![[House of the Weave.png|300]] > [!quote] Motto > From thread to tapestry, we weave Aztis' arcane. ### Overview The **House of the Weave** is an elite and powerful organization dedicated to the cooperative study, refinement, and mastery of arcane magic. Many are considered devotees of [[Aztis]]. Unlike traditional wizarding guilds, the House emphasizes specialization in distinct magical disciplines through dedicated study within their specialized **Rooms**. While its membership is smaller than many magic orders, the House's influence stretches far and wide due to its expertise and the mysterious, mobile nature of its headquarters. ### Structure The House operates under a carefully balanced structure to ensure no single mage wields absolute power. - **Archmages:** Four powerful arcanists oversee the House, each responsible for two specialized Rooms. They make decisions democratically to maintain balance and order. - **Magus:** Each Room is led by a **Magus**, an expert in that particular arcane focus who reports directly to the Archmages. - **Weavers:** Members are generally referred to as **Weavers**, but also adopt titles related to their specialty, such as Evoker, Illusionist, or Diviner. New members train in multiple Rooms before selecting their specialization, ensuring they develop a strong magical foundation. ### The House (Headquarters) The House itself is a marvel of arcane engineering — a sentient structure capable of shifting locations across vast distances and even between dimensions. Inside, the House defies normal physics, with each Room feeling far larger than the exterior would suggest. Its ever-shifting layout makes unauthorized access nearly impossible. Legends say the House can only be summoned by those who know its ritual — a closely guarded secret known only to the Archmages and select Magus. ### The Rooms Each Room is devoted to a specific arcane school or focus. While each functions somewhat independently, all are vital to the House’s overall mission. - **The Ember Chamber (Evocation)** — Specializing in destructive and elemental magic. - **The Mirage Hall (Illusion)** — Masters of deception, perception, and mind-bending enchantments. - **The Nexus Vault (Conjuration)** — Experts in portals, summoning, and spatial manipulation. - **The Gossamer Library (Divination)** — Seekers of knowledge, prophecy, and insight. - **The Shaded Loom (Necromancy)** — Practitioners of life, death, and the magic that binds them. - **The Verdant Spiral (Transmutation)** — Alchemists and manipulators of physical properties. - **The Whispering Archive (Enchantment)** — Experts in charm magic and persuasion. - **The Sealed Codex (Abjuration)** — Masters of protective spells and magical defenses. Each Room maintains a unique culture and hierarchy, but all share a core value of cooperation. ### Membership Potential members must prove their arcane aptitude before being allowed entry. Initiates spend time training within each Room before selecting their primary focus. This system ensures every member gains a well-rounded understanding of magic before advancing to specialize.