The Aegis of the Six (the Aegis, for short) is an internal security force maintained by all the Guilds collectively. Because the Guilds are neither a political nor a military organization, they do not have any sort of standing army. However, Guild houses contain many valuable items, and can sometimes be the targets of attacks by Sorcerers, rogue Channels, or anti-Channel groups. That’s where the protection of the Aegis comes in.
The Aegis consists of both Channels and non-Channels. (Channels have an affinity with, and can therefore manipulate and control, at least one of the Six Energies.) There are about 150 Channels and 2,500 Guild Wards (non-Channels who work for the Aegis) spread across the continent of Tamarra. They are trained in the arts of both combat and detection, with the sole purpose of defending the Guild houses from everything from covert infiltration to overt assault.
The Aegis of the Six has adopted a quasi-military hierarchy, with a General in charge of the Aegis as a whole and a Lieutenant overseeing each of the four regions of Tamarra. Interestingly, the Guild Charter stipulates that these positions must be held by Wards, who are not Channels. As strategists, they must be well-versed in the use of every conceivable type of Power, weapon, and mundane tactic that could be used. These five commanders are said to be among the greatest military minds on the continent (there are some rumors that the Mentarchs Guild has given them enhanced mental prowess for this purpose).
Currently, the Lieutenant overseeing the Southern Region is a dwaheely named Teesu, the Lieutenant overseeing the Northern Region is a crawn named Daz Trakh, the Lieutenant overseeing the Central Region is an ushen named Kholein, and the Lieutenant overseeing the Naldrin Region is a dwarf named Tork, of the Steelsmith Clan. The General is a crawn named Vizzex Rizisz.
There is one small group within the Aegis dedicated to offensive missions that could best be called “special operations.” This group is known as the Enforcers, and their purpose is to put down rogue Channels who pose a threat too difficult to be dealt with by local governments, to infiltrate and destroy violently anti-Guild organizations, and to hunt down and destroy sorcerers. (Historically, there has been a long and often violent conflict between Channels, who use scientific methods to control the Six Energies, and Sorcerers, who use non-scientific methods, such as chants or words of power, to manipulate each of the Six Energies.)
The Enforcers are made up of 36 Channels — 6 from each Guild — all of whom must have overcome at least the 12th barrier in their primary Energy, and the 6th barrier in that Energy’s opposing Energy. These Channels are specialized in combat, all have at least some proficiency with weapons and armor, and some are highly talented warriors even without using their Powers. These Channels are joined by 150 Guild Wards, some of the most highly trained (and, it is strongly rumored, Energetically enhanced) warriors in Ethem. They are specifically trained in fighting Energy users and resisting Energetic effects.
The Enforcers are led by a Commander, who answers only to the General of the Aegis. While the Commander takes broad orders from the General, they are generally given great autonomy to deal with situations as they see fit. The current Commander of the Enforcers is known as Ordon of the Whirling Blades.
There are some occasions when The Enforcers are utilized in other ways. Large political entities or organizations will sometimes hire them to deal with other problems — helping to defend a city from an army of rampaging julkas, for instance. The Guilds do this only rarely, as they try to stay out of politics, and only do so when they feel they are safe from repercussions. Their most extensive involvement in non-Energetic affairs was in The Stillness War, when all the nations of the continent recognized them for their heroic contributions to defeating the undead scourge.