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Conflict Resolution

Duskara: Echoes in the Wind

When Players Disagree

Duskara: Echoes in the Wind Conflict Resolution

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

Duskara: Echoes in the Wind Conflict Resolution

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.

Ending the Game

Duskara: Echoes in the Wind

Agreed Endings

Duskara: Echoes in the Wind Ending the Game

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

Duskara: Echoes in the Wind Ending the Game

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)

Duskara: Echoes in the Wind Ending the Game

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...

Appendix: Tools and Templates

Duskara: Echoes in the Wind

Echo Tokens Tracker

Duskara: Echoes in the Wind Appendix: Tools and Templates

ECHO TOKENS: ☐ ☐ ☐ Spent on: - ________________________ - ________________________ - ________________________ Regained from: - ________________________ - ________________________ - ________________________

Fragment Checklist

Duskara: Echoes in the Wind Appendix: Tools and Templates

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)

Duskara: Echoes in the Wind Appendix: Tools and Templates

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

Duskara: Echoes in the Wind Appendix: Tools and Templates

Draw this structure on a blank page: [DAYWARD] | ————————— | ————————— | TWILIGHT BELT | | [MERIDIAN] | ————————— | ————————— | [NIGHTWARD] Then drop dice to populate with loc...

Sample Locations by Type

Duskara: Echoes in the Wind Appendix: Tools and Templates

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...

Example of Play

Duskara: Echoes in the Wind

Session Zero

Duskara: Echoes in the Wind Example of Play

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...

First Echo Cycle

Duskara: Echoes in the Wind Example of Play

Cycle 1, Fragment 1 (Morgan as Saeli): Audio recording, crackling with interference "Isarn. Testing. The Breach. Three days from Aetherion. The wind serpents won't come closer. They circle, but they won't cross. There's something... the resonance here is wron...

Second Echo Cycle

Duskara: Echoes in the Wind Example of Play

Cycle 2, Fragment 3 (Morgan as Saeli): Torn journal page, water-damaged Day 6. Structures confirmed. Not ruins—they're growing. Crystalline formations responding to wind patterns. The serpents won't approach because they recognize something I don't. Found an ...

Designer Notes

Duskara: Echoes in the Wind

On Distance and Asynchrony

Duskara: Echoes in the Wind Designer Notes

This game works best when played slowly. The pauses between fragments—whether minutes or weeks—create space for reflection that mirrors the Windcallers' separation. Don't rush to respond. Sit with what you've received. Let it settle.

On the Map's Mutability

Duskara: Echoes in the Wind Designer Notes

The map's instability is intentional. It represents subjective experience, not objective geography. Two Windcallers separated by trauma or time will remember places differently. The map should feel more like a dream-journal than an atlas.