
Tagline: A misty sea between worlds where your toll is a memory.
You need to get to the other side. The only way is by ship through the Pale — a vast expanse of “thin water” where reality wears thin.
It’s not empty. Drifting in the mist are ghost ships: the futures that could have happened but didn’t. A wedding that never occurred. A city that was never built. A version of you who made a different choice.
How to use it tonight:
To enter, each traveler must pay the Ferryman with a memory. Not gold. The memory is gone — but someone else in the party remembers it now.
In the mist, roll d6. On a 6, you see a ghost ship from your own un-lived future. Board it and you can ask it one question, but it will ask you one back.
Sarella Oke’s warning: The cartographer who mapped the Pale wrote: “Do not follow your own voice in the fog. It knows the way back, and it is lying.”
DM Seed: The party finds Sarella’s abandoned journal pages floating in thin water. One page is dated tomorrow.
