Everyone seems amused or possibly slightly offended by the idea they might be illiterate. A scramble for markers ensues, and settles down into a few groups:
Team Geography produces a beautiful cloth map of the Trods and the historical journeys of the coven of Navarr and Thorn that created them, and starts surrounding it with a wealth of local knowledge about wayhouses, Steadings, Trod conditions, and a few sub groups are working on writeups of what is known about the foreign Vallorn locations.
Most of the internal pieces are within reasonable expectations, apart from a location called Rhonwen's Fall, a waterfall that sometimes turns blood red and provides access to a Winter regio pocket, and is associated with a set of mystics who turn up an unusual amount of directly actionable prophecy - for instance quite recently they predicted an attack from magical forces, which let the heros of Anvil use a conjuction to defend against it. Disruption to this goes on the main risk register.
As for the foreign Vallorn, the Druj one is not well understood except they're fairly sure the Druj have been doing experiments with it to try to weaponise it or use it to rile up the other Vallorn or develop novel poisons and diseases.
The Thule one has actually been connected to the Trod network since the peace, although the Thule are cagey about where their settlements actually are and they're mostly underground so it's hard to tell what's imperiled along that route - it's walked by Stridings on a regular and very regimented basis by treaty provision.
The one in Liathaven has been quieted by Winter magic and the Jotun usually just stay well away, but there are a couple of other groups of people involved, the Feni were exiled from the Marches for banditry and are a bit mysterious, like to make deals with the Eternals and worship them, there are also other ex Marchers who joined the Jotun, remnants of the Navarr in the area who have gone to ground very throughly and nobody can find them, and the Lasambrians who are more orc hill bandits that tend to be a bit less tradition bound than the Jotun - since the Empire converted them to the Virtues - and might be taking risks there.
The one by the Axou is just an abjectly terrible mess, it's entwined with the ruins of their cities that fell to the Druj, which means it's probably absolutely packed with vengeful ghosts, ancient traps, tortured souls and so on. Nobody has been keeping it in check like all the others so it is huge and voracious.
Team Souls is more of an argument than anything else, there seem to be some Urizeni who are on the point of drawing swords to defend their position that nobody has actually proved souls aren't just an information bundle whose duplication is no problem, versus a bunch of very serious Highborn with their hoods up who keep asking if people would like to rephrase that or be prosecuted for heresy. There are a quieter sub group suggesting various therapeutic approaches, although primarily they seem to be 'shared dreams' and 'plaster Virtue auras over it' which might not be up to actual therapy standards.
Team Politics are much calmer and are preparing a primer on Imperial procedure for territory assignment (the Senate vote which nation or to cede it to an external set of people, which does actually happen sometimes), evaluation for citizenship (the sticking point is usually religion, treaties for foreigners staying as guests of the Empire do sometimes have provision for them to privately practice their religion, but citizens come under the religious laws; the other sticking point is egregores, either new citizens have to be sufficiently aligned with an existing nation to join it or someone's going to have to recreate the egregore ritual because they lost it), land claims and jurisdiction (technically the Imperial territories with Vallorn in are already assigned to Navarr who will probably do a pretty good job of this, Liathaven is a sore point but it's under a horrible Winter curse and so nobody can durably settle it immediately anyway, the Thule will probably absorb Skuld just fine, everything the Druj do is always awful, the Axos area isn't even adjacent to Imperial territory so mostly try not to let the Druj have it all maybe?).
Team Magic spend some time spiritedly debating what actually is entangled with the Vallorn (possibly various Terun artifacts? Maybe language if they're really unlucky? Someone has a crackpot theory about the Labyrinth itself?), are fairly sure there are no end of physicks and magical healers around who would like to feel useful now that the battle is mostly taken care of, can be standing by with Mass Entangle or Paralysis if that would be useful (two minutes notice, can hold the charge for a few hours), are fairly sure people will adopt and train and put in menageries any kind of beast they get access to, someone suggests Solace of Chimes on a big improvised boundary which makes people want to discuss instead of fight. There is also some discussion of prevention of disease spread, especially from Imperials to the Terun because people from the past might be susceptible to modern ordinary diseases, and various speculations on new Trod rituals.
Someone eventually plucks up the courage to ask what a parity error is.