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Muster Province

Everything in Muster is borrowed—power, spirits, even land. The question is, what happens when the debt comes due?
— Kessa Dune, smuggler queen of Dawnport.

Diary of Selune Valcerra
Generic article | May 10, 2025

Culture

In Muster Province, the culture is one of stark contrasts, divided by magical power, wealth, and a rigid class structure. Each city within the province has developed its own unique way of reflecting and reinforcing this divide, with each city being an epitome of its respective class's lifestyle, values, and aspirations. The province is a microcosm of power, wealth, and survival, where those in control are the ones who wield magic, and the rest fight for scraps in an unyielding cycle of poverty or resistance.

Dawnport (The Capital)

Dawnport, the capital of Muster Province, is a city that thrives on commerce, intrigue, and the control of magical power. But for the poor, it is a city of despair and survival. The elite here live in luxury, their wealth and influence sustained by the legions of summoned creatures that serve them without pay, performing tasks ranging from menial labor to complex political manipulation. These conjured servants have become the backbone of the city’s elite society, replacing the need for actual workers. There are no jobs for the poor; no opportunities for those who lack magical talent. The only ones who find work in Dawnport are those who have fallen to the fringes of society—criminals, pirates, and smugglers. The black market flourishes, operating out of the shadows of the city’s finest marketplaces, where forbidden spells and banned magical artifacts are traded in secret. In this underground world, the desperate scrape together a living through crime, piracy, or by selling forbidden magical knowledge to the highest bidder.

The noble classes reside in grand estates on the higher terraces of the city, surrounded by gardens and luxury. Their lives are one of indulgence and refinement, full of grand parties, public conjuring displays, and high-society gatherings. Their summoned servants and constructs ensure that they never have to engage in any menial labor. They live in a bubble of wealth and ease, their power and influence protected by the very magic they control. Here, summoning magic is as common as a servant in any other city, and those who can summon the most powerful and exotic creatures are revered as elite.

Yet beneath this glittering surface, the poor live in the slums, where the black markets thrive and crime runs rampant. For the impoverished, their survival depends on the secretive world that exists outside the law, where magic is used not to enrich but to survive. These people have no access to the elite’s education and no hope of ever leaving the slums unless they turn to the darker aspects of the city. To them, the pirates of Dawnport, those who have turned the sea into their own lawless kingdom, represent a twisted form of freedom—a freedom that eludes them on land.

Verdance (The Jungle Commune)

In stark contrast to the city of wealth and excess that is Dawnport, Verdance is a land of simplicity, unity, and communal living. There are no rich here, nor are there poor. This city, nestled in the heart of a dense rainforest, is a sanctuary where the people live in harmony with nature and the spirits that inhabit it. The culture of Verdance is built upon shared resources and communal effort. There is no currency, no exchange of goods for money, and no class distinction based on wealth or material possession. Instead, people share everything: food, shelter, tools, and even magical resources.

Here, magic is not a commodity controlled by a few but a collective resource used for the benefit of the community. Conjured beings are summoned for protection and for helping to harvest resources from the jungle. These creatures are not servants of the rich, but participants in the communal effort to sustain the village. Every individual in Verdance contributes to the community’s survival, whether through farming, hunting, or caring for the jungle spirits that protect the people. Wealth is not measured in gold or silver but in the well-being of the community and the spiritual connection to the jungle and its spirits.

In this way, the people of Verdance live a life rooted in equality and cooperation, their entire existence intertwined with the natural world. Every home is a shared space, and the decisions of the community are made by consensus, often in the Hollow Court, where spirits are summoned to provide wisdom in resolving disputes. While the rest of the world measures its success by wealth and power, the people of Verdance measure theirs by the health of their land, the strength of their bonds with each other, and their ability to live in balance with nature.

Altavire (The Floating City of the Elites)

In Altavire, the concept of class is entirely redefined. This city is one of absolute opulence, a place where the concept of "rich" and "poor" doesn't exist, at least not in the way that it does in the rest of Muster Province. There are no poor here because wealth is not measured by currency, but by control over conjured beings, elemental forces, and arcane knowledge. The inhabitants of Altavire, all of them noble or magical elites, are united by their shared mastery of magic and the summoned creatures they command. These summoned entities fill every role imaginable in Altavire’s society, from servants to laborers to political figures. For the people of Altavire, their summoned servants are more than just tools; they are integral parts of their lives, performing work that would be unimaginable in the other cities.

The elite here live without concern for labor, free from the shackles of mundane existence. Their lives revolve around the pursuit of arcane perfection, with each district of Altavire built on magical ley-lines that allow the city to float above the land. The magical infrastructure of the city is unparalleled, with crystal towers, obsidian spires, and floating gardens dotting the skyline. The Primordial Assembly of Muster, located in the massive volcanic peak of The Crucible, serves as the academic heart of Altavire, training the next generation of noble conjurers in advanced elemental diplomacy and magical theory.

But while the nobles live in grandeur, there is a technocratic air to the city. Every action, every ritual, every political move is informed by logic, science, and magic. The elite of Altavire are not just aristocrats; they are technocrats, using magic as a tool to maintain and expand their power. The Vault of Echoed Will, a private club where elite conjurers gather to debate and shape magical policy, is the seat of much of Altavire’s arcane governance. Here, the elite do not just rule—they experiment with reality itself, using summoned spirits to explore ancient knowledge and reshape the world around them.

Altavire’s strict stratification means that wealth and status are inseparable from arcane ability. Those who can summon the most powerful beings or craft the most intricate constructs are revered above all. Everyone here lives in the certainty that magic is the ultimate form of power and that those without magic have no place in their society. Unlike the other cities, there is no hidden underbelly of poverty—there are no beggars or criminals because no one without magic could ever dream of reaching Altavire. There is no black market, no slums, only an eternal cycle of privilege and arcane prowess.

History

5. Warlord Suryanto "The Mouth" Adikara (2881–2981)

Years of Rule: 2881–2981 (100 years)

  • A charismatic water genasi and accomplished wizard-commander, Suryanto is famed for his mastery of conjuration spells and his rare talent for negotiating with elemental forces.
  • Born into a noble household, he was raised to revere both mystic discipline and ancestral honor, blending the two into a governing philosophy of manipulation, ceremony, and spectacle.
  • During his time at the Born New Military Academy, Suryanto displayed an unprecedented ability to maintain control over dangerously volatile summoned creatures, including celestials and fiends—beings that often destroy their summoners.
  • Became a formidable battlefield commander and eloquent orator, using conjured spirits to shield troops mid-battle and weaving ancient lore into his wartime speeches.
  • Known to spend long hours among relics gathered from across the province, believing these artifacts hold cryptic truths that can guide his rule and illuminate Muster's destiny. His personality is measured yet flamboyant in battle—striking an arcane balance between calm precision and theatrical grandeur.
  • Rose to power not through conquest, but through careful alliances, public persuasion, and the strategic use of mercantile and magical influence, especially in Dawnport and Altavire. Under his reign, Dawnport flourished as a hub for piracy, smuggling, and forbidden summoning, with the black market evolving into a shadowy extension of state economics.

Education

Primordial Assembly of Muster

The Primordial Assembly of Muster is the most prestigious and influential institution of magical learning in the province, located in Altavire, suspended within the molten heart of The Crucible, the largest active volcano on the floating islands. This elite academy is housed within a colossal, arcane-infused ziggurat structure carved into the side of the volcano, which is both a symbol of the province's power and a constant reminder of the volatile magic that sustains it. The Assembly is revered not only for its rich history in conjuration and elemental magic but also for its commitment to training the next generation of noble conjurers and political leaders.

The Primordial Assembly is far more than just a magical school—it's a strategic center of power, where young nobles and wealthy elites are trained in the art of high-level summoning, elemental diplomacy, and magical infrastructure. The school’s teachings revolve around mastery of the elements, the intricacies of spirit-binding, and the delicate balance between conjuring creatures for labor and control. However, it is also steeped in arcane politics, where students learn the delicate dance of power manipulation, rituals of control, and summoning laws to serve the interests of their families or the ruling elite.

The campus itself is a breathtaking sight—a towering spire of obsidian, crystal, and etheric glass, suspended by intricate teleportation nexuses and magical anchors. The floating city of Altavire provides an almost ethereal atmosphere, with the Primordial Assembly often surrounded by swirling elemental storms, volcanic eruptions, and arcane forces that both threaten and fuel the education within. Elemental creatures and summoned guardians serve as both protectors and instructors, teaching the students to harness their powers while respecting the dangerous forces they seek to control.

The Assembly's curriculum is rigorous, spanning years of both theoretical learning and practical application. Students are immersed in the art of conjuration magic, where they summon and bind elementals, constructs, and spirits to further their understanding of magical power and control. The advanced courses focus on elemental diplomacy, wherein students learn to negotiate with summoned entities and govern the magical contracts that bind them. Graduates of the Assembly are highly sought after for their ability to wield magic with precision, and many find their place in government, noble families, and corporations within the province.

Key Features of the Assembly:

  • The Volcanic Nexus: An ancient, magical construct within The Crucible that stabilizes and focuses the magic of the Assembly, allowing for transcendental teleportation, the summoning of greater elementals, and the manipulation of raw arcane energy.
  • The Elemental Colloquium: A prestigious conference room at the peak of the Assembly where students and masters gather to discuss high-level arcane ethics, spirit-binding theory, and summoning rituals. Here, powerful elemental beings are summoned to participate in debates and teachings.
  • The Bindery of Will: A chamber where ancient spirits and philosophical entities are summoned for educational purposes. The students seek to bind these beings to their service and learn from their centuries of wisdom.

Muster Rangers' Conclave

The Muster Rangers' Conclave is an elite, survivalist academy located at the outskirts of Dawnport, nestled in the heart of the jungle that surrounds the city. While the Primordial Assembly of Muster trains the elite conjurers and noble politicians of the province, the Muster Rangers' Conclave focuses on the pragmatic and grounded application of magic, nature, and conjuration. The Conclave is a military academy, but its students are not taught in traditional combat but in how to use summoned creatures, elementals, and beasts in tandem with survival tactics, exploration, and guerrilla warfare.

The Conclave is primarily a training ground for field operatives: rangers, scouts, and hunters who serve the Muster Wardens, as well as providing elite trackers for the Muster Rangers. These operatives are highly skilled in navigating dangerous environments, working closely with summoned beasts, elemental familiars, and nature spirits to assist in scouting missions, high-risk expeditions, and defending against magical or physical threats. The academy emphasizes a deep respect for the balance of nature, teaching students how to blend arcane conjuration with a symbiotic relationship with the wilderness.

Located in a remote part of the province, the Conclave's campus is integrated within the untamed jungle—a vast rainforest teeming with life, where banyan trees, kapok trees, and ancient ruins serve as the backdrop for its training grounds. The rangers learn to summon beasts from the wilderness, including elemental creatures, spirit-guides, and constructs, and work alongside nature spirits to shape their powers into tactical and survival tools.

One of the Conclave's most prestigious programs is the Walk-Through Scholarship, where ambitious students attempt to earn a place at the Primordial Assembly of Muster by first proving themselves as guides, scouts, or ruin-seekers. These hopefuls take on dangerous missions in the wilds of the province, seeking out lost relics, hidden magical creatures, or ancient artifacts, while honing their survival skills and demonstrating their worth as potential students of the elite Assembly.

Key Features of the Conclave:

  • The Spiritwalker's Grove: A sacred area within the jungle where students are required to commune with nature and summon beasts or spirits that help guide them through the trials of the jungle. It is a place of deep meditation and mysticism.
  • The Elemental Forge: A specialized workshop where students learn to craft magical items and summon weapons using rare jungle materials and elemental energy. The forge is a fusion of natural materials and arcane expertise.
  • The Hunt: An annual test where students must venture into the deepest parts of the jungle, tracking and capturing or binding a spirit beast or elemental creature. This test is a rite of passage, and those who succeed gain the coveted title of Master Ranger.

Type
Geopolitical, Country
Capital
Demonym
Gater
Leader Title
Government System
Oligarchy
Power Structure
Thalassocracy
Economic System
Traditional
Gazetteer

Topography of Muster Province

Muster’s lands evoke the warm, lush vistas of far-off archipelagos. Verdant jungles, volcanic isles, dense mangrove swamps, and winding rivers trace the contours of the land. Lush rainforests border black-sand beaches and steaming calderas, with hidden coves that serve as secret rendezvous points for smugglers of enchanted relics. The capital, Dawnport, crowns a hill that overlooks a vast black sand beach —its ancient harbor walls intermingled with relics of a bygone era that have been repurposed into market stalls. Enigmatic stone monoliths are hidden among the jungle ruins, whose purpose is long lost.

  • Rainforests: Thick, luscious rainforests filled with extensive wildlife ensure that land is always at a premium in civilisation.
  • Beaches: Dawnport's beaches are often referred to as 'Sun-scorched', due to their iconic black sand formed from volcanic activity. Other beaches in the region are not so well known and memorable, but are generally described as soft and beautiful paradises.
  • Volcanoes: Dawnport is well known for the range of volcanic mountains that crown it on approach from the sea. Once a deadly threat, these mountains have been tamed by conjurers and summoned elemental forces. The Primordial Assembly of Muster is built into the side of the largest and most active volcano, nicknamed 'The Crucible' by locals.
  • Floating Islands: A grand show of wealth and power, the floating islands of Muster are a closely guarded secret. Only the wealthiest individuals trusted by the government and mages of Muster can commission the creation of one of these, formed by ripping an island whole from the region and hoisting it into the sky. These islands are accessible only by flight or teleportation, and host a detailled and complex network of gateways and teleportation circles to enable the wealthy to interact. If a dragon's hunting ground should grow to include one of these islands, it is common practice for the wealthy elite to commission the creation of a 'Tele-repel Active Protection System' to teleport the offending creature away from the island.


Major Cities of Muster Province

1. Dawnport (Capital City, Coastal Mainland)

Location & Design:
  • Situated atop a volcanic hill that slopes down toward a vast black-sand beach.
  • Built in layers of terraces, each level serving a different purpose: trade, housing, temples, noble estates, and the harbor.
  • The harbor walls are a fusion of old ruin-stone and modern arcane barriers, repurposed from forgotten civilizations.
  • Narrow alleys wind through coral-stone markets, full of relics and street performers.
Culture & Notables:
  • Dawnport is a melting pot, with travelers, merchants, and smugglers all brushing shoulders under the sun.
  • Home to the Warlord Suryanto "The Mouth" Adikara, who maintains his command tower at the city’s highest point.
  • Major festivals follow lunar and monsoonal cycles, often involving mass public dances and open-air summoning rituals.
Unique Buildings:
  • The Ember Crown – A giant brazier-shaped temple overlooking the harbor where elemental conjurers conduct ritual offerings.
  • The Bones Market – A semi-legal bazaar run by the undesirables of the city. It backs onto the slums of the city and is the main income for the non-magical residents of Dawnport
  • Academy: The Muster Rangers’ Conclave (located on the city’s outskirts, in the jungle) – specializes in survivalist fighters, bonding with jungle spirits, and summoning beasts.

2. Verdance

Location & Design:
  • Built in the heart of the dense rainforest, with wooden and stone ziggurats woven around massive banyan and kapok trees.
  • Elevated walkways connect platforms and buildings above the forest floor to avoid flooding and predators.
  • The city is somewhat hidden from outsiders, protected by foggy weather conjured by local mages.
Culture & Notables:
  • Culture here is more in tune with nature, with commoners taking on roles as wardens of ancient ruins and jungle spirits.
  • Locals resist floating island influence and emphasize the embrace of communual living.
  • Some jungle families claim descent from the origional natives of the region.
Unique Buildings:
  • The Hollow Court – A natural stone amphitheater where spirits are summoned to resolve disputes.
  • Academy: None here, but many hopefuls try to earn a “walk-through” scholarship from the Primordial Assembly by serving as jungle guides or ruin-scouts.

3. Altavire

Location & Design:
  • Suspended above the mainland by immense magical anchors and conjuration ley-lines, the city floats among cascading waterfalls and drifting elemental wisps.
  • Buildings are elegant towers of obsidian, crystal, and marble, with sky-bridges and teleportation circles as standard infrastructure.
  • The city is segmented into ring-shaped districts that rotate slowly in relation to each other for arcane purposes.
Culture & Notables:
  • Exclusively elite. Access requires arcane permits or sponsored teleportation.
  • Culture is opulent, technocratic, and highly stratified. Trade in summoning contracts and exotic reagents flourishes here.
  • Summoned servants, elementals, and constructs handle everything from cooking to politics.
Unique Buildings:
  • The Vault of Echoed Will – A private club where elite conjurers debate theory and shape policy via spirits bound to ancient philosophers.
  • Academy: Primordial Assembly of Muster – Built into the side of The Crucible, the largest volcano on an island that orbits Altavire, the Assembly anchors to the floating city via a controlled teleportation nexus. It trains nobles in advanced conjuration, elemental diplomacy, and magical infrastructure.

Judicial Body

In Muster Province, despite the stark contrasts in each city’s culture and lifestyle, the entire province operates under a unified legal framework—one that is controlled and shaped by the ruling Warlord and their governing council. This provincial government is built to enforce laws across the disparate regions, keeping the cities in line with the overarching rules that maintain order in an otherwise chaotic and diverse land.

The Assembly of Muster serves as the legislative and judicial body for the entire province. It is composed of powerful conjurers, technocrats, and influential nobles who are tasked with creating laws and ensuring that they are upheld across all cities. The Assembly of Muster operates from The Crucible, the volcano-anchored seat of power located in Altavire. Here, a council of elite conjurers selected through political patronage, gather to deliberate on matters of law, policy, and justice. Laws are passed through a system of arcane voting, where conjured spirits of past philosophers, elemental entities, and summoned advisors offer their input on the legislative matters being considered. Their guidance, combined with the influence of the ruling elite, shapes laws that govern everything from trade practices and magical use to moral and spiritual codes.

The judicial aspect of the Assembly involves a high court where judges—mostly drawn from the elite conjurers and the province’s most powerful mages—preside over cases that involve violations of provincial laws. However, given the vast power of these judges and their ties to the elite, the system is often seen as biased toward the powerful, leaving the common folk at a significant disadvantage when it comes to achieving true justice. Trials are a rare occurrence for the common populace but are frequent for the nobles or those accused of major crimes, especially related to conjuration abuse, black market dealings, and unlawful magical practices. While cities like Dawnport may operate in the shadows of the black market, any serious crimes are still expected to be reported to the Assembly, where high-profile trial rituals take place, invoking powerful spirits to determine guilt or innocence.

Executive Body

While the Assembly of Muster governs the laws of the province, enforcing these laws falls to a powerful, semi-militarized body known as the Muster Wardens. This group functions as both the police force and the magical enforcers of the law, operating under direct command from the Warlord and the ruling elite. The Wardens, a blend of conjurers, warriors, and summoned beings, are responsible for maintaining peace, hunting down criminals, and ensuring the laws passed by the Assembly are carried out in every city of the province. Their central command is located in Dawnport, where they are led by a Warden General—an individual with unparalleled mastery over both combat magic and strategic leadership. The Wardens operate in teams, with each team specializing in a different form of enforcement:

  • The Sentinels: These are the Wardens who specialize in summoning magic and are also the ones who enforce the laws around conjuration magic, arresting those who break magical codes or use spells for illegal purposes.
  • The Enforcers: This branch is a combat-oriented faction, responsible for ensuring the physical law of the land is upheld. They carry out raids, arrests, and policing in the streets of Dawnport and Verdance, where local crime often flourishes. They also control the borders of cities and enforce travel restrictions between the city-states of the province. They are often seen as feared figures in the poorer areas of the capital, where the black market thrives.
  • The Hounds: A specialized group trained to track down criminals or individuals who have fled the law. These Wardens often use summoned beasts and elementals to track people across difficult terrain, especially in the jungles of Verdance. They are ruthless in their pursuit and have a reputation for never letting a target escape.

Official Languages

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