Parson

Parson did not disband when he entered the Magic KingdomErf-b1-p140Same-site.PNG, implying that he is either a Caster or immune to the portal's disbanding effect. His stats contained an entry describing him as 'special', which might include either being a Caster or being immune to disbanding. Janis claimed that he was some kind of Hippiemancer, and Parson later mused that he might be a Signamancer. His physical ability to enter aside, he is socially prohibited from entering because he is a warlord. At the end of Book 2, Parson entered the Magic Kingdom again in an attempt to move between Gobwin Knob and Jetstone off-turn, violating the social laws of the Magic Kingdom. A group of Carnymancers tried to rouse an army of casters to kill him, but were stopped by the Great Minds.

Real World References

"The Magic Kingdom" is the name of a theme park at Walt Disney World.

The Magic Kingdom has several allusions to South Africa:

  • Both use the Rand as currency.
  • Rainbow Nation is a metaphor for South Africa; the Magic Kingdom's appearance is similar to a rainbow.

The ground at the bottom of the Magic Kingdom is what is described as extremely hard bedrock. This may be a reference to Minecraft, where the bottom of the world is unminable bedrock, and the theoretical space below is nothing but the bottomless void.

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