Village · Deepwood
Greenmarch
Dark timber under a closed canopy. They hunt here, and the antlers on the gate say so.
Greenmarch is a 4-villager settlement in Deepwood, 1482 m west of the waking beach, built of timber and entered through a 7.7 m gate.
Measured
- Centre — x -710, z 170
- Ground height — 136.0 m
- Band — Deepwood
- Building language — timber
- Solid pieces — 57
- Roofed buildings — 8
- Gate height — 7.7 m
- Gate stands out — 36 m
- Village radius — 43.9 m
- Villagers — 4
- Livestock — 6
- Dressed props — 33 from 20 models
- Nearest named place — The Nightcaps, 328 m away
- From Landfall — 1482 m west
What stands here
Timber frames and thatch, cut from the wood the village stands in.
The engine builds 57 solid pieces for Greenmarch: 8 roofed buildings, 22 fence posts, and the working props a village needs — the well, the oven, the market stalls, the trough and the haystacks. Every one of them rises from the terrain under ITSELF rather than from the village centre. The ground under Greenmarch falls 3.0 m from its highest piece to its lowest, so a wall referenced to the middle would stand proud on the low side and be buried on the high one — and a buried wall is a wall you can see and walk straight through.
The gate is the exception to the village's own scale: nothing else inside these walls is drawn taller than 7.5 m, while the gate posts stand 7.7 m and sit 36 m out from the centre on the approach axis. The crossbeam over them carries no collider at all — you walk under it, so making it solid would put an invisible wall across the only entrance.
Who lives here
4 villagers and 6 animals. The animals are village stock rather than wildlife: nothing here runs from you, because a cow that bolts when you walk up to it is a deer.
Each villager walks a closed round of 4 work stations — drawing water, sweeping, talking in the square, trading at the stalls — and a full round takes 60 seconds before it begins again, identically, forever. Two players standing in Greenmarch see the same Greenmarch: there is no randomness anywhere in this placement, only a hash of an integer.
Dressing
33 decorative props stand inside the walls, drawn from 20 distinct catalogue models, on top of the 5 hand-placed models at the gate and in the square. None of them is structural — not one collider in this village comes from a downloaded file, so a model that fails to load costs detail and never leaves a hole or an invisible wall.