Aboard the Molly Daring, an airship with cargo and passage from the mountain cities; headed to the interior of the continent. The Trade hub of Anvilmar awaits; though, still some days away from the intrepid crew.
One of the passengers, a young woman, is visited by a strange figure, who warns her she must appear before the Council of White (the governing body politic of all Wizardry) in one year and one day. He also tells her that a secret organization inside the council, called the Blackstaff, has taken notice of her.
Another passenger, a large Goliath from the wastelands, is seeking news of his family. His entire tribe has gone missing after a mysterious set of circumstances. He is seeking Anvilmar out as a busy trade hub, with a notorious gritty underbelly. If anyone has any clues or can point him in the right direction, Anvilmar should hold some such entity.
A third wanderer is seeking his fortune, and a name: His own… Who is he? Where does he come from? He grew up on the streets and had to learn to take care of himself. Picking pockets, and stealing from the rich to feed himself, is second nature. But he’s not just some honorless thug.
Out of nowhere, the Daring is set upon by a gang of vicious pirates. The three strangers sense that something is amiss and head out onto the deck. Banding together, they make short work of the pirates, but their troubles seem to be compounding. The Captain of the Molly Daring rigs her for a drastic dive to throw off the smaller pirate skiffs. Wallowing downward, the trio manage to grab hold of a grapnel-line and pull themselves onto one of the skiffs as the Daring shifts it off. They find themselves safe, but the Daring was making hard for Anvilmar and hidden in a cloud bank.
They have no choice but to try and make for Anvilmar on their own. With a little luck and a large amount of skill, they actually manage to beat the Molly Daring to port! There they take ownership of the small ship and make for Undertown. To find a bit of rest, and maybe some work.
In a tavern, in the center of Undertown, they meet a Dwarf named Bern Stonearm. An agent of some repute within the Stonearm Family, Bern sets them to a task to prove their worth. Their mission is to collect some late payment from a gang of thugs, and return it to Bern or one of his agents.
Again, the trio sets to work and prove that they work well as a team. They make short work of the thugs, and within a day or so return to Bern… Things are about to get interesting.