Arcane Conglomerate
the political system and funding in Hamir Portam derives from the Arcane Conglomerate, a mobile assembly hall that houses representatives from every guild hall in the city. Every major political decision ranging from mergers, to new project submittals to even student loan policies get determined by the sea of merchants and scientists that swarm around these columns.
Guild of the Arcane
the ArchCoven - Representatives are called the "Arch Coven" and each individual school of magic from the literal wizard class, or specific spell types, each are their own coven.
Guild of Nature
The Archivist Guild; splits into 3; sky, land, sea, dark, light. The [blank] archivist guild.
Guild of the Holy
Orders; life, death, grave, religious order; they push for order and cooperation between the temples. The order 'between' - exists purely to stop the crusading.
Guild of Connections (Locksmith & Co.)
supplies mediators for almost all aspects, handles contracts,
Guild of Safety
See Beetle Brigade & Crisis Angels & Abyss Divers.
City guard, “The Beetlebrig”
Patrol officers are equipped with bare minimum +1 weaponry & armaments.
The pursuit officers known separately as the “Spider Hunters” are equipped with specialty grappling hooks and magnetized boots that allow for incredible maneuverability amongst the stilted buildings and walkways.
Angelisus, AKA “Crisis Angels.” One of the larger floating islands houses a conglomerate of clerics who has tasked themselves to be able to handle much of the deranged situations that has previously occurred in the city. There are three squads to handle different situations.
Aurans - though most often seen, these chapel workers deal with a lot of psychic disturbances ranging from as often and small as academic burnout, to madness induced by chasm-diving. Equipped with subtle enhancements such as “Calm Emotions”, food, blankets, de-escalating practices, bucklers and nonlethal items for restrainments such as ropes, nets, and cuffs. They are the first on the scene for prevention and escalating situations
Rainmakers - these groups of clerics are equipped for more dangerous situations. Usually rocking medium, to some case, heavy armors. These clerics work to tackle fires, explosions, rogue constructs, and other environmental situations. They often work with Artificers to craft and utilize various magic items to combat toxic, radioactive, or other such terrible environmental factors.
Scourge Wardens - Very rarely utilized, this elite group of warrior clerics are deployed for the worst case scenario of whether some new creature abomination or terror arises from the Great Chasm to lay siege. These are the best of the best warrior clerics to descend onto the front line, bringing a full arsenal to fight alongside the city guard.
"Abyss Divers"
This is put together by every guild in Hamir Portam. Hamir Portam is one of the only two major cities above one of these Abyss Chasms, having access to every known type of Phrax Crystal. While now, Phrax Crystals grow primarily in areas rich with its own elemental attributes, these abysses are the only places that can grow every kind of Phrax Crystal. The Abyss Divers' primary commercial import is Phrax Crystal; exploring new veins, mapping out all of the different caverns and caves, and they do commissions and/or excursions on payment from wizards' guilds, any of the guilds, from people who want to explore any of the discovered ruins or anything found in the abyss. It usually attracts the desperate and money hungry, the people who have certain skills and are desperate enough to need money VERY QUICKLY and in very large amounts.
Guild of Anomaly (The Occult Legion)
Circe of Demons & Devils, Circle of Celestial, Circle of Aberrations, Circle of Fey, Circle of Ancients (Dragons AND Giant), Circle of Undeath.
The Commerce Guild (the Magi Magnate)