— ✦ ✦ ✦ —
These are rests you take in places of relative safety or familiar territory.
A short rest can be taken anywhere, and lasts an hour. You can not take multiple short rests in a row.
When you take a short rest, you receive the following benefits:
Roll 1 HD and regain that HP
On a max roll, heal 1 wound.
Heal 1 fatigue.
Roll broken armor dice in an attempt to fix it.
Starlings heal 1 temporary corruption.
Vassals heal 1 temporary corruption.
⸻
A long rest can only be taken in a safe haven, such as a town, protected cave, cleared dungeon, etc. It lasts a full day, during which you cannot make any STR or DEX attribute tests. You can only take 1 long rest per day.
When you take a long rest, you receive the following benefits:
Roll all HD and regain that HP
Heal 1 wound. On any max roll, heal an additional 1 wound.
Heal all fatigue.
Roll broken armor dice in an attempt to fix it.
Starlings heal all temporary corruption.
They also regain all spell slots.
Vassals heal 2 temporary corruption, or 1 extra in the presence of Light.
They can re-select their tethered spell.
✧ While you do not heal temporary corruption by default, most long rests will take place within towns or areas with Light. So long as Light is present, you heal a minimum of 2 temporary corruption on a long rest.
When beyond the safety of known territory, such as traversing the vast wilderness of the Boreal, resting becomes a much more difficult task. The resources regained from rests is limited.
A short rest can be taken anywhere, and lasts an hour. You can not take multiple short rests in a row.
When you take a short rest in the wilds, you receive the following benefits:
Roll 1 HD and regain that HP
On a max roll, heal 1 wound.
Heal 1 fatigue.
⸻
A long rest can only be taken in a place of relative safety, and usually requires watches to maintain that safety. Every long rest is the length of 2 watches. You can take 1 watch and still get the benefits of the rest. A long rest takes 8 hours.
When you take a long rest in the wilds, you receive the following benefits:
Roll all HD and regain that HP
On any max roll, heal 1 wound.
Make a CON test. On a success, heal your level in fatigue.
Roll broken armor dice in an attempt to fix it.
Starlings heal 2 temporary corruption.
They also regain half of their spell slots.
Vassals heal 1 temporary corruption, or 1 extra in the presence of Light.
They can re-select their tethered spell.
✧ As with standard rests, long rests taken in the presence of considerable Light will reward an increased healing rate for temporary corruption.
When it comes to travel, it's important to remember that you require food and water, in addition to rest.
Rations can be purchased, or gathered. Each character requires 1 ration per long rest. If you go without a ration, you only gain some of the effects of the rest.
When you take a long rest in the wilds without a ration, you receive the following benefits:
CHOOSE EITHER:
Roll all HD and regain half of that in HP
OR
Make a CON test. On a success, heal your level in fatigue.
Roll broken armor dice in an attempt to fix it.
Starlings heal 1 temporary corruption.
They also regain 1 of their spell slots.
Vassals can re-select their tethered spell.
⸻
Gathering rations may either come down to a simple roll or series of rolls, or it can be performed as an excursion. Certain abilities and class features can give you extra benefits when gathering rations. Most commonly, this will amount to WISDOM test.
Planned gatherings will yield greater rewards than generalized ration checks.
✧ The Shepherd's HUNTER animal companion provides Ud4 rations per day. On larger journeys, this instead means 1d4 rations per day. On days where the die is used up, it accounts for only a single ration.