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Clubs (♣) — Mysteries & Change
Clubs represent the unknown, transformation, and deep questions: ancient structures, lost knowledge, philosophical dilemmas, internal evolution. This is about the settlement grappling with what it doesn't understand and who it's becoming. Typical prompts invol...
Complete Card Prompts
This table provides specific prompts for each card. These are starting points—interpret them through your settlement's current situation, history, and needs. As you become familiar with the game and setting, you're encouraged to create your own prompts based o...
End Conditions
Final Reflection
After the game ends, spend 20-30 minutes in reflection using these prompts. This is essential for closure and sense-making. Core Questions: What did the settlement build that will endure? What was lost along the way? What sacrifices were made? Which character...
Duskara: Whispers of Dusk
Content for Duskara: Whispers of Dusk
The World of Duskara
The Three Faces
The Day Side: A radiation-scorched wasteland where temperatures exceed 400°C. Robotic mining operations extract rare materials from the margins, but human presence is impossible. The extreme heat drives the planetary winds that define all life in the twilight ...
Human Adaptation
Eight centuries of exposure to Duskara's environment have awakened latent psychic abilities in its people: Thermal sensing: Reading temperature gradients and heat signatures Weather working: Limited influence over local wind patterns Deep bonding: Psychic con...
Creating Your Chronicle
What Are You Recording?
You chronicle the history of Duskaran civilization through the eyes of successive Archivists. Each generation inherits incomplete records, must interpret new events, and chooses what knowledge to preserve or suppress.
Who Are the Archivists?
They are memory-keepers who serve in stone libraries, wander between settlements carrying wind-scrolls and data crystals, or hide in caves transcribing forbidden knowledge. Some Archivists serve ruling powers, others preserve truth in defiance of authority. Ea...
What Does the Archive Look Like?
The records take many forms: Wind-scrolls etched on treated fabric Stone tablets carved in sheltered alcoves Memory-storing crystals (rare Earth tech) Oral traditions passed through song Digital fragments from before the crash Some Archivists maintain all fo...
Time Scale
Each turn represents one generation (approximately 20-30 Earth years). The dating system uses cycles—a Duskaran orbital period of roughly 30-35 Earth days. By the present era (3000 CE), Duskara has experienced approximately 8,430 cycles since the crash (Cycle ...
What Changes Matter?
Track changes across multiple dimensions: Material: Resources, structures, technology, settlements Cultural: Traditions, beliefs, languages, customs Knowledge: What is learned, lost, reinterpreted, or suppressed Power: Who rules, who resists, what factions em...
Game Loop
Step 1: Define the Current Archivist
At the start of each generation, establish the Archivist who will record this era. Roll on the d66 tables below or choose results that inspire you: Name - What is this Archivist called? Title - How are they known among their people? Form of Archive - What med...
Step 2: Roll d6 → Number of Events This Generation
Each generation experiences different levels of change: 1-2: A quiet period—only one major event occurs 3-4: Two significant events shape this era 5-6: Three events mark a time of upheaval or transformation
Step 3: For Each Event
Roll d66 to determine the major event (use the event table) Draw a card from a standard deck for thematic interpretation (see card meanings in SRD) Write a chronicle entry recording what happened and what it means Mark what changed - note transformations in D...