The Weave

Magic in Meridian is the manipulation of the world's Threads. Cast/Channel is an Approach, not a separate system. Roll Spirit + Cast/Channel + Edge dice, same as any other roll.

Pool: Spirit + Cast/Channel + Edge dice

Thread Sight

When uncertain, use Sense + Study + applicable Edge. HT 1 shows basic thread sight, HT 2 detailed local connections, HT 3 deep sight, HT 4 thread reading, HT 5 thread prophecy. Trained weavers (Cast/Channel d8+) see the threads around them without rolling; untrained weavers (d4) must roll to see them at all.

HT1

Basic Thread Sight

Threads in the room

HT2

Detailed Thread Sight

Local connections and what they bind

HT3

Deep Thread Sight

Thread patterns across a region

HT4

Thread Reading

History of a thread, who cut it, what it lost

HT5

Thread Prophecy

Where a thread leads before it is walked

Trained weaver (Cast/Channel d8+): Thread Sight is automatic in the room

Untrained (Cast/Channel d4): Must roll Sense + Study vs HT 1 to see Threads at all

Thread Compass (superior tool): +2d6 Edge on Thread Sight actions

Glass Eye (Legendary item): Automatic Thread Sight at all levels

Hollowborn: +1d6 Edge when tracking invisible or hidden things

Silkborn: +1d6 Edge when seeing connections between things

The Still (Stage 3+): -1d6 Edge; the Still obscures the Threads

THE EIGHT THREADS

Ember

Fire

Fire, heat, transformation, passion

Volcanic rifts, forges, lava flows, the Ember Road

Click for bind/sever actions

Tide

Water

Water, flow, adaptability, patience

Rivers, coastlines, rain, the Tide Road

Click for bind/sever actions

Hollow

Void

Void, absence, memory, stillness

Caves, ruins, spaces between things, the Hollow Road

Click for bind/sever actions

Root

Earth

Earth, growth, stability, patience

Forests, soil, root-systems, the Root Road

Click for bind/sever actions

Ash

Ash

Aftermath, renewal, resilience, recovery

Ash-fields, recovering regions, the Ash Road

Click for bind/sever actions

Dust

Memory

Memory, history, story, oral tradition

Deserts, trade routes, the Dust Road

Click for bind/sever actions

Glass

Crystal

Structure, clarity, precision, fracture

Glass flats, crystal formations, the Glass Road

Click for bind/sever actions

Silk

Silk

Connection itself, binding, weaving, links

Leylines, thread-roads, intersections, the Silk Road

Click for bind/sever actions

BINDING TYPES

Simple Bind

HT2

Bind a thread to something nearby

Cost: 1 VigorDuration: 1 scene

Distant Bind

HT3

Bind a thread to something across a distance

Cost: 1 VigorDuration: 1 scene

Dual Bind

HT3

Bind two threads together for a compound effect

Cost: 2 VigorDuration: 1 scene

Lasting Bind

HT4

Bind a thread to something for a full session: strengthen a fortress, protect a village from the Still. The binding costs health; it is draining to maintain.

Cost: 2 Vigor + 1 VitalityDuration: 1 session (permanent for thread-forged gear)

Sever

HT4

Sever a thread. The connection breaks. Consequences follow.

Cost: 2 Vigor + 1 VitalityDuration: Permanent

Weave New

HT5

Weave a new thread into the world's fabric. Weave a new road, a new connection between regions, a new element. Legendary.

Cost: 3 Vigor + 1 WoundDuration: Permanent

COMBAT WEAVES

Bind Thread to Weapon

HT2

Cost: 1 Vigor

The weapon gains +2d6 Edge on its attacks for the remainder of the Scene, and a successful attack that deals Damage deals +1 additional Damage of the bound Thread's element. The binding ends at the end of the Scene.

Bind Thread to Armor

HT2

Cost: 1 Vigor

Armor gains +1 Defense HT for the remainder of the Scene, to the normal maximum Defense HT of 5.

Bind Thread to Enemy

HT3

Cost: 1 Vigor

Ember: set on fire (1 dmg/round). Tide: slow (-1d6 Swift). Hollow: silence (can't speak). Root: root (can't move 1 round).

Thread Shield

HT2

Cost: 1 Vigor

Bind a Thread to yourself or ally: +1d6 Edge to resist the Still for 1 scene.

Sever Enemy's Thread

HT4

Cost: 2 Vigor + 1 Vitality

Cut the Thread connecting an enemy to their power source. Constructs stop. Hollowed lose the Still's voice. Elementals dissipate.

Dual Bind in Combat

HT3

Cost: 2 Vigor

Bind two Threads to a weapon: Ember+Glass (burn through armor), Tide+Root (entangling), Ash+Dust (remembering blade).

HEALING WEAVES

Restore Vitality

HT2

Thread: Ash · Cost: 1 Vigor

Restore 1 Vitality. One use per scene per person. This does not itself stabilize a Dying character — use Stabilize Dying instead.

Stabilize Dying

HT2

Thread: Ash · Cost: 1 Vigor

Declared instead of first aid: makes a Dying character Stable at their current Vitality and Wounds. Restores no Vitality and removes no Wounds.

Remove Wound

HT3

Thread: Ash or Root · Cost: 2 Vigor

Remove 1 ordinary Wound, never a Permanent Wound. A Healer's Kit is not required; if used it grants +1d6 Edge and expends 1 of its 3 uses, and superior tools grant +2d6 Edge.

Restore Hollowed

HT3

Thread: Dust or Hollow · Cost: 2 Vigor

Restore a Hollowed person. Requires knowing what they've lost.

Cure Still-Infection

HT3

Thread: Any · Cost: 1 Vigor

Remove the Still's creeping effect: every accrued Still Bite Edge penalty from Still Hounds, or a Frost Wraith's lingering chill.

Resurrect

HT5

Thread: Ash + Hollow (Dual) · Cost: 3 Vigor + 1 Wound

Restore a dead person to life. Requires the body, something they cared about, and Legendary Cast/Channel. Returns at 1 Vitality and Stable, keeping their Wounds and gaining one Permanent Wound; if that brings the total to three or more, resolve Mortal Danger once immediately. Resurrection may be repeated, but each return adds another Permanent Wound, and only an exceptional effect (a unique artifact or a major story event) can remove one.

DUAL BIND COMBINATIONS

Ember + Glass

Burn through structure. Attacks with the bound weapon reduce the target's Defense HT by 1 (minimum HT 1), and a successful attack that deals Damage deals +1 additional Damage.

Tide + Root

Entangling roots that flow like water. +2d6 Edge to grapple rolls.

Ash + Dust

A weapon that remembers every wound: record one memory each time the bound weapon deals Damage during the Scene, and it grows more potent with each cut.

Dust + Hollow

Preserve a memory in a place so it can't be lost. Persists even under the Still.

Ember + Ash

Fire that regrows. Push the Still back 2 stages instead of 1.

Tide + Hollow

Silence that flows. Zone of silence that moves like water, follows the target.

Root + Glass

Structure that grows: +2 Defense HT to a structure for 1 session. If the structure is already HT 5, the reinforcement changes the fiction rather than raising HT above 5.

Silk + Any

Connect two of the other Thread. Bind two Ember Threads to ignite two forges at once.

THREAD-BOUND ITEMS

Thread-Oiled Weapon

Simple Bind (HT 2) · 1 Vigor

+1d6 Edge to the weapon's next attack. A prepared, single-use Thread treatment, distinct from the combat Weave Bind Thread to Weapon, consumed after that attack.

Thread-Bound Weapon

Lasting Bind (HT 4) · 2 Vigor + 1 Vitality

+1d6 Edge permanently: the weapon is Thread-forged and the Thread persists in its structure.

Thread-Bound Armor

Lasting Bind (HT 4) · 2 Vigor + 1 Vitality

+1 Defense HT permanently, to the normal maximum Defense HT of 5. The armor is Thread-forged.

Dual-Thread Weapon

Dual Bind (HT 3) + Lasting Bind (HT 4) · 4 Vigor + 1 Vitality

+2d6 Edge permanently plus a compound effect (Ember+Glass, Ash+Dust, and so on). The weapon is dual-Thread-forged.

Thread-Forged Tool

Lasting Bind (HT 4) · 2 Vigor + 1 Vitality

Choose the kind of work the tool was created to perform: +1d6 Edge when used for that purpose and the fiction supports it. A Thread-bound Weaver's Kit or a Thread-forged Forge Kit are examples.

Legendary Thread Item

Weave New (HT 5) · 3 Vigor + 1 Wound

+3d6 Edge permanently and a unique property. This is how Legendary items are made, and the cost is a Wound.

THE STILL & THE WEAVE

The Still

  • • Severs Threads freely, constantly
  • • Freezes regions (Weight, Stillness, Frozen)
  • • Hollows people by severing the Hollow Thread
  • • Eats memories by severing the Dust Thread
  • • Is free, constant, and everywhere

The Weave

  • • Binds Threads at a Vigor cost, per use
  • • Reverses regions by re-binding the region's Thread
  • • Restores the Hollowed by re-binding connection
  • • Recovers memory by re-binding the Dust Thread
  • • Costs Vigor, Vitality, and sometimes Wounds