The first telltale signs of morning creep into the sky from the east, from beyond a horizon obfuscated by an impenetrable tangle of jungle wilderness that stands wild and untamed even in the shadow of the mighty Port Demalis. Cast in a pall of blues, greys, and deep shadows at the approaching dawn, the massive port-city looks a far cry lonelier on the whole than the bustle of activity along the docks—workers, sailors, and "sailors" going about their business—would indicate. Within the broad and resolute walls of Port Demalis, the reach of the Makhoran Empire is evident: squat, sprawling stone buildings with an excess of courtyards crowded together along a grid of streets that ascend a low bluff. Atop this bluff towers Severo Fortress, a marvel of architecture built to withstand a naval siege from even the Bedool.
Beyond the thick, interior walls of Port Demalis stands a far more haphazard bundle of distinct communities—mostly Bedool—that press against the city's walls from all directions. Narrow, winding streets often turn into a tangle of boardwalks and stilt-borne huts that reach out into the bay itself. At the end of one such boardwalk rests a permanently beached vessel of decidedly human origins—an old galley regarded as primitive by modern maritime standards. Massive, wooden beams act as buttresses to secure the decommissioned ship in place, and wooden "expansions" crowd what once served as the deck. This awkward and gangly boat house now serves as home and headquarters to the relatively small, but respectable merchant guild known as Azure Wake Enterprises.
Stripped and repurposed into a massive tavern, the lower deck of Azure Wake's base of operations is the de facto meeting place for both expectant expeditions and leisurely time-passing in between assignments. It is here that you have all gathered at the behest of Signus Havilar (Signus meaning, roughly, a non-Makhoran landholder in the Empire), one of the partners who actually own Azure Wake Enterprises and the owner of the headquarters you currently sit in. The tavern is entirely bereft of other guild members at present apart from yourselves. Some massive naval undertaking has been the buzz around camp of late, and the absence of company in what would be an otherwise bustling tavern hall certainly indicates that most available hands have since embarked on said undertaking.
Instead, you are left with the tavern to yourselves, silent save for your own voices and the steady lap of water against the exterior hull...
Feel free to enjoy some banter or generally kill time hereabouts until you're given some more pertinent details about what your PCs will actually be doing.