Advanced Search
Search Results
380 total results found
Archivist Names (d66)
D66 Name D66 Name 11 Kael 41 Nyra 12 Maren 42 Vex 13 Thorn 43 Zylah 14 Lyss 44 Korin 15 Verin 45 Salen 16 Ash 46 Thrae 21 Cyra 51 Olan 22 Dray 52 Xen 23 Eryn 53 Vyra 24 Fenn 54 Zeth 25 Grael 55 Aris 26 Hira 56 Bren 31 Isen 61 Cal...
Archivist Titles (d66)
D66 Title 11 Keeper of the Wind-Scrolls 12 Guardian of the Crystal Archive 13 Chronicler of the Twilight Belt 14 Recorder of the Deep Roads 15 Scribe of the Accord 16 Voice of the Forgotten 21 Witness of the Storms 22 Tender of the Stone L...
Form of the Archive (d66)
D66 Medium 11 Wind-scrolls etched on treated fabric, stored in sealed cylinders 12 Stone tablets carved in the old script, sheltered in alcoves 13 Memory-storing data crystals salvaged from Earth technology 14 Oral tradition passed through song an...
A Truth They Preserve (d66)
D66 Truth 11 Humanity arrived on Duskara by accident, not by choice. 12 The Stellar Horizon was never meant to come here. 13 Earth still exists somewhere among the stars. 14 Psychic abilities emerged from environmental radiation, not divine gift. ...
A Secret They Carry (d66)
D66 Secret 11 They have falsified records to protect someone they love. 12 They discovered evidence that a revered historical figure was a tyrant. 13 They possess a map to the Stellar Horizon's intact core systems. 14 They know the location of a f...
Final Entry Format
1. State the Date & Final Archivist 2. Reflect on the Lineage What did the Archivists preserve? What was lost? How did their work shape Duskaran civilization? 3. Address the Future Will there be another Archivist? What remains to be recorded? What will those ...
Example Final Entry
Archivist Helion Valeris, Cycle 9,200, The Age of Reckoning Seven generations of my lineage have recorded the rise and fracture of Duskaran civilization. We watched settlements flourish and fall. We preserved knowledge that saved lives and truths that destroy...
Before We Start
Content Warning: Environmental peril, resource scarcity, survival themes, psychic phenomena. Before you start, define lines that should not be crossed. Pause or rewind the game if something uncomfortable happens during a session. Always make sure everyone is c...
Welcome to the Twilight
Eight hundred years ago, the colony ship Stellar Horizon limped into orbit around an unknown world. Navigation systems shattered by a solar storm, life support failing, the crew had no choice but to land on the only marginally habitable planet they could reach...
A World of Extremes
The Day Side: Temperatures exceed 400°C. Radiation scours the rock. No human can survive unshielded. Robotic mining operations push into this hellscape, extracting rare alloys and crystals while fighting constant equipment failure. Salvage crews—"daywalkers" w...
The Awakening
Duskara's harsh conditions and unknown radiations awakened latent abilities in humanity. These psychic gifts—thermal sensing, weather working, deep bonding with native fauna—represent evolutionary communion with a new home. Weather workers shape wind to guide ...
Eight Centuries of Adaptation
The Stellar Horizon carried perhaps a few thousand survivors. Now, 40 million descendants live across the twilight belt and caves. Population is tightly regulated—birth quotas maintain balance with carrying capacity. Superstorms, resource wars, and auroral dis...
What You'll Do
In Duskara: Stormtide, you'll navigate this world of scarcity and wonder. You might: Escort caravans through superstorm-threatened routes Scavenge the Deep Roads for ancient Earth technology Mediate water disputes between rival settlements Track predators bon...
Checks
When you attempt something risky or challenging, you make a check to see how it plays out. If an action isn't risky, you simply succeed—no roll needed. The GM telegraphs the risk before you roll. Then: Pick a skill that matches what you're doing Roll the die ...
Catch Your Breath
To reset all your skills to their original ratings, you can catch your breath. This is a brief respite in tension—finding shelter during a storm, taking cover in ruins, resting at a settlement. Catching your breath can be done at any time, even during combat o...
Loot Checks
When the fiction allows it—scavenging ruins, salvaging day-side mining drones, looting abandoned settlements—you can make a loot check. You start with a d12 loot die, which steps down after each use. You may continue using it at d4, but at your own risk. To re...
Backpack
Items in your backpack can be used instead of skills for checks. They start with a die rating (d6, d8, d10, or d12) and degrade with use, just like skills. When an item is reduced to d4, it either breaks, gets lost, or becomes irrelevant to the fiction. You ca...
Stunts
When you attempt something extraordinary—a stunt—you roll a d12 instead of your skill rating. Stunts represent heroic psychic feats, desperate gambits, or acts of ingenuity under pressure: Channeling weather working to redirect a superstorm Shadow-walking thr...
Stress
When you face complications, you may take stress. Stress represents physical exhaustion, psychic burnout, environmental exposure, or psychological strain. Track stress with boxes or tally marks. If you reach 4 stress, your character becomes vulnerable—failing ...
Step 1: Concept
Who are you? Answer these questions: Name: What are you called? Pronouns: He/him, she/her, they/them, etc. Role: What's your place in Duskaran society? Duskaran Roles Rather than a "job before the collapse," you have a role that defines your expertise: Daywa...