26: Farewell, Fair Weather

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## Summary

### Morning on the Ridge

The party awakes at the Outpost, the Empire of Meranh’s most remote military installation and the only travel hub between mainland Balaayt and the Kkora Desert. Wasting no time, Damhir leads the party and the two children they rescued out to the Dragon’s Tail, a rocky road that meanders down the east side of the Kkora Mountain ridge and into the Waste, the barren strip where the mountains meet the desert.

### Pikko Town

The path down the mountain is dry and desolate, and once the party emerges from the ridge’s cloud cover, they get their first taste of the intense desert sun that awaits them. After descending the ridge, the party comes upon a group of thatched-roof mudbrick buildings at the base of the Dragon’s Tail—Pikko Town, a very quaint village just on the edge of the Waste, and Naana and Kato’s home before they were snatched up by gnolls. The village’s chief, a Tabaxi woman by the name of Hawa, greets Damhir fondly at the gate to Piko Town’s lone road, and directs the two wayward youngsters to send for their father. Hawa welcomes the Captain’s traveling companions into her home and asks Damhir for a chat in the stables. As she and Damhir catch up, the rest of the party is hosted by her two kids, Raf and Lalli, and her husband, Omar. Raf and Lalli swap stories with Ginger, and the party enjoys some local specialties: goat jerky and dried fruits. Hawa returns shortly after with some traveling supplies and good tidings, and most importantly, a bunch of pigmelons for the party to take on their journey.

### Laws of Attraction

Robes, tents, and waterskins stowed away, the party heads for the Waste, but not before Hawa reminds them to warm up their singing voices and pack some extra jerky to ensure the optimal lizard-luring technique. The party follows Damhir a ways out onto the cracked, dry earth of the Waste before he finds some suitable rock formations and gives the party the green light to begin attracting their mounts.

Something of a lizard expert himself, Damhir instructs the party in a rather complicated series of maneuvers. After some stellar performances, the party members gain four new friends: Lizzo, Shakshuka, Noodle, Mustard, and the aptly named Lizard.

### To the East

Finally, the gang heads out into the Kkora Desert proper, saying their goodbyes to the Waste and any glimpse of civilization back at the ridge. Damhir and Ginger urge the rookie riders to stick close to them and beware sandstorms, among other threats—banded lizards scare easily, and if the group gets separated, it could be disastrous.

After a few hours of riding in the oppressive heat, the group takes refuge in the shade of some temple ruins, still in the far west sands. But when some among them go to investigate the curious script adorning the structures, their break is cut short by a Lamia hiding in the dark of the stony ruins and a pack of jackalweres waiting to strike from behind the rocks nearby.

After the encounter, Damhir and Ginger lead them further east, the sun now at its peak overhead. The blistering heat begins to take its toll, Tira and Bran feeling its effects first. In the distance, the party sees a strange shape piercing the horizon line, sharp golden spikes jutting up from the sands. As they draw nearer, they realize that it’s some sort of massive gold disc, mostly swallowed by the dunes: the crest of the Empire of Meranh.

## Quotes

### *TOO GAMEY:*

> “We found them on the pass. They’re lucky the gnolls have no taste for elf.”
>
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*—Damhir, about Naana and Kato*

### *SORRY, I'M ALLERGIC TO CAT PEOPLE:*

> “Come inside, the sun must be hard on you. Ah, but Captain, your allergy… Why don’t we chat in the stables? Raf and Laali will take care of your friends inside.”
>
>

> *—Hawa, Chief of Pikko Town*
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### *HAVE I MENTIONED IT GETS HOT HERE?:*

> “Take no offense to this, but it’s rare that Farlanders make this journey. The sands between here and the Capital are full of dangers you’ll have never seen before. Not to mention, it’s the Searing Moon now, so the heat will tire you quickly. Be careful, and don’t dally. Trust your guide, and your mounts.”
>
>

*—Hawa*

> “We’ll travel for a few hours, then rest before setting off again. We can make camp at nightfall. Follow our lead, and whatever you do, don’t get separated. Wild lizards scare easily. If you need help—and I’d really prefer it if you didn’t—whistle for us. If you shout, we won’t hear you. I’ll look out for storms. If one sneaks up on us, stop and stay where you are. It’s a lot to ask, and you don’t know us—but if you want any hope of making it to the Capital, you'll have to trust us.”
>
>

*—Damhir*