Chapter 4 — Callings

“A discipline is a thing you can do. A Calling is a thing you are. The city is full of people who can raise a ward; a Vowbound is what happens when raising the ward becomes the shape of a whole life.” — Master-Cataloguer Vessa Orn, On the Sorting of Practitioners
Your Calling is your class — the life your character has been forged into, and the engine that drives everything they do at the table. In Merretia, a Calling is deliberately not the same thing as a discipline of magic. Magic is a tool; a Calling is a vocation. This matters more here than in most worlds, because it means your class never forces you to be a spellcaster. An Ironclast who has never run a channel in her life is exactly as complete a character as the Cipherwright beside her — no blank space on her sheet, no missing “spellcasting” line, no apology.
There are thirteen Callings, in two families:
The seven casting Callings (this chapter’s first half) each hold a Reaching into a discipline — a trained connection that lets them shape Workings, paid for on the two-track cost economy of Chapter 6.
| Calling | Die | The fantasy | Discipline (Reaching) | Signature engine | Plays like |
|---|---|---|---|---|---|
| Vowbound | d10 | the oath-knight whose word is a weapon | the Binding | Oaths & Sealing Strikes | the Paladin |
| Hearthwarden | d8 | the healer who frays their own self to mend yours | the Growing | Vitality Dice | the Druid |
| Cindermarch | d8 | the foundry-soldier who burns hot and close | the Unmaking | Heat (a boil-over gauge) | the Sorcerer |
| Cipherwright | d6 | the scholar-spy who weaves what others perceive | the Knowing | Threads & Filaments | the Wizard |
| Zar’ir Adept | d8 | the church-sworn priest of a god-pair, the one sanctioned crossing | a paired half-Reaching | Consecration | the Cleric |
| Heartstring | d8 | the performer who plays the bonds between people like strings | the Heart | Heartstring Dice | the Bard |
| Stonewright | d8 | the magitech maker — the city itself is your spellbook | half: Current or Binding (choose at L1) | Field-Settings | the Artificer |
The six martial (or otherwise) Callings (this chapter’s second half, statted in PHB-04f–04j) stand entirely on their own steam:
| Calling | Die | The fantasy | Reaching | Signature engine | Plays like |
|---|---|---|---|---|---|
| Duelist | d10 | the blademaster who needs no magic at all | — (none) | Forms & maneuvers | the Fighter |
| Ironclast | d12 | the unbreakable wall; “magic isn’t required to matter” | — (none) | Grit | the Barbarian |
| Verge-Tracer | d10 | the frontier hunter of the thinning edge | half: Current or Weight (choose at L1) | Quarry | the Ranger |
| Warrens-Runner | d8 | the knife in the city’s shadow — skill is your magic | — (none) | the Clean Line | the Rogue |
| Relic-Bound | d10 | bound to a relic that lends power — and collects | — (relic, not faith) | the Relic & its Debt Clock | the Warlock |
| Hollowmarked | d8 | touched by the Wound and let go, walking the threshold | half: the Dream | the Wound Die | the Monk |
With these, the discipline wheel is nearly closed: Binding, Growing, Unmaking, Knowing are full-caster primary; Current, Weight are Verge-Tracer primary (half); the Dream is Hollowmarked primary (half); Heart is now fully seated: the Heartstring carries it as a full Reaching (with the Zar’ir Adept’s Rashel/Bamoph Path as the sanctioned half-crossing). Every discipline wheel-seat is filled.
The shared chassis
Section titled “The shared chassis”Every Calling — caster or martial — is built on one skeleton, so no class is secretly ahead of another:
- Ability Score Improvement (or a feat) at levels 4, 8, 12, 16, 19.
- A Path (your subclass) chosen at level 3, with Path features at 3, 6, 10, 14. Each Calling names its Path-axis in its own tongue — the Vowbound’s sworn Orders, the Hearthwarden’s Covenants, the Cindermarch’s Forge-Rites, and so on.
- A capstone class feature at level 20.
- For casting Callings, one shared Reaching curve — max Working Tier 1 at L1–2, 2 at L3–4, 3 at L5–7, 4 at L8–10, 5 at L11–14, 6 at L15+. (The Zar’ir Adept splits this across two half-Reachings, each one Tier-band lower, the price of holding both sides.)
- Player Callings top out at Tier 6. Workings of Tier 7–9 are legendary, story-tier, and archon-scale — they belong to the Master’s Guide, not to standard advancement. Canon holds that the world’s highest practitioners number only a few dozen across an entire city; your character can become one of them through play, but not simply by leveling.
The five casting Callings follow, each fully statted, in PHB-04a through PHB-04e. The five martial/other Callings are the next build pass.
Concept gallery — the Ten Callings
Section titled “Concept gallery — the Ten Callings”











