The Five That Remember
Scattered through the wet forests and fungal glades of the old south are five items said to be “touched by forgetting.” Each can be used alone—each has its own purpose. But when held near one another, strange effects begin to surface: memories not your own, words in the wrong voice, a sense that something old is paying attention.
They are not keys. They are not parts of a whole.
They are echoes of something that almost became real—and didn’t.
“They don't shine when found. They don't answer when asked.
But some things keep a shape of you—
like a footprint under moss.”
—Griswold Cain
The Five Items
1. The Breath-Tight Locket
A small iron pendant with no clasp. It opens only when submerged in still water. Inside: a bit of moss, perfectly preserved.
Mechanic: When opened in water, it projects the last full breath of its previous holder (a whispered phrase, gasp, or song). Usable once per long rest. May also reveal hidden truths underwater.
2. The Barkspine Tine
A broken antler tip wrapped in fungal cord. Still warm to the touch.
Mechanic: Once per day, it can reroll a failed Wisdom save—but the user sees a flicker of someone else’s memory (GM’s choice). Occasionally hums near old trees or burial sites.
3. The Grinthread
A coil of faded green thread inside a matchbox. Whoever ties it around their finger dreams vividly—and is sometimes dreamt of in return.
Mechanic: While worn, grants +1 to Insight checks and advantage on one dream-related roll per session. May attract the attention of watchers beyond the Veil.
4. The Milkstone Shard
A palm-sized, opaline fragment cold to the touch. Looks freshly broken, but the rest of it is nowhere to be found.
Mechanic: May be pressed to a wound to reduce damage taken from a single source by 1d6 once per day. If brought near a fungal bloom, it gently pulses and emits a low hum.
5. The Pin of the Last Farewell
A brass cloak pin shaped like an open eye. It closes slowly during conversation.
Mechanic: When pinned and visible, grants +2 to Persuasion with those who’ve recently lost someone. Once per week, the wearer may speak a full sentence into it—and the next creature they touch hears it, even if unconscious, dying, or asleep.
Resonant Effect (Optional)
If all five items are present within 10 feet of each other and remain untouched for one hour, a resonance effect occurs:
- All humanoids nearby experience a shared memory—none of their own.
- One item may subtly transform (glow, crack, sprout, change its voice).
- A forgotten name may be spoken aloud by someone who did not mean to.
These effects are not guaranteed. They may vary by location, season, or presence of Myrrhyn-rich soil.
Hooks and Happenings
"The Witch in the Wet"
An old woman seeks the five for reasons she won’t explain. She claims they “belonged to one soul across five lives.”"The Thread Puller"
Someone else has one of the items—and it’s changing them. They’ve begun humming in sleep, and mushrooms grow near their bedroll."Three Were Stolen"
A traveling merchant offers two of the artifacts in exchange for protection. He claims the others were stolen… by birds."The Map With No Names"
A map shows the approximate resting places of five “useless heirlooms.” But the terrain shifts, and one is now underwater.