The Inked Glyph

Est. 2025 half-elf Artificer (Rune Smith)

The Inked Glyph

Mareldin hums tunelessly when working, preferring soft lullabies in an old half-elven dialect. He keeps a pet clockwork raven named Glyph that fetches tools and...

MA

Shopkeeper

Mareldin Voss, a half-elf Artificer (Rune Smith) (Lvl 12)

Keeper's Species

half-elf

12 Misc3 Weapons2 Armor1 PotionsEst. 8.2k gp

Shop Inventory

(18)
Miscellaneous12

A palm-sized iron disk etched with a faintly glowing rune. When affixed to a surface, it grants a small ward against intrusion.

AC +1When triggered, grants a bonus to AC for allies within 10 ft for 1 minute (usable once; recharges after a long rest). Detectable by dispel magic or similar.

A glass vial of shimmering ink used to scribe temporary runes and quick wards.

Enough ink for 3 simple runes (trap ward, silent alarm, or luminous sigil). Runes made with this ink fade after 24 hours.

A temporary tattoo inked with an arcane rune. Lasts 7 days or until dispelled.

Choose one effect when purchased: +1 to a skill check (chosen skill), advantage on Perception checks in dim light, or resistance to one nonmagical damage type (bludgeoning/piercing/slashing).

A small silver token engraved with a rune that records the last place the bearer slept.

When activated, projects a faint spectral marker at the location where the bearer last ended a short or long rest. The marker is visible to the bearer and to those the bearer designates for 1 hour.

A crude ebony sigil that binds a minor spirit. Sold with a clear warning and instructions for removal.

When used improperly, causes mild haunting (disadvantage on Wisdom checks) until removed. When used properly (a 1-hour ritual outlined on the tag), can bind a spirit to perform menial tasks for 1 day.

A fine quill and a pot of rune-ready ink, useful for drafting glyph diagrams and minor magical scribblings.

Grants advantage on checks made to scribe a rune in half the normal time.

A flat obsidian token with a concentric rune. When placed on an object or floor, it creates a bubble of muted sound.

Creates a 10-foot-radius zone of silence (as the silence spell) for up to 10 minutes. Usable once; recharges after 7 days or by Mareldin's workshop rituals.

A leather-bound ledger with 20 rune-slots. Each slot can hold a minor rune inscription for later activation.

Allows a caster to store up to 20 minor rune scripts (non-spell). Activating a stored script is a bonus action once per stored rune.

A palm-sized stone tablet etched with a tightly woven rune pattern. Activating it casts protection from energy (self-target) once.

When invoked, the tablet grants resistance to one energy type (chosen on use) for 1 minute as per the spell. Single-use item.

A compact kit containing chalks, fine soot, binding paste, and diagrams for drawing common minor runes.

Allows a character with proficiency in Arcana or an artisan's tool to draw and maintain minor runes (duration up to 8 hours) without shop assistance.

Mareldin will design and bind a custom rune to a weapon, armor, or item. Price depends on power and materials.

Examples: +2 weapon rune ~ 3,000 gp and 3 days; unique utility rune ~ price negotiated; permanent runes require attunement and higher fees.

Small, cheap items Mareldin keeps on the shelf for convenience: chalk (0.5 gp), sealing wax and string (1 gp), charcoal sticks (2 gp), small iron discs for practice (5 gp).

None
Weapons3

A flexible strip of black leather inlaid with a moldable rune paste. Bonded to a weapon by rubbing the paste in place and performing a short ritual.

Atk Grants +1 to attack rolls when applied to a single melee weapon. Lasts until removed (requires a remove rune ritual). The rune stores up to 1 charge; when the wielder scores a critical hit, the rune expends the charge to deal an extra force damage. Recharges daily at dawn.

A small metal sphere covered in etched runes. On detonation it scatters shards of arcane-carved metal.

Thrown (range 20/60). On impact it deals slashing damage in a 10-foot radius (Dex save for half). Targets hit must succeed on a Constitution save or have a temporary rune mark that grants the next attack against them advantage for 1 minute.

A bundle of five arrows tipped with small runes that hum faintly when loosed.

Each arrow adds +1 piercing damage. On a hit, the target must succeed on a Wisdom save or have disadvantage on perception checks for 1 round (minor disorienting rune).
Armor2

A hooded cloak embroidered with interlocking sigils. The runes shimmer faintly when danger is near.

AC +2Provides a bonus to Stealth checks in dim light or darkness. Once per long rest, the wearer can activate the cloak to gain +1 to AC and resistance to one damage type for 1 minute.

A seamless band of etched mithral with a hidden rune core. Typically attached to a set of armor to enhance its protective runes.

AC +1When attached to armor (+0 to +2), grants +1 additional AC (stacking only with mundane armor) and allows the wearer to reroll one failed saving throw per long rest. The rune is keyed to a single wearer (attunement required).
Potions1

A corked vial with a swirling silvery liquid. The rune inside pulses when danger approaches.

When consumed, grants the drinker a bonus to AC against the first attack that hits them within the next minute. Also grants advantage on the saving throw if the triggering attack requires one (single use).
MA

Mareldin Voss

half-elfArtificer (Rune Smith)Lvl 12

Shop Atmosphere

Mareldin hums tunelessly when working, preferring soft lullabies in an old half-elven dialect. He keeps a pet clockwork raven named Glyph that fetches tools and occasionally steals coins. He stamps every receipt with a tiny rune that faintly glows for an hour; locals treat it as a blessing. He refuses to sell volatile runes to those who can't produce credentials or a convincing story, and charges extra tips to repeat customers who 'forget' to mention prior rune mishaps.
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