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Generating the Initial Map

Before your first fragment, create the map together using the dice drop method:

Step 1: Define the Meridian

Draw a vertical line down the center of a blank page. This represents the Twilight Meridian—the habitable band of Duskara.

Mark the top as Dayward and the bottom as Nightward.

Step 2: Drop the Dice

Each player takes 3d6. Roll them onto the page from a height of about 6 inches, letting them scatter naturally.

Wherever dice land, they become locations. The number showing indicates the location's type:

  • 1-2: Ruin or Lost Place
  • 3-4: Active Settlement
  • 5-6: Natural Feature (shrine, storm nexus, geothermal vent)

If a die falls off the page, that location exists beyond the known map—perhaps on the day side, deep night side, or in the Storm Walls themselves.

Step 3: Name the Locations

Working together, name each location based on its position and type:

Near the Meridian: Temperate settlements (Aetherion, Harmattan's Reach)
Dayward: Heat-touched places (Scorch Ridge, Glass Fields)
Nightward: Cold places (Lumina Caverns, Frozen Archives)
Off the map: Mythical or dangerous (The Breach, Echo's End)

You can also add 1-2 canonical settlements from the Duskara Compendium if you wish to anchor your story.

Step 4: Draw Connections

Draw lines between locations that are connected by:

  • Trade routes
  • Psychic links
  • Shared history
  • Storm paths

Not all locations need connections. Isolation is meaningful.

Step 5: Mark Your Origins

Each player places a symbol marking where their Windcaller originated or currently resides. These may be different locations or even different eras of the same place.