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Duskara: Echoes in the Wind
Content for Duskara: Echoes in the Wind
Introduction
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 connection stretched across impossible distances—of voices carried by storms, of lost rites rediscovered in broken journals, of memories etched into stone or light, and the...
What You Need to Play
Two players A way to record or write fragments (audio, voice notes, paper, email, shared doc) Six-sided dice (at least 6d6) for map generation and storm events Playing cards for optional prompts A printed or digital version of the game Paper and pencil for tr...
Play Duration
A complete story typically takes 8-12 Echo Cycles (4-6 cycles per player), which can be completed in: One sitting: 2-4 hours for live play Over days/weeks: Perfect for asynchronous exchange Extended campaign: Some pairs play across months, letting real time m...
Themes
The persistence of memory Longing and legacy What it means to be known across distance Wind as voice, wind as witness The erosion and endurance of connection You don't need to play all at once. In fact, it's better if you don't.
Safety and Boundaries
Lines and Veils
Before beginning play, discuss your comfort levels. This game explores themes of loss, separation, grief, and emotional vulnerability. Use the Lines and Veils framework: Lines are hard boundaries—content you absolutely do not want in the game. If something cro...
Pause and Check-In
Either player can say "Pause" at any time to: Check if the other player is comfortable Discuss if something is approaching a Line or Veil Take a break Adjust the game's direction This is not a failure of play—it's responsible storytelling.
How to Play
Rituals of Exchange
Echoes in the Wind is a game played through fragments—short entries that may be letters, recordings, visions, maps, or memories. These are exchanged between two players in turns, with each turn called an Echo Cycle. One player creates a fragment. The other rec...
Structure of Play
Each player takes on a role: The Sender creates the current fragment. The Receiver reads/listens and then responds with the next fragment. You will alternate these roles throughout play. Each fragment must: Be grounded in the world of Duskara (you'll define...
The Fragment Can Take Any Form
A letter scratched into a shrine wall An audio recording buried in a wind archive A diagram sketched on stormglass A psychic vision felt during meditation A torn page from a ritual journal A half-heard lullaby echoing in a flooded ruin Map annotations marking...
Ways to Play
Live / In-Person Take turns writing entries and reading them aloud, or exchange physical notes/artifacts. Expect 2-4 hours for a complete story. Asynchronous Send voice memos, emails, letters, or images across days or weeks. Let time pass. Let the wind breathe...
The Echoes of Duskara
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 place, its day side scorched beyond reason, its night side frozen and silent. Life clings to the narrow band in between, a twilight belt of storm and resilience. It is...
Key Concepts of the World
The Twilight Belt: The only habitable zone, 200–300 km wide, where temperature and light permit life. This is where most Windcallers are born, train, and serve. The Day Side: A sun-blasted desert of vitrified rock. No one survives here without shielding. S...
Your Connection
The two of you were once bonded: Perhaps you trained together. Perhaps you were rivals. Perhaps you loved each other. Perhaps you were never meant to meet at all. You are separated now by time, distance, loss, or death. One of you writes from the aftermath. ...
Inspirations
This game is inspired by: Letters across time in If Found, Firewatch, Dear Esther The soft apocalypse of Children of Time and Annihilation The ritual weight of Windcallers, Fall of Magic, and Thousand Year Old Vampire The aesthetic of ruined technology, psych...