Mages' Guild

Summary
The Mages' Guild is spread across Tamriel and is supported by the Empire. It is dedicated to the study of the seven schools of magic: alchemy, mysticism, restoration, destruction, conjuration, illusion, alteration and often other sciences and their links to magic. The Morrowind section is run by Trebonius Artorius, who was put in that position from above. The Mages' Guild maintains a friendly position towards other Imperial Guilds, but conflicts with House Telvanni, the native mages' outfit in Morrowind. In Cyrodiil, the Mages' guild's headquarters is the Arcane University, located in the Imperial City. The chief objective (related to the Mages' Guild) of the player character in Elder Scrolls IV is to gain access to the Arcane University, whereupon he receives quests from two prominent mages; Raminus Polus and Hannibal Traven. As such, the player must gain recommendations from all the Mages' guildhalls located across Cyrodiil, by doing favours and quests for those in charge. These quests, however, are not related to the main quest.

The Mages' Guild situated in Cyrodiil banned necromancy in around 3E 432, which prompted many of its members to leave the guild.

Mages' Guild Imperial charter

 * I. Purpose

The Guild of Mages provides benefits to scholars of magic and established laws regarding the proper use of magic. The Guild is dedicated to the collection, preservation, and distribution of magical knowledge with an emphasis on ensuring that all citizens of Tamriel benefit from this knowledge.


 * II. Authority

The Guild of Mages was established on Summerset Isle in the year 230 of the Second Era by Vanus Galerion and Rilis XII. It was later confirmed by the "Guilds Act" of Potentate Versidue-Shaie.


 * III. Rules and Procedures

Crimes against fellow members of the Guild are treated with the harshest discipline. Whether a member may regain their status in the Guild is determined by the Arch-Mage.


 * IV. Membership Requirements

The Guild of Mages only accepts candidates of keen intelligence and dominant will. Candidates must exhibit mastery in the great schools of magic: Destruction, Alteration, Illusion, and Mysticism. Candidates must also display practical knowledge of enchantments and alchemical processes. You cannot be a member if you have a bounty. First you have to clear it.


 * V. Applications for Membership

Candidates must present themselves to the Steward of the Guild Hall for examination and approval.

Role of the Guild in Morrowind
In Morrowind, Guild chapters are established in Guild-owned, free-standing halls in the towns of Ald'ruhn, Balmora, and Caldera. The chapter in Sadrith Mora is established in Wolverine Hall under lease from the Telvanni Council. The chapter in Vivec is established in the Foreign Quarter under lease from the Dunmer Tribunal Temple.

Role of the Guild in Oblivion
In Oblivion, the Arch-Mage of the Mages Guild, Hannibal Traven, has banned research into necromancy. Many of the guild members agree with this new rule, and many disagreeing necromancers have been killed to enforce the ban. This had the disadvantage of creating many enemies for the guild. However, there is little the Mages' Guild can do to root out necromancy, as it is legal in Cyrodiil. After a certain point, players may fight a necromancer named Mannimarco. Once he is defeated you are named the new Arch-Mage. In Morrowind necromancy is forbidden, but a similar form of magic (Ancestor worship) is practised by most Great Houses and ashlanders. Imperial Battlemages in the imperial legion are sometimes utilised by the guild to act as agents or investigators in crimes magic related.

Guild Halls and recommendations
In order to gain access to the Arcane University in Oblivion, one must become a mage apprentice through recommendations from each of the guild halls. There is a guild hall in each of the cities (except in Kvatch and Imperial City) in which the head mage must send a recommendation to Raminus Polus in the Arcane University. They will only do this for the player once he has done a favor for them. These tasks range from investigating suspicious characters, such as in the Chorrol and Anvil quests, obtaining items for guild members, such as the Cheydinhal and Leyawiin quests, or helping others in that are in trouble, such as in the Skingrad and Bravil quests.

The Arcane University
Located just outside of the Imperial City, the Arcane University is the official seat of power for the Mages Guild. It is where the Arch-Mage resides and where new initiates come to study the magic arts. It has multiple facilities as well as a chamber for the Arch-Mage. Some of those facilities are:


 * Lustratorium: the Alchemy Headquarters.
 * Arch-Mages's Tower: a large prominent tower that is located at the center of the campus. Contains the Arch-Mage's quarters and the Council Room for the Council of Mages.
 * Chironasium: the Enchanting center. This is where mages receive their Mages' staffs.
 * Practice Rooms: a place that provides areas for mage scholars to hone their magical skills.
 * Mage Quarters: the official quarters for the low-ranked mages.
 * Mystic Archives: run by the Argonian Tar-Meena, this library is a collection of books and artifacts that any member of the Guild can use.
 * Praxographical Center: the spellmaking center.
 * The Orrery: A centre for astronomical and astrological study, teaching initiates about the firmament of heaven, the nature of magicka, seasonal magicks and lunar magicka. It is actually a dwemer machine.