Village · The Shore

Tideharrow

The furthest north anyone fishes from. The gate faces the way you came, which is the only way out.

Tideharrow is a 3-villager settlement in The Shore, 1111 m north of the waking beach, built of driftwood and entered through a 8.0 m gate.

Measured

  • Centrex 810, z -1110
  • Ground height3.0 m
  • BandThe Shore
  • Building languagedriftwood
  • Solid pieces58
  • Roofed buildings8
  • Gate height8.0 m
  • Gate stands out36 m
  • Village radius43.9 m
  • Villagers3
  • Livestock6
  • Dressed props31 from 19 models
  • Nearest named placeThe Salt Palms, 283 m away
  • From Landfall1111 m north

What stands here

Grey salvaged boards, bleached and re-used, the way a coast builds.

The engine builds 58 solid pieces for Tideharrow: 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 Tideharrow 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 7.6 m, while the gate posts stand 8.0 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

3 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 58 seconds before it begins again, identically, forever. Two players standing in Tideharrow see the same Tideharrow: there is no randomness anywhere in this placement, only a hash of an integer.

Dressing

31 decorative props stand inside the walls, drawn from 19 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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