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.TBFGK 11 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, until recently, could interact with their counterparts from all around Erfworld in a community removed from the constant war and politics of the many warring sides. This was due to the fact that only casters could enter portals connecting the Magic Kingdom with the rest of Erfworld. Casters from enemy sides rubbed shoulders with Barbarian casters, many of whom were permanent residents of the Magic Kingdom. Non-barbarian casters in the Magic Kingdom feel an instinctive pull towards their home portal. The recent revelation that both Gobwin Knob and Charlescomm have the capacity to send troops to the Magic Kingdom threatens to undermine the Kingdom's ability to maintain its neutrality.
It first became clear that the Kingdom was entering a new stage of history when it was discovered that Parson had an apparently unique ability to enter the Magic Kingdom, even though he has not yet shown himself to be a caster. Parson discovered it was possible to bring the dead bodies of warlords and troops through a portal, and then have Wanda decrypt them, thus creating the first Garrison units in the Magic Kingdom. This military force soon become involved in a battle with Charlescomm Archons, when Charlie's forces entered the Kingdom through Charlescomm's portal, thus demonstrating that the portal had been altered in some way, possibly through Carnymancy.
Economy of the Magic Kingdom
The Magic Kingdom has been used for a great many turns 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.
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. The most wealthy (besides aforementioned Dirtamancers) are Thinkamancers, Hat Magicians and DittomancersHvs.tCF 79. Since they were considered to be Those Who Matter by Roger Victor ClarenceHvs.tCF 208, Healomancers and Hippiemancers are also wealthy and impactful (probably, because everybody needs healing and food). The casters, who barely scrap by are Carnymancers, Croakamancers, Luckamancers, and the Hokey Pokeys. Date-a-mancers would also be poor if they weren't supported by Florists and to a lesser extent by Signamancers.Hvs.tCF 79
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 the portal in your capital city 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.
All too commonly, casters find themselves unable to pay their upkeep. When this happens, they go to a place called the Short Pier to take the Long Walk, watching the sun set before they disband. If they are lucky, another caster might offer them an extra Rand. Almost every day, one or more casters meets their ultimate Fate in this spot. This is most likely to happen to casters who have talents which are not in demand and who do not receive financial support from more wealthy casters.
Eight sectors (sometimes refered as octants) of the Magic Kingdom correspond to eight major classes of Magic:
|green||Hippiemancy||Glade of the Hippiemancers|
|blue||Stagemancy (possibly)||Carnyvale (possibly)|
|purple/magenta||Eyemancy||Temple of the Thinkamancers|
|teal||Hocus Pocus (possibly)|
Portal Park 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.TBFGK 13 There is a portal connection to portal park in all capital cities.
Portals are the only means of entry into the kingdom, and were until recently thought to only open to Casters. A non-Caster that attempts to enter the kingdom via a portal immediately disbands,TBFGK 134 as Queen Bea did, ending her side and causing her field units to disband. However, units in the Magic Kingdom become Barbarians if their side ends.
However, this rule has since been broken twice. The first violation was made by Parson Gotti: by smuggling in dead bodies and decrypting them, he was able to work around the portal disbandment. Also, the portal of the city of Charlescomm was modified by Ivan Poe using the Wonky Wrench, which enabled it to let debris from an explosion, bullets, and two non-caster units (a toy soldier and Archon Lilith) pass into the Magic Kingdom.
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-p102 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.
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 tunnel in the portal park.
- It is illegal to build fortifications.
- It is illegal to attack another caster.
- It is illegal to create a fire. Changemancy/Foolamancy magic items are available instead.
- Scrying is permissible under some circumstances, but it is generally illegal to spy.
- It is against convention to fly.
- Creating weather is tightly restricted.
- ^1 – In Hvs.tCF 246 Joe Spade seems to regard the non-MK part of Erfworld as Western World, which might imply that MK is to the east of it.}}
- ^2 – The trees are green in TBFGK 11 and many other updates featuring that sector.
- ^3 – The trees are yellow in Hvs.tCF 156 and other updates featuring the execution of Gobwin Knob decrypted units. In Hvs.tCF 247 Parson specifically refers to the location of Dirtamansion as It's in the yellow tree area, somewhere.
- ^4 – The trees are purple in LIAB Epilogue 04:1 and other updates featuring the Great Minds that Think Alike walking out to the Portal Park, Gobwin Knob column moving in/out of the Temple, etc.
- ^5 – The trees are grey in Hvs.tCF 193, when Ace Hardware goes to visit Claud Gauntlet's house.
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. Janis is a Grand Abbie and thus one of the leaders of the Hippiemancer's commune. She was actively involved in the conspiracy to create the Perfect warlord spell, but it's not clear that the other hippiemancers were aware of her participation in this conspiracy.
Parson did not disband when he entered the Magic KingdomErf-b1-p140, 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: