Campaign: The Desert Rim
Act Synopsis
The Blue Marlin arrives off the harsh coast of the Desert Rim and makes landfall near Ironspire, a fortress town ruled by Praxon. The region is on the edge of open conflict. Zaruk the Red Wind has brought his riders and set up a mobile camp outside bowshot, close enough to threaten, not close enough to commit. Both sides test each other with raids, ambushes and skirmishes, but neither dares the cost of full war.
The crew of the Blue Marlin walks straight into this tension. On their way inland they stumble into a running fight between Praxon’s men and Zaruk’s scouts. Both sides assume the strangers belong to the enemy and attack. The result is a confused, brutal skirmish where the players must fight simply to stay alive. When the dust settles, it is clear to everyone that this is a capable third party that might tip the balance.
In the aftermath, both factions reach out. Praxon sends a lieutenant from Ironspire. Zaruk sends an envoy from his camp. Each offers coin, safety and status if the crew will act as hired blades. Praxon wants proof of loyalty in the form of sabotage against Zaruk’s supplies and water stores. Zaruk wants disruption in Praxon’s lines. The players are free to choose a side, play both for a time or try to walk a narrow line between them.
The core of the adventure is a Yojimbo style situation. Two predators circle each other, and the Blue Marlin crew becomes the knife that might cut either throat. The Rim’s values are on full display. Strength, speed and ruthlessness matter more than promises or laws. Every choice has a cost and no one is truly trustworthy.
However it plays out, Praxon is the key to the Waverider. Once the crew has proven themselves useful or interesting, he invites them into Ironspire as guests. There they witness his crude wealth, his cruelty and his chained dancer Cassandra. He confirms that the Waverider came to Ironspire and helped him with bloody business, but claims to know nothing of where it went afterward. Cassandra secretly offers the missing piece. If they buy her freedom, she will reveal that Solonex sailed for Montosho in search of his brother. This becomes the path to the next leg of the campaign.
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| The coastline rose out of the haze like a cracked anvil, jagged stone piled high by ancient storms. Ironspire clung to the top of a cliff, more scars than structure. No towers. No banners. Just raw rock shaped into walls by tired hands and held together by stubbornness. Smoke drifted from a few cookfires inside, thin and resentful against the sky. |
| The Blue Marlin cut in toward a patch of beach scraped smooth by years of rough landings. It was no harbor, only a place where boats could be dragged up before raiders arrived. Bones of old fishing huts rotted in the sand like broken ribs. Even before stepping ashore the crew felt the tension, a tightness in the air as if the desert held its breath. |
| A handful of villagers waited at the edge of the beach. Thin people with cracked lips and sunburned skin. They watched the ship’s boat approach with wary curiosity. When the crew stepped onto the sand an older man shifted forward, leaning on a staff worn down to a nub. |
| “Strangers,” he said, voice dry as grit. “You picked a bad week to come.” |
| Scarnax asked what he meant. The man nodded toward the cliffs. |
| “Praxon sits up there in Ironspire. Zaruk camps out east with near a hundred raiders. They watch each other day and night. If Praxon strikes he’ll win but bleed half his strength. If Zaruk strikes he’ll break the walls but lose too many men. So they wait. They raid each other’s scraps instead. No law. No safe paths. Anyone walking the ridge is fair game.” |
| Caelin frowned. “For both sides?” |
| “For anyone,” the villager said. “Men with spears who answer to no one. Every fool in the Rim thinks he can take a prize while the warlords stare each other down.” |
| A shout cracked the air from up the trail. |
| The villager flinched. “There. Hear that? Strangers mean coin. Coin means prey.” |
| He backed away fast, shaking his head. “Keep your weapons close. And if you live long enough to reach Ironspire, tell Praxon his taxes are killing us faster than Zaruk ever could.” |
| The trail wound upward between sharp outcroppings. Heat shimmered off the stones. Halfway up they spotted movement. A scatter of men on foot burst from behind the rocks, dirty tunics, mismatched gear, knives and short spears held too tightly. Not soldiers. Desert bandits. Hungry ones. |
| They froze when they saw the crew. Then one spat, jabbed his spear forward, and yelled. |
| “Zaruk’s dogs!” |
| Instinct took them. They rushed in a loose wave, feet slipping on gravel, faces twisted with fear and bravado. On the ridge above, another cluster of bandits appeared, this lot shouting Praxon’s name as they charged down the slope. |
| Within a heartbeat the truth hit. Two different packs, both rivals, both desperate, both convinced the newcomers belonged to the other side. |
| An arrow clattered off the rock near Pelonias’ foot. Mbaru cracked his knuckles. Shaedra raised her bow. Caelin swore under her breath. |
| The bandits closed in from both directions, screaming for blood that had nothing to do with the Blue Marlin. |
| The Rim made no distinctions. All it saw was opportunity. |
The Skirmish at the Ridge
Purpose
This skirmish is the crew’s first taste of the Desert Rim. It should feel chaotic, desperate and poorly organized, not a disciplined ambush. The point is to show the players that the Rim is ruled by fear, hunger and confusion. Most violence is not planned. It is instinctive. It happens because someone panics first. This encounter also introduces the political tension between Praxon and Zaruk without either faction appearing yet. Footbandits fill the cracks left by the warlords, scavenging anything not nailed down.
Tone
This is not a duel. It is a mess. Rocks underfoot. Dust in the air. Shouts in different dialects. Two groups of bandits mistake the party for reinforcements of the other side and lash out before thinking. The crew is caught in the middle, forced to defend themselves while the bandits kill each other. The Rim rewards confusion and punishes hesitation.
Difficulty
This should not be a deadly fight. The bandits are ragged and poorly equipped. Many are starving men forced into violence by circumstance. They are not coordinated. Most of their aggression is aimed at the rival bandit group, with the crew caught between them. The players should feel pressured but never overwhelmed. Their main challenge is situational awareness, not enemy strength.
The main advantage of the players is that they fight as a group where everybody else fights as individuals.
Setup notes
Use two small bandit factions, each convinced the party belongs to the enemy camp. They rush from opposite sides. Half of them focus on fighting each other. Arrows are wild. Blows are clumsy. Some bandits retreat if wounded. Others die in the dust without understanding who they were fighting.
What the players should learn
- No one here has reliable information.
- Everyone assumes the worst first.
- Violence is a reflex, not a strategy.
- Strength attracts attention. Survival earns respect.
This encounter also marks the party as a force worth noticing. News of strangers who cut their way out of a chaotic skirmish will reach both Praxon’s men and Zaruk’s scouts before long, paving the way for the envoys who approach afterward.
Outcome
After a few rounds the surviving bandits break and scatter, retreating back into the rocks. The trail clears, leaving bodies, confusion and the first taste of Rim politics. The crew can continue toward Ironspire, where the consequences of this fight begin to unfold.
The Offers
Once the skirmish dies down and the crew presses on toward Ironspire, word of the fight spreads faster than they do. In the Rim, everyone watches everyone, especially when tensions between warlords are high. By the time the party reaches the outskirts of Praxon’s territory both major factions have already decided that the newcomers are either a threat, an opportunity or both.
This section delivers two separate approaches: one from Praxon’s side and one from Zaruk’s. These should arrive close together, but not at the same moment. The key is to give the players agency without forcing any path. They can choose a side, attempt neutrality or try to play both against each other.
Purpose
Introduce the political landscape in a way the players feel, not just hear. Each faction sees the party as potential leverage in the stalemate. The Rim respects strength, and surviving the skirmish proves the crew is not to be dismissed.
Tone
Both envoys should be wary, respectful and opportunistic. Neither has any loyalty to outsiders. They arrive because their masters scent advantage.
Praxon’s angle
Praxon controls Ironspire. He sees the crew as potential mercenaries or saboteurs. His envoy offers protection, trade access and an audience if the crew proves themselves by disrupting Zaruk’s supply lines. Praxon wants a demonstration of competence before conversation.
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| The sun dipped low as the crew neared the outer edge of Ironspire. Heat shimmered above the stones. A group of riders appeared on the ridge, silhouettes framed by the dying light. They moved with confidence, not haste. Their leader raised an open hand as they approached, a gesture of peace in a land where peace was a rare luxury. |
| The riders halted a few paces away. Their leader dismounted, dust trailing from his boots. He was lean, sharp eyed, and wore Praxon’s mark carved into a strip of hammered bronze across his chest. |
| “You’re the ones who cut through the bandits,” he said. “Word reached us before you did.” |
| He studied the group from behind a thin veil of suspicion, then gave a small nod as if confirming something only he could see. |
| “Praxon sends greetings. He says any who walk into a fight they don’t own are either fools or valuable. He wishes to discover which you are.” |
| He reached into his cloak and produced a small token carved from bone, the symbol of Ironspire etched into it. |
| “Zaruk waits east with riders enough to starve us out if supplies falter. His water wagons and dry stores are camped in a hollow beyond the ridge. Praxon wants them gone. A small strike. Fast and clean. Prove you can do this, and he’ll grant you safe walls, honest trade, and an audience.” |
| The man slid the token into Scarnax’s hand. |
| “Bring this to the gate when it’s done. Praxon does not waste time with the weak. Show him you aren’t.” |
| He mounted again, reins snapping lightly in his grip. His final words drifted across the stones. |
| “In the Rim, talk is cheap. Action is the only thing anyone believes.” |
Zaruk’s angle
Zaruk values speed and unpredictability. His envoy offers freedom, coin and temporary favor if the crew removes Praxon from the game entirely. He admires boldness and despises hesitation. Zaruk treats alliances like sand. They shift the moment the wind changes.
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| The crew had barely left the shadow of the ridge when a lone rider broke from the eastern dunes. His horse was lean and restless, its flanks streaked with dust. The rider himself wore crimson cloth wrapped tight against the wind, and a curved bow hung at his saddle like a coiled threat. He did not slow until he was almost upon them, and even then only because it pleased him to stop. |
| He swept a glance across the group, sharp and amused. |
| “You handled yourselves well,” he said. “Bandits do not scatter so quickly unless someone hits them hard.” |
| He tapped two fingers against his chest, where a small strip of red leather bore a painted spear in motion. |
| “I speak for Zaruk. The Red Wind knows every stranger on his sands, but few catch his attention. You did.” |
| He leaned forward in the saddle, voice dropping to something almost conspiratorial. |
| “Praxon squats in that stone heap up there, pretending he is king. Zaruk grows tired of the game. A blade in the right place ends the stalemate. One dead warlord, and the desert breathes easy again.” |
| The rider smiled, not kindly. |
| “Zaruk offers coin now and freedom later. Kill Praxon, or simply open a gate and let the Red Wind blow through. Do that, and you will have his favor for as long as favor lasts.” |
| He straightened, pulling his reins tight. |
| “Think fast. Zaruk does not wait long.” |
Difficulty and direction
There is no wrong choice. The party can favor Praxon, favor Zaruk, or dance between them until things become too dangerous. However the story climaxes in Ironspire because Praxon, as far as the players know, is the one with answers about the Waverider.
This segment shows that in the Rim nothing is free, everything is a test and loyalty is a temporary luxury.
Praxon’s Mission
Praxon’s assignment is the most grounded and reasonable offer the players receive. It is also the clearest path toward the information they came for. The task reflects Praxon’s character: practical, tactical, and unwilling to waste his own strength when others can bleed for him.
Purpose of the mission
This mission tests the party’s ability to operate in the Rim without overwhelming danger. It introduces Rim sabotage, supply warfare and the idea that violence is rarely personal here. It also allows the players to choose their own approach. Stealth, trickery, negotiation, distraction or brute force all work, though open assault is riskier.
Completing the mission earns them Praxon’s trust and grants access to Ironspire, where the Waverider lead and Cassandra’s arc await.
The task
Zaruk’s mobile camp is anchored by a single supply hollow: a shallow basin containing water barrels, dried rations and a handful of pack animals. Zaruk’s riders guard it loosely. They depend on speed and distance, not fortifications. This makes the supplies vulnerable to a small strike team who knows where to look.
Praxon’s instructions are simple:
- Disrupt Zaruk’s water stores.
- Burn or scatter his dry rations.
- Cause enough chaos to force Zaruk to pull back his riders or retreat entirely.
He does not demand bodies. He demands results.
Setting the scene
Zaruk’s supply hollow lies in a natural bowl between two ridges. The guards are not numerous, but they are watchful. They rotate irregularly and sleep close to their mounts. The hollow is surrounded by loose rocks, thorn scrub and a few vantage points. Approaching quietly is possible. Approaching loudly is suicidal.
Possible approaches
The players should feel free to improvise. Encourage creativity, not a single correct solution.
- Stealth: Slip in at night to poison water barrels with sand or salt, cut pack animals loose, or set fire to rations.
- Distraction: Start a fight among bandits. Use thrown rocks or distant noise. Fake an attack from Praxon’s direction.
- Deception: Pose as fleeing villagers, lost traders or deserters hoping to join Zaruk. Any lie can work briefly.
- Speed: Charge in, smash what can be smashed, light what can be lit and race out before riders converge.
- Ranged sabotage: From high ground the party can shoot oil jars or fire arrows into supply tents.
- Diplomacy with bandits: Some guards are desperate men, not loyal soldiers. Bribes or fear can turn them away.
Difficulty
This mission should be moderate, not punishing. Zaruk’s guards are skilled but not disciplined. The danger comes from numbers and terrain, not elite foes. The goal is success through clever action, not grinding combat. If the party blunders, reinforcements arrive fast and a retreat becomes the smart choice.
Outcomes
- Success: Zaruk’s warband cannot continue the standoff. He retreats east to regroup. Praxon’s scouts witness the chaos and report it. Praxon grants the party safe entry into Ironspire and an audience.
- Partial success: Zaruk suffers losses but remains. Praxon still allows the party in but treats them cautiously and demands explanation.
- Failure: If the party fails loudly and survives, Zaruk becomes aware of them and Praxon loses interest. The adventure still leads to Ironspire, but Praxon treats them as liabilities, not assets, making later interactions colder and harsher.
What comes next
Once the mission ends and the players return, Praxon’s lieutenant brings them through Ironspire’s gate. They receive the promised audience. This is the moment Cassandra enters the story. Her fate, her secret and the Waverider lead are revealed inside Praxon’s hall.
Zaruk’s Mission
Zaruk’s offer is reckless, violent and entirely in character for him. It should feel dangerous even before the party considers accepting it. His mission is not subtle. It is not political finesse. It is the desert’s simplest equation: remove Praxon and the stalemate ends. Zaruk does not care how it is done, only that it is fast, disruptive and bold.
This path is the more chaotic option. Players choosing it will see a harsher side of the Rim and may create consequences that echo through later arcs.
Purpose of the mission
Zaruk’s mission highlights the Rim’s brutality and its disdain for hierarchy. It shows the players what it means to align themselves with the Red Wind. It is not meant to be completed easily. The point is to give players the choice to attempt something outrageous, not to funnel them into success. Even refusing Zaruk earns his respect if done decisively.
If the party does attempt it, you are free to determine how far they get before things explode.
The task
Zaruk wants Praxon gone. The plan he offers is intentionally crude.
- Slip into Ironspire’s outskirts.
- Find a weakness in the guard rotations or walls.
- Open a gate or create chaos so Zaruk’s scouts can descend.
- Kill Praxon if possible.
He frames it as a simple job. It is anything but.
Zaruk cares only that something dramatic happens. A failed assassination still destabilizes Praxon’s rule and gives Zaruk an edge.
Setting the scene
Ironspire is not a grand fortress, but it is not undefended either. Crude walls, guard posts, a narrow entrance and men who know the terrain. Night brings heavy shadows and blind corners. Day brings heat and watchful archers. The settlement is too small to hide easily and too paranoid to trust strangers.
There is tension everywhere. Soldiers snapping at each other. Slaves rushing to stay unseen. Merchants eyed with suspicion. The place feels as if a single spark might ignite it.
A spark is what Zaruk wants.
Possible approaches
This mission should encourage creativity but always remind players that Ironspire is alert and expecting trouble from the east.
- Stealth: Climb the rough cliff faces, slip between patrols, sabotage lanterns or signals, and open a back gate.
- Deception: Pose as desert traders, wounded scouts or Praxon’s supporters seeking entry. Lies may work once.
- Incitement: Start a fight in the outer yards. Turn guards on each other. Create panic that forces the gates open.
- Ranged chaos: Fire arrows into supply sheds or stables. Create confusion that draws guards away from the gate.
- Inside job: Players may attempt bribery or intimidation on a low ranking guard. Rim loyalty is thin.
Failed approach
If caught, the reaction is swift. Horns blow. Archers assemble. A retreat becomes the only sane option.
Difficulty
This mission is hard. Not deadly by design, but dangerous because Praxon’s hall is the heart of his power. Zaruk does not care whether the players survive. He only cares whether they shake Ironspire’s foundations. Make it clear that this is a gamble with real risks.
Even partial success counts for Zaruk. Failing loudly still creates trouble for Praxon. Zaruk respects those who try boldly even if they fall short.
Outcomes
- Success: Praxon is killed or Ironspire is thrown into chaos. Zaruk pulls back only to regroup for a full strike. The players become legendary and hunted across the Rim. Reaching Praxon for information becomes impossible. Cassandra’s rescue must happen by improvisation or alternate route.
- Partial success: The players cause havoc but fail to eliminate Praxon. Zaruk is pleased with the attempt. Praxon becomes furious and paranoid. Ironspire goes on lockdown. The players can still get inside, but only with trickery or a different angle.
- Failure: If the party retreats or refuses, Zaruk’s envoy reports it plainly. Zaruk bears no grudge for refusal but loses interest. The players continue toward Praxon’s hall normally.
What comes next
No matter the outcome, the story eventually moves toward Ironspire. Praxon remains the key to the Waverider. Cassandra is inside his hall, and her revelation is the next step in the arc.
Zaruk’s mission simply determines how smooth or stormy that path becomes.
The Audience with Praxon
The audience with Praxon is the hinge of the entire Desert Rim arc. It is where the characters step out of the dust and chaos of the Rim and face the man who holds the information they came to find. It is also the moment Cassandra enters the story. The tone should be tense, unpredictable and charged with the feeling that the players have stepped into a place where power is displayed casually and cruelty is entertainment.
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| The hall of Ironspire breathed heat like a furnace. Torchlight shimmered on rough stone walls draped with faded silks looted from kinder lands. The smell of roasted meat and sour wine clung to the air. Laughter echoed in sharp bursts, too loud, too forced, as if every throat feared the silence that might follow it. |
| Praxon lounged on a throne made from scavenged shields and broken spears, a man swollen with comfort and edged with danger. Rings glittered on his fingers. A half smile tugged at his mouth, though his eyes never softened. They measured everything, weighed everyone, as if deciding what to break and what to keep. |
| Guards lined the walls, hands resting on hilts. Slaves moved like ghosts, careful not to draw attention. Somewhere a drum beat slow and dull, more heartbeat than music. |
| In the open space before the throne, a young woman moved with quiet grace. Chains jingled at her ankles as she danced, not seducing, not celebrating, simply surviving the way the Rim had taught her to survive. For a moment Praxon watched her with idle ownership, then turned his gaze to the newcomers. |
| “Well,” he said, voice thick and amused, “Ironspire welcomes you. Let us see what kind of people walk into my territory without bowing first.” |
| The hall stilled. The desert held its breath. |
| The audience had begun. |
Purpose of the scene
- Provide the party with Praxon’s information about the
Waverider.
- Introduce Cassandra and give her a chance to reach out to the
crew.
- Show the decadent, dangerous culture Praxon rules over.
- Give players a sense that Ironspire is a place where mercy is rare and attention is dangerous.
This scene also shifts the campaign’s scope. The search for the Waverider gains its first solid lead, and the crew gains a new companion with deep ties to the Rim.
Setting the tone
Praxon is not a cartoon villain. He is a Rim warlord with charm, indulgence and a streak of cruelty sharpened by paranoia. His hall should feel alive with tension.
- The room is hot, lit by torches and braziers.
- Slaves move silently along the walls.
- Guards stand close, hands always on grips.
- Feasting tables show a mix of luxury and rot.
- Praxon sits on a crude throne draped in fabrics looted from a dozen caravans.
Give the sense that everyone in the hall is forced to enjoy themselves because displeasing Praxon is a dangerous mistake.
Praxon’s attitude
Praxon welcomes the party warmly but with predatory amusement. He assumes the crew is competent, bold and at least somewhat useful. He respects strength and cunning, not honesty.
- He will praise their success if they helped him.
- He will still grant an audience even if they favored Zaruk, but with
cold suspicion.
- He is delighted by outsiders and eager to show off.
- He enjoys performances, stories, unusual talents and anything that breaks the monotony of warlord life.
He does not fear the party. He enjoys measuring them.
Cassandra’s role
Cassandra is present from the start. She dances, serves wine or stands near Praxon as decoration, depending on your flavor. Her presence should immediately feel wrong. She is quiet, graceful, watchful. She is the only soft thing in the room, and everyone knows it.
She is waiting for a chance to speak without being noticed. She does so when she brushes past the party, whispering that she knows where the Waverider went but cannot speak freely.
This is the first breadcrumb toward her rescue.
The Waverider information
Praxon is proud of his brief dealings with Solonex. He tells the story openly.
- The Waverider came to Ironspire in good faith.
- Solonex needed supplies and information.
- He and his crew helped Praxon deal with "an issue" in exchange for
water and safe passage.
- He does not know where they went.
Praxon does not hide this. It costs him nothing to share it, and it makes him look important.
Optional complications
- Praxon may test the party with small demands.
- He may demand a toast.
- He may ask Amaxia to prove her strength.
- He may insist Junia examine one of his wounded men.
- He may take sudden offense at a word or gesture.
Use these to build tension but avoid derailing the scene.
Moving toward Cassandra’s liberation
Cassandra will make her quiet plea once, then step away. The crew can act immediately or wait until the hall disperses. Praxon himself does not care much about her, but she is technically his property and he will expect compensation.
- Ayesha’s negotiating skill can shine here.
- Scarnax’s moral compass may clash with the Rim’s practices.
- Junia or Amaxia may react strongly to the situation.
Make the negotiation brief, sharp and costly. Praxon does not give anything for free. But buying Cassandra should be completely possible.
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| Cassandra drifted past the crew with the slow, practiced grace of someone trying not to be noticed. Lantern light caught the beads in her hair as she spun, chains whispering against the stone floor. When she neared Scarnax her steps faltered for half a breath, just long enough to lean close as if brushing past him in the dance. |
| Her voice was a thread of sound, meant for him alone. |
| “I know where the Waverider went,” she whispered. “Buy me. I will tell you.” |
| Then she slipped away again, swallowed by the music and the heat of Praxon’s hall, her face a mask of calm while her eyes begged him to understand. |
Outcome
Once Cassandra is freed and speaks openly, the adventure’s path becomes clear. She reveals the true direction of the Waverider. Montosho. Solonex’s brother. A new horizon far beyond the Rim. If the crew offers her a place among them she accepts quickly, almost fearfully. The Rim has taken her twice already. Staying here means waiting for the third time. The ship is the only place where she will not be dragged back into chains.
Whether as guide, helper or new shipmate, she steps onto the Blue Marlin holding her small bundle of belongings as if it were everything she has left.
The audience ends on a shift of tone. From the oppressive heat and cruelty of Praxon’s hall to the open air outside, where Cassandra takes her first real breath in years.
This is the end of the Rim arc and the beginning of the next chapter of the voyage.
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| The mood of the Rim shifted once the crew stepped out of Ironspire’s gates. Eyes still followed them, but not with the same hungry calculation. Raiders on distant ridges watched rather than charged. Villagers at lonely wells nodded instead of hiding behind their doors. Word had spread. Outsiders who stood in Praxon’s hall and walked away were not prey. Not easily, at least. |
| For a few days the Rim felt almost open. The crew wandered through scattered camps and dry gullies where the wind carried old screams. They bartered for water, traded stories for supplies and felt the weight of threat ease, if only a little. Even Cassandra walked with a straighter spine, though she never strayed far from the others. |
| The desert stretched in every direction, full of places they might linger if they chose. Old ruins half-buried in dunes. Caves where slaves whispered of escape. Smoke trails in the distance that might be caravans or raiders or something stranger. For the first time since setting foot on the Rim, the crew could move without being hunted at every turn. |
| But the sea called louder. |
| One morning Scarnax stood on the rise above the beach and watched the first light strike the Blue Marlin’s sails. Cassandra stepped beside him, clutching her small bundle, eyes fixed on the horizon as if afraid it might vanish. |
| Montosho waited across the water. The Waverider’s trail stretched ahead like a promise. |
| By noon the ship had slipped away from the broken coastline, the desert shrinking behind them until it was nothing but heat haze and memory. The Rim let them go without a fight, as if relieved to see them leave. |
| The voyage continued. |