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Corruption and the Rule of Law

Updated: Jan 21, 2025

Short Story: Musto’s central government is like a benevolent oligarchy governing under constant threat of house arrest in the most miserable place in the world.


Longer story:

There is a group of people in charge of keeping people safe. When this leadership, known as The Council of Factions, fails to maintain the people's trust, the leaders are locked away at the Arrival gate until the people feel safe. Those factions are in charge of both sets of people and industries. For example, the Druid's leader is also a doctor and thus won governance of healing - including regulating price and production of healing items meant for sale. Each of these groups is wholly independent of one another. Each faction has its own governance and total domain over its areas of control. Faction leaders are exempt from annual taxes. Their businesses are not exempt.


When in conflict, Gate Guards will alert the Criers that “Justice is needed”. Within the hour, tall faceless creatures covered in black arrive to hear all sides. They will make a decision. Resolution can include death*. If the request is deemed unnecessary, then the person who called and the person at fault (if any) must pay a fee relative to their station and how unnecessary the third-party intervention was. Pocket industries have popped up, providing the same mediation for a fee without the risks if you are wrong. The penalties are doubled if someone is both at fault and called unnecessarily.


While the Criers see to each faction receiving resources and funds for their "work for the general good," they do not provide total operating funds for each faction. Each faction must generate its own income and pay its own operating costs. As a result, corruption of various types has become typical and expected. Representatives from any faction routinely ask for an additional 10% to 25% of costs from citizens when providing services. Druids do not participate in the Musto economy like other factions and typically barter for services and goods.


*All death sentences not issued directly from a Faction Leader must be approved by the Council of Factions.


Faction

Area of Interest

Colors

Arcane College

Dragon, Magic, Education - Arcane

White

Artisans

Skilled Workers, Entertainment, Education - Morale and Historians

Multicolor, Vibrant colors, Loud Patterns

Commerce and Logistics

All commerce except healing, Workforce Management, Education - Economics

Red and Gold

Druids

Ecosystem management, Food Production, Healing

Green and Brown

House of the Nameless Eye

Religious Freedom, Resurrection tokens, Education - Religion, Resurrection Magic

Blue

Rangers

Protection during travel, Beast management, Survival Readiness

Green and Gold

The Criers

Monitoring the populace to trigger Squester, Communications, and Coordination between all Factions

Yellow and Grey

The Gate Guard

Protection of the People, Tax collection, strategic reserves management, and enforcing Squesters

Black and Red


 
 
 

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