

The Arcane
The Arcane is a culmination of a multitude of Magic councils across Vaedanys; most notable names come from: "The Songspire College, Seakmore School of Wizardry, The Arcane Institute, Daswins School of Spells and the Academy of Sorcery, each council or school being based off of the regions of Aedrias, Zvart'l, Iamovar, The Isles of Kalesh and Hildenfell
The Arcane Guild came into fruition after the councils and schools came to realize the importance of intermingling magics.
In 3E, 1441 the year of obscurity, The Chosen of the Moons became the catalyst of change for all things magical in the realm, releasing the once thought to be extinct race of Faekind brought new forms of magic not solely dependent on magical crystals known as Manasteel. This new found knowledge became a new source of inpiration to wizard, witch and sorcerers across the realm as the fact that magic could be pulled from the fabric of the realm instead of manasteel became more prevalent.
The Arcane guild became the upholders of the standards of magic creating the thirteen laws of Magic namely;
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Magic is an energy taken from the realm beyond.
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Magic can appear in many forms but the elements are the most prevalent.
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The original Intent of magic is Creation.
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Magic can be artificially created, but the form it takes is pure.
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Zabramancy are the forms of magic which feeds off of the lifeforce of the creature and not the beyond.
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Magic energy; Ether, cannot be destroyed
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Subsequently creatures born of pure magic are by all facets invulnerable.
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The Realm of Vaedanys is a plane of magical 'force' not energy.
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Magical force - means to be driven and exists with magic
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Without magic man is lost. But man can also be lost in magic
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Magic can be inborn - sorcery, or learned - wizardry, but only those with the connection to Ether can cast magic from within.
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Magic is not purely created, it transforms the surroundings before the spell is formulated.
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Man must not venture the beyond or risk the world itself.