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Agreed Endings
The Rite Is Complete: A ritual introduced early in play is finally finished across both Windcall...
The Golden Rule
Both players must consent to major changes. Before introducing something that drastically alters ...
When Players Disagree
In Echoes in the Wind, there is no GM to arbitrate. If players disagree about the fiction, use th...
Step 2: Resolve the Effect
The Sender of the next fragment must incorporate the storm's effect into their message. Work toge...
Step 1: Roll for the Storm
The player who just received a fragment rolls 1d6: Roll Storm Effect 1 Ritual Failure — A ...
When the Map Collapses
The map collapses—and the game ends—when one of the following occurs: More than half the locatio...
Changing the Map
As fragments progress, the map evolves: Adding Locations: When your fragment introduces a new pla...
Generating the Initial Map
Before your first fragment, create the map together using the dice drop method: Step 1: Define th...
What the Map Represents
The map in Echoes in the Wind is not a traditional geographic tool. It represents the psychic lan...
Spending Echo Tokens
You begin play with 3 Echo tokens. These represent moments of clear psychic connection across dis...
Fragment Length
Aim for 150-400 words or 1-3 minutes of audio. Fragments should be substantial enough to advance ...
Creating a Fragment
When it's your turn to send a fragment, follow these steps: 1. Choose Your Medium Decide what for...
The Rhythm of Play
An Echo Cycle consists of: The Sender creates a fragment The Receiver reads/listens to it The Re...
Step 5: The Burden
Every Windcaller carries a weight. Choose one or write your own: I broke the storm that should n...
Step 4: The Bond
Define your prior connection. Answer one or more of the following: What did I once promise you? ...
Step 3: Origin
Define where or when your Windcaller speaks from. A known settlement (e.g. Aetherion, Lumina Cav...
Step 2: Attunement
Choose one psychic attunement—your Windcaller's deepest resonance with Duskara. Weatherworking —...
Step 1: Name and Voice
Choose a name and describe how your Windcaller communicates. Do they speak plainly or ritually? ...
Who You Were, Who You Are
You are both Windcallers—psychic mystics attuned to the breath of Duskara. You were trained to li...
Inspirations
This game is inspired by: Letters across time in If Found, Firewatch, Dear Esther The soft apoca...