Wizards Enclave
In any city you will find neighbourhoods. With the pacing up of history neighbourhoods came into existence, based on craft, belief, social standing of its inhabitants or the function of that particular part of the city. Wether there is the smooth boundary of a common feeling or understanding, or a massive wall, guards and the like, there is a border between one neighbourhood and the other. It's the way that sets people in a certain neighbourhood, craftsmen live in sturdy and practical living quarters, while merchants like to show of their wealth, while the poor can only afford, well, the poorest building materials.
In Amurite society however, what sets apart people is magic. The more proficient you are at magic, the higher your standing. Also, having been apprentice of a renowned mage or graduate student of one of the myriad arcane faculties of the many universities does a great lot. In an Amurite city you will find immigrants in the poorest of parts, because they don't have magic. Then come the untouched, who mostly have backing of one of the mages, forming clans around them, as servants. Then come the levels of the gifted, based on the levels of their training. In what we would call "middle-class" in other societies, we can set the initiates, those who had basic training from an adept at a school. They can do minor magics for control of their life and the crafting of small magic items, the tending to and enhancing of crops, the working of materials. They are the craftsmen, the farmers, the builders, the soldiers. Their buildings are not really remarkable, but are lighted by flowing orbs of light, warmed with fire without fuel. The walls stengthened and waterproof.
Next level are the adepts. They represent the bureaucracy, the priests of Oghma, the teachers, the engineers the merchants. It is them that keep society oiled and rolling. They were (or are still) student at one of the universities. Though not prone to grandness, their magic is substantial if compared to that of other societies. To heal, craft items, conjure servants, invoke curses. They make society tick. Their housing is mostly of a better quality than that of initiates, the walls softly emanating warmth or coolness, the walls sturdy without a bit of mortar though harder than granite, trees and flowers that never seem to lose their leaves.
Moving further up the social ladder you will find this countries "aristocracy", the wizards and archwizards(we would call them high mages or archmages), the latter having proven his or hers extraordinary magic abilities in a trial for the Caswallawn, while the other has simply graduated at one of the universities. After graduation wizards will start doing magical research, weaving intricate rituals, crafting powerfull items. There is also the possibility of leading a sub-division of the government or serving as a war-wizard, a battle or siegemage in the Amurite armies. Each wizard will draw into his service dozens of untouched, initiates and adepts, assisting him in his projects, a band of followers who get not only paid, but will get rituals of enhancement on oneself, to strengthen the senses, to prolong life. Though you won't find in their 'enclaves'(as they call it),only the archetypical towers, they are prone to have estates of mindstaggering height, in which magic had certainly a hand in the construction. Their forms are myriad and the colours will reflect all that the Mother Earth has to offer us in a flowing texture of rock and arches, this, the apex of this extraordinary people is most symbollicly depicted in the apex of their building art, in which the Magical realms are combined with the everyday materials to bring to shape a group of magnificent buildings within a city.
On Building
Chapter Five: Assessing societies by common knowledge and their buildings
Master Engineer Bugg (the Watery) dei'Mael