Currently the death rules leave a lot to be desired as far as memory amnesia goes. People can still immediately run to the hub with a lot of leeway and say "I died on ice roads, surfacers are there."
As they currently stand, this is the official word on the memory issue.
https://wiki.nwnarelith.com/Rules
The wording of the rules says that, in paraphrase, "You are not allowed to know the actual PVP or anyone involved in it." But "You are allowed to know information leading up to your death, such as where you were and why you went there."
However, on this part of the wiki it says https://wiki.nwnarelith.com/Death
According to this, you can remember everyone involved at the scene however. You just cannot remember who struck the final blow.
As much as this rule says "Don't run into the town square and say X killed me", the wording means your character is still implicitly aware they were attacked by X person, you just don't know if they were the one who struck the final blow. Spyre clarifies 'hostilities', but is hostilities being used in the sense of mechanical hostility, verbal hostility or combat?
Overall, the wording on these rules on what you keep in memory is ineffective to handle the phenomena of preventing people respawning and identifying or notifying of people of their murder. You might not know you got shanked in an alleyway by Bob, but you know Bob was there with a knife threatening to shank you and then your memory loss happens. There is nothing stopping you going "I remember being in an alleyway with Bob and he threatened to stab me, I don't remember what happened next but he's a Pariah now because me having memory loss upsets me."
As much as some may wish for the DMs to enforce to the contrary, the wording of the rule does not support their efforts.
I can only recommend we reword the rule to have more effective wording.
In the quote below, I have written an alternative death memory loss rule for consideration.
When a character dies, they lose memories relating and leading up to their death as well as their time in their fugue plane. The effects on your memory from death are as follows:
Characters do not remember anything related to the fugue or entering it. You know nothing of your encounters in the fugue even after respawning.
Characters do not remember any participants in the roleplay and in the surrounding area leading up to their death.
Characters do not remember conversations, names, or any information that they obtained in the roleplay that lead up to their death.
Characters are allowed to remember why they entered a location where the roleplay started that led to their death.
Players are not permitted to write notes immediately before a hostile encounter to use as tools to bypass the memory restrictions of this rule. This does not include sending in game messenger services to alert allies.
If alarming people immediately after your death to your last remembered location would cause people to rush to that location, especially when participants may still be there, you are not allowed to do so.
Examples:
Situation 1: Player A enters into a location to go mining and encounters Player B. The two have a dispute about who may mine, and this leads to conflict where Player A dies. The only thing player A can remember is that he went to the location to mine ore and that he has woken up after likely dying.
Situation 2: Player C invites Player D to their house from the town square, but assassinates them by poisoning the food. Player D does not remember Player C’s involvement, and only remembers being in the town square and that he has woken up after likely dying. However, witnesses may remember that he was invited for dinner by C.
Situation 3: Player E has just died in a PVP encounter in ‘The big cave’, after encountering his sworn enemies. He is not allowed to run to his friends and say “I just died in the big cave, quickly, send everyone!”
If you have any questions, or are unsure of what you should or should not remember from an encounter, please contact a DM first before bringing that information into the roleplay environment.