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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...
Your Connection
The two of you were once bonded: Perhaps you trained together. Perhaps you were rivals. Perhaps ...
Key Concepts of the World
The Twilight Belt: The only habitable zone, 200–300 km wide, where temperature and light permit...
A World Held in Wind and Twilight
Duskara is not Earth. It is not even Earth-like. It is a planet of brutal contrast—locked in plac...
Ways to Play
Live / In-Person Take turns writing entries and reading them aloud, or exchange physical notes/ar...
The Fragment Can Take Any Form
A letter scratched into a shrine wall An audio recording buried in a wind archive A diagram sket...
Structure of Play
Each player takes on a role: The Sender creates the current fragment. The Receiver reads/listens...
Rituals of Exchange
Echoes in the Wind is a game played through fragments—short entries that may be letters, recordin...
Pause and Check-In
Either player can say "Pause" at any time to: Check if the other player is comfortable Discuss i...
Lines and Veils
Before beginning play, discuss your comfort levels. This game explores themes of loss, separation...
Themes
The persistence of memory Longing and legacy What it means to be known across distance Wind as v...
Play Duration
A complete story typically takes 8-12 Echo Cycles (4-6 cycles per player), which can be completed...
What You Need to Play
Two players A way to record or write fragments (audio, voice notes, paper, email, shared doc) Si...
A Game of Distance, Memory, and Wind
Duskara: Echoes in the Wind is a duet roleplaying game for two players. It's a story of connectio...
Final Reflection
After the game ends, spend 20-30 minutes in reflection using these prompts. This is essential for...
Complete Card Prompts
This table provides specific prompts for each card. These are starting points—interpret them thro...
Clubs (♣) — Mysteries & Change
Clubs represent the unknown, transformation, and deep questions: ancient structures, lost knowled...