Glyph Craft

The Dagorans claim their gods, the Shining Ones, blessed their people with the knowledge of glyph craft as a token of a covenant. Glyph craft is unlike any other form of power in that its effects remain after the initial casting. The glyphs decorate the walls and pathways of Dagor, protecting all within the hollowed mountain from disease, invigorating the tired steps of travelers, or granting another blessing. Accessibility Dagorans guard the secrets of glyph craft behind a rigid system monitored and controlled by their government. Applicants and their families are screened for a history of compliance and lawfulness. Once an applicant is cleared, they may seek a mentor and apprentice. Glyphs are not written in the language of the Dagorans. The unlearned may recognize the commonly used glyphs, but are as ignorant to the other inscriptions as any foreigner. Glyphs can be purchased by anyone of pure Dagoran heritage living within Dagor. A foreigner can acquire a glyph only if the government approves the request. Approvals are as rare as they are expensive. Application There are two components to glyph craft: the glyph, and the power invested into the glyph. The apprentice will spend years learning theory and the technique of forming glyphs. Written glyphs will have temporary effect on the applied object or person. Other than the Glyph of Health, it is not permitted for an apprentice to form glyphs. Glyph craft is broken into four categories. An item cannot bear two of the same related glyphs. This restriction applies to the parts of a greater item, and not the item itself. It is common for a...

Invocation

True to their nature, the ashar shroud the origins of their power. Constant hostilities from their enemies, and the envious regard of everyone else, has forced the ashar to rely on their mysterious powers as devastating weapons. Those who have been on the receiving end of such assault will attest to their efficiency. Accessibility Until the War of the First Kings, the ashar guarded the secrets of Invocation from the other nations and people. The Order of Salandor, the institution responsible for teaching and tracking all applicants, succeeded in this task. Then, all of Ellias, save the Dagorans, turned against the dominant ashar. To secure aid, the ashar created an accord with the Thell to the north, granting them official recognition of their country and rights to use Invocation. Later, during the First War of the Realms, a faction from the Order of Salandor, split and fled into the lands of the Fractured Cities. They dangled the teachings of Invocation before the powerful to secure concessions of safety and autonomy. The wealthy and influential sent their children to learn, hoping for an edge in petty familial disputes or political conflicts. But the Felsendi, as the faction came to be known, allowed only the young to join, and only taught those who showed signs of shedding blood ties. Through oversight and the laws of probability, the knowledge of Invocation has passed into hands that were not meant to hold it. The Order of Salandor has imposed upon themselves the duty of eradicating any nonmember. Application Invocation requires one of five elements and applies up to three pure ideas to create...