As heroes explore the Skysea, the conversation shapes the pace of play: heroes ask questions and say where they want to go; the Guide answers and describes what they see. When heroes approach danger, the Guide may call them to make a group effort—for example, to land a balloon safely, or to vie for the weather-gage against an approaching threat. Eventually, during battle and other moment-to-moment situations, a more structured pace is necessary: turns. Each character takes one action on their turn. A round passes when all heroes or all foes take their turns.Turns and rounds reflect a pace of constant action and struggle, but they don’t correspond to specific durations. In battle, a turn might last a few seconds, with actions resolving in the brief moments of spear thrusts and sword slashes. During a typhoon, a turn might last several minutes, with actions resolving as extended exertions.