Here now, we look upon the Port of Ample. Despite it's central location in Tempus, there's no governing body here. It is for all intents and purposes, a floating city slowly crumbling into the abyss. Who can say where it came from originally? The architecture seems vaguely Elven, and indeed, many of the people residing here are Elves of various stripes. It's unknown if they came home, or merely found a place that reminded them of it.
It's a small place, rife with crime and petty warlords. Loot from various criminal enterprises floods the market as it's brought by pirate crews, making weapons and armor cheap and plentiful. People who end up here and can't escape fight over the scraps, dying over city blocks-and every night, bloody games ensue as they fight over the various shrines in the city to forgotten and nameless deities-like points on a scorecard, territory changes hands as easily as a game board. It is their sole amusement, and some believe it has deeper meaning. But no one has lived long enough to find it.
If anyone can, they get passage on an outbound ship. Wherever it's going. The Port of Ample is a place to move on from as quickly as possible.
Four Heroes (or maybe not so heroic) have gathered in one of the nicer bars to discuss business this 'morning'. They've found a ship...a cheap one. They've all made the trip as quickly and quietly as they could, knowing that in Tempus the rules of business are about as solid as the ground they are standing on.
...
The Tavern of Dreams (What else but an Elf would name it that) is not usually a bustling place-people do not tarry long in Tempus, either moving or finding some place to not move. The tables, chairs, even the cups and glasses are an utterly random assortment of wood, ceramic, gold, silver, lead and other unidentifiable materials-everything here seems to be of a hundred different designs, not even one exactly the same. Everything one needs in Tempus literally falls out of the sky.
But today, four adventurers have occupied a corner table...they are concentrating on a young Dwarf wearing thin spectacles and poring over a ledger and documents. He has not spoken since they arrived, but he doesn't really need to.
One of the adventurers is an ancient looking gnome, bald and bearded. He's got a magical tome connected to him via shoulder strap, and his eyes are faded, yet gleam with intelligence and unsubdued wit. He's dressed in the fashion of a Priest.
Next to him, a young and spry Half-elf with a sword on his waist, and a shield on his back, and shifty look. His skin is tanned, he's wearing a heavy cloak and pauldrons that make it difficult to see him entirely. He's constantly casting about the room as if looking for prey, with a small smile on his face.
Third from the left, a tall and lanky Human with the air of Monk-he wears no armor, but a simple robe and bracers. And yet one cannot help but feel an air of power about him. Everytime he speaks, there is the slighest scent of sulfur on his breath.
Finally, a broad and strong man in heavy armor rounds out the end of the table. Scars, tans and shadows indicate a life lived roughly-his face is hidden underneath a slitted helm, and on his back is a vicious looking glaive. His armor and equipment would mark him as something like a Paladin, but there is no air of mysticism about him, only of strength and honor.
Each of the four have brought a large sum of 'gold' with them-carefully sealed in a small chest or bag, it is now in front of them. The coins are as random as anything else-copper, silver, cold, platinum in a million different designs-but, no one cares. New currency gathered from Appears is stamped with an iron 'T' mark using a quick-magic rune, and they are all worth the same thing. Bartering is usually preferred in most cases. Each of them know that the combined wealth could alone, buy a moderately comfortable life. If a short one. Indeed, a few might even be tempted to take it all...but these sort are a little wiser than that.
Together, their money will each buy them a quarter stake in a Riftcutter vessel. It's the only way out. Out from Tempus. Anywhere, to keep from clocking out. The Dwarf nods, and smiles. He hands a contract to each of the four, and one by one they sign.
The gold vanishes when they finish.
...
And finally, the Dwarf begins to speak. He takes a key-ring with four intricate looking keys on it and puts in front of your group.
"...All's well that ends well, yeah? Those keys right there, one for each of ya. Allows ya to turn on, power, and steer the ship, universal keys to unlock any of the doors. Try not to let em get stolen eh! Heh.
Now, there's a list I got here...here we go. Basic specs. She's a smooth runner, if a bit dated. Might wanna trade up if you manage to get to Port Nothing...but you're probably not gonna get that far. You'll need...teeny bit of legwork to get er running. Clean out the cargo hatch, and all that. Should be no problem for the likes of you.
Ah well. Be seeing ya lads-I mean, if ya die, I'll reclaim your ship and sell it off again. Like I did for the last crew that tried this. Lifes grand, ain't it?" He says, doffing his hat with a grin and exiting the inn.
And that leaves the four of you-friends in the loosest sense-alone with each others company.
A wall clock-with no timehands on it's face-hung over the bar clacks away loudly, the bar owners sense of black humor apparent.
...
The hastily scrawled list indicates useful information. Amusingly, he seems to have deliberately misspelled his words in Dwarven slang. What a colorful fellow.
Yer Ship
Ship Name: The White Queen (Feel free to rename her, eh)
Class: Riftcutter Frigate (Good for carrying about 10 people on a long trip, maybe twice that on a short one. Don't get into any shooting fights, yer prolly won't win. Best run with your speed, lads.)
Armament: Four small Rotary Magicannons on top deck (Piddly little things. Good for scaring things, not for hurting them. Bigger things will just get angry. Best buy something better if you're intending to defend yourself.)
Speed and Maneuver: Very Good (There's one advantage to traveling light!)
Power: None (oops?)
Cargo: Four Holds (All empty, or worse than empty. Clean em out and put in what you like. Workshops, cargo, eh?)
Wot you need to take off (In this Dwarfs opinion)
1. A five man crew in addition to yourselves. A good helmsman at the very least. Unless one of you lot wanna try to run the ship yourself. Hey, how else does anyone learn? Might wanna pick up some good lads to help ya fight, if you're thinking about making trouble.
2. Clean up yer ship. Didn'a I mention she's a bit old? Well, stuff appears, or gets left in. Best check belowdecks, dump out the tanks-and whatevers in em. Who knows what's gotten in there.
3. Purchase a new engine. Well, the last one blew up. Didn'a figure you would mind if I left it as a surprise, hey? I figure you can get one cheap from Craw. Check down by the arena platform. If you're short on cash, I've no doubt you can find some way to entertain him.
4. Charts from Aggroly. Eh, get the latest automagick navigation charts from the Wizard Aggroly. Maybe even hire him, he's looking for passage. Unless you wanna die. Void changes day by day, right?
5. Pay your dues to 'Privateer' Captain Seuche. She's a nice lass, but she'll give you Hell if you don't treat her to something fancy before you shove off. Might decide to follow ya if she's bored. You don't want her to follow ya. She'll be down by the dock, of course-look for the biggest ship, the Swan. You know, the one that could blow you of the abyss without a problem.
6. Watch out for the Flensers. They're a Sahuagin gang near the dock where your ship is. They'll probably try to kill ya if they see ya. Kill em back first.