landmarks
Everything that stands on the valley floor, placed against `terrain.groundAt(x, z)` so a landmark sits on the ground wherever the height function says the ground is. Nothing here is placed by eye and nothing floats.
game.valley.landmarks — the things standing in the Ashen Valley
Everything that stands on the valley floor, placed against
terrain.groundAt(x, z) so a landmark sits on the ground wherever the height
function says the ground is. Nothing here is placed by eye and nothing floats.
L.build(mount) raises the whole set under the given mount and returns the list
of slots it left:
- The ruined chapel, roofless, on its own raised shelf west of the road — flagstone floor, four walls with the south side broken open where the door was and its east half fallen further than its west, a stub of the north wall still standing above the rest, and an overturned altar.
- The site of grace at the chapel's centre: the shattered sword, the golden
wisp, and a point light in
Rules.PALETTE.grace— the only warm light in the world, and the reason nothing else may be lit amber. - The broken watchtower, west of the road, its crown gone and its two standing corners at different heights.
- Seven standing stones in a rough ring, each a different height and turn.
- Fourteen drowned trees and fourteen black rock outcrops, scattered from one deterministic sequence, so every load raises the same valley.
The scatter is scatter(i, lo, hi, salt) over a fixed hash — never a random
seed — which is what makes the valley the same valley twice.
These are slots: the right thing, in the right place, at the right size, in a plain material, named in the returned list for the polish pass.
Called by game.valley.
Scoped to this part · feeds back into the world's score.