Lost

...Oh Boy...

“He spoke about tomorrow the way old men speak about yesterday.”
— The Ashes of Hollow Winter, Act III, Scene II
Some people survive catastrophe imperfectly.   Not wounded in flesh. Not cursed in the ordinary sense. Something subtler and far more difficult to explain happens to them instead. Time loosens around them. Memory behaves incorrectly. The world occasionally fails to agree on where they have been or how long they were gone.   These people are called the Lost.   The Lost are not an ethnicity, kingdom, bloodline, or culture. They share no homeland and no common ancestry beyond humanity itself. Most never encounter another person like themselves. In many regions, the condition is barely understood outside obscure magical scholarship and frightened folklore.   To ordinary people, the Lost are unsettling because reality itself seems uncertain around them.   A traveler disappears during a storm and returns unchanged despite swearing they wandered for months. A child survives near an ancient ruin but afterward speaks casually about buildings that no longer exist. A soldier declared dead remembers conversations that supposedly happened years after the battle where they vanished. Some awaken from illness physically younger than expected. Others carry memories belonging to places history insists were destroyed centuries earlier.   No explanation fully accounts for all recorded cases.   Most scholars trace the phenomenon to catastrophic metaphysical instability left behind by ancient magical disasters, shattered planar boundaries, failed rituals, temporal collapse, or lingering scars in the structure of reality itself. Others believe the Lost are victims of unfinished timelines, displaced consciousness, or failed destinies that never properly settled into history.   The Lost themselves rarely know what happened to them.   That uncertainty shapes nearly every aspect of their lives.   Many suffer fragmented memory and distorted relationships with time. Entire years may feel missing. Certain places provoke overwhelming familiarity despite being objectively unknown. Some remember conversations nobody else recalls. Others carry emotional attachment to people they have supposedly never met.   This creates profound isolation.   Friends age while the Lost vanish unchanged. Families mourn them before impossible reappearances. Records contradict lived experience constantly. Some Lost become obsessed with reconstructing the truth of their own existence. Others stop trying entirely.   Neutrality becomes common among them not because they lack conviction, but because repeated encounters with unstable reality erode certainty itself. The world becomes difficult to trust when memory, history, and time repeatedly contradict one another.   The most defining trait of the Lost is the phenomenon known as Slipping.   During periods of rest, unconsciousness, severe trauma, magical disruption, or metaphysical instability, some Lost vanish completely from ordinary reality for brief spans of time. Where they go remains unknown.   Those who return often describe fragmented impressions rather than coherent experiences. Impossible cities beneath unfamiliar stars. Futures where kingdoms never existed. Childhood homes abandoned centuries earlier. Endless oceans under dead skies. Battlefields containing unfamiliar banners and corpses wearing their own faces.   Most descriptions collapse under scrutiny because the memories themselves refuse consistency.   While Slipping, the Lost cannot be reached or affected by the world they left behind. To observers, they simply disappear. Some leave faint distortions behind. A depression in bedding. Lingering cold air. Shadows behaving incorrectly for a few seconds after departure.   When they return, they rarely come back unchanged.   Many carry strange remnants of other realities with them afterward. Foreign currency from nonexistent nations. Weathered journals written in familiar handwriting describing events that never occurred. Keys without locks. Religious symbols belonging to forgotten faiths. Maps depicting cities not yet built or ruins long destroyed.   Most such objects appear mundane.   Very few feel meaningless.   Other Lost return carrying altered skills or inexplicable familiarity instead. A farmer suddenly understands military tactics. A sailor speaks a language nobody taught them. A scholar remembers techniques from civilizations erased from history.   The phenomenon terrifies certain religious authorities because it raises deeply uncomfortable questions regarding fate, continuity, and identity. If another version of a person exists somewhere beyond ordinary reality, which version is truly real? If memory changes but the soul persists, what actually defines the self?   Some faiths consider the Lost spiritually damaged and dangerous. Others regard them with pity or reverence. A few believe the Lost glimpse truths mortal minds were never meant to survive intact.   Arcane scholars remain equally divided.   Divination magic interacts strangely with the Lost. Attempts to examine their futures often produce contradictory results or fragmented imagery. Prophetic visions involving them tend to shift unpredictably. Certain records claim time itself behaves inconsistently near concentrations of Lost individuals, though proving this scientifically remains nearly impossible.   Small distortions frequently accompany them regardless.   Mirrors lag half a second behind movement. Clocks stop unexpectedly nearby. Animals react with unease or confusion. Familiar streets feel subtly wrong around them for reasons difficult to explain. Strangers occasionally mistake them for someone else with complete sincerity.   Most of these incidents remain harmless.   Most.   The Lost rarely organize into communities because shared experience offers little actual understanding. One Lost may vanish into alternate pasts while another experiences impossible futures. Some Slip only once in a lifetime. Others disappear repeatedly. A few eventually fail to return at all.   That final possibility haunts every one of them.   Because no Lost can ever know whether the next disappearance ends somewhere else.

“I knew thee once in summer, yet thou return’st to me untouched by winter’s hand.”
— The King Beneath the Sea, Act III, Scene II by Edric Vale
Genetic Ancestor(s)
Geographic Distribution

Unknown Shores

Lost

A lingering wound of the Shattering.   Not all who survive the world remain entirely within it. Some vanish in their sleep. Some return from death altered. Some lose years beside ancient ruins. Some remember places history insists never existed. The Lost are not a people, culture, or bloodline.   They are individuals whose connection to time has been damaged. Nobody fully understands why.
  Most never meet another like themselves.
ability score increase: Choose one of the following: Increase one ability score by 2 and a different score by 1. Increase three different ability scores by 1.
age: You mature and physically age at the same rate as other humans. However, many Lost experience missing time, fragmented memory, and experiences that do not align with the world’s passage of time.
alignment: The Lost can be of any alignment, though many drift toward Neutral perspectives after repeated disruptions to memory, identity, and the normal passage of time.
Size: Medium
speed: Your walking speed is 30 feet.
Languages: You can speak, read, and write Common and one additional language appropriate to your character.
race features:

Fractured Presence

Reality struggles to establish certainty around you.   You have advantage on saving throws against magical sleep and effects that alter or erase memory.   In addition, divination magic concerning you often produces incomplete, contradictory, or unsettling information at the DM’s discretion.  

Temporal Slip

When you begin a Short Rest or Long Rest, you can choose to Slip, vanishing from the world for the duration of the rest. While Slipping, you cannot be perceived, targeted, contacted, or affected by creatures or effects from the world you left behind, though effects already affecting you continue unless the DM rules otherwise.   Time passes normally for everyone else.   When the rest ends, you return to the space you vanished from or the nearest unoccupied space, then choose one option from the Temporal Echoes section below.   Once you use this feature, you cannot use it again until you finish a Short Rest or Long Rest.   The experience is never entirely voluntary. At the DM’s discretion, extreme physical trauma, magical unconsciousness, resurrection, severe illness, exposure to unstable Weave scars, or failed teleportation or planar magic can cause an involuntary Slip.   Some Lost Slip into forgotten pasts. Others into impossible futures. Most never know which.  

Temporal Echoes

When you return from a Slip, choose one of the following effects.  

Echo of Knowledge

You return carrying impossible familiarity.   Choose a creature, faction, ruin, location, artifact, or magical phenomenon connected to your current circumstances.   Until your next Long Rest, you gain proficiency in one Intelligence-based skill of your choice. If you already have proficiency in that skill, you instead gain advantage on checks made with it related to the chosen subject.  

Echo of Repetition

You have lived through fragments of this moment before.   Before your next Long Rest, choose one of the following benefits:
  • reroll one initiative roll
  • reroll one failed Dexterity saving throw
  • impose disadvantage on one attack roll made against you

  • Once you use the chosen benefit, the effect ends.  

    Echo of Labor

    Time passed differently for you.   Choose one downtime activity performed during the rest, such as crafting, research, transcription, translation, investigation, or tool training. You make twice the normal amount of progress toward completing that activity during the rest.   You can benefit from this feature only once for a given downtime project, and the DM determines whether a project can reasonably benefit from this feature.  

    Echo of Elsewhere

    You return carrying remnants of another chronology.   Choose or randomly determine a strange object that accompanied you back, such as obsolete currency, extinct plant matter, a weathered journal, broken unfamiliar technology, military insignia from no known kingdom, maps of places not yet built, letters addressed to the dead, unfamiliar holy symbols, sketches of strangers, or keys without known locks.   The object is usually mundane in value, though rarely meaningless.  

    Echo of the Unlived

    Another version of yourself briefly overlaps with the present.   Until your next Long Rest, you gain proficiency in one language, one tool, or one weapon of your choice.   You do not know where you learned it.   Only that somewhere, somehow, you did.  

    Fractured Identity

    After completing a Long Rest during which you Slipped, the DM can ask you one question about your past.   You must answer truthfully.   However, you are not required to answer from your current reality.  

    Lingering Inconsistencies

    The Lost often carry subtle distortions back with them after a Slip.   At the DM’s discretion, mirrors may briefly lag behind your movements, clocks may stop near you, animals may react uneasily to your presence, strangers may mistake you for someone else, or familiar locations may feel subtly wrong around you.   These effects have no direct mechanical impact.
    Description:
    A Lost human stands motionless beside the sea, their face younger than the exhaustion in their eyes, as though they have spent years remembering something the world itself has forgotten.

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