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Halls of Magi

The Halls of Magi is the youngest of the guilds of power, the council of powerful guilds that govern the city of Amberfall. It is a place filled with wonders, artifacts and magi beyond many's comprehensions. although from the outside the building seems no larger than a Tavern or a big shop, inside it is, as its name suggests, endless halls filled with rooms for all sorts of study, preparation, practices and living quarters, no outsiders have ever seen what lies beyond the first hall, although many suggest the building itself might have no end at all.   This guild has a huge influence on the views on magic, as unlike in Astalor and the majority of the other alliance kingdoms, who originally funded the construction of Amberfall, magic users arent needed to register their powers, and therefor are free to choose wether to join the guild or not.   It is lead my the Arch-wizard Alvitor, a Dragonborn once known to roam the Continent of Celadon.   The Guild has 8 masters, one for each School of magic, and besides those the ranks are: Acolyte, Disciple, Adept and finally master.   Individuals who decide to not join a specific school, either because they want to learn multiple, or decide to pursue specific magical prowess not limited by school, such as magical artifacts, runes or magical languages, are not seperated into ranks, rather they are split into sects, one for each of the task they wish to pursue, each ruled.     the group specializing in the pursue of Magical artifacts lost to time or negligence, this sect is one of the most crucial sects in the Hall of magi, given that most of the continent of Bethexa's civilized regions were lost during the Calamity.  
  • Sect of the Steadfast (Protection and fortification)
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  • Sect of the Spectre (infiltrators and spies)
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  • Sect of the Savant (scribes 
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Public Agenda

the Study and safekeep of magic in all shapes and forms.
Founding Date
1408
Type
Guild, Mages
Location

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