While on a journey, adventurers are only able to recover from **2 or more** levels of fatigue or strife on a long rest when they have access to a haven. A haven is a place to get a meal and a full night’s sleep without the reasonable risk of attack or harm from the elements. For example, an inn is considered a haven, but a campsite where adventurers must take turns keeping watch through the night is not. Some spells and class features may create havens.