I never explained who the players' characters are:
Zora is a Chaotic Human Fighter, she signed up as a mercenary with the Martell Company to spy on their operations and she wants to find some precious elven relics before she tries to leave the island
Allmah is a Neutral Human Thief, she was sentenced to work for the Martell Company to pay for her crimes back in the city (a 9 year sentence), she and Zora kept each other alive during the war and Zora helped her escape her chains when their ship wrecked upon the island, she hopes she can leave the island with enough wealth to never work another day in her life
Diera is a Good Human Magic-User, she signed up as a mercenary with the Martell Company because her cousin, Zora, had as well, she she hopes to find powerful magic on the island which she can claim for her own use
During the hours of traveling back and forth between the shoreline and the glade, Allmah crossed paths with an earth imp named Gode, who seemed very curious as to why humans have returned to the island. She answered all of his questions and explained about the Martell Company and the lizardmen and salamanders she had encountered. Gode corrected her, "Well, actually, those are the Goa and they're very unfriendly." and "Well, actually, those are the Fuegonauts and they're really stupid."
Zora insisted on exploring around the glade and they found a ruined hilltop that Gode was reluctant to approach. He claimed there were more elementals like him living there and they were cheats and liars. Zora ignored his prattling and walked down the only stairwell amongst the ruins to find a gambling den filled with steam and fire creatures, all drinking and gambling, and being super annoyed that another earth imp, Gode, had arrived. The bartender bet each of the humans one gold bar that they wouldn't be able to get the earth elementals to leave, and Zora took the bet. She talked to the other earth imp, Grine, for a very short period of time before he agreed to follow her. As they left the gambling den, they found there were already steam imps at the top of the stairs with gold bars. This was not so much a bet as it was a payoff. The steam imps helped construct a ship for the humans to sail of the island and then returned to the den, asking the humans not to return with their two "friends."
They moved the second ship, a very simple but large rowboat, closer to their pirate skiff along the shore, then proceeded back into the jungle where they found a copper arch standing in a pond of white lilies. Allmah swam through the pond and found an ornate golden box with a strip of perfectly preserved and tattooed skin inside - nobody could read the runes etched into it. Diera proceeded to study the archway, and they were soon approached by lizardmen who held their hands up peacefully. Some tense conversation led to an understanding that these were Arva, "good lizard people" as Diera put it, and they wanted to know what the arch did. When Diera concluded her study, she shared her knowledge with them: a teleportation gate that required a chime to operate.
"I bet that chime is in the gambling den!" said Zora. The party returned to camp resolved to explore the gambling den, and at the very least attempt to steal the elemental core that dominated the archway over the bar.
Some DMing note:
At first the players thought that Gode was cute, but I emphasized that his questions are tedious, never stop, and are potentially hazardous. "So your hair just gets longer every day? Can you feel it? How can you not feel your hair? are there other parts of your body you can't feel? Does it hurt when I poke you like this? How about here? How about like this?"
Describing the gambling hall, the House of Tranquility, was difficult but I think I pulled it off well enough for the players to understand that this place is part of an elemental society built upon elven ruins. One of Diera's INT checks revealed that these imps weren't summoned, they came here on their own - now she's wondering if there are portals to find on the island. When I described the gray core in the bar, table talk immediately turned to "how can we steal this thing?!" and it became a focal point for returning to the den.
While reading the description of the Arva I realized that their motivation of not wanting "any non-Arva to know who or what their leader is" was not going to work. There didn't seem to be any other way for me to have the players hear the name 'Damadar Deodan' so I ignored this motivation and had them be very open about it, even bragging about how powerful he was. I also really like the character of Damadar Deodan so I placed him in hex 19-03, because why the hell not? It gives the Arva a place to congregate to after they explore, and it's close enough to the bathhouse that Damadar might ask some adventurers to go find the source of power the Arva sense there.