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Spending Echo Tokens
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...
What the Map Represents
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
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
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
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...
Step 1: Roll for the Storm
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
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.
When Players Disagree
In Echoes in the Wind, there is no GM to arbitrate. If players disagree about the fiction, use this framework: Type 1: Contradictory Facts If fragments present contradictory information about the setting or events: First, consider: Are both true from different...
The Golden Rule
Both players must consent to major changes. Before introducing something that drastically alters the game's direction, ask: "I'm thinking of [X]. Does that work for you?" A simple check-in prevents hours of misaligned play.
Agreed Endings
The Rite Is Complete: A ritual introduced early in play is finally finished across both Windcallers' efforts The Question Is Answered: The central mystery or unfinished business is resolved The Map Collapses: As described in the Map section Reunion or Final S...
Emergent Endings
The Fragment Unanswered: One player sends a fragment so perfect, so complete, that no response is needed. The other player simply says, "I have no words left to send." Exhaustion: All Echo tokens are spent by both players, and the wind falls silent The Story ...
The Wind Offering (Optional)
If you wish to create a formal ending, after the final fragment: Together, write one last collaborative piece—not a fragment from either Windcaller, but an external observation. This might be: A future historian analyzing your correspondence The wind itself s...
Echo Tokens Tracker
ECHO TOKENS: ☐ ☐ ☐ Spent on: - ________________________ - ________________________ - ________________________ Regained from: - ________________________ - ________________________ - ________________________
Fragment Checklist
Before sending a fragment, verify: It's grounded in a specific place and time It references or responds to the previous fragment It changes something (adds to map, reveals information, shifts tone) It invites a response (question, symbol, mystery) It res...
Card-Based Prompts (Optional)
If you're stuck for inspiration, draw a playing card from a standard deck: Hearts (♥) — Memory Fragments of past connection, longing, and loss. Ace — "I remember your voice, but not your face." 2 — "We stood here once. The wind was calmer then." 3 — "Do you r...
Map Template
Draw this structure on a blank page: [DAYWARD] | ————————— | ————————— | TWILIGHT BELT | | [MERIDIAN] | ————————— | ————————— | [NIGHTWARD] Then drop dice to populate with loc...
Sample Locations by Type
Ruins (1-2): The Hollowed Archive Echo's Fall Broken Spire Silence Keep The Forgetting Settlements (3-4): Aetherion (Twilight, major hub) Lumina Caverns (Night, Deepkin) Harmattan's Reach (Twilight, windward) Thermal Gate (Night, geothermal) Ridge Watch (Da...
Session Zero
Players: Alex and Morgan Windcallers: Isarn (Alex) and Saeli (Morgan) Initial Setup: Alex: "Isarn is a weatherworker who speaks in clipped, technical language—field reports more than poetry. Thermal Sight. From Aetherion, but in the present day." Morgan: "Sael...