Magic Kingdom

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Long range shot of Magic Kingdom from Page 11.

Contents

Proposed Canon

The Magic Kingdom is a location in, just outside, or sideways from/parallel to Erfworld. It appears to be an island of round shape divided into 8 sectors and 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 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.

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:

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 It is likely there is a portal connection to portal park in all capital cities, or at least the capitals of larger sides.

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. Given that some Warlords pop spontaneously, it's likely that a much smaller number of Casters do the same.

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.

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 two groups which seem to have somewhat different agendas directly involving Parson are the Thinkamancers 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 croak 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. His physical ability to enter aside, he is socially prohibited from entering because he is a warlord.

Fanon History

(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)

In the distant past, before there was a Magic Kingdom, war still raged much as it does today. Kingdoms rose and fell, their kings, queens, and overlords slain. When such a thing happened, all units outside the city would be disbanded, and those inside would wait helplessly for their capture or doom. Yet, sometimes an heir survived to live as a barbarian, perhaps to even one day rebuild their destroyed nation.

But strangely, one other type of unit managed to survive summary disbanding or neutrality - the casters. Most of them roamed the world as barbarians, unable to rejoin their defeated nation or be supported by the now poor or schmuckerless heir designates who struggled to even make upkeep for themselves. Some faded away or were captured, but many found enough work to survive on their own.

Then one day, a plan was hatched among two master-class caster barbarians, both of them friends by loneliness or necessity. They would make a haven for themselves, where they need not struggle for upkeep or wander the world endlessly. The Thinkamancer of the group linked with his friend, a Findamancer. Together, they found a Moneymancer and with him created the first portal to the Magic Kingdom, though then it was simply their haven.

It was a small island then, but rich in greenery and made to their tastes. Soon though, they realized the potential that their small haven offered. Linking again with his then paramour, the Thinkamancer found two others to help him. Together, the triad of Thinkamancers conducted the most powerful natural Thinkagram ever composed in the history of Erfworld - sending an open invitation to all wandering casters to join them and help build a nation of casters - a Magic Kingdom.

From all over Erfworld they came, the nationless and sometimes destitute, all to help in the creation of this grand project, this greatest of ideas. And thus was the Magic Kingdom built. It thrived for many turns, growing larger and more distinct as new casters came to assist. Soon, it was a small continent, split into into eight distinct areas that the broad disciplines could mingle and study in, with the single original portal in the very center by which more entered. Then, disaster struck.

A great Ruler saw this this Magic Kingdom and and thought not of how easy it would be to find a caster to hire, but of the vast quantities he could capture and turn to his service - or croak to prevent others from doing the same. He struck with the full might of his forces, and even though the Predictamancers and Lookamancers gave warning, many were lost or sacrificed themselves in repelling the attack. At great cost, the Overlord was finally defeated, and the the Magic Kingdom decimated. But all were in agreement - this could not happen again.

Thus there was a grand assembly of casters, to decide what must be done. It was soon decided that the the Magic Kingdom must be forever barred to all but casters. Through their combined efforts, the entrance portal was twisted and changed, forbidding entrance to all but casters - the ultimatum being that to enter would be to face immediate disbanding. With this new perfect security in place, the chance to offer the construction of new portals in cities (for a price) arose. Soon the center of the continent was allocated for these new portals, and the area called Portal Park. Peace drifted back into place, and the Magic Kingdom was a haven again.

The casters never forgot the assault, however, and the threat of non-casters in their Kingdom.


Alternate Fanon History

(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)

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.

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). 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.

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.

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.

“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).

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.

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

"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.
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