Downtime
Between Situations, a Warden lives and trains. At the start of Downtime, Wardens should fully restore their Guard, Aether, and Injuries.
Downtime play proceeds in turns, with each Warden declaring their actions and framing a scene. Try to pull in Ties and the other Wardens! A downtime action generally represents a few week’s time, and Wardens usually get two actions per turn.
If a Warden has a project that can’t be accomplished in a single downtime action, they should present it to the Referee. Each step of the project will be broken down to a different downtime action (e.g. to create a new tool, one might study its construction, befriend a blacksmith, and then work in their smithy all as separate actions).
Train
Dedicate time to training, to create Techniques or learn Skills. While you can create your own techniques, most Skills require a teacher or other source of knowledge.
Training requires 2 Downtime actions. If only one action is dedicated to Training, note the in-progress Training on your character sheet for next Downtime.
Recover
Alleviate Scars through dedicated time to recover. You may seek a healer or simply rely on folk remedies and rest.
Labor
Put yourself to work, either to accomplish a goal or to earn a wage.
Twill may present problems they expect the Wardens to solve. Often these can be accomplished through the Labor action.
Cut Loose
Spend time socially: throwing parties, cooking meals, helping others.
Choose one:
- Spend time with a Tie and un-Burn an Ideal.
- Make a new Tie (through friendship, flattery, mutual respect, etc.)
- Pull on one of your Ties for a favor or information
When you Cut Loose with a Tie, they’ll usually ask you for a favor on one of your upcoming voyages; complete it for Renown.
Gather Info
Describe the information you seek and the means you use to procure it. The Referee may grant it or present a Threat Roll.
Procure Something
Tell the Referee what you want and what you’re willing to spend. They name the price or present a Threat Roll.