Here in Ostium, not every day is an adventure, and even then, players are left with time to spare after and before adventures. Thus, the day is split into two, 8 hour segments for each character. Companions (such as animal companions, mounts, summons etc) can only contribute one 8 hour time block per day

These time segments can be used to perform a myriad of activities, to progress your character, gather resources, craft wonderous items of magic and mundane origins, and much more. The downtime system itself is split into multiple separate components, and players can utilize and interact with them as much or as little as they want.

The server rolls over at Midnight London Time. (This is not exactly the same as GMT, please refer to a World Clock. British Daylight Time changes in March and October.)

Rules!
Each type of downtime action is described below. For each of them, a player will need to post the actions in #laketon-downtimes, with one exception. Project-based downtimes will need the action posted in #laketon-downtimes, but the progress listed in #laketon-project-donation. Please see the Project section for more information.

In addition, there are restrictions on the types of actions a mount, familiar, or other companion can assist with.
Any familiars that want to donate hours in the form of labor must have a minimum Strength score of 10, and the appropriate appendages to move/clear debris and work with tools (Claws and hands to use basic mundane tools but not tails or Bites. Tentacles with creative use can use hammers and other simple utensils). Furthermore, animal companions with an Intelligence score of 2 or less must be supervised by their Master to contribute to donation hours. The Work Trick from the Handle Animal skill can be used to also assist with basic tasks. If the animal companion or familiar has an Intelligence of 4 or more (and meet the other prerequisites listed above), they no longer need to be supervised so long as the Work trick or similar action is used to set them on their task.
If using companions or constructs of any kind to perform downtimes (contributing to projects), they must be individually detailed, listing what each one is, and meet the requirements of the project, set by whoever is in charge of said project.

Part One - Projects, and Improvements

As our adventurers are based in Laketon, a small gathering of tents and lean-tos with a smattering of permanent structures, it will soon become a growing, fruitful settlement. Thus, players can donate their time blocks to aiding in one or more major projects. To do so, players post their action in #laketon-downtimes, followed by a post in #laketon-project-donation with the following information:

Character Name - Projects aided - Hours given (Hours effectively added)

When a character aids in a project, if they have a relatable skill, which is listed on the project itself, they can roll one check to effectively measure how effective their time spent is. Each 8 hour block spent can allow for one roll, using the following example. (DCs may vary per project.)

DC 15 check. Beating the check adds 1 hours. For each 5 over the DC (so 20, 25 etc) adds an extra hour. Rolling a nat 20 gives you all the hours the end result actually gives, with 2 bonus hours on top. This does not actually cause the character to spend more than 8 hours, but makes that 8 hour segment count as more hours for the final project.

If a player wishes to donate 16 hours to a project, they may do so, making two rolls and adjusting as mentioned above.

Part Two - Crafting

If the character has the skills or feats to perform the act of crafting, they may do so. Each 8 hour block allows the character to perform mundane crafts, or magical crafting. Only one block per day can be used for magical, and one for mundane. Refer to here for how this actually works. Yes, you can spend 8 hours making mundane, and 8 hours enchanting it afterwards.

Part Three - Gathering Herbs

Some characters, especially those of an alchemical nature, might wish to search the local plains or woods for herbs, and you may spend one time block a day doing so. The rules for this are linked here
Part Four - Questing, Retraining and Other misc uses
Going on a quest takes up one 8 hour time block for the day the quest starts on. So, if you start a quest just before rollover, it applies to the day before. You cannot quest if you’ve used both timeblocks.

Retraining takes one 8 hour timeblock per day of retraining, and the player can do anything else with the other 8 hour timeblock, even quest. The effects of retraining are applied only at the end of the entire retraining time.

Any class feature such as finding a new chocobo, takes 8 hours but otherwise follows the base class’ ruling.

You may also make gil using a profession roll - for 8 hours of work, roll 1d20+ profession, craft, artistry, sleight of hand, or perform, and add half the total end roll as gil earned.