Weapons and Powers
Offense or Defense?
In the 2098 SF era, every Humanoid and Soligram is expected to carry a weapon — even those without natural powers. Combat skill is a cultural norm, a status symbol, and a historical echo of the wars and re‑civilization that followed the Big Melt. The rarer the weapon or fighting style, the higher the social prestige. For many, these tools function less as instruments of violence and more as pacifiers, conversation pieces, or symbols of identity.
Only Guardroids are legally permitted to wield weapons among Androids.
Actual combat is rare. Uncivilized violence is swiftly handled by the Region’s Lawmen, and most weapons are reserved for wartime or for regulated, highly supervised duels. Nearly everyone over the age of thirteen carries something — except in Panga Uno Animo, where weapons are outlawed for all but World Leaders, government staff, and Lawmen.
Weapons fall into two categories:
Circular Weapons — worn like accessories or small objects
Linear Weapons — swords, guns, staves, and similar tools
In Panga Uno Animo, Circular Weapons can open disposal portals for the NQLC, while Linear Weapons can cleanse areas or inanimate objects. Natural powers have dwindled over the last millennium, but those who possess them either flaunt or conceal them depending on their strategy. Skilled natural strategists often rely less on Linear Weapons, as their abilities tend to be complex and tactically superior.
Artificial powers exist as well. Humanoids who undergo limb replacement often choose Robo‑Limbs, which can be fitted with simple bionic enhancements for increased strength or speed. More dangerous are the illegal esoteric powers, activated through accessories like hair clips or bracelets — not to be confused with Circular Weapons.
Then there is Super Serum, the NQLC’s long‑guarded formula for forced powers. Black‑market versions exist, but the bootleg mixture is unstable and notoriously addictive.
Throughout history, many QLC and NQLC Leaders possessed extraordinary abilities in addition to their chosen weapons. The rarest and most revered of these is the Ancient Summon Creature ability — the power to call upon the twelve ancient creatures. In the current era, only Rachale Selph and Eve Draconic can summon them without relying on Mimic or Mix Powers.
Ancient Summon Creatures
The Ancient Summon Creature System is one of the most intricate and revered power structures in the Glyph Saga. There are twelve legendary Summon Creatures, divided into three distinct groups, each with its own temperament, strengths, and combat philosophy:
The Ardin Group
Balanced, reliable, and highly effective.
These four Creatures are medium‑strength, level‑headed, and easy to control, making them the most stable allies in battle.
The Dexif Group
Raw power incarnate.
These four are super‑strong, hot‑headed, and notoriously difficult to control—if they can be controlled at all. Their destructive potential is unmatched.
The Mutae Group
Adaptive, versatile, and unpredictable.
These four are hesitant, weaker in raw strength, but highly effective when given clear direction. Their power lies in flexibility, not force.
Each group contains one Creature for each Elemental Attack: Earth, Air, Fire, and Water. They can be summoned individually or paired in compatible duos.
The Thirteenth Option — The Spiritual Clone
Rachale Selph and Eve Draconic possess a rare extension of the ASC system: the ability to summon a spiritual clone of themselves. This form is incredibly draining but grants the highest tier of ASC power, including: telepathy, telekinesis, and teleportation. Historically, ASC wielders had no other powers beyond summoning.
Rachale and Eve break tradition — Rachale has invisibility, and Eve has shapeshifting, making them the most versatile ASC users in recorded history.
Lore of the Creatures
According to ancient legends:
Each Creature arrives armored in metals and gemstones.
Each represents the strength of a specific planet and an animal or symbolic object.
Each has two signature attacks.
Each has a unique Glyph and a distinct summoning phrase.
Mixing incompatible Creatures can lead to catastrophic results.
The ASC system is not just a power — it is a contract, a heritage, and a dangerous responsibility.
Suruat is the second of the Ancient Summon Creatures — a Dexif‑class embodiment of Earth.
She manifests as a massive mauve bull carved from pressure and patience, her hooves cracking the ground with every step. Born of Venus, she is adorned in copper and emeralds, symbols of growth, endurance, and buried strength.
Her opposing force is Oiprocs, though Suruat treats opposition the way Earth treats erosion — slow to anger, unstoppable once roused.
To summon her, the wielder speaks:
“From the voice of Venus, I call upon Suruat, Dexif keeper of Earth.”
Suruat excels in coordinated assaults with Oel and Suirauqa, where her grounded force amplifies their precision and unpredictability.
Her signature attacks are:
FURY QUAKE — Suruat slams the ground, turning solid earth into a churning quicksand that swallows enemies and anything unlucky enough to stand near them.
RAVENOUS ROX — she summons a brutal rain of dirt, stone, dust, and debris, a storm of the planet’s forgotten layers crashing down with primal hunger.
Suruat is not merely a creature of earth — she is the relentless voice of Venus, speaking through stone.


Inimeg is the third of the Ancient Summon Creatures — a Mutae‑class embodiment of Air.
He appears as a pair of yellow Conjoined Twins, their movements synchronized like mirrored gusts. Born of Mercury, he is adorned in mercury and agate, symbols of fluid thought and shifting intention.
His opposing force is Suirattigas, though Inimeg treats rivalry as wind treats obstacles — he simply moves around them.
To summon him, the wielder speaks:
“From the arms of Mercury, I call upon Inimeg, Mutae keeper of Air.”
Inimeg excels in coordinated assaults with Ogriv and Secsip, where his duplicating winds amplify their speed and unpredictability.
His signature attacks are:
YELLOW HAND — Inimeg hurls nearby objects into the air, splitting them into multiple duplicates that strike the enemy from all directions.
MERCURY LUNG — a focused gale exhaled from both twins, banishing whatever it touches with a force as sudden as a snapped breeze.
Inimeg is not merely a creature of air — he is Mercury’s restless mind given form.
Recnac is the fourth of the Ancient Summon Creatures — an Ardin‑class embodiment of Water.
She appears as a gleaming silver crab, her shell reflecting moonlight like polished armor. Born of the Moon, she is adorned in silver and pearls, symbols of intuition, reflection, and tidal power.
Her opposing force is Nrocirpac, though Recnac meets opposition the way water meets stone — with patience, persistence, and eventual dissolution.
To summon her, the wielder speaks:
“From the bust of the Moon, I call upon Recnac, Ardin keeper of Water.”
Recnac excels in coordinated assaults with Seira and Arbil, where her fluid adaptability enhances their force and precision.
Her signature attacks are:
SILVER WASH — Recnac unleashes a shimmering surge of water that disorients and confuses, leaving enemies vulnerable and unsteady.
WATER BEAM — a concentrated stream of corrosive liquid, fired with lunar accuracy, capable of dissolving whatever stands in her path.
Recnac is not merely a creature of water — she is the Moon’s quiet wrath, flowing with purpose.






Seira is the first of the Ancient Summon Creatures — an Ardin‑class embodiment of Fire.
He manifests as a towering red ram forged in heat and instinct, his horns glowing like molten iron. Born of Mars, he carries armor of iron and diamond, symbols of endurance and clarity.
His opposing force is Arbil, though Seira rarely acknowledges the rivalry unless provoked.
To summon him, the wielder speaks:
“From the mind of Mars, I call upon Seira, Ardin keeper of Fire.”
Seira excels in coordinated assaults, especially when paired with Recnac or Nrocirpac, where his precision and their fluidity create devastating elemental synergy.
His signature attacks are:
FLAME TOSS — Seira launches searing fire from his horns, igniting the battlefield with controlled fury.
HALITO ATTACK — a sweeping exhalation of fire that scorches everything in its path, a breath born from the planet that shaped him.
Seira is not merely a creature of fire — he is the disciplined mind of Mars made manifest.
Ogriv is the sixth of the Ancient Summon Creatures — a Mutae‑class embodiment of Earth.
She appears as a gray maiden shaped from stone and silence, her presence felt before it is seen. Born of Mercury, she is adorned in mercury and sapphires, symbols of pressure, depth, and hidden resilience.
Her opposing force is Secsip, though Ogriv treats rivalry the way the deep earth treats disturbance — with quiet, inevitable consequence.
To summon her, the wielder speaks:
“From the belly of Mercury, I call upon Ogriv, Mutae keeper of Earth.”
Ogriv excels in coordinated assaults with Inimeg and Suirattigas, where her subterranean precision complements their speed and unpredictability.
Her signature attacks are:
GRAVELATION — Ogriv sends a rolling wave of earth forward, suffocating enemies beneath crushing layers of gravel and soil.
GROUNDER — she burrows silently beneath the battlefield, emerging without warning to strike from below with lethal accuracy.
Ogriv is not merely a creature of earth — she is Mercury’s buried will, patient and unstoppable.


Arbil is the seventh of the Ancient Summon Creatures — an Ardin‑class embodiment of Air.
He manifests as a lavender set of floating scales, the only Summon Creature represented by an inanimate form. Born of Venus, he is adorned in copper and opals, symbols of balance, clarity, and celestial judgment.
His opposing force is Seira, though Arbil treats rivalry the way air treats fire — by shifting, redirecting, and outlasting it.
To summon him, the wielder speaks:
“From the spine of Venus, I call upon Arbil, Ardin keeper of Air.”
Arbil excels in coordinated assaults with Recnac and Nrocirpac, where his hypnotic precision enhances their fluidity and force.
His signature attacks are:
BREATH OF JUSTICE — Arbil spins in a widening arc, creating a hypnotic airflow that disorients and immobilizes enemies.
THUNDERSCALES — he unleashes repeated bursts of lightning and thunder from each plate of his form, striking with relentless, storm‑born accuracy.
Arbil is not merely a creature of air — he is Venus’s judgment, suspended in perfect balance.
Oiprocs is the eighth of the Ancient Summon Creatures — a Dexif‑class embodiment of Water.
She appears as a burgundy scorpion forged from pressure and cold depth, her tail arcing like a crescent of liquid steel. Born of Pluto, she is adorned in plutonium and topaz, symbols of hidden power, endurance, and the quiet violence of the deep.
Her opposing force is Suruat, though Oiprocs treats rivalry the way deep water treats stone — by wearing it down with relentless, unseen force.
To summon her, the wielder speaks:
“From the depths of Pluto, I call upon Oiprocs, Dexif keeper of Water.”
Oiprocs excels in coordinated assaults with Oel and Suirauqa, where her boiling precision enhances their fire and unpredictability.
Her signature attacks are:
WATERY GRAVE — Oiprocs fires a jet of scalding, stinging water from her tail, burning and destabilizing anything it strikes.
WHIRLIPOOL — she summons a spiraling water tornado that drags enemies inward, consuming them in a violent, churning vortex.
Oiprocs is not merely a creature of water — she is Pluto’s cold fury, rising from the abyss.






Oel is the fifth of the Ancient Summon Creatures — a Dexif‑class embodiment of Fire.
He appears as a blazing orange lion, his mane flickering like a living solar flare. Born of the Sun, he is adorned in gold and rubies, symbols of radiance, vitality, and unyielding heat.
His opposing force is Suirauqa, though Oel treats rivalry the way the Sun treats shadows — by outshining them.
To summon him, the wielder speaks:
“From the heart of the Sun, I call upon Oel, Dexif keeper of Fire.”
Oel excels in coordinated assaults with Suruat and Oiprocs, where his explosive force amplifies their grounded strength and precision.
His signature attacks are:
FATAL FIRE — Oel’s mane expands into a roaring inferno, burning anything it touches with solar intensity.
FLAMMER WHIP — he lashes his fiery tail in a scorching arc, striking with the speed and finality of a solar flare.
Oel is not merely a creature of fire — he is the Sun’s relentless heart made manifest.
Nrocirpac is the tenth of the Ancient Summon Creatures — an Ardin‑class embodiment of Earth.
She appears as a brown goat encased in a protective shell, her movements slow, deliberate, and deceptively powerful. Born of Saturn, she is adorned in lead and garnet, symbols of endurance, gravity, and the quiet weight of ancient stone.
Her opposing force is Recnac, though Nrocirpac meets rivalry the way Saturn meets time — with patience, pressure, and inevitability.
To summon her, the wielder speaks:
“From the bones of Saturn, I call upon Nrocirpac, Ardin keeper of Earth.”
Nrocirpac excels in coordinated assaults with Seira and Arbil, where her grounding force enhances their fire and precision.
Her signature attacks are:
TREMBLE SHOCK — Nrocirpac stomps the ground, sending jagged stalactites erupting upward to strike enemies with brutal, earthen force.
DUSTYHOOF — she releases a cloud of ancient dust and dirt that engulfs the enemy, burying them in a sleep‑inducing haze.
Nrocirpac is not merely a creature of earth — she is Saturn’s slow, crushing certainty.


Suirauqa is the eleventh of the Ancient Summon Creatures — a Dexif‑class embodiment of Air.
He appears as an electric‑blue water bearer, his form swirling with charged winds and fluid motion. Born of Uranus, he is adorned in uranium and amethyst, symbols of upheaval, clarity, and the unpredictable force of the upper skies.
His opposing force is Oel, though Suirauqa treats rivalry the way storms treat flame — by smothering, scattering, or sweeping it aside.
To summon him, the wielder speaks:
“From the base of Uranus, I call upon Suirauqa, Dexif keeper of Air.”
Suirauqa excels in coordinated assaults with Suruat and Oiprocs, where his storm‑borne precision enhances their grounded strength and deep‑water ferocity.
His signature attacks are:
STEADY STORM — Suirauqa traps the enemy within a conjured vase, unleashing a violent internal windstorm that tears at anything caught inside.
LUSCIOUS LIGHTENING — he drops a charged vessel that explodes into razor‑sharp shrapnel and crackling lightning bolts, striking with chaotic, airborne force.
Suirauqa is not merely a creature of air — he is Uranus’s tempest, carried in a vessel of storm.
Secsip is the twelfth of the Ancient Summon Creatures — a Mutae‑class embodiment of Water.
She appears as a sea‑green fish with an otherworldly shimmer, her movements fluid and deceptively gentle. Born of Neptune, she is adorned in platinum and aquamarine, symbols of depth, intuition, and the cold stillness of the deep.
Her opposing force is Ogriv, though Secsip meets rivalry the way deep water meets stone — by surrounding, slowing, and swallowing it whole.
To summon her, the wielder speaks:
“From the feet of Neptune, I call upon Secsip, Mutae keeper of Water.”
Secsip excels in coordinated assaults with Inimeg and Suirattigas, where her temporal distortions enhance their speed and precision.
Her signature attacks are:
DROP FLIP — Secsip forms a shimmering water bubble, smacks it forward, and traps the enemy inside, suspending them in swirling liquid.
OBLIVION — she freezes the enemy in a moment of suspended time, encasing them in water before devouring them with a quiet, inevitable finality.
Secsip is not merely a creature of water — she is Neptune’s stillness, where time itself drowns.






Suirattigas is the ninth of the Ancient Summon Creatures — a Mutae‑class embodiment of Fire.
He appears as a purple archer formed from flame and intention, his bow drawn with impossible precision. Born of Jupiter, he is adorned in tin and turquoise, symbols of expansion, force, and the clarity of a focused strike.
His opposing force is Inimeg, though Suirattigas treats rivalry the way fire treats wind — by bending with it, then burning through.
To summon him, the wielder speaks:
“From the thighs of Jupiter, I call upon Suirattigas, Mutae keeper of Fire.”
Suirattigas excels in coordinated assaults with Ogriv and Secsip, where his piercing flames complement their subterranean and duplicating tactics.
His signature attacks are:
FLAMING SPEAR — Suirattigas fires poisonous fire‑arrows that burn, sting, and corrupt whatever they strike.
FIRE BOW — he hurls his blazing bow in a slicing arc, its edge cutting through enemies with scorching finality.
Suirattigas is not merely a creature of fire — he is Jupiter’s sharpened will, loosed like an arrow.
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