Megatin
Megatin is a desert kingdom located in Raygon, renowned for its mastery of summoning magic and its deep ties to the Metaphysical Realm. While much of the land is arid desert, countless cities and towns have made this harsh environment their home. With its rich ancient history seamlessly fused with modern technology, Megatin is a true treasure for explorers and historians alike. In the bustling local markets, you'll encounter all kinds of summoned beings wandering freely, and throughout the kingdom, ancient ruins stand proudly beside sleek, new structures.
Welcome to Megatin — where history lives and magic thrives.
And if you're a conjurer, don't forget to register!
Structure
Structure of Governance
Megatin's rule is presided over by the Pharaoh, the land's supreme leader. This authority is supported not just by lineage, but also by a sacred covenant with the Realm of Yokai, which grants the Pharaoh and his descendants the ability to call a group of sacred monsters to defend the country. Some elements of this treaty are still unknown, having been agreed upon in secret by the Pharaoh and the enigmatic Lord Ren.
Prior to the Great War and the enactment of the Golden Lock, the Pharaoh ruled with absolute authority. However, following the war, during a period known as the Golden Restoration, Megatin began to recover—developing a more resilient system of governance to protect both its people and its legacy should the Pharaoh ever fall.
The previous title of Master Magician has since been divided into three distinct positions and responsibilities, establishing a council of strong advisors to the Pharaoh. Each Master Mage handles a distinct field of magic and governance:
- BM Master Mage – This magician, who specializes in Evocation and Aberration magic, is responsible for defending the Pharaoh, guiding the army, and assuring the kingdom's defensive power.
- DM Master Mage - A specialist in illusion and conjuration, this mage is in charge of research, magical development, and interdimensional communication. They oversee high-level arcane projects and rituals, as well as manage and report on the Metaverse Council's actions.
- DMC Master Mage – The DMC, a master of necromancy and resurrection, is the Pharaoh's closest advisor, in charge of diplomacy, urban management, and the general well-being of the people.
Beyond the Pharaoh and his advisors, true administrative power rests with the Parliament, a gathering of members from each important city. Each city sends an Overseer to work with Parliament to ensure that laws and policies are in line with the requirements of the people. Parliament, together with the Pharaoh and the Master Mages, contributes to Megatin's overall balance and stability.
The Metaverse Council
This elite council is made up of Megatin's top summoners, each of whom specializes in a particular facet of the summoning arts. Their domain is the Metaverse, a vast region filled with supernatural beings and energy. The council oversees all protocols using summoning magic, imposing tight restrictions to prevent dangerous or banned actions. The council protects Megatin's reality by keeping the material world in balance with the Metaverse's metaphysical powers. In times of crisis, they meet with the Pharaoh and Parliament, supervise national defenses, and plan intricate rituals crucial to the kingdom's survival.History
Megatin's ancient era.
The early Pharaohs unlocked the Metaverse's mysteries and were seen as divinely selected, in charge of maintaining balance between the physical and higher planes of existence.Over a million years ago, a great mage known as the Stealer of Power fought for control of both the Metaverse and the material world. He summoned terrifying beasts and zombie legions in an attempt to control all magic and realms.
To thwart him, the Pharaoh used the Forbidden YuYu Shield, a terrible spell that cut Megatin off from the outside world. The spell sapped magical vitality from everything within, isolating the kingdom to prevent outside assaults from both the metaphysical and the physical realm. Both the Pharaoh and the Stealer vanished during this war, leaving the country in limbo.
Middle era
After a thousands of year, Yu Yu shield came down and Megatin began to emerge from its confinement. The surviving citizens and countryman began to rebuild and found relics and texts about old magical traditions. The kingdom gradually rebuilt itself by integrating ancient teachings with contemporary understanding.This age witnessed the establishment of the Metaverse Council, co-led by the Pharaoh and the Master Magicians, to prevent another abuse of power, such as the Stealer's ascension.
Modern era
In recent generations, the Pharaoh's descendants regained power, but with new duties dictated by ancient rules and Metaverse protocols. These monarchs ushered in a golden age by renewing ancient and modern ceremonies and gradually reopening Megatin's borders. Though the Forbidden YuYu Shield has dissipated, entrance to the kingdom is still closely limited. Foreign relations are limited, and all summoning activities are strictly monitored.Megatin is now on the verge of transitioning from its ancient magical past to a new age of adventure. The Pharaoh, Master Magicians, and parliament lead the nation through this difficult period, maintaining its sovereignty and preserving its legacy.
Demography and Population
Megatin is a huge, mysterious desert dominated by the Megokin, a people composed mostly of humans and Triclops. While these are the most common species, they are not the only ones found in the kingdom. Metaphysical beings and summoned monsters from other realms are regular sights, roaming freely through cities and dunes.
Citizenship in Megatin is open to all physical beings; anybody can apply for normal citizenship by passing a simple magical aptitude and civic test. However, creatures from other realms must go through a more rigorous and specialized process, which differs depending on their origin and reason for being in the material world. Some realms are trusted, while others are strictly controlled due to their chaotic or hazardous character.
Citizenship in Megatin is open to all physical beings; anybody can apply for normal citizenship by passing a simple magical aptitude and civic test. However, creatures from other realms must go through a more rigorous and specialized process, which differs depending on their origin and reason for being in the material world. Some realms are trusted, while others are strictly controlled due to their chaotic or hazardous character.
Territories
Megatin's ancient lands, which had previously been sealed by Pharaoh YU's barrier, have been restored upon the freeing of the Golden lock. These hallowed regions contain ancestral monuments, esoteric locations, and the capital city of Megatin.
The kingdom is now carefully allowing international presence along its borders, with commerce, diplomats, and political parties operating under strict control. Although the monarchy does not colonize new areas, it oversees all settlement development to strike a balance between integration and cultural preservation.
Magical zones connected to the Metaverse are fiercely protected. These hallowed regions are essential to Megatin's magical structure and are highly restricted to outsiders. With the world watching, the monarchy continues its voyage of rebirth, honoring tradition while adjusting to new circumstances.
The kingdom is now carefully allowing international presence along its borders, with commerce, diplomats, and political parties operating under strict control. Although the monarchy does not colonize new areas, it oversees all settlement development to strike a balance between integration and cultural preservation.
Magical zones connected to the Metaverse are fiercely protected. These hallowed regions are essential to Megatin's magical structure and are highly restricted to outsiders. With the world watching, the monarchy continues its voyage of rebirth, honoring tradition while adjusting to new circumstances.
Laws
In the Megatin dimension, magic—especially conjuration—is both deeply woven into society and heavily regulated. While conjuring is widely practiced and culturally significant, it’s also seen as inherently dangerous, which has led to strict laws and safeguards. For clarity, conjuration is typically broken into a few key categories: summoning items and beast-type creatures; conjuring intelligent or powerful magical entities; forming contracts with powerful beings from other dimensions; and engaging in dimensional travel. Each of these is subject to different levels of oversight, with the latter two being the most heavily restricted due to their potential for large-scale consequences. Understanding these divisions and the corresponding regulations is essential for anyone planning to study, visit, or operate within the Kingdom of Megatin.
Conjuring Items, Animals, and Plant Life:
This form of conjuration is the most accessible, often acquired through natural talent or dedicated study. Citizens who practice this must register their abilities—whether they are naturalists or have formally studied the types of summons and items they can conjure. A mandatory power test is conducted to assess both the individual and their conjurations, assigning them a conjuration level. Most citizens undergo this process around the age of 10. The registration is linked directly to their citizen identification and includes any macro-magical traits or conjured items the person is capable of producing.
Visitors or those who develop their abilities later in life are required to register as soon as possible. Failure to do so—especially if found actively conjuring without registration—can result in fines, jail time, or mandatory community service. In more severe cases, unregistered conjurers may be forced to wear magical dampeners, and if the offense threatens city or realm security, their magical connections may be forcibly severed.
For those who wish to become Crafters—specialists in conjuring and creating magical items—this basic registration is the minimum requirement to begin an official apprenticeship.
Conjuring Sentient or Powerful Magical Creatures:
If you naturally begin summoning sentient beings or powerful magical creatures, you are required to report to the registration facilities and update your citizenship records. If this development occurs naturally, you'll only need to retake your registration test and declare your new summoning abilities. Additionally, you must sign a binding agreement acknowledging responsibility for your summoned entities' actions—even if they act independently. This applies to all sentient summons. The law is clear: just because a creature can think for itself doesn't mean you’re free of accountability for its behavior.
If you wish to learn how to conjure such beings, you must enroll in an officially approved school or organization. The Kingdom mandates this to ensure proper, ethical contracts are formed and to prevent abuse or forced servitude. Conjuration of sentient creatures is seen as a sacred partnership, not domination. Intelligent beings must consent to being summoned—enslaving them is strictly forbidden.
Your conjuration status and citizen registration will be monitored regularly. While in a certified conjuration program, you must report for evaluation every three years (or at the program's end) to reassess your power level and the range of creatures you are permitted to summon.
Some of these beings can be sent far away to carry out tasks, so it’s common to see sentient summoned creatures—like flaming octonauts or magical cats—delivering messages or performing errands around town. However, if a creature causes harm or damage, you are held fully accountable. The penalties for such incidents are often severe, given the potential danger and power of sentient summons.
Important Law: It is strictly forbidden to bind a sentient creature into a magical item without explicit permission from the Pharaoh and the Metaverse Council. Violation of this law carries a sentence of life imprisonment, and may include exile to the summoned creature’s realm.
Forming Contracts with Powerful Beings from Other Dimensions:
These entities are far beyond typical magical beasts or summoned creatures—closer in nature to celestial beings, such as angels, reapers, or even gods and goddesses. They possess immense power and often follow their own unique codes, laws, and logic that don’t align with mortal understanding. Attempting to form a contract or deal with one of these beings without official authorization—or outside of designated sanctified locations—is considered extremely dangerous. If such an act is discovered, the punishment is usually execution. This is not just out of cruelty, but because there’s no clear way to know what you’ve bargained for, what you’ve given up, or what influence the entity may now have over you or others. The risk is deemed too great.
There are those known as Witches, who are technically individuals that have entered into such contracts—often unknowingly. Witches are identifiable through a specific energy signature, regardless of their spirit guardian. The unique bond they share creates a magical resonance that officials are trained to detect. Because of this, if you're a Witch entering the city, it is highly recommended you register immediately. Failure to do so could result in being mistaken for a criminal conjurer and potentially executed on the spot.
To legally form a contract with these kinds of beings, you must be part of a registered organization with deep ties to the government. These groups have access to secure facilities, the proper documentation, and specialized equipment to safely perform interdimensional rituals or travel to other realms. So if you're planning to reach new heights or strike divine-level deals—make sure your paperwork is in order.
Teleporters and dimensional walking:
These abilities are heavily restricted due to the difficulty of distinguishing simple teleportation from full-dimensional travel. If you want to go to a different dimension there are a few places in the government you have to register on the both the dimension and the government must agree on terms time and regulation. If anyone is caught going to a different dimension they will be captured interrogated under extreme things and if they are found to have made a deal with any supreme being they will most likely be executed because even with his own truce we know like the fade while is that they can skirt around you will never know the full deals or power to stay up maybe.
These abilities are heavily restricted due to the difficulty in distinguishing between simple teleportation and full dimensional travel. Anyone with the innate power or acquired knowledge to perform either must register with the Kingdom. Registered individuals are marked with a magical tracking signature that activates whenever their powers are used without proper authorization.
Traveling to another dimension requires special clearance. You must go through official government channels and gain approval not only from Megatin but also from the dimension you intend to visit. This includes negotiating terms, duration of stay, and travel regulations. Unauthorized dimensional travel is considered a severe offense. If someone is caught crossing into another realm without permission, they will be captured and interrogated under extreme magical scrutiny.
If it's discovered that they’ve made a pact with a powerful extradimensional entity—especially a supreme being—the standard punishment is execution. Even among known truces, such as those with entities from the Fade Wilds, the danger lies in the unknown. These beings are notorious for skirting around truth and hiding the full extent of their deals, often leaving mortals unaware of what they've truly agreed to or unleashed.
Conjuring Items, Animals, and Plant Life:
This form of conjuration is the most accessible, often acquired through natural talent or dedicated study. Citizens who practice this must register their abilities—whether they are naturalists or have formally studied the types of summons and items they can conjure. A mandatory power test is conducted to assess both the individual and their conjurations, assigning them a conjuration level. Most citizens undergo this process around the age of 10. The registration is linked directly to their citizen identification and includes any macro-magical traits or conjured items the person is capable of producing.
Visitors or those who develop their abilities later in life are required to register as soon as possible. Failure to do so—especially if found actively conjuring without registration—can result in fines, jail time, or mandatory community service. In more severe cases, unregistered conjurers may be forced to wear magical dampeners, and if the offense threatens city or realm security, their magical connections may be forcibly severed.
For those who wish to become Crafters—specialists in conjuring and creating magical items—this basic registration is the minimum requirement to begin an official apprenticeship.
Conjuring Sentient or Powerful Magical Creatures:
If you naturally begin summoning sentient beings or powerful magical creatures, you are required to report to the registration facilities and update your citizenship records. If this development occurs naturally, you'll only need to retake your registration test and declare your new summoning abilities. Additionally, you must sign a binding agreement acknowledging responsibility for your summoned entities' actions—even if they act independently. This applies to all sentient summons. The law is clear: just because a creature can think for itself doesn't mean you’re free of accountability for its behavior.
If you wish to learn how to conjure such beings, you must enroll in an officially approved school or organization. The Kingdom mandates this to ensure proper, ethical contracts are formed and to prevent abuse or forced servitude. Conjuration of sentient creatures is seen as a sacred partnership, not domination. Intelligent beings must consent to being summoned—enslaving them is strictly forbidden.
Your conjuration status and citizen registration will be monitored regularly. While in a certified conjuration program, you must report for evaluation every three years (or at the program's end) to reassess your power level and the range of creatures you are permitted to summon.
Some of these beings can be sent far away to carry out tasks, so it’s common to see sentient summoned creatures—like flaming octonauts or magical cats—delivering messages or performing errands around town. However, if a creature causes harm or damage, you are held fully accountable. The penalties for such incidents are often severe, given the potential danger and power of sentient summons.
Important Law: It is strictly forbidden to bind a sentient creature into a magical item without explicit permission from the Pharaoh and the Metaverse Council. Violation of this law carries a sentence of life imprisonment, and may include exile to the summoned creature’s realm.
Forming Contracts with Powerful Beings from Other Dimensions:
These entities are far beyond typical magical beasts or summoned creatures—closer in nature to celestial beings, such as angels, reapers, or even gods and goddesses. They possess immense power and often follow their own unique codes, laws, and logic that don’t align with mortal understanding. Attempting to form a contract or deal with one of these beings without official authorization—or outside of designated sanctified locations—is considered extremely dangerous. If such an act is discovered, the punishment is usually execution. This is not just out of cruelty, but because there’s no clear way to know what you’ve bargained for, what you’ve given up, or what influence the entity may now have over you or others. The risk is deemed too great.
There are those known as Witches, who are technically individuals that have entered into such contracts—often unknowingly. Witches are identifiable through a specific energy signature, regardless of their spirit guardian. The unique bond they share creates a magical resonance that officials are trained to detect. Because of this, if you're a Witch entering the city, it is highly recommended you register immediately. Failure to do so could result in being mistaken for a criminal conjurer and potentially executed on the spot.
To legally form a contract with these kinds of beings, you must be part of a registered organization with deep ties to the government. These groups have access to secure facilities, the proper documentation, and specialized equipment to safely perform interdimensional rituals or travel to other realms. So if you're planning to reach new heights or strike divine-level deals—make sure your paperwork is in order.
Teleporters and dimensional walking:
These abilities are heavily restricted due to the difficulty of distinguishing simple teleportation from full-dimensional travel. If you want to go to a different dimension there are a few places in the government you have to register on the both the dimension and the government must agree on terms time and regulation. If anyone is caught going to a different dimension they will be captured interrogated under extreme things and if they are found to have made a deal with any supreme being they will most likely be executed because even with his own truce we know like the fade while is that they can skirt around you will never know the full deals or power to stay up maybe.
These abilities are heavily restricted due to the difficulty in distinguishing between simple teleportation and full dimensional travel. Anyone with the innate power or acquired knowledge to perform either must register with the Kingdom. Registered individuals are marked with a magical tracking signature that activates whenever their powers are used without proper authorization.
Traveling to another dimension requires special clearance. You must go through official government channels and gain approval not only from Megatin but also from the dimension you intend to visit. This includes negotiating terms, duration of stay, and travel regulations. Unauthorized dimensional travel is considered a severe offense. If someone is caught crossing into another realm without permission, they will be captured and interrogated under extreme magical scrutiny.
If it's discovered that they’ve made a pact with a powerful extradimensional entity—especially a supreme being—the standard punishment is execution. Even among known truces, such as those with entities from the Fade Wilds, the danger lies in the unknown. These beings are notorious for skirting around truth and hiding the full extent of their deals, often leaving mortals unaware of what they've truly agreed to or unleashed.

Capital
Government System
Monarchy, Elective
Economic System
Mixed economy
Legislative Body
Pharaoh, Master Mages, Parliament, and The Metaverse Council
Controlled Territories
Neighboring Nations
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