The Order of the Eye
Often referred to as the Mage's Guild, the Order of the Eye is a collection of magic-users dedicated to the study and practice of their craft. Members pay dues, and in exchange they get access to untold magical resources, protection, and the opportunity to learn from their fellow wizards. One can leave the Guild at any time, but must turn in any and all Guild property including awards given.
Guild Members
Members of the Guild are collectively called Magi. Not everyone in the Guild is actually a wizard, though. Membership is made up of wizards, sorcerers, witches, summoners, alchemists, arcanists, some clerics, bloodragers, shamans, and those who study the occult such as psychics and mediums. Even non-casters can sometimes enjoy the benefits of Guild membership, such as merchants and traders of magical items, those who seek higher education and do not wish to join the University at Shimmering Rock, and family members of Magi. Wardens, soldiers of the Guild, are also considered members even though most cannot use magic. Even familiars of Magi have a limited membership. All Guild members are expected to pay dues to the Guild, but what this entails varies. Nobles and merchants will often pay the Guild directly once per year, other Magi might craft magical items for sale, and still others might pay for a year of membership with a separate year of service as a Warden. Being a member of the Order of the Eye has many rewards, but in turn all of those affiliated with the Guild must abide by the Codex of Arcane Regulations.The Codex of Arcane Regulations
Members of the Order of the Eye strictly abide by a small set written down by Topaha himself when he first set out to create the Guild. It is written in a dragonhide-bound tome that is a Living Document. It's pages are made of ethereal matter, and contain at once all that was, all that is, and all that shall be regarding the rules of the Guild. Because it contains all future Rules, the Council sees no need to alter it, as any problems that could arise have already or will be dealt with anyway. The Codex knows when a sworn member of the Guild has broken any of the rules, and marks rulebreakers with a black stripe on their left hand. All rules fall under one of the three following categories.Respect The Order And Magi
Members of the Guild must not steal from or damage the property of the Guild itself or it's members. They must not interfere with ongoing projects or the safety of the Guild and it's members. They especially must not harm in any way the members of the Guild or it's associates. Magi must never give the Guild a poor reputation by public or private action that would reflect on the Guild. No member may reveal secrets of the Guild to outsiders.No Power Is Trivial
By it's very nature, magic in all it's forms can be fatal or worse if mishandled. The members of the Order of the Eye must treat magic and beings of magic with respect and utmost care. The summoning and binding of entities is allowed, the making of soul-binding deals is allowed, the practice of all magic is allowed, but when doing so the individual mage accepts responsibility of the actions of the magic they have brought into the world, and no magic cast may violate the other rules of the Codex.The Guild Is Your Family, The Codex Your Guide
When a member of the Guild is wronged by outsiders it falls upon the rest of the Guild to see to justice, and if needed avenge their comrades. Magi of the Order are expected to read the Codex, and those of leadership status must memorize the Codex in it's entirety. When the actions of a Guild member are called into question, even if they do not explicitly violate the rules presented in the Codex, a vote shall be held of the dozen nearest Magi, and they shall decide what punishment shall befall the transgressor. To protect the Order and it's secrets, when someone leaves the Guild or is banished, their memories of all secrets are to be erased. When a feud develops between Magi and it is unreasonable for them to solve it alone, the nearest Guild leader shall be contacted to settle the dispute.Joining the Guild
Anyone who wishes to join the Order of the Eye simply needs speak with a member of the Guild, and they will be brought to the nearest Guild leader, who decides whether or not the prospective member is worthy to join. The other way one joins the Order is by the Rite of Adoption. The Guild operates several schools for children that display magical talent. Some of these are wizards in the making, but most are sorcerers who have been cast out by their families when their strange abilities develop, or young children who have made a pact with a magical entity without fully understanding the consequences. These children raised by the Guild are given everything they need to thrive and learn, and when they come of age or are deemed otherwise worthy are offered full membership. While they can turn this down, these magical orphans rarely do.Guild Functions
Most members of the Order study their chosen fields of magic for their entire lives, trading secrets with other Magi and teaching classes on their particular expertise. The Guild produces, invents, and sells items magical or clever, and is the sole provider of such goods to the various great powers of Illiria. Adventuring mages or magical mercenaries can be contracted out through the Tower of the Ancients or the Order of the Archer. Additionally, the Guild provides magical councilors to the nobility of Illiria, usually referred to as Court Wizards. In many cities in which the Guild has a heavy presence, Magi also provide entertainment. The Guild has it's own teams of gladiators that specialize in magical duels, and the game called Summoner's Arena is exceedingly popular. Guild Illusionists provide houses of impossible wonders, and Guild beastmasters provide the public with exotic and frightening creatures and plants that they make themselves or gather from other planes. At least one Guild-affiliated business specializes in transporting tourists to the other planes of existence for large amounts of money.Structure
The Guild is split into hundreds of arcane schools, libraries, and businesses. They are led by a council made up of the leaders of each school, with the High Mage having a weighted vote in any matter brought to such. The Wardens, non-magical warriors hired by the Guild, enforce the rules and protect the secret guildhalls.
Culture
Guild members are extremely proud of their allegiance to the Order of the Eye, and are frequently depicted as snobbish or aloof by outsiders. Mages of the Guild tend to look down on non-affiliated spellcasters, of which there are actually many. Most outsiders are afraid of the Guild and what it represents: unchecked magical power.
Public Agenda
To learn all there is to learn, to protect it's members, to guard the secrets of the arcane
Assets
Untold numbers of magically-attuned individuals serve the Guild. They are the owners of magical artifacts, vehicles, creatures, and even planes of existence. To calculate the worth of the Guild is a futile task. Many Guild schools are veritable fortresses, sustained by loyal townships and guarded by warriors.
History
Before the modern incarnation of the Order of the Eye, hundreds of different and sometimes feuding mage's alliances dotted the continent. Each major settlement had it's own Guild or Guilds of mages who worked together towards common goals. The current High Mage, Topaha, worked for two centuries to bring each of these factions under a single banner, and since then the Guild has been working tirelessly to increase it's own power.
All-Knowing, All-Powerful
Founding Date
419
Type
Guild, Mages
Alternative Names
The Mage's Guild, The Other Spyre
Demonym
Magi
Leader
Parent Organization
Deities
Location
Controlled Territories
Manufactured Items
Notable Members
Comments