You are on page 1of 2

The Memory World E ating Umarlaks is not advised, however

T
doing so has some peculiar effects. Once
he world you enter is a dream-like place. ingested you will begin to look and smell like
It is a recreation of the past, but in a way a fresh corpse. You are still able to move and
the host experienced it. Some details will be speak, but at a disadvantage from feeling quite
different, others might be missing entirely. dizzy and sick. Nevertheless, if you were to
The most jarring are the memory people. stay still anyone would think you were dead.
They lack soul and feel hollow. If a host knew Animals and other such creatures will treat
them, you might be able to have a relatively you as dead, even if you’re out and about. The
normal conversation. Strangers, however will effect will wear off after some rest
and the smell after a good bath.

Dead
have a single line of dialogue in them at best.

Y ou are an outsider in this world, know


its rules before going any further:

•  When you enter a memory world, roll a


You found my secret
message! Reach out to
me and, if you want, I
will mail you a signed
d6 for each dose of Umarlak you used to get and numbered copy of
this pamphlet printed

Memories
there. The sum of those dice is the group's on some nice paper. In
Bond value. return I only ask you
to not tell others how
•  Any time you change how the memory to find this message.
plays out (player makes a standard roll while
in the memory world), the Bond weakens. Cultivating Umarlaks and other mysteries
Substract d6 points from its value.
•  If Bond drops to 0 or below, all PCs wake
up in the real world, vomiting aggressively.
C ut the mushroom into small pieces and mix
it into a paste with water and ash. Keep it

S
Methods & advice concerning exploration of
memory worlds and the things beyond them.

V damp in a sealed container to last longer. ome say that the last image before death can
enturing away from where the host is
in the memory world is stepping into
the unknown. The Beyond is a weird and
incomplete place, strange things live and
T o grow more mushrooms, apply he paste
to a fresh corpse and leave in a damp
place overnight. The following morning small
mushrooms will appear on the host’s body,
be seen in the corpse’s eyes. This might be
true, but I have found a better way to explore the
memories of the dead. I have traveled to those
thought worlds. I have talked with their ghosts
and studied what lies beyond. But, I am getting too
happen there. Curiously, those elements
tend to repeat across hosts, leading me to pulsating slightly as they drain its fluids. This is old and too afraid. So, I am sharing my knowledge
believe that the Beyond is single dimension enough for a d6 doses for passage to the corpse’s in hopes that others will be able to decipher it and
hosting memories of all the dead. Explore the memories. Leaving the paste on will produce d6 continue what I started.
mysteries of the Beyond at your own peril. more mushrooms over the course of a week, but
A system agnostic mini module for fantastical roleplaying games.
doing so will turn the corpse into nothing more Made with public domain artwork & imagination by Fred Bednarski
than skin and bones. DreamJam 2019
The Beyond
9

The Fungal Passage First Hollow Keep

T here are many ways of experiencing


the memories of the dead, but using
the Umarlak fungi is the safest, quickest,
and the least disgusting method I found.
Host’s Deep Memories
Lingering Iron Husk

U marlak, known as Mourning Cap by the


common folk, is a mushroom growing
exclusively on bodies of the recently deceased.
It bears a pale purple cap that sits on a long,
Host’s Last Hours

Faceless Monk’s Exile


Sinking Vermillion Flats
narrow milky stalk. When dried and burned, it
produces sweet purple smoke. Inhale enough Porcelain Court
Advice: b

T
of it and you will go into a deep and uneasy
trance, sweating, drooling and unable to Gardens of Ynn
ime and space is convoluted under those
respond to any stimuli - even harmful ones. l

A
twilight skies. Exploring this land is no easy
ll inhaling the same smoke will find task. Maps make little sense in a world stuck in
Restless Web of Thorns constant flux. Even your senses can deceive you.

W
themselves transported together to a
“memory world” playing out the last living hen you trek through the Beyond, roll
hours of the host on which the burned S a d6. Add +1 if you’re travelling between
Umarlak sprouted from. You can explore
this place just like the physical world, but
once the host dies in the memory world, the
Impressions: landmarks. You may spend Bond 1-to-1 to add to
this roll. On 6+ choose 2, on 3-5 choose 1:
1. A sudden feeling of falling and nausea. • You end up where you expected.
trance ends. You will wake up in the real
? • You avoid hostilities
2. Strange stonework from an unknow era.
world, where only minutes have passed. 3. The knowledge you are being watched. • You meet a friendly being, discover a new

B
4. Massive iron door leading into nothingness. landmark or learn a useful secret.
5. Enormous flock of ravens blackening the sky. eware of Hollow Men, they are mindless,
6. Eerie silence lasting uncomfortably long. restless and agressive. Raven-folk can be
7. A path of sigils embedded into the ground. bargained with, they know many secrets. The
8. Incomplete houses, fused at wrong angles. Living Void comes in all shapes and sizes and
9. Giant skull, shriveled but still slightly warm. can follow you back to the real world. The
10. Bloated trees, crawling with slender maggots. Skinless One is not to be trusted!
11. A void mass, silently blocking your passage.
12. Shapeless creatures falling from the sky.
13. A skinless man, observing you from afar. A sk leading questions to uncover the many
mysteries this place holds. Good Luck!

You might also like