Adventures can be physically and mentally taxing for characters, as well as perilous. After a succession full of travel, exploration, antics, and perils—which typically takes up to 2 cycles of time—adventurers should plan time to rest, eat, recuperate, unwind, sleep, and then ready themselves for a new succession. Rest and recovery, which also typically requires 2 cycles of time, are important for a character’s health, wellness, and vitality, and perhaps most importantly for their willingness to continue exploring the world around them. When characters settle down at the end of every succession, regardless of their locale, it should be assumed that they attend to the following restful activities, which combined will require 2 cycles of time. Story, planning, and reflection also take place during this time in an adventurer’s succession, which can be vital especially when far from a settlement.
A most common spread of elements of rest and recovery that can become vital parts of the game scenario are as follows:
Food and Fellowship
The adventure party might choose to role play all the dialogue during the cycle of rest, or simply sum up how their characters find their way toward rest. But in any case, food and fellowship are important aspects of rest and recovery that should be acknowledged during an adventure campaign.
Healing
Healing operates like a naturally occurring active effect that every creature always possesses. Unless hindered by infection, everyone eventually heals over time. The standard healing rate is -1 injury each cycle. This standard healing rate can be adjusted through some additional effects a character may possess, or through certain alchemical substances, according to the specific setting.
Sleep
Characters need regular sleep, at least 1 cycle of rest per succession. Characters who do not get an adequate amount of sleep suffer in morale and attention. Any character who spends more than one succession without at least 1 cycle of sleep will experience fatigue, as noted in Altered States. Additionally, sleep is only possible in the appropriate contexts. Characters should bring tents, bedrolls, and other amenities with them on their travels to ensure they will have the adequate means to achieve sleep. Characters attempting to sleep without this or similar gear will only ever be able to achieve half their necessary amount of sleep per cycle. Characters who can only achieve half their necessary sleep in two consecutive nights will begin to experience fatigue. Similarly, characters who are trapped in inclement weather will find themselves unable to sleep, which will result in fatigue. Sleep, essentially, is the primary way to keep adventurers healthy and free of fatigue and exhaustion, making them more alert and less vulnerable to potential dangers while traveling the Monarchy. In some scenarios, a character may wish to keep themselves from sleeping so they can keep watch over their camp. These instances are mediated with END skills as noted within a specific game setting.
Hygiene
Hygiene is an important aspect of personal health, one that keeps illness at a distance and ensures that any food stores are safe from pests or curious animals. Additionally, hygiene could impact a character’s social influence in various settlements they explore. Personal washing, rituals of cleansing, keeping equipment clean and scent free, scouring dishes and other containers—these are all processes of hygiene a character will undertake as a part of their cycle of rest and recovery. At the GM’s discretion, hygiene will be a part of the cycle of rest, food, and fellowship a character undergoes before they take a cycle of sleep. In the event that characters become soiled or covered and unable to find a place to clean themselves, the narrator should note an altered state appropriate to the setting.
Maintenance
Like hygiene, regular maintenance is needed for one’s equipment and gear to last. Repairing armors, mending clothes, oiling leathers and wood, sharpening blades, greasing joints and wheels—these are all processes of maintenance a character will undertake as a part of their regular cycle of rest and recovery. At the GM’s discretion, maintenance will be a part of the cycle of rest, food, and fellowship a character undergoes before they take a cycle of sleep. In the event maintenance cannot be performed, an adventurer will be unable to reduce the wear on their armor, and any weapons used will be rolled at damage -1.