Monkey18 > The Emissary of Tep > Location Descriptions
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Beach 1 (West: Swampy Beach, East: Beach 2, South: Graveyard 1)

    On the beach there are crabs scuttling about on the red grit. They hurriedly scramble away in fanned patterns as you draw near. There are a few patches of seaweed strewn along the water’s front. Algae-like substances seem to be growing toward the west side of the beach. You can see the vent holes of clams under the otherwise smooth surface. The slow, systematic undulating of the ocean waves creates a stunning, rhythmic pattern. Pillars penetrate the dimpled water’s surface, making it appear as if a structure was once standing there.

    Movement to the north is fruitless, as the heaving waves seem to be almost taunting you.
    To the east, the beach’s sand segues into a dark black color.
    To the south you can just barely make out a graveyard drenched in the shadows of the forest.
    To the west you can see more beach, but it looks as if painted by algae.

    Objects:

      <none>


Beach 2 (West: Beach 1, South: Forest Path 3, East: Beach 3)
(Villagers: Fiala)

    Seawater laps up against the black sand beach and small blue crabs skitter along the coastline. Seaweed lays in clumps everywhere and the blue crabs seem to congregate in the clumps. Birds fly above and dip into the water for the occasional meal and a pair of sea turtles trudge unconcerned across the beach. The beach is clear of rocks and, excluding the odd seashell, free of sharp objects.

    Seawater laps against the north end of the beach.
    To the south the forest paths blocks off the majestic scenery. Only the forest path cuts through the dense foliage.
    To the east the sands of the beach lighten from deep black to a milky white.
    Along the west bank the sands change from black to scarlet red.

    Objects:

      <none>


Beach 3 (North: Coral Reef 1, West: Beach 2)

    Milky white sand dusts a landscape intermixed with seashells. Seals lie on large rocks that jut from the seawater and their cries deafen any observer. Droves of pale red crabs fight each other for scraps of food before becoming the food of large sea birds. Coral reef snakes dart through the water as they travel to and from their namesake reefs.

    To the west the sands visibly darken and the large rocks disappear completely.
    The south of the beach is enclosed with the impenetrable forest.
    To the east, noisy sea gulls fly above the impassable cliffs.
    Waters laps against the north shore, and a coral reef kisses the beach at one point, blending naturally with the rocks.

    Objects:

      <none>


Bean Patch (North: Village 2)
(Villagers: Kaveri, Totok, Wingi)

    Stumps of trees that were cleared out years ago still remain as a testament to the hardiness of the local flora. One large stump has been carved into a crude throne. Between the stumps are tripods of sticks. Clinging to the sticks are vines that you recognize as bean plants. While many of the bean plants are thriving due simply to excellent local growing conditions, others are wilted and several others have been simply stomped into the ground, apparently due to the actions of a clumsy gardener with big feet and a black thumb of death. Ashes still litter the ground from the time this piece of land was cleared for planting. The bean patch is muddy, and requires large, exaggerated strides to move through it. The forest surrounding part of the bean patch is impassable; the other portion of the bean patch is by the river making the only exit back through the village.

    To the north you see the village.
    Movement to the south, east, and west is blocked by thick jungle vines.

    Objects:

    • Throne: The throne has been crudely carved from a wooden stump. There is something written on it in the local script (translated: “Totok Master of the Bean Patch” except Bean Patch has been scratched out and replaced with “Juice”).
    • Beans: The small, brown beans that are not wilted or crushed are fat and look tasty.


Bottom of Waterfall (North: Sea Cave, East: Descending Path)
(Villagers: Totok)

    Carved into the steep cliff face is a meager path. On the bottom end of the path lies a gaping black cave mouth. At the top of the path is an even longer path leading upwards and out of sight. The path is covered with loose sand and gravel, making sure footing impossible. A strong sea breeze pushes at the path and cliff face, threatening to sweeping unwary travelers over the edge.

    To the north lies the darkened entrance to a sea cave. You can’t quite tell the depth of the cave, but judging from the echo it must be pretty big.
    To the east the path leads up along the cliff face.
    To the west a raging waterfall prevents movement.
    To the south there is nothing but a drop-off overlooking the sea.

    Objects:

      <none>


Bridge (North: Village 3, West: Lake Side 2)

    A rickety wooden rope bridge spans the cavernous space between the outer edge of the island and the village. The bridge is located a tree’s height above a rushing stream. The stream trickles down from the lake and then begins to rush as it dances over the rapids located under the bridge. The water then continues around a corner and out of sight. A weary traveler would have to be careful not to be thrown from the bridge and meet the sure death below.

    To the north, the bridge connects to two sturdy wooden stumps. Past the stumps a beaten footpath leads through tall grass into the village.
    To the west, the bridge connects to two rotting wooden stumps. Past the bridge on the west side of the water is a small flat grassy area.
    To the east and south a raging river flows far below.

    Objects:

    • Bridge: The bridge creaks ominously. It’s along way down to the rapids.


Cliffs 1 (East: Field)
(Villagers: Merripen)

    Standing at the edge of this high cliff is breathtaking. Thousands of feet below lies a rushing stream of water, blasting its way over sharp, jagged rocks. Off to the northwest the stream runs under an old bridge and connects to a vast lake, which is mostly obscured due to the canyon-like formations created by the cliffs here. Not much vegetation is present on this flat plane, but across the canyon lies a simple but massive temple. Four rounded spires stand out from behind a thick, circular, stone wall. No gates or openings in the wall are evident, and there doesn’t appear to be any other sort of entrance to the temple.

    Off to the east a simple dirt path leads to a wide, open field.
    In all other directions, sheer cliffs prevent you from moving anywhere but straight down.

    Objects:

      <none>


Cliffs 2 (North: Field, South: Descending path)
(Villagers: Ioakim)

    Standing at the edge of this high cliff is breathtaking. Thousands of feet below you lies a rushing stream of water, flowing blindly over a steep drop. The resulting waterfall thunders with a bass rumble. A keen eye can spot a thin path leading from this area down along the cliff face to the bottom of the waterfall. At the base, the dropping water is smashed against jagged boulders. The mist from the waterfall’s ending splash travels up to this point, creating a wet sea-salt atmosphere.

    To the south a thin path runs along the side of the cliff face. A small lip connects the flat field with the descending path.
    To the north a beaten footpath leads to a large, open field.
    To the west and east the drop of the cliff prevents movement.

    Objects:

      <none>


Cooking Hut (Out: Village 2)
(Villagers: Wingi)

    The Cooking Hut is a rectangular open air structure big enough to accommodate the cooking needs of the entire village. One of the narrow sides has a wall to provide a wind break for the cooking pit which is located near it. Large metal pots and various cooking utensils hang from hooks on the support beams that crisscross the structure just above head height. Several large tables used for preparation bear the stains of exotic fruits and the scars of being used as a chopping block. The smoke from the cooking pit has blackened the thatched roof above it. Aromas from past meals that have permeated into the materials of the cooking hut still hang in the air causing your stomach to growl.

    The only exit leads back to the village.

    Objects:

    • Cooking Pit: The cooking pit is carved out of the earth and encircled with stones. A blackened metal grill spans the entire pit, and the tantalizing smells of meats, spices and vegetables permeate the air.
    • Metal Pots: The metal pots are nearly half your size, and, judging by their blackened state, they have seen a lot of use.
    • Utensils: All manner of cooking utensils are hung from the rafters; some, like the forks, knives, spoons, chopsticks, pokers, and tongs you recognize, but many are quite outlandish. One in particular sports a spoon shape on the upper end with a fork shape grafted underneath; the middle protrusion of the fork shape is elongated and serrated, like a knife. It looks like it would be somewhat dangerous to eat with.
    • Tables: The large tables are heavily scored, probably by the utensils hanging from the rafters. Multicolored stains also decorate the wooden tables.


Coral Reef 1 (South: Beach 3, North: Coral Reef 2)
(Villagers: Hania)

    The reef you are standing on is a giant expanse of coral, sprinkled with small tidal pools filled with tiny fish and some crustaceans. Nearby you can see palm sized octopi feeding on a recently killed fish. Standing still is fairly difficult, as the coral beneath your feet feels and sounds like glass shards bending under your weight. The salty air mixed with the roaring ocean and rain is refreshing. The fog created by the frequent rain obscures a lot of what would probably be a beautiful view. You notice that the reef continues north for quite a ways, and you can make out the satin white sand beach to the south. In the distance you can hear a deep pipe organ sound coming from the direction of the end of the coral reef.

    On the north side of this area is more coral reef.
    To the east, churning waters block your path.
    South of here, you are able to see the shore of a white sand beach.
    Torrid waters block your movement to the west.

    Objects:

      <none>


Coral Reef 2 (South: Coral Reef 1)
(Villagers: Isak)

    As you worm your way past the tidal pools you notice that they are being replaced by an increasing number of blowholes in the coral. The reef is also beginning to narrow the farther from the mainland that you get. It would seem that the pipe organ sounds are emanating from the blowholes, as the ocean waves violently blast air through them. On the north face of the reef you can see chains leading into some of the blowholes.

    To the south, the coral reef leads back toward the shore along the coral reef.
    To the north, the west, and the east, the sea blocks your progress.

    Objects:

    • Chains: The two weathered chains are nailed into the beautiful coral with large lag screws. The chains each probably stretch a little over half the width of the blowhole, and are at least twice your width. You can see that there are shackles at the ends of the chains.
    • Blowholes: The insides of the blowhole are covered in extremely sharp looking spires of coral. The stains of old blood on them are almost too revolting to look at. Timing your movements with the waves is too tricky and dangerous for you to get closer to the blowhole for further inspection.


Descending Path (North: Cliffs 2, West: Bottom of Waterfall)

    Peril is the first word that comes to mind when traveling through this area. A long descending outcropping provides the basis for a path, leading down along the cliff face. Up at the top of the path it connects to a broad field scattered with rocks. At the bottom it wraps around the cliff face, preventing you from viewing its final destination. Tumbling pebbles and sand, stirred by the strong sea winds, sprays the path in a constant ankle-height windstorm.

    To the north, at the top of the path, lies an open field area. The path simply rides the cliff face up until both surfaces are even, then a large boulder terminates the slope.
    To the west, the path follows the curve of the cliff face and disappears from sight.
    To the south and east a severe cliff prevents all but the most insane travelers from progressing.

    Objects:

      <none>


Eating Hut (Out: Village 2)
(Villagers: Kaveri, Hinun, Rushi, Totok, Senwe, Wingi)

    A large table is the centerpiece of the eating hall. Small benches and simple stumps that are obviously meant to be used as stools flank the table. It is a large rectangular building open on all sides with a high thatched roof to protect against the rain. Lanterns hang from hooks on the cross beams used to support the structure. Despite recent events, the eating hall seems to ring with a jovial atmosphere. The large long table seems to bring to mind thoughts of what must have been happier times; a time when a village, undivided, ate together and shared the day’s events with laughter and merriment.

    The only exit leads back to the village.

    Objects:

    • Table: The wooden table is ancient and huge. It appears mostly splinter free, and could seat over a hundred people.
    • Benches: The benches are simple and carved from wood.
    • Stumps: The stumps have simply been uprooted and moved to the Eating Hall. Most are smooth with wear.
    • Lantern: The lantern hangs from hooks on the crossbeams. It is constructed of metal and glass, and its oil flame burns steadily.


Field (North: Village 1, West: Cliffs 1, South: Cliffs 2, East: Kiddie playground)
(Villagers: Imala, Kaila)

    Waist high grasses sway gently in the wind. Paths cut by playful children criss-cross the landscape and the field is clear of harmful plants and rocks. These features make it the perfect place for carefree youngsters. A forgotten toy and a string of beads lie in the sweeping grass.

    To the north shoddy buildings mark the beginning of the village.
    To the east a wooden fence circles playground.
    To both the west and south two rocky paths lead to the cliffs on the horizon.

    Objects:

    • Toy: A carved wooden image of an iguana lays forgotten to the side of the field. It’s poorly painted in a pale blue, and has only three legs.
    • String of Beads: Laying half underneath the toy three-legged iguana is a string of beads. The beads are ceramic and painted pale yellow.


Forest Path 1 (West: Village 1, East: Grog Rock)
(Villagers: Hinun, Kaila)

    Massive fruit trees border either side of the path; all of them laden with large fruits. The path is covered with the fruit that has fallen from the trees; in the center of the path the fruits have been flattened by something heavy. A large beehive buzzes angrily several feet above your head. Discarded cutting tools lay beside rotting fruit.

    Both to the north and the to south, the path is walled by fruit trees and other foliage that a native would find difficult to traverse.
    To the east the path continues into the forest.
    To the west the path disappears and buildings can be seen in the distance.

    Objects:

    • Tools: The stone hatchet is notched from heavy use.
    • Beehive: The beehive is made of wrapped layers of wax. Several bees buzz around the hive, seemingly unconcerned with life.


Forest Path 2 (North: Forest Path 3, South: Grog Rock)
(Villagers: Coman, Fiala)

    Picked gourds, chewed by both man and beast, lay scattered over the forest path. Along side the path, gourds yet to be picked along with pink spotted mushrooms grow at the foot of massive tropical trees. Animal tracks that cross the path are testimony to their constant passing.

    To the north the forest deepens and the path grows obscure from the lack of direct sunlight.
    To the south the path can be seen ending and giving way to a small clearing.
    Both to the west and the east the path is walled by foliage that a native would find difficult to traverse.

    Objects:

    • Gourds: The gourds are pale yellow and have bite marks from both men and animals. Several of them have been crush by a careless step.
    • Mushrooms: The mushrooms are white with pink spots that speak volumes about their safety to anyone who dares to sample them.


Forest Path 3 (North: Beach 2, South: Forest Path 2)
(Villagers: Anoki)

    Sticks cover the path and birds croon from above. An anthill is found to one side of the path, and the industrious insects ignore any observer as unimportant to their grand schemes of conquest. Vines hang from the trees and sway gently in the wind.

    To the south the path continues through the forest.
    To the north the forest opens up to a majestic black beach.
    Both to the west and the east the path is walled by foliage that a native would find difficult to traverse.

    Objects:

    • Stick: A partially sharpened stick lays forgotten at the base of a massive tree.
    • Anthill: The anthill is thriving with large, red, tropical ants. They are swarming in and out of their little mound, carrying food bits to and fro.


Geyser (East: Graveyard 1, West: Hot Springs, North: Swampy Beach)
(Villagers: Qianru)

    The sulfur scent that perfumes the dank air is fairly unnerving. Steam rises from the only standing object in the area. The torrid heat radiating from it is almost as overwhelming. If it weren’t for the common occurrence of rain, it would probably be unbearable. From you position you can see that the geyser’s flute has a hole of your chest’s width in diameter. You dare not get much closer without more protection.

    To the east is the entrance to the graveyard.
    To the west the path fades into an indistinct cloud of steam.
    A mushy looking beach lies to the north.
    Progress to the south is blocked by the colossal volcano.

    Objects:

      <none>


Graveyard 1 (West: Geyser, North: Beach 1, South: Graveyard 2)
(Villagers: Kalil, Hania)

    A large field of flowering, ankle high edifices expands before you, while a sulfurous odor wafts into your nose from the geyser to the west. Each of the formations is segregated from the others, allowing just enough room to walk through. All of these structures appear to be finely crafted. Most of them are partitioned into double palm length plots. Inside each of these panels is a small stone figurine. Every statuette, as far as you can tell, faces south, toward the volcano and the temple near the peak. The rest of the plot is sheltered in a lovely arrangement of flowers and plant life. The earth here is damp, and you notice that black, reddish tinged mud is sticking to your feet.

    To the north is a scarlet sand beach.
    On the eastern side you are blocked by thick jungle.
    The graveyard continues to the south.
    You are able to make out the fluted protrusion of a geyser erupting from the earth to the west.

    Objects:

    • Edifice/Figurine: The wood lining the outside of the large box is adorned with the intricate script of the natives. You have no idea of what it speaks of. Looking carefully at one of the figures before you, you notice that is a detailed object of great sophistication. The shape appears to be a symbolic representation of a person of Tep.


Graveyard 2 (North: Graveyard 1)
(Villagers: Kalil)

    The vegetation seems to be screaming and writhing in pain as it looms overhead. Off in a crook, you can see a gravedigger’s tools. There are several divots in the ground, with scrapes and markings leading into and out of them, and toward the divot’s center there is a small grave marker. There are carvings in the trees circling the grave.

    The forest is far denser than you can handle. The only way out of here is from whence you came, the graveyard to the north.

    Objects:

    • Tools: A shovel and a metal bar, probably used for propping up or prying open heavy objects, comprise the gravekeeper’s tools.
    • Grave Marker: You are unable to decipher the native language of Tep.
    • Carvings: You are unable to decipher the native language of Tep.


Grog Rock (West: Forest Path 1, North: Forest Path 2)
(Villagers: Qianru, Rushi)

    The forest parts slightly to allow a small clearing. A large rock stands alone in the center of the area. Grog Rock is shaped like a massive bowl, and a rank smell wafts upward from it. The underside of the rock has been chipped away to allow fires to be lit underneath the monolithic still. Flies buzzing around the stone reaffirm the safety of the product being distilled. A hodgepodge of roughly hewn firewood lays stacked on the side of the clearing. Ominously nondescript pots and polished black bottles sit beside grog rock. Mice are running in and out of them. Several of the pots are uncovered and dead insects lie piled in them. A box of old fruit stands in the center of this collection of pots; the fruit inside is tinted with green, and not even the mice dare enter it.

    Tropical trees on the south side and east side of the clearing make a biological wall.
    On the north side the path progresses further into the forest.
    On the west side of the clearing the forest path heads toward the village.

    Objects:

    • Pots of dead insects: The pots are color coded, and seem to hold different kinds of insects according to color type. Some of the pots are larger than the others, apparently for larger insects.
    • Polished black bottles: The polished black bottles lay strewn beside all of the other items. Several have their corks missing and venomous liquids trickle from them.
    • Box: A large wooden box is filled with what must have once been fruit. Now the fruits are covered with a green fuzz that looks anything but healthy.
    • Firewood: The hodgepodge of roughly hewn firewood lays stacked on the side of the clearing. Some of the wood is already partially burnt from previous fires.


Hot Springs (North: Marsh 1, South: Village 4, East: Geyser, West: Province 1)
(Villagers: Leilani)

    Steam moves in very interesting patterns when being pelted by the frequent downpour. The smoky, soggy fog swirls away from you in powerful vortexes. The ground is a moist clay-like substance that makes a strangely appealing squishy splat sound as you walk over it. The land slowly slopes into a rather hefty pond from which the mist pours. It appears as though the energy of the volcano naturally heats the pool, and the texture of the water looks extremely inviting.

    To the north the path ends in a marsh.
    A well worn path leads to the village to the south.
    To the east you see a geyser.
    A sprawling pampas opens to the west.

    Objects:

    • Spring: The natural hot tub steams invitingly.
      The command go springs produces:
        As you start removing your clothing, you step timidly into the comforting waters. Its faultless warmth tranquilizes you. You can feel the horrors of the peripheral world dissolving away. Even the constant threat of downpour seems to distance itself as you relax. The sums of energy you have spent during the day are finally catching up with you as you start to fall asleep. Ever so slowly you start closing your eyes. You can’t help it; the serene atmosphere is getting the better of you. You let out a sigh of relief and fall asleep... ...sleep... ...sleep... You wake up some time later. Looking much like a prune, you scramble back into your clothes.


Hut 1 (Out: Village 3)
(Villagers: Qianru)

    Once you are inside of the small, thatched hut, the atmosphere is warm and inviting. A large, central torch provides most of the light, and a scattering of wax candles illuminate the wooden shelves that reside in the two far corners. Clay pottery shares stocking space with the candles, and a poignant, fruity odor emanates from them. A pair of wooden tools lie on one of the lower shelves; the bulbous, blunted ends are wrapped in dark stained cloth. A beige hammock is strung across the near corner of the room, and across from it is a haphazard heap of faded green cloth and furry pillows that probably serve as bedding.

    The exit from the house is the only way out.

    Objects:

    • Torch: The wooden torch is burning brightly. A metal container welded onto the shaft tops its simplistic wooden design.
    • Wooden Shelves: The wooden shelves accommodate a set of six clay pots and a pair of wooden tools.
    • Clay pottery: Six separate clay pots are each holding various kinds of fruit; four contain various kinds of thick fruit paste, and two hold stashes of intact, red berries.
    • Wooden Tools: The wooden tools are warped, carved wood that seem to be treated in some way to prevent decay. The blunt, clothed ends are deeply stained with fruit juice.
    • Beige Hammock: The beige hammock looks quite comfortable.
    • Bedding: The mass of bedding, upon closer inspection, consists mainly of faded green cotton blankets, and two large, stuffed pillows made of some furry animal; it looks comfortable.


Hut 2 (Out: Village 3)
(Villagers: Alaqua)

    The inside of the pyramidal hut is bare and functional. A blue hammock is strung from the far end of the hut, and a large lantern hangs from the pointed top of the ceiling, providing light. A stack of bound parchment is located on a small wooden table opposite the hammock.

    The exit from the house is the only way out.

    Objects:

    • Blue Hammock: Functional and unadorned, the blue hammock is still large and accommodating.
    • Large Lantern: The lantern hangs from the apex of the pyramidal hut by a rope. It is constructed of metal and glass, and its oil flame burns steadily.
    • Small Wooden Table: The wooden table is very low to the ground, and its small surface area is dominated by a stack of bound parchment.
    • Stack of Parchment: The stack of parchment is bound with reeds, and is penned in a flowing, artistic script. You assume the language is local, for you cannot fathom it.


Hut 3 (Out: Village 4)
(Villagers: Leilani)

    The stolid hut has a cozy inner décor. Four torches in each corner of the hut provide bright illumination. A neatly kept purple hammock is strung in the left corner. Underneath, some trim, forest green female clothing is folded in an orderly fashion. Opposite this, a red hammock is strung slightly askew. Underneath it, feminine, white clothing is somewhat lackadaisically spread. On the far end of the hut, a groove seems to have been etched on the wooden wall, at about your height.

    The only exit is the small opening at the front of the hut.

    Objects:

    • Purple Hammock: The purple hammock is spotless, and very tidily kept.
    • Red Hammock: The red hammock is slightly askew, but clean and inviting.
    • Fiala’s Clothes: The green and brown clothing consists of a few cutaway shirts and loincloths. They are clean and tidily ordered.
    • Merripen’s Clothes: These white clothes are a few loincloths and some whimsical shoulder togas. They are in some disarray, although they look and smell clean and fresh.
    • Groove: Upon closer inspection, the groove in the wooden wall seems to have been caused by a triangular metal instrument.


Hut 4 (Out: Village 4)
(Villagers: Isak, Totok)

    The interior of this ordinary looking hut is sparse and austere. A torch in the far right corner of the little hut gives some illumination. Across from it a bundle of tall, smooth, wooden spears are meticulously collected. Two hammocks are strung across the two near corners of the hut, and, while both are brown in color, one smells considerably worse than the other. The odorous hammock is dotted with a few beans.

    The only way back to the village is the opening at the front of the hut.

    Objects:

    • Torch: The wooden torch is burning brightly. Its simplistic wooden design is topped by a metal container welded onto the shaft.
    • Wooden Spears: The wooden spears are smooth and sharp looking; they have been meticulously bound with rope. They are obviously the work of a master, and exude a sheen that speaks of some finishing treatment.
    • Brown Hammock: This is a nondescript brown hammock.
    • Beany Brown Hammock: This hammock reeks of some foul odor, and a smattering of beans dot the fabric’s surface.


Hut 5 (Out: Village 4)
(Villagers: Kalil, Senwe)

    The engraved wooden doors swing outward, admitting you to the inside of the large thatched hut. A single torch in the center illuminates the interior. Two black hammocks are strung in opposite corners; towering over one is a wooden relief carving of a raven. Several black shirts and long shorts are neatly folded underneath the carving.

    The only exit is through the wooden doors.

    Objects:

    • Engraved wooden doors: The hinged wooden doors have been engraved with an image of a stylized flame juxtaposed with a somber tomb image. The craftsmanship is relatively impressive, and the hinges swing smoothly.
    • Torch: The wooden torch is burning brightly. Its simplistic wooden design is topped by a metal container welded onto the shaft which holds the fuel.
    • Either black hammock: This is a tidy, well kept, black cotton hammock.
    • Kalil’s Clothing: This black clothing is more restrictive than the average garb of an inhabitant of Tep; the stack consists of neatly ordered long shorts and a short sleeved shirts. Both are made of cotton.


Hut 6 (Out: Village 3)
(Villagers: Merripen, Fiala)

    The third hut sways ever so slightly as you shift your weight. The interior is lit by an elaborate lantern set on a wooden table. Ornate, ceremonial clothing is strewn about the room, obscuring the sumptuous, blue embroidered mattress with matching blankets and pillows. Spent wax candles are scattered about the corners of the room.

    The ladder, which leads back to the village, is the only exit from the hut.

    Objects:

    • Leilani’s Lantern: The lantern is an ornate affair. Silver framework arcs gracefully over smooth glass panes; this gives the lantern’s light an ethereal, otherworldly tone.
    • Small Wooden Table: The wooden table is fairly low to the ground, and an elaborate lantern is on top of it.
    • Leilani’s Clothing: The disorganized spread of clothing runs the gamut from long, silk inlaid robes to embroidered, stylized toga and loincloth designs. Many diverse, brilliant color schemes demand the eye’s attention; this effect is magnified by the sheer disorder of the clothing.
    • Leilani’s Bedding: The rumpled, blue blankets are beautifully embroidered and are matched with exquisite pillows and a mattress. The pillow design depicts a female dancing with a tall, powerfully built man.


Hut 7 (Out: Village 2)
(Villagers: Kaveri, Coman, Ioakim)

    There are well-defined boundaries of this hut despite its lack of interior walls. One area is strewn with gourds. Another has several small sacks filled with seeds. A large piece of cloth has been hung to separate the last area from the others. It appears to be meticulously cleaned on a regular basis even the dried clay floor of the hut seems cleaner in this area. Several shells are lined up on a nearby windowsill. A few large ones have holes in them and appear to be used as musical instruments. All areas have hammocks and other personal effects.

    The only exit leads back to the village.

    Objects:

    • Sack: The worn leather sacks are filled with various levels of seeds.
    • Shells: There is a wide variety of seashells lined up on the windowsill. The larger ones have several holes meticulously drilled in them.
    • Any Hammock: The hammock looks quite comfortable.


Kiddie Longhouse (Out: Village 1)
(Villagers: Imala, Anoki)

    Inside the playhouse, multiple levels of "forts" and "houses" allow the children of Tep to play high above the floor. Every inch of the sturdy log frame is covered in colorful beads and painted images of a large, square jawed man laughing. Running down the center of the house, three fires warm and light the long room. At the far end of the playhouse, a sloppy pile of toys hint at the depressing truth of the village’s devastation. This house was once full of children, but now is drearily empty.

    The only exit leads back to the village.

    Objects:

    • Forts/Houses: The small buildings are sturdily constructed of wood and painted with bright primary colors. Bridges and ladders connect the little structures to one another.
    • Fires: These are small, stone encircled firepits, blackened with frequent use. Small fires are burning here.
    • Toys: The toys include blocks, balls, dolls, and several simple musical instruments. Most of the dolls are forms of a square-jawed, muscular man or a serpentine, sinister man.


Kiddie Playground (West: Field)
(Villagers: Imala, Anoki)

    The green grasses of the field end and you enter a beaten dirt area. Simply made toys dot the ground. A doll with a broken leg lies next to a dog-eared seesaw. More dolls lay scattered in the clearing along with feathers, carved wooden blocks, strings of bead, and seashells. The north side of the playground is sticky with red clay that the children have formed into balls and played with.

    To the west the grasses of the field are visible.
    A simple wooden fence blocks progress along the north, south, and east of the playground; just past the fence, sheer cliffs drop into the sea.

    Objects:

    • Doll (Broken Leg): A realistic Totok doll, minus left leg, sits atop a stack of red clay balls. Someone even took the time to construct a crown for his head.
    • Dolls: A doll constructed like one of the disfigured idols in the town center rests under the childs seesaw. It seems ominous in such a carefree place.
    • Blocks: Multicolored wooden blocks are scattered in the field. Some painted red, other yellow, yet more in blue, green, and pink.
    • Strings of Beads: The strings of beads are of simple ceramic, and are painted in bright, primary colors.
    • Seashells: The seashells are quite varied.
    • Red Clay: The red clay seems to be taken straight from the ground; it is sticky and easily moldable.
    • Fence: Most of the paint of the fence has been chipped away. It has obviously been constructed to keep small children from toppling off the nearby cliffs.


Lake Side 1 (East: Province 1)
(Villagers: Amalia)

    The large churning lake ahead of you swells and decays rhythmically. Spires of stone and rubble border all faces of the shore. Boulders break the otherwise continuous plane of the damp soil nearest the water’s edge.

    To the north, rocky mountains converge with a tall coral reef; they block your path.
    To the west, rocky mountains converge with a tall, coral reef; they block your path.
    To the south, the lake churns fiercely, blocking your path.
    To the west is a grass covered plain.

    Objects:

      <none>


Lake Side 2 (East: Bridge)
(Villagers: Isak)

    This small grassy field is bordered in by cliff drop-offs and rock faces. To the north the field narrows to butt up against the beginnings of a line of small mountain peaks. The grass here is brilliantly green, and it appears that not many feet tread on this land. However, the entire surface here is not marred by one tree or bush. Towering above the south end of this small place of peace is a giant stone wall. The ground here is not wide enough to accommodate a full view of the wall structure, but judging from the wall’s curve this creation is large. The stone is dark and cold, with no markings.

    To the east lies a rickety rope bridge. Looks dangerous.
    To the south a massive wall structure prevents passage.
    To the west a steep cliff face looks out over the sea.
    To the north a rock face holds back unprepared travelers.

    Objects:

      <none>


Abandoned Longhouse A (Out: Village 1)

    The front half of this house is lined with wooden tables covered in chipped stones and stone carving tools. The floor is covered in a layer of gray dust. A half-finished sculpture, resembling a horrific aquatic beast, lies on its side a few paces from the doorway. Somebody went to great lengths to completely destroy the head. The back of the house is filled with uninteresting items of everyday life on Tep. Anything of value has long since been looted.

    The only exit leads back to the village.

    Objects:

    • Tools: The tools are old and worn. They need to be replaced.
    • Tables: The tables have suffered heavy use. Cracks and dents are highlighted by a thin, gray powder.
    • Dust: This dust looks like it would stick to anything.
    • Sculpture/Beast: This hideous beast looks like a cross between a man and several sea animals.
    • Stones: Some of these stone pieces are jagged and sharp.


Abandoned Longhouse B (Out: Village 2)

    Sunlight streams in through holes in the thatch roof illuminating the dust stirred up as you enter and making it appear like smoke. The floorboards moan under your weight. The beds are empty and the shutters are closed. The personal effects of the former inhabitants lie exactly where they were left, disturbed only by the occasional small animal searching for food. The silence creates a vacuum of human emotion that your mind wants to fill with the sounds of people at work and play; the sounds that should fill this haunted place; the sounds of people now long dead. This house belongs to the spiders now. Their intricate webs display a myriad of species, the last sign of life here.

    The only exit leads back to the village.

    Objects:

      <none>


Longhouse C (Out: Village 1)
(Villagers: Kaila)

    This longhouse's only inhabitant has piles of clothes and jewelry near the front of the house. Aside from a bed and a table, the house is covered in a gentle blanket of dust. Straw mats are hung across the house so it appears to be much smaller. A small fire pit provides the longhouse’s only light and causes feathered shadows to dance silently on the walls.

    The only exit leads back to the village.

    Objects:

    • Clothes/Jewelry: There are far too many outfits and accoutrements for one person to wear...
    • Bed: This is probably the most padded bed on Tep.
    • Table: The wooden table has dried food and liquid stains on it. It is rather disgusting.
    • Dust: The lonely dust of disuse covers the majority of the longhouse.
    • Mats: These mats make a pathetic wall.
    • Fire: Gray ashes are piled up in the fireplace. A small fire is burning here.


Abandoned Longhouse D (Out: Village 1)

    The soggy remains of this longhouse are a welcome home to the frogs that have taken it over. A large, broken boulder sprawls in the middle of the house; it appears to have somehow caused the gaping hole in the roof. This hole allows the heavy rain pummel the absent owners last possessions into the soft, muddy floor. As many as five families may have lived here once, but it is time for the jungle to reclaim this house.

    The only exit leads back to the village.

    Objects:

    • Frogs: The orange stripes on their backs say, "BEWARE." They are cute though.
    • Boulder: The boulder is nearly as wide as the hut. It’s amazing it was blasted so far!
    • Possessions: Baskets, tools, clothing... everything is slowly sinking into the soft earth.


Marsh 1 (West: Marsh 2, North: Marsh 3, South: Hot Springs, East: Swampy Beach)

    The ground has become soggy and muddy; before you, scattered trees are hunched over; they like men struggling under tremendous weight. One tree in particular seems to be reaching out towards you with a skeletal, menacing arm. Methane gas hovers in the air, lending the atmosphere an almost mystical light. It’s as if the holes in the tree are staring at you, watching every move that you make.

    To the south, the volcano rises up ominously. At its base, a cloud of steam can be seen.
    To the east the marsh gives way to a more reddish tinted marshy terrain.
    To the north the waters seem to become even more fetid and foreboding.
    To the west the unchanging swamp continues.

    Objects:

      <none>


Marsh 2 (East: Marsh 1, North: Marsh 4, South: Province)
(Villagers: Alaqua)

    The cold, western sea breeze from the giant sea waves hits your face as you slowly tramp through the marsh. Seagulls in the sky hover over the crashing waves trying to spot fish. The watery earth squelches underneath your feet, and a chorus of frogs fills the air.

    To the south the ground becomes rapidly firmer.
    To the east the unchanging swamp continues.
    To the north the waters seem to become even more fetid and foreboding.
    To the west the swamp gives way to seawater and weeds; it probably merges with the sea.

    Objects:

      <none>


Marsh 3 (East: Swampy Beach, South: Marsh 1, West: Marsh 4, North: Marsh 5)

    Knee-deep cold water covers the landscape, though a few paths rise above the surface. Sickly trees stand scattered about the terrain, and razor sharp grass covers everything. The sea breeze can only faintly be smelt over the stench of methane. Birds occasionally break the dead silence. A few birds are standing on the remains of a dead tree, gorging themselves on the abundant worms and slugs found inside.

    To the south the ground seems to raise somewhat for easier travel.
    To the west the unchanging swamp continues.
    To the north the waters seem to become even more fetid and foreboding.
    To the east the swamp gives way to seawater and weeds; it probably merges with the sea.

    Objects:

      <none>


Marsh 4 (North: Marsh 6, South: Marsh 2, East: Marsh 3)

    Knee-deep cold water covers the landscape, though a few paths rise above the surface. Sickly trees stand scattered about the terrain, and razor sharp grass covers everything. The noxious smell of methane assaults your nostrils. Occasionally, a small jut of flame, the result of the build up of methane volcanic sparks, disturbs the boring landscape.

    To the south the swamp relents slightly; it looks as though movement is easier in this direction.
    To the east the unchanging swamp continues.
    To the north the waters grow even more fetid and foreboding.
    To the west the swamp gives way to seawater and weeds; it probably merges with the sea.

    Objects:

      <none>


Marsh 5 (North: Bog, West: Marsh 6, South: Marsh 3)

    Waist deep cold water covers the landscape; no paths rise above the surface. Dead trees and tall grass break up the dreary scenery. The grass appears razor sharp and the trees have large vicious birds perched on them. Occasionally brightly colored snakes swim unconcernedly through the fetid waters. Above all the horrid smell overwhelms all other sensory experiences.

    To the south the ground seems to raise somewhat for easier travel.
    To the west the unchanging swamp continues.
    To the north the waters seem to become even more fetid and foreboding.
    To the east the swamp gives way to seawater and weeds; it probably merges with the sea.

    Objects:

      <none>


Marsh 6 (North: Bog, South: Marsh 4, West: Marsh 5)

    Waist deep cold water covers the landscape, and no paths rise above the surface. Little vegetation is in evidence; even dead trees and razor grass is few and far between. The awful methane stench of the swamp chokes out everything and makes it difficult to breath. Methane appears visually, and is seen rising from the water.

    To the south the ground seems to raise somewhat for easier travel.
    To the east the unchanging swamp continues.
    To the north the waters seem to become even more fetid and foreboding.
    To the west the swamp gives way to seawater and weeds; it probably merges with the sea.

    Objects:

      <none>


Province 1 (West: Lake Side 1, North: Marsh 2, East: Hot Springs)

    This rambling plain is covered in grass. You momentarily see rabbits and lizards darting in and out of view. This is a spectacular vista; the rolling hill is like that of a fairy tale. The sound of the ocean thrashing can be heard echoing up from the northern marsh.

    There is a path heading off to the west towards a lake.
    The marshland lies to the north.
    To the east is an ambiguous cloud of steam.
    A fast moving river surges to the south, blocking your path.

    Objects:

      <none>


Sea Cave (In Thru Secret: Temple of Rametep, South: Bottom of Waterfall)
(Villagers: Isak)

    The only sound present here is the great rushing of water generated by the waterfall outside. The tall cave entrance allows enough light into this vast cavern to show a pool of stationary water. The water’s clarity is unmatched, seeming almost to not even be present. At the bottom of the pool small string-like greens grow out from between the cracks in the cave floor. The cave appears to lead off into more caverns which traverse the waterfall and head off in the direction of the temple, above.

    <secret> :: As you walk further down into the caverns, you begin to notice eerie green light guiding your way. Once the tunnel’s entrance is out of sight you are completely guided by an omnipresent green light whose source is not apparent. Finally, the tunnel opens into another vast cavern. This cavern is a giant column, with a trail leading up in spirals to a vast stone room.
    To the south the cave mouth opens up, revealing a splashing wall of water and a delicate path cut into the cliff face. The path wanders up the cliffs to some destination above.
    In all other directions darkness and natural rock formations prevent passage.

    Objects:

      <none>


Swampy Beach (West: Marsh 1, South: Geyser, East: Beach 1)
(Villagers: Coman)

    The scarlet beach begins to choke with reeds and lily pads. The sands thicken into muddy ground that pulls at the feet and the wholesome salt smell of the sea has an overlay of methane stench. Frogs jump from pad to pad, uncaring of human trials and tribulations, and their croaking fills the air. Snakes munch on the careless frogs and long legged birds seem to watch over all.

    To the south a path leads away from the swampy beach.
    To the east the ground grows firm and beautiful red sands fill an observer’s vision.
    To the north the sea meets the land and causes the reeds to sway with the tide.
    To the west the ground loses its battle with the water and a desolate swamp covers the horizon.

    Objects:

      <none>


Temple of Ramatep (Out thru secret: Sea Cave, Out thru secret: Bridge)

    The temple of mighty Ramatep is vast and spacious. Standing in the ring-shaped outer courtyard reveals a full view of the temple. Along the massive outer wall are fountains and stone figures leaning out to loom over temple inhabitants. Four rounded spires of solid stone break the earth at evenly spaced intervals within the temple walls. The four spires are traced from bottom to top, and intricate writing is carved into the stone. In the center of the temple is a smooth stone bubble, housing the altar. Through the open doorway into the altar room, a gnarled stone stand bursts up through a cavernous hole in the center of the altar room.

    It appears that once inside this temple there is no escape.

    Objects:

    • Fountain: The stone fountains are dry and cracked, and seem as though they have been this way for centuries. More grotesque statues probably stood in the center of each fountain, but it is difficult to tell, as most of the fountain stonework has been reduced to rubble.
    • Statues <Entrance to secret bridge>: The hideous statues are of approximately your height. They resemble some twisted hybrid of man and sea beast: although the overall body shape is bipedal, the head is more akin to a hammerhead shark than a human cranium. Elephantine tusks protrude from just underneath the creature's eyes, and its three arms (one of which clutches at the idol) are tipped with serrated talons. A deformed, prehensile tale awkwardly curves behind the back of each figure, and the muscular legs terminate in fishlike, profusely veined flippers. Along the north wall there is one particular statue which stands out. This statue appears to be a now-forgotten mythical hero, and wears a voluminous cloak that hides all of his body, except for one arm which holds an ornamental, obsidian-tipped spear. The blackness beneath the hero’s stone cloak seems too deep. Too deep indeed, for between the statue’s legs lies a hidden tunnel through the wall.
    • Stone Spire: These massive stone spires stand far taller than anything else on the temple grounds. Their intricate writing seems to move up the spires into the heavens, without any space to spare.
    • Stone Bubble <Secret entrance to sea cave>: Under the roofed stone bubble in the middle of the temple grounds lies a vast chasm. Upon further inspection, the deep void appears to have a thin trail leading down into the murky depths. Once traversed, this secret path reveals a sea cave lying deep down under the temple.


Temple Tepititan (South: Volcano Path)
(Villagers: Kalil, Leilani, Senwe, Sheroesha, Alaqua)

    The temple sits atop a fierce hand of rock that has burst from the molten innards of the volcano. Massive stone fingers curl up from the outer edge to create an awe-inspiring pulpit dangling high above the village. Below the pulpit a glassy sculpture of a determined-looking, square jawed male face which smiles over a circular fire pit. Radiating from the pulpit are dozens of short, wooden benches that could possibly seat six or more people. A path divides the benches perfectly down the center and leads to a carved staircase to the lip of the volcano. Pillars of stone lift a wood and grass roof above the benches.

    To the north, the gaping mouth of the volcano blocks your path.
    To the east and west, the mountains perilous slope blocks your path.
    To the south, a path meanders down the volcano towards the sprawling village below.

    Objects:

    • Stone Hand: The tip of each stone finger holds a large unlit torch. Between the fingers you can see much of the island below. The intermittent storms prevent you from seeing as far as the sea. Around the fingers themselves are shallow carvings depicting the various scenes.
    • Torch: The wooden torch is burning brightly. Its simplistic wooden design is topped by a metal container welded onto the shaft.
    • Carvings: The carvings on the fingers seem to be depicting a mythological story. In the first segment, a ghostly, indistinct humanoid is holding two smaller men in each of its hands. The man on the left has a somewhat hunched appearance, slitted eyes, and a thin, disapproving mouth. The man on the right stands straight and proud, and is of a powerful build; his square jawed, resolute facial features exude determination. The next scene depicts the two men working with clay. The sinister man on the left is creating sharklike sea monsters, whereas the muscular man on the right is building little people. The third scene shows the little people building huts and bridges with the muscular man watching over them in a fatherly manner. Near the bottom of this scene, the sinister man seems to be whispering to a small group of little people. The final segment portrays the two large men wrestling with one another, with a large group of little people throwing spears at the sinister, evil man, and a smaller group of little people throwing spears at the larger group.
    • Pulpit: The pulpit is a simple wooden platform nestled evenly between the third and fourth fingers. To one side of the platform is a basket full of trinkets and beads. On the other side several stacks of stone tablets lay on the floor. Front and center on the pulpit, a charred wooden pole holds the obsidian, square jawed face above the licking flames of the fire pit.
    • Trinkets/Beads: These small, simple objects are made of stone and wood. They must have some ceremonial use.
    • Stone Tablets: The writing of Tep is indecipherable to you. Too bad there aren’t any pictures... (Later a character might reveal that these are names of the dead.)
    • Face of Tepititan: The large, square jawed face, though grinning warmly, appears resolute, even implacable. The glassy surface of the obsidian has been painstakingly smoothed into a perfect mirror-like surface. Its perch above the fire gives the black face a flickering light from within.
    • Fire Pit: The fire pit is encircled in rune engraved stones. Its blackened center has clearly seen centuries of use, and a large fire is burning steadily.
    • Wooden Benches: These are simple wooden benches that seem to have some kind of lacquered finish.
    • Fire Pit: A circle of smooth rocks keeps ashes from spreading around.
    • Staircase: The narrow staircase has been carved into the skin of the mountain itself. A wide stone juts out over the volcano, providing a frightening leap into the volcano below. The frequent rain ensures that nothing but a thick rolling smoke escapes the vast molten crater.
    • Volcano/Crater: Although thick smoke conceals the depths of the crater, tremendous heat can be felt radiating from it.
    • Pillars: The large, stone pillars hold the roof above the temple. They are engraved in all manner of indecipherable runes and pictograms.
    • Roof: The roof is sturdily constructed of wood and grass; it keeps the area underneath of the temple bone-dry.


Village 1 (In Abandoned Longhouse A, In Longhouse C, In Abandoned Longhouse D, In Kiddie Longhouse, South: Field, East: Forest Path 1, West: Village 2, North: Volcano Path.)

    In this end of the village, two abandoned longhouses provide a stark contrast to the lively atmosphere of what seems to be a children's playhouse and an occupied longhouse. Nearest the forest is a ruined shell of a wooden longhouse. South of this is a colorfully painted longhouse. On the west side is another old longhouse which is marked by two broken sculptures on either side of its doorway. The grass walls are lightly covered with a sickly, black mold. In the center of these buildings is the least dilapidated of the abandoned houses(C). It appears to have an occupant.

    To the north lies a jagged path up the volcano.
    To the east, a path disappears into the forest.
    To the south, an open field lies beyond the children's playhouse.
    To the west, the village continues around the volcano.

    Objects:

    • Sculptures: The smashed remains resemble people.
    • Mold: The mold has large fuzzy spots in full bloom. Ingesting it would probably not be a good idea.

    Rooms:

    • Kiddie Longhouse: This longhouse’s primary colored wall paintings are looking somewhat tarnished, but the bright glow of a fire inside gives a traveler some reassurance of hospitality. Its simple, wooden construction looks to be sound.
    • Longhouse D: This longhouse is totally dilapidated. A sagging roof is marked by a large gaping hole.
    • Longhouse A: This longhouse has been long abandoned. Two broken sculptures stand on either side of its warped doorway. Dirt cakes its roof, and a dark colored mold covers its putrefying thatched walls.
    • Longhouse C (Kaila’s domicile): This longhouse is looking rather well-cared for, a stark contrast to its neighbors. Its wooden construction is mostly free of grime, and a fire gives it a warm glow from inside.


Village 2 (In Hut 7, In Cooking Hut, In Eating Hall, In Work Shop, In Abandoned Longhouse B, South: Bean Patch, East: Village 1, West: Village 3)

    At the center of this portion of the village is a large open-air dining hut. Surrounding the dining hut are a workshop, a cooking hut, a long house, and a hut seemingly thatched with large leaves. The long house is in a state of disrepair, apparently due to neglect.

    To the north the jungle is too dense to walk through.
    To the west you can make out several huts and a large statue.
    To the east are several longhouses, another part of the village.
    To the south is a short path to what might loosely be called a garden.

    Objects:

    • Cooking Hut: The cooking hut is a large, open air structure; a tarp-like roof shelters it from the elements, as does a narrow wall, which serves as a windbreak. Spicy, good smells emanate from within.
    • Hut 7: This hut has large, elephant ear-like leaves covering its outer shell.
    • Eating Hut: The eating hut is open on all sides, but its thick thatched roof is supported by four thick pillars. Tables and benches are located underneath.
    • Work Shop: The work shop is a simplistic, functional structure made of thatched long grass.
    • Abandoned Longhouse B: This forlorn, wooden longhouse seems to still be structurally sound, despite its obvious neglect.


Village 3 (In Hut 1, In Hut 2, In Hut 6, East: Village 2, North: Village 4, South: Bridge)

    This section of the village is dominated by a large, ornate idol, surrounded by X smaller, more hideous statues. The central idol is carved in the likeness of a powerful man shaping a mound of earth that resembles the island Tep. To the west, a fast moving river roars. To the northeast, the steep incline of the volcano rises up. On the river bank a wooden hut with a thatched straw roof and a pyramidal hut constructed entirely of felled trees are situated side by side. Built into the base of the volcano is a thatched hut raised on wooden stilts.

    To the north, several more huts and a stone well extend the village's sphere of influence.
    The west is blocked by the fast moving river.
    To the east, the aroma of cooking emanates from some other huts.
    To the south a wooden bridge spans the fast moving river.

    Objects:

    • Idol of Tepititan: The huge stone statue is realistically carved to look like a towering, eight foot man molding a lump of clay. The man's massive muscles ripple impressively and his square jaw is clenched in concentration. The lump of clay strongly resembles the island you are stranded on. The figure is carved so that it appears as though wind is blowing his flowing mane of hair away from you. It is surrounded by X hideous statues (number of statues changes as the game progresses).
    • Statues of Rametep: The hideous statues are of approximately your height. They resemble some twisted hybrid of man and sea beast: although the overall body shape is bipedal, the head is more akin to a hammerhead shark than a human cranium. Elephantine tusks protrude from just underneath the creature's eyes, and its three arms (one of which clutches at the idol) are tipped with serrated talons. A deformed, prehensile tale awkwardly curves behind the back of each figure, and the muscular legs terminate in fishlike, profusely veined flippers. The statues appear to be attacking the central stone idol.

    Rooms:

    • Hut 1: This modest, squarish hut is built of thatched long grass and reinforced with thin wooden logs. Its entrance is covered with a textile curtain embossed with colorful seashells.
    • Hut 2: This hut is constructed entirely of tree trunks that have been skillfully intertwined with one another to form a solid pyramid. Gray flaps of animal skin hang over the hut’s window and entrance.
    • Hut 6: This cylindrical hut sits upon two wooden stilts in the front and is supported by the steep gradient of the volcano from the back. A wooden ladder connects the smallish entrance to the ground below. The hut’s thatched roof seems to be in some disrepair, although the thickly thatched walls appear sturdy enough.


Village 4 (In Hut 3, In Hut 4, In Hut 5, In Weaving Hut, North: Hot springs, South: Village 3.)

    The centerpiece of this part of the village is a cylindrical, stone well. To the west is a lake; its current seems to pick up speed as it flows from north to south. To the east, the imposing volcano darkens the clouded sky. Radiating outward from the well is four huts. On the south side of the lake’s banks a wooden hut with a triangular, thatched roof stands stolidly on the bank. Next door is a nondescript thatched hut. Nearer to the volcano, a large thatched hut with a hinged, wooden door is located next to a small hut made of thatched long grass. A patterned quilt hangs over the entrance of this diminutive hut.

    To the north, a well-worn path fades into a large cloud of steam.
    To the west, a lake blocks your path.
    To the east, the sheer gradient of the volcano blocks your path.
    To the south you can make out several huts and a large stone idol.

    Objects:

    • Stone well: The stone well is cylindrical and sturdily constructed. A wooden crossbar sports a mechanical crank, which pulls up a bucket attached to a rope. Green moss has take up residence on the inner wall of the well, and it is too dark to see the bottom.
    • Hut 3: The hut sits resolutely between the lake bank and the well. Its triangular thatched roof is a little odd looking, but otherwise the architecture is rather standard.
    • Hut 4: This thatched hut is very ordinary. There is little to distinguish it from other domiciles on Tep.
    • Hut 5: This large thatched hut’s main distinguishing feature is its hinged, engraved wooden doors. It appears solidly constructed, even a little daunting.


Volcano Path (North: Temple of Tepititan, South: Village 1)

    The path at the base of the volcano is a thick ashen mud. Streams of water have carved twisting trenches all along the mountains height. As the path zig-zags up the mountain it becomes quite steep and steadily rockier. Dozens of ancient, stone statues line either side of the path. The island’s persistent rainstorms have erased much of the carved detail. On your right, a molten lava flow snakes down the volcano. The heat from the flow can be felt from your position, and a large glowing rock in the middle of the flow catches your eye.

    To the north, the Temple of Tepititan rests lightly in the palm of a rock that has splintered violently from the volcano's side.
    To the east and west, the mountains perilous slope blocks your path.
    To the south, the village spreads across the ground below.

    Objects:

    • Statues of Tepititan: The statues stand about half your height. They seem to have been carved from the surrounding boulders. The image of a powerfully built man can be made out, despite the effects of the weather on the stonework. They seem to beckon you to continue your ascent.
    • Molten Lava Flow: The molten lava flow snakes around the volcano and out of sight. It glows red and moves sluggishly, emitting scorching heat in all directions. At its center is a glowing, red rock.
    • Glowing Rock: The rock is near the middle of the lava flow, and, although it is glowing red from the heat energy of the surrounding magma, does not seem to be melting itself. It is close enough that if you leaned over the lava flow, you could probably touch it.


Weaving Hut (Out: Village 4)
(Villagers: Amaliya, Hania)

    The interior of the weaving hut is a cramped, cluttered affair. A hammock virtually covered with small baubles and trinkets (some of which have spilled to the ground below) dominates one corner of the hut. At the other are a few simple sheets and a pillow. In between are all matter of weaving apparatus; a wooden, mechanical loom, needles, various spools of thread, and a few other, less identifiable instruments are haphazardly scattered about. Hanging on wooden pegs are a few half finished creations of fabric.

    The only exit is the entrance, which is covered with a thick, patterned quilt.

    Objects:

    • Hania’s Hammock: This hammock is cluttered with all manner of baubles, trifles and trinkets. It would be impossible to sleep on.
    • Baubles, trinkets and trifles: The baubles, trifles and trinkets consist mostly of various beads, but small statuettes, models, necklaces, bracelets, earrings, rings, and other, less identifiable objects are strewn here as well. All seem worthless.
    • Loom: The wooden loom is elegantly constructed, and looks to be in good working order. It seems poised to launch back into sewing the unfinished toga that lies on the board.
    • Quilt: This thick, stuffed cotton quilt has been embroidered with a great many simple geometric shapes. Although it is obviously well worn, it manages to appear agreeable.


Work Shop (Out: Village 2)
(Villagers: Hinun)

    The musky smell of human sweat hangs in the air of the workshop as a warning to those with soft hands. Tools that see frequent use lay about while more specialized equipment is hung neatly on the walls and roof beams. Several wood carvings lay scattered on the work bench along with more functional items that are under construction. Saw dust covers the packed clay floor. Raw materials are stacked neatly at the back of the workshop.

    The only exit leads back to the village.

    Objects:

    • Tools: A whole range of primitive tools are scattered about the workshop. Constructed of wood, metal and stone, the tools have obviously seen plenty of use.
    • Wood carvings: The wood carvings are small scale models of what seem to be inventions. One depicts a winch mechanism for the well, and another seems to be a loom. The last wood carving is as of yet unformed. The completed models have an impressive level of detail.
    • Work bench: The simple wooden work bench is covered in wood carvings and tools.
    • Raw materials: The pile of raw materials consists of chopped wood, raw stone, and bits of scrap metal.


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