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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...
The Windcallers
Who You Were, Who You Are
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
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
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
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
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
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...