Explore, talk & gather
How a day works: daylight, locals, daily gathering and travel between towns.
A day has limits
Each in-game day runs from 08:00 to 21:00, and you have 5 actions. Time is part of the game: a step takes 2 minutes, talking to a local takes 10 minutes, and an accepted audience with a figure takes 1 hour. Choose where you go before you set off.
Listen to the locals
Innkeepers, merchants, soldiers and couriers know things. Finish a conversation to keep what you learned in your notebook. Some give you items you can later offer to a figure. Talking to locals does not use one of your 5 actions.

Daily gathering
Walk up to a tree, a rock, a fishing spot or the undergrowth and press A. Shake fruit trees once a day, strike rocks and cast a line three times, and search the undergrowth once. Everything grows back the next day. The weather is the same for every envoy and changes what you find: rain brings mushrooms and fish, dry days bring herbs and fruit.


Why gather? Materials feed the workshops, sell in the market and can be traded with other envoys.
Travel
Waterloo and Charleroi lie south of Brussels, Wavre east and Ostend west. Post-horse relays link the Belgian towns. A packet boat leaves Ostend for London, and a coach leaves Charleroi for Paris; each takes 3 hours each way. On your campaign, fares are paid in credits from your Purse.


Nightfall
When your actions are spent, read the day’s chronicle. At nightfall you can end the day early, giving up unused actions. Each morning starts again at the Brussels inn, and your satchel and notebook stay with you.