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The Rhythm of Play
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
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
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
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
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...
Storm Events
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.
Conflict Resolution
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.
Ending the Game
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 ...