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.