Creature care, Bond, Trust & Stress
A creature record keeps physical condition and relationship state as separate measures.
Every Fenborn in your care has two sets of day-to-day concerns. Health, Stamina, Ether and Satiety describe the creature’s physical condition. Bond, Trust, Stress and Mood describe its relationship and present state of mind. A creature can be physically healthy and still unwilling or stressed, or deeply bonded and still need food and Rest.
Health, Stamina and Ether
Health is the creature’s current HP. Injury and damage reduce it. Rest can restore some Health where the local facility provides Health recovery; clinics provide stronger treatment and handle injuries that ordinary Rest does not.
Stamina is the creature’s ordinary exertion reserve. Work, travel assistance, training and battle can require it. Rest is the ordinary way to recover Stamina. Ether is the reserve used by Current-linked abilities and other work that calls for it; some Rest facilities can also restore Ether.
Satiety and feeding
Satiety records how well fed a creature is on a scale from 0 to 10. Seven through ten is Fed. Satiety falls by one point every eight hours, and lower Satiety slows ordinary recovery.
At 0 Satiety the creature is Starved and cannot enter ordinary demanding work or sanctioned battle. Give food before it reaches that point. Food may be given from your carried inventory; First Reed Sanctuary also keeps the Common Pot for creatures that qualify for it.
Bond, Trust, Stress and Mood
Bond is the long-term relationship measure between a Keeper and creature. It runs from 0 to 1000: Wary below 100, Familiar at 100–249, Trusting at 250–499, Close at 500–749, and Devoted at 750 or above. Play and other positive shared experience can raise Bond.
Trust is a separate willingness measure from 0 to 100. Work that checks Trust uses this number when deciding whether the creature will take the role. Stress also runs from 0 to 100, but higher is worse: demanding experiences and custody changes can raise it, while appropriate care and Play can reduce it. Mood is the shorter-term companion state recorded alongside Bond.
Rest, clinics and Play
Rest is for ordinary recovery. The Rest posting states what that facility restores and how long the recovery will take before you begin. Clinics are for treatment: use them when injury or Health loss needs more than ordinary Rest.
Play is a timed Bond activity. It is primarily relationship care rather than work: successful Play raises Bond and Mood, and current Play practice also reduces ordinary Stress. A creature must still be available and sufficiently cared for before Play can begin.
Readiness
Readiness is the practical answer to whether the creature can take part right now. Hunger, injury, acute malnutrition, low Stamina, high Stress, battle, Rest, clinic care, training or another commitment can block a creature from an activity.
When a creature is blocked, the creature record or the posting names the condition that needs attention. Feed low Satiety, Rest low Stamina, use a clinic for injury, or wait for an occupied commitment to finish. If the posting names a separate qualification, that qualification must be met as well.