** Sojourn
When you spend time in a community seeking assistance, roll +heart. If you share a bond, add +1.

On *strong hit*, you and your allies may each choose two from within the categories below. On a *weak hit*, choose one. If you share a bond, choose one more.

On a hit, you and your allies may each focus on one of your chosen recover actions and roll +heart again. If you share a bond, add +1. On a *strong hit*, take +2 more for that action. On a *weak hit*, take +1 more. On a *miss*, it goes badly and you lose all benefits for that action.

*Clear a Condition*
  - Mend: Clear a wounded debility and take +1 health.
  - Hearten: Clear a shaken debility and take +1 spirit.
  - Equip: Clear an unprepared debility and take +1 supply.

*Recover*
  - Recuperate: Take +2 health for yourself and any companions.
  - Consort: Take +2 spirit.
  - Provision: Take +2 supply.
  - Plan: Take +2 momentum.

*Provide Aid*
  - Take a quest: Envision what this community needs, or what trouble it is facing ([[file:../fate/ask-the-oracle.org][Ask the Oracle]] if unsure). If you chose to help, Swear an Iron Vow and add +1.

On a *miss*, you find no help here. [[file:../fate/pay-the-price.org][Pay the Price]].

*** Details
:PROPERTIES:
:VISIBILITY: folded
:move-stats: heart
:END:

When you rest, replenish, and share fellowship within a community, make this move. Depending on your level of success, you can choose one or more debilities to clear or tracks to increase. If you share a bond with this community and score a hit, you may select one more.

You may select an option only once. If you recuperate, you can also apply those benefits to your companions (NPC assets). If you Sojourn with allies, only one of you makes this move, but all of you can make your own choices on a strong or *weak hit*.

Make this move once when visiting a community. Your Sojourn should require several hours or several days, depending on your current circumstances and level of aid and recovery required.

On a hit, this move also includes an option to roll again for one of your selected recover actions. The second roll either provides a bonus to that activity (on a hit), or causes you to lose all benefits for your recovery. For example, if you are suffering from low spirit, you might choose to focus on the consort action, representing time in the mead hall or intimacy with a lover. Roll +heart again, and take the bonus if you score a hit.

You should envision what makes this community and its people unique. Give every community at least one memorable characteristic. If you need inspiration, [[file:../fate/ask-the-oracle.org][Ask the Oracle]]. You will find creative prompts, along with generators for community names and troubles in chapter 6.

Narratively, you can imagine much of the time in this community passing as a montage. If you choose to focus on a recovery action, zoom into that scene and envision what happens. You might be in the healer’s house, at the market, dancing at a festival, or speaking with the clan leader and making plans. Envision how this scene begins, make your roll, and then narrate the conclusion of the scene—good or bad—based on the result of your focus roll.

You can also perform additional moves while in the community. If you need to [[file:../adventure/gather-information.org][Gather Information]], [[file:compel.org][Compel]] someone, or [[file:draw-the-circle.org][Draw the Circle]] to resolve a feud, zoom into those scenes and play to see what happens. Sojourn is an overarching move that sets the tone for your stay and defines the mechanics of your recovery. It is not the only move you can make.

On a *miss*, something goes wrong. You are not welcomed. The citizens are hostile to you. Your dark mood alienates you. A perilous event threatens you all. Envision what happens based on your current circumstances, or [[file:../fate/ask-the-oracle.org][Ask the Oracle]].

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