The Wizards Hall of Gax
A conclave of independent archmages who believe magic should be powerful, studied, and shared—never owned by kings or empires.
Overview
The Wizards Hall of Gax is the most respected—and most feared—arcane institution outside the Infernal Empire. Founded centuries ago in the The Free City of Gax, the Hall operates as a voluntary brotherhood (and sisterhood) of wizards, bound not by law or creed, but by mutual respect and shared danger.
Where other nations regulate or outlaw magic, Gax hosts it.
The Wizards Hall does not rule Gax.
But no one rules without considering it.
What People Know
To the wider world, the Wizards Hall is known for four things:
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Its members are powerful—and independent.
No oaths to kings. No service to crowns. Wizards answer only to the Hall and their conscience.
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It keeps the balance.
The Hall intervenes rarely, but decisively, when magical threats risk destabilizing trade, cities, or reality itself.
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It trains, but does not indoctrinate.
Apprentices are taught control, responsibility, and consequence—not obedience.
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It stands in open opposition to the Scholas Magick of Nokan.
This rivalry is cold, personal, and ancient.
The Hall believes magic must remain plural to remain safe.
Organization & Structure
The Wizards Hall is intentionally loose.
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The Conclave – Senior wizards who meet to resolve existential threats
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Masters of the Hall – Recognized archmages with voting rights
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Journeymages – Fully trained members without Conclave authority
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Apprentices – Students sponsored by a Master
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Adjuncts – Scholars, alchemists, and specialists without spellcasting
There is no Grand Magus.
Consensus is valued. Feuds are tolerated.
Methods & Influence
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Arcane research and experimentation
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Magical arbitration between factions and cities
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Neutral oversight of dangerous artifacts
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Quiet containment of magical disasters
The Hall prefers subtle correction over spectacle—but when it acts openly, the world notices.
Goals
Public
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Preserve free study and practice of magic
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Prevent monopolization of arcane power
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Protect Gax from magical catastrophe
Private
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Monitor the rise of the Infernal Empire
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Counter the expansion of the Scholas Magick
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Track and secure artifacts tied to world-altering power
The Hall does not seek control.
It seeks preventative survival.
Headquarters
- The Wizards Hall of Gax – A sprawling arcane complex overlooking the caldera, layered with towers, libraries, and wards older than many nations
Values
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Intellectual freedom
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Responsibility without tyranny
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Debate over doctrine
Magic is a tool, not a throne.
Anathema
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Forced magical service
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Arcane monopolies
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Weaponized ignorance
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Absolute authority over magic
Any wizard who willingly submits magic to totalitarian control is considered lost.
Reputation
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Respected by merchants and free cities
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Distrusted by monarchies
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Hated by the Scholas Magick
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Quietly admired by outlawed mages
Many believe the Wizards Hall is the last real counterweight to the Infernal Empire’s arcane dominance.
Notable Members
- Duke Elric Strangeways – Master of the Hall; often absent, widely respected
Player Notes
The Wizards Hall will not command you—but it will ask.
Refusing them has consequences. So does agreeing.
They do not save the world.
They make sure it survives long enough to save itself.