The Psijic Order is the oldest known monastic society of Tamriel, devoted to the study of mysticism and the preservation of the Old Ways — a philosophy blending magical mastery, divine contemplation, and metaphysical stewardship. Founded during the Early Merethic Era, the Order predates the Mages Guild by millennia and has long served as guardian of magical wisdom in the Summerset Isles.
Their home is the isle of Artaeum, the third largest of Summerset’s islands, though it is said to phase in and out of Mundus at the Order’s will. The Psijics’ ability to remove themselves from the world symbolizes their independence and mystery. They intervene in history rarely, but decisively, shaping events from the shadows.
At the heart of the Psijic Order lies the doctrine of the Old Ways. Unlike the Altmer obsession with purity of ancestry or the Imperial reliance on structured theology, the Old Ways emphasize direct contemplation of the et’Ada and the hidden truths of Mundus.
Core principles include:
Meditation and Reflection: Psijics pursue wisdom through silence, contemplation, and inward vision, believing the soul mirrors the divine.
Responsibility of Power: Magic is to be used with restraint, not for conquest but for balance.
Tied to the Aedra: The Old Ways revere the Aedra not as distant gods but as living truths that shape reality.
Mastery of Mysticism: Psijics explore the liminal spaces between Mundus and Aetherius, specializing in teleportation, prophecy, and manipulation of time and space.
To outsiders, the Old Ways seem opaque, half-religion, half-philosophy. To Psijics, it is the root of all merish wisdom, older than empires, older than recorded history.
The Psijics’ seat of power is the island of Artaeum, described as lush, tranquil, and impossibly serene. Here lie their libraries, halls of meditation, and the Ceporah Tower, repository of ancient knowledge.
Yet Artaeum is not fixed in Mundus. The island has vanished from Nirn multiple times, slipping into other planes and returning centuries later unchanged. This phasing demonstrates the Psijics’ mastery over reality and their refusal to be bound by politics of Tamriel. When they withdraw, they are beyond reach; when they return, history changes.
Though secretive, the Psijics have influenced major events across eras:
First Era: Early Psijics advised Altmer kings and shaped the magical traditions of Summerset. Their philosophy spread among Aldmeri priests and mystics, forming the roots of later magical study.
Second Era: During the Interregnum, the Psijics guided Queen Ayrenn of Summerset, shaping the Aldmeri Dominion. They sought balance, urging restraint in warfare while supporting stability. They also opposed reckless use of Daedric pacts, condemning corruption of magic.
Third Era: The Order remained aloof but occasionally counseled Imperial rulers. They warned against misuse of the Staff of Chaos and other artifacts, though their words were often ignored. Archmage Shalidor of Skyrim, though not Psijic, corresponded with them, and some of his theories drew on Psijic thought.
Fourth Era: By 4E 201, the Psijics reemerged during the crisis of the Eye of Magnus, sending emissary Quaranir to aid the College of Winterhold. This marked one of their rare direct interventions in Nord lands, underscoring the magnitude of the threat.
In every age, the Psijics act sparingly, shaping events with precision rather than armies.
Psijics are famed for abilities beyond conventional magic.
Mysticism: Mastery of teleportation, phasing, and binding of souls. They were said to be able to move objects across continents with a thought.
Time Manipulation: Some Psijics claim to step outside time, observing past and future alike. Prophecies of Psijics often steer rulers’ decisions.
Withdrawal of Artaeum: The entire island’s ability to vanish demonstrates power no modern mage has replicated.
Combat: Though pacifistic, Psijics wield devastating spells when necessary, weaving wards, dissolving weapons, or collapsing space around foes.
Their mastery makes them figures of awe and fear. Even the Altmer, who claim superiority in magic, tread carefully when Psijics speak.
The Psijic Order views itself as steward of magic, superior to all other institutions.
Altmer: Though both share ancestry, Psijics reject the rigid orthodoxy of Summerset. Many Altmer rulers see them as dangerous radicals.
Mages Guild: Founded in the Second Era by Vanus Galerion, the Guild was inspired partly by Psijic methods but rejected their secrecy. Psijics consider the Guild too political and reckless.
Dwemer Tonal Architecture: Psijics condemn Dwemer experiments, viewing tonal manipulation as arrogant theft of divine truth. To them, the Dwemer’s disappearance proved folly of science without wisdom.
Thu’um of the Nords: Some Psijics study the Voice as cousin to mysticism, acknowledging its divine resonance but dismissing it as crude compared to Psijic refinement.
In every case, Psijics claim greater wisdom, though they rarely interfere unless balance is at risk.
Hierarchy:
The Order is governed by the Ritemasters, with elders and initiates beneath them. Admission is rare, requiring decades of study and proof of wisdom. Psijics dress in simple robes, emphasizing humility despite their immense power.
Philosophy of Non-Interference:
The Psijics act only when cosmic balance is threatened. Wars, empires, and politics are beneath them unless they endanger the fabric of Mundus. This detachment earns them accusations of indifference, but Psijics insist their perspective is broader than mortal concerns.
Outsider Perceptions:
To rulers, the Psijics are useful but unsettling. To mages, they are aspirational yet unreachable. To common folk, they are legends, rumored to vanish at will and know the future. Their secrecy ensures myth thrives around them.
The Psijic Order’s legacy is not conquest or empire but continuity. They are the memory of magic itself, older than guilds, older than kingdoms, older than most records. Their interventions shape history without domination, their silence weighs as heavily as their speech.
By 4E 201, they remain remote yet vigilant. Their reappearance in Skyrim proves they still watch, still guide, still preserve the Old Ways. Their future is uncertain, but their role is eternal: the hidden stewards of magic, guardians of wisdom that predates history, and reminder that true power lies not in armies or artifacts but in restraint, contemplation, and mastery of self.