At first light, the party is awoken by servants and guards and brought down to the kitchens. Freshly baked bread, dried meat and ale is provided to break your fast and you are then escorted out of the building. The stablemaster presents Lars his mule, a sorry-looking shaggy grey beast, and a sturdy wooden cart. The group then walks back down through the small town, stopping at relevant shops to pick up the many packages and bags of food Torrent purchased, as well as new clothes or any other good that was awaiting retrieval. Finally, with the cart filled with goods and your packs lightened for the trip, you march out of East Watch and head south across the Kingdom of Dassen.
Your travels are largely uneventful and mostly overland. Once you skirt the Thornwood, you spend the majority of your time walking across naturally sloping valleys and hills that are populated by not much more than farms, streams and small clusters of woods. Your nights are spent camping beneath the stars and the weather is largely pleasant. On a few different evenings you manage to sleep in kindly farmers’ barns amidst mooing cows on beds of hay. You pass bands of refugees from Ragesia, who huddle together for warmth at night and travel with only the clothes on their backs. Those that you speak with tell you of their flight from the Scourge for their ‘abilities’ or ‘gifts’ and tell you that they head for Seaquen and the protection that the Lyceum offers for those who seek refuge there. Apparently the headmaster, a man named Simeon, has proclaimed that the school will fight the Scourge and others are being called upon to do the same. When you stop into small towns or fishing communities along the coast, you are unable to procure naval passage to Seaquen. Most sailors are simple folk who fear the intensified military presence on the seas and you find that no merchant vessels have stopped into port for weeks.
You pass out of Lady Timor’s domain and trudge through the lands of Rego, Namin and briefly across the peninsula of Megadon. At the icy Nasham River you cross via a ferry and enter the lands of Dene where you once again continue to march south. Once you pass through the Idemmer Wood, Torrent informs you that according to her maps, the party has exited the Kingdom of Dassen and must now travel down the independent lands that surround the Town of Seaquen, where the magical academy of Lyceum exists.
The weather this far south turns temperate and slightly warm and the land quickly becomes marshy, swampy and scattered with craggy rocks and gnarled trees. Your travel down the peninsula is along an old dirt road which ends at a village on the edge of the vast Sour Lake Swamp, a steaming morass that stretches as far as your eyes can see. A constant drizzle falls on you and after almost three weeks of walking, your feet are sore and your now wet clothes and hair have become a serious cause for annoyance. The village, called Vidor on your map, is little more than a shanty town with a few moss-covered wooden buildings that contain small shops. Perhaps forty refugees huddle around peat fires beside the muddy road or lay around miserably in damp tents.
As you walk into the village, a number of shop keeps and townsfolk call out to you with offers and warnings. You hear things like: “Headin’ to Seaquen my lords? You’ll need some boats! I have good prices!”, “Maps of the swamp, only 5 pieces of gold”, “Come and see my wares good sirs and madam, I have gator tooth pendants to ward away all evil!” “Listen not to that fool my friends, he can craft only doors not boats. I will give you a free keg for every three boats you buy. I’ll even throw in the beer for free!”
It is quite clear that you have entered a town where the economy is based on the flood of humanity heading south to Seaquen.