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.Infusion of Tranquility


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.


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 sword, for example, to have multiple Glyphs of Infusion so long as each glyph is on separate pieces of the weapon’s construction.

Glyphs will lose their enchantment if they aren’t created with night metal, a mineral found within Dagoran mines. The rate of dissipation is influenced by the material used and size of the glyph. Artificers can recharge spent glyphs.


Custodian: Custodians have learned many socially beneficial glyphs. They’re granted the right to learn the art of artificing: the ability to invest power into the glyphs. Most apprentices cease their tutelage to pursue artificing so they can earn an income and repay the accumulated debt to their mentor.

Steward: Stewards will learn a wider range of glyphs slanted towards war and will typically make up the ranks of artificers in the Dagoran army. Enemies lacking an equally elite force will create tactics to avoid them. The Dagoran army values the Stewards, and will go through great lengths to ensure they survive.

Keeper: Keepers have learned every known glyph. They are also granted access to night metal. Although glyph craft is not a religious practice, Dagorans will venerate Keepers as holy men. Glyphs were given as a gift from the Shining Ones, and are thought to be their holy language.

Manifestations of Power

Glyph craft is broken into four categories:

Warding Glyphs: A Warding Glyph is used as a form of protection. Wardings will protect against general targets and are not specific. Some applications of Warding can prevent eavesdropping or stop animals from entering a space, as well as providing protection against disease and specific elements, etc.

Glyphs of Infusion: A Glyph of Infusion will infuse the target with an effect. A Glyph of Infusion can be applied to living and inanimate objects. Infusions that are of typical living qualities (such as Intelligence) will not enhance an inanimate object. Instead, it will pass on to the wielder of that item. Examples of Infusions are Clarity, Intelligence, Strength, Health, Wisdom, Endurance, Sharpness, etc.

Glyph of Absorption: Glyphs of Absorption will absorb an element or energy and hold it until released. A Glyph of Absorption must be paired with a Glyph of Command in order to work.

Glyph of Command: A Glyph of Command will execute whenever the command word is spoken. The command word is the first word spoken upon completion of the Glyph. Glyphs each have a defining attribute associated with them to execute an expected Command. Such defining attributes can be Forward, Radius, Directional (as indicated by an arrow), etc.
Because the command word and Glyph will outlive the user, the crafter will usually inscribe the command word in an inconspicuous place upon the item. Examples of Glyphs of Commands will include Burst, Light, Shock, Impact, Freeze, etc.