Echoes

An invaluable resource, Echoes are what constitute the treasure point system for the server, from a mechanical standpoint. Two are gained at the end of every game, but DMs are allowed (encouraged, even) to flavor their acquisition in fun and interesting ways.

These quasi-physical glowing shards are memory made physical, the product of a sentient being losing their memory and sanity to the Curse. As such, they are able to provide glimpses into the long-forgotten past through the eyes of somebody who was really there. These can be purely mental for the person who acquires them, or they could come in the form of ghostly images within the surrounding area. A character cannot change or alter the memories in the process of living them, but are able to fully experience them if the DM wishes.

Some DMs may leave these as post-game addendums for characters, and others may incorporate them into the session. Either method is completely fine.

## Finding Echoes

Echoes can be found all across the plane through various methods. Dungeon Masters are encouraged to play around with how they disseminate these, as their acquisition during a game can lead to benefits for the players.

Here are some ways they are often found:

* Slaughter: Killing hollows may sometimes grant echoes, as their final release from life may leave stalwart final memories for those who remain alive. These memories are usually those that are most strongly rooted within the husk of their subconscious, expressions of terrifying final tribulations, important decisions that they used to define themself, or perhaps simply their favorite memory from years long past.
* Pillaging: Around corpses who fell long ago, these glowing shards are often seen. They float and glitter with light, attracting attention to themselves, as if they want to be found. It is best to use caution upon seeing one, however, as there is rumor of a creature that uses these bright shards as bait.
* Archstone Travel: Transportation via the archstones can provide travelers with shards upon their return or departure, usually unannounced. Checking through one’s belongings after a day of travel and fighting can lead to the pleasant surprise of this resource in one’s lunchbox. This is the most common way to find Echoes.

## Benefits and Effects

In-game effects of acquiring echoes take place instantly. While some DMs may opt to let these remain as a post game reward, acquiring them within the session proper can have varied benefits, depending on what the DM wants to do.

Here are some possible effects of finding or pillaging these shards:

* Visions of the Past: Whether purely mental for the person who acquires it, or in the form of ghostly images who roam as they would have in the memory, these shards can give visions of the past. Players can gain important quest and story information through this, such as the locations of hidden loot caches, secret doors, traps, or snapshots of monsters they might encounter. Of course, not all have to have this benefit.
* Lore Drops: Characters may receive memories which clue them into important events. These could pertain to any event the DM would like to show off. These can be quite major, such as being able to observe historical figures in their own day, gaining an intimacy of them that no other person alive might have. For example: a character may see the legendary Golden Age hero Eowyn Blackstar, the First Lion, in his prime glory.

Mechanical Boons: At a DM’s discretion, they may decide that a memory such as seeing a trap go off may benefit the character who found it, giving them a bonus or advantage to the saving throw against that trap; likewise with skill checks. It is completely up to the DM to decide whether they want to use echoes in that kind of way.