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Chapter 4 — Callings

Chapter illustration

“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.

CallingDieThe fantasyDiscipline (Reaching)Signature enginePlays like
Vowboundd10the oath-knight whose word is a weaponthe BindingOaths & Sealing Strikesthe Paladin
Hearthwardend8the healer who frays their own self to mend yoursthe GrowingVitality Dicethe Druid
Cindermarchd8the foundry-soldier who burns hot and closethe UnmakingHeat (a boil-over gauge)the Sorcerer
Cipherwrightd6the scholar-spy who weaves what others perceivethe KnowingThreads & Filamentsthe Wizard
Zar’ir Adeptd8the church-sworn priest of a god-pair, the one sanctioned crossinga paired half-ReachingConsecrationthe Cleric
Heartstringd8the performer who plays the bonds between people like stringsthe HeartHeartstring Dicethe Bard
Stonewrightd8the magitech maker — the city itself is your spellbookhalf: Current or Binding (choose at L1)Field-Settingsthe Artificer

The six martial (or otherwise) Callings (this chapter’s second half, statted in PHB-04f04j) stand entirely on their own steam:

CallingDieThe fantasyReachingSignature enginePlays like
Duelistd10the blademaster who needs no magic at all— (none)Forms & maneuversthe Fighter
Ironclastd12the unbreakable wall; “magic isn’t required to matter”— (none)Gritthe Barbarian
Verge-Tracerd10the frontier hunter of the thinning edgehalf: Current or Weight (choose at L1)Quarrythe Ranger
Warrens-Runnerd8the knife in the city’s shadow — skill is your magic— (none)the Clean Linethe Rogue
Relic-Boundd10bound to a relic that lends power — and collects— (relic, not faith)the Relic & its Debt Clockthe Warlock
Hollowmarkedd8touched by the Wound and let go, walking the thresholdhalf: the Dreamthe Wound Diethe 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.

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.