Amidst all the wonders and strangers you meet on the road, you feel the need to return to your roots and remember where you came from. This Downtime Activity requires you to find a significant number of people who share your culture. This may mean finding a village of people who share your Lineage, a temple complex that worships your deity of choice, or a university populated with academics whose philosophy matches your own. Whatever the specifics, you must be able to fully immerse yourself in your culture to gain the benefits of this Downtime Activity. If such a place cannot be found within a reasonable time or distance, your GM may rule that you cannot choose this Downtime Activity, or that it takes up two of your Activities as you search further afield. Immersing yourself in a culture is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 12. Over the course of one week you must make three DC 12 Tests, using either Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Insight|Insight]]) or Charisma ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Persuasion|Persuasion]]). If you succeed, you make a positive impression. You gain an Ally (see page 86) and a place to stay until the end of this period of Downtime. If you succeed by 5 or more, you also gain an expertise die on all [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Culture|Culture]], [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/History|History]], and [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Religion|Religion]] checks related to the culture in question **until the start of your next period of Downtime.** On a failure, you are provided food and lodging during your stay but do not make any lasting connections. #foodAndLodging #gainAlly #cultureBonus #historyBonus #religionBonus