Only on Paper

The Last World: Memory and Engrams

This world has been reborn, time and time again. It has lived countless past lives, world after world lost to the eons, beneath and above and around us, memory encased in stone or under wave or free-floating in the collective unconscious.

Everyone knows our world has lived before, many times before. Anomalous remnants of past incarnations scaffold whole cities, after all. But those who research, who adventure, who travel beyond the safety of society and into the mists of time, they know something else, something deep in their hearts, urgent whispers from deep within our shared mortal soul: that this world will not be reborn again. For one reason or another, it is on its last life.

The folly of past worlds cannot be repeated. Existence has one more chance. This world is the Last World.

Concept art from the video game Metaphor: ReFantazio You ever just use blog posts as a worldbuilding mood board?


Memory and the Collective Unconscious

All life is connected via a metaphysical network that we call the "collective unconscious," but this understates its true depth and incomprehensibility. Those with poets' hearts often prefer "oversoul." Some scholars believe this is a defense mechanism, life metaphysically joining hands to stave off the next, and final, Death. An unfalsifiable claim, but some find it an inspiring idea.

Most of our memories are our own, but some float freely through the collective unconscious, offering glimpses of something else to those who know where to look. The discovery of these free memories lead to the development of engrams, discrete units of crystallized memory, usually distilled voluntarily from living folk, but occasionally plucked from the oversoul and given form. Engrams are useful for a variety of tasks and can even bring function to otherwise impossible machinery, but today we're going to talk about personal use.

Those looking to borrow some knowledge or a skill might integrate an engram. To do this, it must be inside of one's corporeal form, at least in part. While you could just eat it, it's hard to control the duration of use that way, so most wear them like a piercing, a fractal memory gem worn like an ear or nose stud. With focus and care, a person can access the memory within, borrowing its knowledge and ability (even muscle memory).

But it comes at a cost: long-term use risks the engram's memory overwriting some of your own. People who regularly employ engrams develop holes in their own identity, carved out and replaced by the scraps of someone else's.

Some allow this to happen on purpose. In a tradition that seems to have developed independently in multiple societies, rare individuals volunteer to have their bodies studded with engrams, sacrificing their own identities to serve as living repositories of communal memory. Grandchildren visit to speak with the echo of a beloved grandmother. Scholars consult facsimiles of the uniquely adept minds of mentors generations past. Parents bask in the warm memories of a child now grown. To those not raised in such societies, the practice is uncanny, perhaps even ghoulish. To those familiar, though, it is a way of maintaining an unbroken connection to history, memory kept alive not just in the telling, but with warm blood and beating heart.


Concept art from the video game SaGa Frontier Tomomi Kobayashi's art for the SaGa series never gets old.

The Game Mechanic: Engrams and Experiences

I've posted before about an advancement system I'm tinkering with that's heavily inspired by Gestaltist's post We Haven’t Said Everything About Character Advancement Yet. My version of the system goes something like this:

Experiences aren't the only kind of trait: PCs also have Backgrounds or other traits that can be used in the fiction in similar ways. I mention this because it's relevant to engrams.

Using Engrams

Characters can "equip" engrams like magic jewelry, a limited number based on the character's ability to integrate foreign memory and skill. While equipped with an engram, the character has access to new Experiences or even a new Background trait. This might even grant new combat abilities or, for advanced (and difficult to use) engrams, specialized technical or magical knowledge. An adept user of engrams can temporarily become an expert in aetheric engines, just long enough to repair their strideship before removing the engram to use another time.

But as stated above in the worldbuilding, this comes with a cost: the user risks overwriting their own memory with the engram's. The exact mechanics of this are a very early draft right now, but here's the current version:

I'm not fully happy with the mechanics yet--I think I'd like memory overwriting to be simultaneously a longer-term concern, more immediately dramatic when it does happen, and less predictable--but this is what I'm testing it with right now.


The Last World

If you got this far, thanks for reading my first blog post about my new worldbuilding (and RPG) project, The Last World. These posts are essentially a mood board for worldbuilding, and a place to test out what prose style I want to use for the final work. If you recognize any of the art I'm including, consider that me wearing my influences on my sleeve.