Village · The Dunes
Sandreach
The last village before the dunes give up. Water is carried here, not drawn.
Sandreach is a 4-villager settlement in The Dunes, 1412 m south of the waking beach, built of clay and entered through a 7.9 m gate.
Measured
- Centre — x 690, z 1410
- Ground height — 9.0 m
- Band — The Dunes
- Building language — clay
- Solid pieces — 59
- Roofed buildings — 8
- Gate height — 7.9 m
- Gate stands out — 36 m
- Village radius — 43.9 m
- Villagers — 4
- Livestock — 6
- Dressed props — 28 from 17 models
- Nearest named place — The Tidewatch Palace, 488 m away
- From Landfall — 1412 m south
What stands here
Flat clay roofs and walls dug from the ground under them.
The engine builds 59 solid pieces for Sandreach: 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 Sandreach falls 1.4 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 7.9 m, while the gate posts stand 7.9 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 62 seconds before it begins again, identically, forever. Two players standing in Sandreach see the same Sandreach: there is no randomness anywhere in this placement, only a hash of an integer.
Dressing
28 decorative props stand inside the walls, drawn from 17 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.