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The Windcallers

Duskara: Echoes in the Wind

Who You Were, Who You Are

Duskara: Echoes in the Wind The Windcallers

You are both Windcallers—psychic mystics attuned to the breath of Duskara. You were trained to listen to storms, mediate between settlements, and commune with the forces that most cannot see. You were not soldiers, though sometimes you were sent into danger. Y...

Step 1: Name and Voice

Duskara: Echoes in the Wind The Windcallers

Choose a name and describe how your Windcaller communicates. Do they speak plainly or ritually? Do they write in poetry, diagrams, or song? Are their messages formal, emotional, raw, fragmented? This style will shape the tone of your fragments. "I write onl...

Step 2: Attunement

Duskara: Echoes in the Wind The Windcallers

Choose one psychic attunement—your Windcaller's deepest resonance with Duskara. Weatherworking — Shape storms, calm winds, invoke rain Thermal Sight — See heat, life, and emotional residue (also called Shadow Sight among Deepkin) Deep Bonding — Empathically c...

Step 3: Origin

Duskara: Echoes in the Wind The Windcallers

Define where or when your Windcaller speaks from. A known settlement (e.g. Aetherion, Lumina Caverns, Harmattan's Reach) A ruined outpost long lost to the maps A drifting refuge in the upper air The edge of the Day Side, waiting for the flame to rise Centurie...

Step 4: The Bond

Duskara: Echoes in the Wind The Windcallers

Define your prior connection. Answer one or more of the following: What did I once promise you? What did we never finish? What do I regret? What do I still carry that once belonged to you? This bond should remain unnamed in the fragments—something felt, not ...

Step 5: The Burden

Duskara: Echoes in the Wind The Windcallers

Every Windcaller carries a weight. Choose one or write your own: I broke the storm that should not have been broken. I swore never to forget. I have failed. I kept the memory alive too long. I lost the child. I remember what never happened. Let your burden g...

The Echo Cycle

Duskara: Echoes in the Wind

The Rhythm of Play

Duskara: Echoes in the Wind The Echo Cycle

An Echo Cycle consists of: The Sender creates a fragment The Receiver reads/listens to it The Receiver responds with their own fragment Roles reverse Both players contribute one fragment per cycle. A complete game typically runs 8-12 cycles total (4-6 each)....

Creating a Fragment

Duskara: Echoes in the Wind The Echo Cycle

When it's your turn to send a fragment, follow these steps: 1. Choose Your Medium Decide what form your fragment takes: Letter or journal entry Ritual instructions Dream or vision Map annotation Audio recording description Shrine inscription Psychic echo 2. ...

Fragment Length

Duskara: Echoes in the Wind The Echo Cycle

Aim for 150-400 words or 1-3 minutes of audio. Fragments should be substantial enough to advance the story but brief enough to maintain mystery.

Spending Echo Tokens

Duskara: Echoes in the Wind The Echo Cycle

You begin play with 3 Echo tokens. These represent moments of clear psychic connection across distance. Spend them to: Ask a Direct Question (1 token): Your fragment can break the fourth wall and ask the other player directly about their Windcaller's intenti...

The Map of Duskara

Duskara: Echoes in the Wind

What the Map Represents

Duskara: Echoes in the Wind The Map of Duskara

The map in Echoes in the Wind is not a traditional geographic tool. It represents the psychic landscape of your story—the places that matter to your Windcallers, weighted by memory and emotion. Physical locations appear on this map only if they carry narrative...

Generating the Initial Map

Duskara: Echoes in the Wind The Map of Duskara

Before your first fragment, create the map together using the dice drop method: Step 1: Define the Meridian Draw a vertical line down the center of a blank page. This represents the Twilight Meridian—the habitable band of Duskara. Mark the top as Dayward and t...

Changing the Map

Duskara: Echoes in the Wind The Map of Duskara

As fragments progress, the map evolves: Adding Locations: When your fragment introduces a new place, roll 1d6 near an existing location to place it, using the same type chart. Or, simply draw it where it feels right and note its type. Shifting Locations: Spend...

When the Map Collapses

Duskara: Echoes in the Wind The Map of Duskara

The map collapses—and the game ends—when one of the following occurs: More than half the locations are crossed out No clear path remains between the Windcallers' positions Both players agree the psychic landscape has become unnavigable A location appears in t...

Storm Events

Duskara: Echoes in the Wind

Step 1: Roll for the Storm

Duskara: Echoes in the Wind Storm Events

The player who just received a fragment rolls 1d6: Roll Storm Effect 1 Ritual Failure — A rite mentioned in the last 2 fragments goes catastrophically wrong. Describe the consequences in your next fragment. 2 Inverted Truth — Something previously beli...

Step 2: Resolve the Effect

Duskara: Echoes in the Wind Storm Events

The Sender of the next fragment must incorporate the storm's effect into their message. Work together to determine what this means for the story. Storm Events cannot be prevented or negated, but you can spend Echo tokens to shape how they manifest.