The night passes uneventfully, which is a nice switch, and you're able to get a decent breakfast and head down to the Hex Market. Kolos Githian's herds have already begun to head out, and Sevarr greets with a cheery, "Didn't have second thoughts? Good." It seems there's a couple more guards with Sevarr's caravan; he hired a last couple of folks the prior evening. All of you tend to a few last-minute chores (lashing down supplies and whatnot), and some may take one last look around the Hex Market before Sevarr is ready to leave.
Seregal, when you go to help lash down some supplies on a wagon, you run into one of the other guards. While the dark clothing and leathers aren't unusual for mercenaries, the black mask over the eyes is. It's Xaion, the Legend of Legrash - a man whom about there are far more rumors than truth. Wisco, you recognize him too - You helped him escape from Legrash in the first place, and know how tough-minded the man is.
Xaion, it seems some quirk of fate has led you to this place, to people you know, though you know the next stage of your journey must be in Augur-Kala.
[OOC - This is your last chance to get anything from the Hex Market before you go.]
"Mount up!" Sevarr roars to his apprentices and drivers, and they scurry through the last of their preparations. Those of you with baggage can tuck it in a corner of one of the wagons so you can walk more freely, and those who would like to ride one of the free aneen may do so. With a snap of quirts and the bellows of reluctant aneen, Sevarr Trim's caravan rolls out of the city and into the impossibly tall embrace of the Sheer.
The walls of the Clock of Kala loom up like a barrier to the gods as Sevarr Trim directs his train to take the North Road, hugging the wall. Thin streams of water pour from the cloud-scraping tops of the mountains at regular intervals, breaking up into chilly spray on the way down, while larger waterfalls gush down every few miles, pounding into deep pools and providing watering holes for thirsty travelers.
The air is chill, but you make good time for the first three days (of a journey Sevarr estimates will take no more than 8 days, 10 at most). You keep watch for any trouble Kolos Githian's herd might have, but haven't seen any trouble yet. The food Sevarr's cook, Drugan makes is decent, hot and filling, and then tents you sleep in when not on watch are actually as good as Sevarr claims; no moisture or wind has gotten inside.
You watch the rugged sides of the north wall of the Sheer, but see no signs of habitation, only the remains of various camping sites from other caravans. What you do notice on the fourth day is a smear of green that means the easy part of this job has just ended.
In the rising sun you can see an obstacle ahead, and as you draw closer, there is a veritable jungle of plants stretching from the north side of the Sheer wall south out of site, with young trees climbing nearly thirty feet overhead. There's a sharp line where frost stops and lush greenery begins. Ahead of you is a large caravan, well, more like an actual herd of aneen with outriders herding them on breen. Githian's people and goods.
The aneen are bellowing and lowing with reluctance as the last of them disappear into the jungle. All too soon, there is no trace of them; just the jungle, waiting.
"Drit and spit, this is worst than last time," Wes, one of the drivers, mutters rather audibly to Father Seren. Already knowing that the priest is going to ask what in the world is going on, he clarifies. "Trees were lower a week ago, less greenery, and we could see the road better. Too much cover in there now for all what's hiding. And I don't know exactly what! Last time 'twas broken hounds as some abhumans. Wind knows what's in there now."
Sevarr, close enough to hear, passes on the sentiment to Wisco. "Thicker than last time by far." He purses his lips, and finally shrugs. "But that was Kolos Githian's herd that went in before us. They'll be breaking the trail up, and there's safety in numbers, says I." He signals to the caravan to move ahead.
With sharp commands and slaps of quirts, the caravan moves to enter the warm zone.
Echo, you've been keeping close track of the map all this time, and have noticed subtle variations in its symbols as you've traveled. While this jungle was not marked on the map, you took a look at it anyway, just to see if anything else has changed. As you do , a haze of light blacks out your vision again, not just you, all of you. For some, this is familiar, for others, entirely new. You see the inverted mountain, a metal city on the ground at its tip, and suddenly the vision pulls back at an accelerated rate. It goes along a path through lush lands (the trees are old), braided rivers (unraveling), synthetic springs (they're drying up, can't fix them), shining cities (losing their glory, gone all gone), pulling back to a huge structure of purple tentacled glass, back into the snow-covered Sheer, back through a band of unnatural jungle (it's starting, it shouldn't, I don't understand!) to you again. There's a sense of overwhelming loss, a sort of dream-emotion attached to the images.
And you're suddenly back in your own minds. Looking around, none of the others in the caravan seem to have noticed anything strange, but Echo, Father Seren, Xaion, Wisco, Antor, and Duncan all look a tiny bit stunned.