[X] Search for leavings
You hesitate. Despite your eagerness to move on from your erstwhile cage, there is an opportunity here. The Setons who sojourned near enough to be audible even in your comatose state must have established some sort of camp here -- one which would provide a better idea of your location and prospects than what little you remember. The threat to your departure from investigating would be minimal and even casting your senses about idly provides you with a site warranting closer inspection.
Moving ashore from the pond you once occupied you find a small, untended shrine. The visitors who passed by referred to the roughly-hewn figure within as "The Pauper", and left small offerings before resting here. What trinkets they brought are now gone, taken by some unknown trespasser. Unfortunately, you find little here besides the idol itself -- only a few stakes fallen in mud and the remains of a fire pit full of damp and rotting wood. Even if you had discovered something worth taking, your host's lack of a stable form would've made carrying it an ordeal unto itself. Experimentally lifting one of the stakes causes it to slowly disintegrate in the sludge's "palm" as it sinks through -- even tamed, the whorls of force within are too much to endure.
Disappointed but intent on pushing onward, you leave for the swamp's edge. Moving straight from the periodically-inhabited bank outwards should see you moving towards a more lively area, though it's unlikely you'll have much difficulty finding one given just how dead this wetland is. It's strange, in fact, as beyond the rot and bugs you encounter nothing living whatsoever in your egress. The sheer amount of water and the lifeless husks of trees which crowd you aren't consistent with your expectations of somewhere so devoid of activity.
Your host suddenly comes alight with energy. Alarmed, you prepare for another exhausting bout of tranquilizing its strange innards only to find them stable, though in a radically different configuration from how you'd left them. Cautiously resuming your travel you are startled again, as the awkward, rolling motion you had adopted for movement has become far smoother and quicker, more akin to a snake's slithering than the amoebic oozing expected. It seems that whatever occurred has enhanced your host's motor functions to a very noticeable degree. This lasts until your approach to the swamp's very perimeter before collapsing back into the same unintuitive and inefficient structure you had forced it into initially.
Finally free of the swamp, in open air under the pitch-black sky, you are able to plot your course.
[] {Course} Time to head west, towards Seton territory. They're supposed to be powerful, and power means opportunity.
[] {Course} Time to head east, towards barbarian territory. If the Setons find them worth sending troops against, maybe they'll be worth meeting.
[] {Course} Time to head north, away from humanity. They're not likely to take to your new host kindly, after all.
[] {Course} You vaguely remember a trick for detecting population centers. See if you can use it.
[] {Course} Write-in
The inability to hold anything solid without it gradually discorporating is concerning, and you aren't exactly happy with how your host's performance is fluctuating.
[] {Sludge} You should try to get things under control.
[] {Sludge} It's not exactly a problem just yet. Better leave things be for now.
Calling your host "your host" or "the sludge" is cumbersome. Maybe you should name it, or at least come up with something more palatable.
[] {Host} Write-in
[] {Host} There's no consciousness here besides your own. Refer to it as you would your own body.
[] {Host} No, better to call it what it is.
The "trick for detecting population centers" has a 50/50 chance of having you move towards or away from one, as you don't remember how to read the results.
Your luck here was... perfectly normal. Very little happening, good or bad, though there wasn't too much chance of either to begin with.