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Appendix — Quick Reference

The one-page-ish cheat sheet for the table. Every number here is drawn from the chapters; where you need the full rule, the parenthetical points you to it. Merretia runs on the standard d20 core (SRD 5.2) — this appendix lists only what is ours.


Faith is the substrate of all magic; to shape it you run it through one of nine channels on a single spectrum from purest Order to purest Chaos. Order channels emit (lit from within, bloomed). Chaos channels absorb (matte, inked-in, never a glow). When you cast, your eyes flash your channel’s colour — everyone can see it (see §7).

DisciplineSideColourEmit / AbsorbWhat it does
The BindingOrderyellowemitstructure, oaths, seals, contracts; can bind even light
The WeightOrderblueemitgravity, density, mass, foundations, permanence
The CurrentOrdercyanemitelectricity, plasma, lightning; the most versatile reach
The UnmakingOrderorangeemitfire, rust, entropy, dissolution
The GrowingChaosgreenabsorblife, body, vitality, healing
The KnowingChaos*magentaabsorbmind, pattern, fact, memory, illusion (*sits on the divide)
The HeartChaosredabsorbemotion, will, bond; the self reaching outward, moving a crowd
The DreamChaosindigoabsorbthe unconscious beneath all selves; the deep, transmuting current

Off the spectrum:

  • Unshaped Faith — gold. Pure substrate, no channel; the miracle anyone can spend (§3).
  • The Hollow — voided black. The forbidden tenth way. Eyes go empty — not a colour, a hole. Costs you nothing you can see; the bill is paid by the world. Always the wrong answer.
  • White / Black are reserved for the Archons (Order = all four Order channels at once as white; Chaos = all four Chaos as black).

You do not track spell slots. You track two clocks, and which half of the spectrum you channel decides which one fills.

STRAIN (Order)FRAY (Chaos)
Paid bythe body (heat, nerve, spent tissue)the self (vitality, memory, identity)
Filled byBinding · Weight · Current · UnmakingGrowing · Knowing · Heart · Dream
Cap10 + (proficiency bonus × 2) — so 14 at 1st levelsame: 10 + (proficiency × 2)
Short restclears completelydoes not clear
Long rest(already cleared)heals half if the rest is genuine, still devotion; a quarter if broken

How a cast bills you. A Working costs its Tier in points (Tier = legacy spell level; cantrip-tier is free). Roll your Faith Die (§3) and subtract it — you always add at least 1 — then add the remainder to Strain (Order) or Fray (Chaos).

The four thresholds (identical shape on both clocks):

EventSTRAIN (Order)FRAY (Chaos)
Pass 75% of capnext Order Working also costs 1 level of exhaustionnext Chaos Working triggers a d6 vs your Loss Menu
Would exceed capOverchannel or stopOverchannel = cast anyway, take 1 level of exhaustionOverchannel = name, on the spot, one small permanent thing your character loses (no roll)
Push past Overchannel → the Breakcollapse at 0 HP and start dyingan Unraveling — the GM removes a defining trait, no save

The Loss Menu. Every Chaos caster writes six small, specific things their character could lose their grip on (a name, a taste, a fear, a scruple). You author them at creation; the dice only decide when they surface. “Chaos does not damage you — it spends you.”

ACCESS vs COST. Your Calling sets the highest Tier you can attempt; your Conviction sets what the attempt costs you. Two different dials — never collapse them.


  • Save DC (for your Workings / features) = 8 + proficiency bonus + [the relevant ability modifier].
  • Faith Die is set by Conviction (1–5): 1→d4 · 2→d6 · 3→d8 · 4→d10 · 5→d12. Roll it and subtract before you write to a clock. When a Working sits dead-center of your Tenet (your one-sentence belief), roll the Faith Die twice and take the higher.
  • Conviction does NOT rise with level or training. Everyone starts at 1 (d4). It rises only when the GM judges you held your faith at genuine cost. Belief is earned in the story, not bought on the sheet.
  • Unshaped Faith — the everyone-gift. Anyone, caster or not, may spend 1 point from either clock to grant a creature they can see advantage on one roll OR one extra Hit Die of recovery. No Tier, no roll, no failure. No one in Merretia is magically mute.
  • Ability Score Improvement or feat at levels 4, 8, 12, 16, 19.
  • Path (subclass) chosen at 3rd level; Path features at the levels each Calling names (most: 3 / 6 / 10 / 14; some martials run 3 / 7 / 10 / 15 / 18). Capstone at 20th.
  • Proficiency bonus: +2 at 1st, +3 at 5th, and up the standard ladder.
  • Caster Reaching curve (max Working Tier): 1 @ L1–2 · 2 @ L3–4 · 3 @ L5–7 · 4 @ L8–10 · 5 @ L11–14 · 6 @ L15+. Half-Reachings run one band lower. Player Callings top out at Tier 6 (Tiers 7–9 are legendary/story-tier).

Merretia uses the standard eighteen skills, each tied to an ability. You gain proficiencies from your people (Chapter 3), your origin/background (Chapter 5), and your Calling; a proficient skill adds your proficiency bonus, and a passive score = 10 + the modifier. A handful carry world-specific weight, noted below.

SkillAbilityIn Merretia
AthleticsSTRclimbing the Spire ladders and deep shafts, forcing a grid-door
AcrobaticsDEXrooftop runs over the Warrens, footing on a pitching deck
Sleight of HandDEXcutpurse work, palming a sun-cell, planting a writ
StealthDEXmoving unseen in the tunnels, the frontier, a House’s halls
ArcanaINTthe disciplines and their Workings, focus stones, buried-sun tech — the “how magic works” skill
HistoryINTthe Founding, the Great War, House and guild lineages
InvestigationINTreading a scene, a ledger, a Working’s residue
NatureINTbiomes, beasts, weather, the frontier’s dangers
ReligionINTthe Eight, the Zar’ir cosmology, the Temple, the Heralds
Animal HandlingWISdrays, coursers, and the beasts of yard and wild
InsightWISreading intent — load-bearing in a debt-and-oath city
MedicineWISmundane healing, distinct from Heart/Growing Workings
PerceptionWISthe watch you keep; noticing the seam-cold in time
SurvivalWISthe Waste-Lands, the deep, tracking, finding safe ground
DeceptionCHAthe con, the false face, the covered lie
IntimidationCHAthe enforcer’s lean, the guild threat
PerformanceCHAthe stage, the crowd, the Heartstring’s trade
PersuasionCHAthe envoy’s work, calling in a debt, moving a room

Expertise (from some features and the Master’s Hand feat) doubles your proficiency bonus in one skill. Tools & kits (tinker’s, thieves’, a trade kit) work the same way but aren’t skills.

Seven hold a Reaching (they cast, on the two-clock economy); six stand on their own steam (no weaker for it).

CallingDiePlays likeReaching (discipline)Signature engineType
Vowboundd10Paladinthe BindingOaths & Sealing Strikes (Sealing Charges)caster
Hearthwardend8Druidthe GrowingVitality Dicecaster
Cindermarchd8Sorcererthe UnmakingHeat (a boil-over gauge; any discharge = +1 Strain)caster
Cipherwrightd6Wizardthe KnowingThreads & Filamentscaster
Zar’ir Adeptd8Clerica paired half-Reaching (Order + Chaos)Consecration (pooled devotion)caster
Heartstringd8Bardthe HeartHeartstring Dicecaster
Stonewrightd8Artificerhalf: Current or Binding (choose at L1)Field-Settings (from Schematics)half-caster
Duelistd10Fighter— none —Form Points & maneuversmartial
Ironclastd12Barbarian— none —Grit (Grit Points)martial
Verge-Tracerd10Rangerhalf: Current or Weight (choose at L1)Quarry Dice & Quarry Strikeshalf-caster
Warrens-Runnerd8Rogue— none —the Clean Linemartial
Relic-Boundd10Warlock— (a relic, not faith)Relic Charges + the Debt Clock (0–6; Overdraw to opt in)relic-pact
Hollowmarkedd8Monkhalf: the Dreamthe Wound Die (fuels Edge-Surges; steps up each Draw)half-caster

Twofold Faith — holding a Reaching in both an Order and a Chaos discipline — is the prophesied cross. Not available at creation; only via the Twofold Faith feat-chain, along one of four canonical pairings (Binding–Knowing, Weight–Growing, Current–Heart, Unmaking–Dream). The Zar’ir Adept is the one sanctioned, pre-paired, half-strength version taught as doctrine.


Each holds a charter over one industry and rules one of the eighteen provinces (and its mirror Quarter in Sulamir). Every member swears the Universal Guild Oath.

GuildSphere
Alum-sidek Alliancethe magnerail — inter-provincial transit & rail
the Masonsconstruction & building
Emphemerehigh-noble society
Torrus Ectos (the Red Octopus)shock enforcement, brawler markets
Order of the Blue Crossdeath rites & dying-care
the Red Dragonsthe martial academy
Temple of the Onereligion — the one guild that cannot fuse (authority from ordination)
the Iron Coinbanking & the sovereign currency
Multanidiplomacy
Abyssal Firesintelligence & archives
Bavit-vitamedicine & agriculture
Alyu’amaremarriage & alliance-brokering
the Coremind disciplines & mediation
the Sulamir Leaguecivic memory
Prodigus Groupengineering & logistics
Order of the Spiderespionage & sanctioned assassination
the White Legionentertainment & celebrity
the Handluxury trade & high-wealth finance

(Two outlaw orders operate outside the Council. A guild’s three officers are the Leader, the Right Hand, and the Left Hand.)


Sulamir’s politics run on three stacked layers:

  1. The Senate of Great Houses (public, sovereign) — ~36 seats, each held by a House head for life; issues edicts, taxes, treaties, armies. This is “the government” to a citizen. A two-thirds vote can strip a senator or call an OCTA probe of any institution.
  2. The Eighteen Guilds (public, operational) — run the visible economy (§5).
  3. The Council of 18 (secret) — the eighteen senior guild figures, coordinating as a shadow government; officially dismissed as conspiracy.
  • The fusion / Fused House. For seventeen of the eighteen, the guild’s ruling line is the House’s ruling line — same people, two names, two audiences. A head who bundles guild Leadership + the province’s dominant Senate seat + the Council seat is a Fused House. (The remaining ~19 Senate houses are affiliate Rival Houses.) The Temple of the One is the deliberate exception that cannot fuse — the wild card.
  • The Absent King. The whole government is built around a permanent vacancy of the crown. After Zar Valareth (the Last Zar) fell, the Senate refused to appoint a new monarch, so power is split across eighteen suspicious hands. Publicly reaching for that crown is taboo — proven, it unites the other seventeen against you.
  • OCTA — the Office of Containment and Threat Assessment (“octa,” funded by the eight temples). Empowered across all eighteen provinces to hunt Hollow practitioners; its Readers can assay a person/stone/site for where a Working’s cost fell, and it may execute without trial once Hollow practice is confirmed. Also a favored political weapon — it burns legitimate dreamwalkers as often as it catches real cultists. It is the crown’s orphan: chartered under the ancient Zars, temple-staffed, uncheckable.

Named Great Houses (each fused to its guild): Corveliss (Alum-sidek / Tonja) · Stoneheart (the Masons / Hakkar) · Vartiovaara (Abyssal Fires / Nolekkelon) · Esteban (Order of the Blue Cross / Antodinera) · Asantewa (the Hand / Bolanbi) · Mihran (Multani / Sahthan) · Summer (Emphemere / Yisk) · Bilegt (Order of the Spider / Udlimill).


Standard SRD conditions apply as written — grappled, prone, restrained, frightened, unconscious, and the rest are unchanged (use the core rules). Frightened is worth flagging as central: in a world where a stranger’s eyes going bright can end a fight, fear is a weapon, and several disciplines and peoples wield it directly.

Merretia-specific states (the extensions to the ladder):

StateWhat it is
Strainthe Order clock (body). Cap 10 + prof.×2; clears on a short rest (§2).
Fraythe Chaos clock (self). Same cap; does not clear on a short rest; long-rest stillness heals half (§2).
Convictionbelief depth 1–5, sets your Faith Die; rises only when the story earns it (§3).
Overchannelledyou cast past your cap — took the exhaustion (Order) or named the loss (Chaos) (§2).
Brokenyou pushed past Overchannel — Order: dying at 0 HP; Chaos: an Unraveling, a defining trait gone, no save (§2).
Corrodingfrom Unmaking effects — a stacking −1 to AC as rust eats gear; cleared with a short rest’s maintenance.
The eye-flash (the tell)casting flashes your channel’s colour in your eyes — bright, gone the instant it lands. A watcher gets advantage to identify what you’re about to do and may react (ready, dive, interrupt). To cast unseen: break line of sight, cast from cover/dark, or wear an eye-shroud. Hollow-work flashes voided black — the most feared thing on a battlefield, and always the wrong answer.

Per-Calling clocks you may also see at the table: Cindermarch Heat (discharge = +1 Strain) · Relic-Bound Debt Clock (0–6) · Hollowmarked Wound Die (steps up each Draw) · Zar’ir Consecration/Communion. Each is detailed on that Calling’s sheet (§4).

Not a condition, but table-relevant:Coil-jam — fire an arc-lock more than once on your turn and each shot after the first jams on a natural 1–2 (an action to clear). A focus stone can be sundered as a called shot, dropping you to cantrip-tier until you rebond one over downtime.