Aeryn binds Xen's hands with a spare bandage, as loosely as she can whilst still retaining a pretence of believability that this is meant to prevent the muscular elf from using her hands. Rose keeps hold of the large greataxe, staying near the Xen least they need to fight. Deneve leads the way with Kasumi by her side. With the martial artist experience of the land and the songstress familiarity with the nature of traps, at least in theory, they are able to avoid any nasty surprises the goblins have created, hidden in the bushed or just below the surface of the short grass. The process is slow however, as  Deneve's has had few chances to practice this skill of hers, and so need plenty of time to be sure what lies ahead is an insidious trap, or just natural feature of the land.<br/><br/>Despite this land being the most habitable you have seen on the island so far, there is little wild life, and even the deer-like creatures become rarer, and shyer, as you progress closer towards the abandoned galleon. After two hours of walking down a gradual slope with a line of hills to you left you reach a steeper drop down into a valley that stretches out to meet a cove, where in the low tide reveals a long stretch of pale yellow sand, flanked on either side by a mass of white rocks. The sand is marked with thick wooden poles that seem as though they would be submerged when the tide comes in. You barely notice the poles and their sinister potential however, instead your eyes are drawn to the massive wooden structure further up from the waves.<br/><br/>On a bed of sand out of reach of the sea even at high tide lies the stranded, hulking form of a ruined galleon. The thick wooden ribs of the hull are in surprisingly good shape given that they are thrust upwards, exposed to the elements. But the poor sea vessel lies on its back at an angle that obscures the deck from you, the mast must have broken off for it to lie so unnaturally and is nowhere to be seen. At its base the sand has made a feeble attempt to swallow up the galleon, but grips very little and seems to be choking even on that small amount. A gaping hole at what would be its sides but is now its base allows for entrance, a thin sheet of some grey the only thing that covers it. Like a mighty creature of the sea, trapped and dying in a place it was never meant for, the ship seems to be groaning silently before your eyes. Eventually you are able to tear your vision away from it, and when you do you notice the group of five mounted worgs. These creatures carry only one rider, and even at this distance you can tell that the goblins on their back are far better equipped than the ones you saw earlier. Metal armour and metal spears glint in the sun, whilst the fifth is dressed in a bright red cloak. They are heading towards your general direction, and you estimate they will be here in ten minutes or so, and if you stay out in the open they will see you even sooner.