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--- Warbwunian Library Datum 91242888 ---

Gods and Glyphs of the Core World Enchanters

The Overthrow led not just to a revolution in the governing of the Human Core World, but also to a fundamentally new understanding of glyphic structure. Though many Moochava mystics still see Union glyph studies as limited by a fundamentally geometric and materialist understanding of the gods, the Enchanters redefined their core glyphs, not placing them into hierarchies and "families" as the Imperials prefer, but instead letting each glyph speak for itself.

Recent analysis of Enchanter glyphwork indicates that the "self-sustaining" glyphs, stripped of much of their cultural heritage and reduced to "mere beings" who exist and have traits, but who have not "acted," who do not have myths and legends built up around them except in the most abstract sense, offer several advantages.

First, the risk of dangerous interaction or admixture is seriously reduced: there are no obscure legends that might endanger a glyphworker, giving the Enchanter an efficiency rivaling that of Moochava mystics, whose gods need not worry about needless complications such as family rivalries and dynastic struggles.

Second, the simplicity of the glyphs reduces creation time, allowing for swift and efficient combat enchantment without having to lay down a mythic framework first.

Third, the pared-down glyphs result in simpler generation of divine energy, or nou, which ultimately powers all Core World technology, as it powers all technology. Unlike the Imperials, Core World Enchanters need not struggle with dozens of incompatible nou types. Instead they can rely on a few core energy sources.

The main weaknesses of the new system are two.

First, the blank, glassy new gods are simultaneously unsubtle and ephemeral: their effects are simple and direct, but not overwhelming in power. They are best used in groups, as multiple Enchanters can add subtlety and raw force. This is rarely a concern for the Enchanters, who remain in their towers and operate in politically-minded packs.

Second, the lack of mythic resonance means that private shrines are almost worthless as sources of power. The massive reengineering of the Core World lower classes has been the Enchanters' answer to this dilemma: rather than letting their underclass go to waste, with occasional round-ups to extract nou, the Enchanters have begun work on great cathedral-factories to turn their poorest citizens into "glyph thralls" who spend most of their lives generating nou for the furnaces of industry.

The Glyphs of the Enchanters:

Aklurian: Destruction, Lessening, Reduction, and Ruin
Ambuleth: Force, Telekinetics, and Gravity
Azitei: Time
Balba: Animals, Plants, and all Flesh and Life
Deiha: Fortune and Fate
Ebat: Earth, Stone, and Metals
El: Mysticism and Glyphic Energy
Kardas: Creation and Bringing Into Being
Karastnia: Movement and Travel
Doro-Dasha: Ice, Frost, and Cold
Gantaru: Air and the Atmosphere
Gastuul: Mind, Thought, and Dream
Hanar: Protection and Sanctuary
Mita: Control, Change, and Manipulation
Noli: Water and Liquids
Omru: Fire and Heat
Riss: Sound and Music
Sekarias: Electricity, Lightning, Light and Hues
Shokan: Darkness, Smoke and Shadow
Tath: Knowledge and Secrets
Teko: Space and Distance
Ulian: Healing, Restoration, and Repair
Vahntu: Poison and Acid
Yun-Ki: Increase, Growth, and Empowerment



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