Village · The Valley

Reedhollow

Reed thatch, a mill race that no longer runs, and the smell of wet willow.

Reedhollow is a 4-villager settlement in The Valley, 1136 m south-west of the waking beach, built of timber and entered through a 8.1 m gate.

Measured

  • Centrex 170, z 970
  • Ground height47.4 m
  • BandThe Valley
  • Building languagetimber
  • Solid pieces59
  • Roofed buildings8
  • Gate height8.1 m
  • Gate stands out36 m
  • Village radius43.9 m
  • Villagers4
  • Livestock6
  • Dressed props31 from 20 models
  • Nearest named placeThe Tidewatch Palace, 260 m away
  • From Landfall1136 m south-west

What stands here

Timber frames and thatch, cut from the wood the village stands in.

The engine builds 59 solid pieces for Reedhollow: 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 Reedhollow falls 3.3 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 8.1 m, while the gate posts stand 8.1 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 56 seconds before it begins again, identically, forever. Two players standing in Reedhollow see the same Reedhollow: there is no randomness anywhere in this placement, only a hash of an integer.

Dressing

31 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.

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