Each player must choose a lifestyle when they return to civilization at the end of a session. Because time passes 1:1 between sessions, the next time you play with that character in a session you must pay the cost associated with the lifestyle for each day that passed.
You should make a note for the in world date for when you last played that character or the referee is allowed to guess!
The lifestyle you chose will also affect how other people see you, and will modify your reaction rolls when hiring retainers or making deals. In general the modifier scales with a bias against poverty and a bias for wealth. but this bias may be reversed if you're trying to bargain with exceptional groups such as groups of vagabonds or ogres. See the modifier section on the table for the modifier to apply.
In general, the effects of a lifestyle will only kick in after 10 consecutive days unless the Referee deems that lifestyle outside of your means. For example, splurging for 10gp for a week of an aristocratic lifestyle will not suddenly make you landed gentry.
If you spend your Downtime Action between adventures practicing a profession (See Secondary Skills), you can eke out the equivalent of a poor lifestyle.
The lifestyles described here assume that you are spending your time between game sessions in a safe town, availing yourself of whatever services you can afford—paying for food and shelter, and maintaining your equipment.
If you neglect to return to civilization, are completely broke, or are forced to rest in a dungeon or wilderness camp between sessions. Your character has the Wretched lifestyle. Retainers and Animal companions may leave if able. In addition, after spending a week resting in a dungeon, a character has a -1 to all attack rolls.
Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear. Barbarians, Beast Masters, Druids, & Rangers can maintain a poor lifestyle without spending any coin. The -1 penalty of the Poor Lifestyle gained in this way will also not account for reaction rolls dealing with these same classes.
A character that owns animals must include an additional cost of the animal upkeep. This cost is equal to ten percent of the animal's initial price.
Additionally, the number of animals that can be commanded in combat count against the max number of retainers a character can have.
Mules, in addition to Draft, Riding, and War Horses can be stabled in civilization for 4sp per day instead of the regular upkeep. Other exotic animals like Camels and Elephants can only be stabled in this way in civilization.
The session MUST end with your character in a settlement with a stable in order to take advantage of stabling, otherwise the horse must either be paid for like above or fend for itself if capable.