Pagan Lane: of art and mythology in Second Life

Souland Gallery, July 2026: Pagan Lane: Collection

Having opened on July 15th, 2026 at Souland Gallery curated by Julana Allen (Julana Teichmann), Collection is a gathering of work by Pagan Lane, bringing his art from the physical world into Second Life.

A multimedia artist, Pagan uses a mix of digital manipulation, photo embellishment and traditional painting in oil and acrylics to create images that are both uniquely expressive and which cover multiple genres from portraiture through abstract and expressionism to the surreal. His work can bring together themes of the mystical and ethereal to the real and the emotive, and can serve to underscore his interests in psychology, the human condition and mythology.

Souland Gallery, July 2026: Pagan Lane: Collection

At first appearing to be a randomly eclectic selection of pieces, Collection serves to illustrate all of the above, although there is a lean towards mythological subjects which I found to be richly engaging in their presentations and interpretations of their subjects.

Take the portrait of Pele, the Hawaiian creator-goddess; her association with fire and volcanism is brought forth in the use of red and black in the background, suggestive of lava flowing and cooling whilst bright splashes of red to the foreground represent fire. Meanwhile, her connection to Hawaii is gently communicated through the fiery red haku le around her head.

Souland Gallery, July 2026: Pagan Lane: Collection

Similarly, one of the two studies of Persephone marvellously captures a key element of her story following her kidnapping and unwilling sojourn within the Underworld. Presenting her within what could be taken as a range of mountains, the image is a strikingly powerful personification of her return to the surface of the world.

Within Nyx and Hemera, meanwhile, the contrast between mother (Nyx, goddess of the night) and daughter (Hermera, goddess of the daytime) and their attributes is beautifully offered in a modern abstracted style where colour and the appearance of the Sun and Moon conveys so much. Alongside of this, Erebus and Aither (husbands to Nyx and Hemera) perfectly encapsulates their opposing forces (darkness and light) in a monochrome piece. These are works which sand both individually and as a pair untied in the stories they convey.

Souland Gallery, July 2026: Pagan Lane: Collection

With Hephaestus and Triton, Pagan offers unique embodiments of the deities they represent, casting them in a whole new light. Triton, for example, foregoes the traditional middle-aged-man-with-beard portrayal and instead presents figure who is younger and vital and alive – as one might expect from a god of the sea. Within Hephaestus we similarly see not a maker of weapons for the other Olympians or a son shunned by his mother and seeking revenge (as in one branch of his mythology); instead we see the face of a young man whose eyes are very much the mirrors of his soul.

I could ramble on; but this is an exhibition to be witnessed first hand – and if you are unfamiliar the the many branches that are the tree of (particularly) Greek mythology, then Collection presents the ancient gods and their attributes in a manner which encourages further exploration of the subject.  And even without such spurring, Collection presents a visual feast of art, each item within it can be appreciated in its own right and for the talents of the artist.

Souland Gallery, July 2026: Pagan Lane: Collection

A genuinely rich and layered exhibition, Collection is not one to be missed.

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Discovering Deception in Second Life

Deception, July 2026 – click any image for full size

Deception is a Full private region designed by Ashaki Hunt (who also appears to be a fan of Cica Ghost 🙂 ) with the assistance of Angelique Haven and Dandy Warhlol (terry Fotherington) on behalf of region holder NiaMarie Simons.

Come enjoy a walk through the Redwoods of Deception. It’s all about relaxing, enjoying nature, and visiting with friends. Stop by the Inn for a game of Cheesy! All are welcome. From the Inn, you can catch the Train to the Valley of Stones and visit the castle ruins.

– Deception Destination Guide entry

Deception, July 2026

This sounds nice and relaxing – almost ordinary. However, Deception is anything but ordinary; there is an eclectic randomness about it that makes it just that little bit different. Not strange or bad or anything like that; quite the reverse in fact. A clue as to why this feeling of quirkiness might make itself known perhaps lies in the region’s About Land description:

A home for those oddities who think friendship, laughter and joy are important necessities in life. Wander around and enjoy a day lost in Deception. 

– Deception About Land Description

Deception, July 2026

Fairly rural in styling – there is what might be regarded as a little hamlet to the north-east of the region – the region folds into itself a potpourri of architectural styles from ancient to modern; so much so that it is nigh impossible to pin down when – or where  – Deception might be.

Turn one way, and it appears as if the setting might be in France; turn another and it might be in the wilds of the North of England or in Scotland at a time when noblemen held sway and lived in great castles. Meanwhile, a (mostly) single track railway line runs around the edge of the region, around which a little diesel car might travel.

Deception, July 2026

Then there’s the fact that within Deception, Jack Sparrow metaphorically rubs shoulders with electric cabs and powered tricycles (by Cica Ghost), where it is possible to run into strange creatures in the woods and huge crows looking ever so slightly worried about  – something and a Nessie-like creature swims the waters while Neolithic standing stones bear African masks. Everything seems to be a melting pot of ideas and elements.

And yet it all works – and quite charmingly so.

Deception, July 2026

Tall mountains surround the setting, adding to the feeling that this is a place cut-off from the world at large, where time flows differently, allowing all of its different facets to exist together and its quirks and oddities to manifest peacefully.

Which is not to say there is no normality to be found – all of the buildings, despite their different geographical styles, are naturally furnished; between the various points of habitation / history within the setting, the landscape unfolds as would many others. Trees give shade to open fields where horse roam, rowing boats bob gently on inland bodies of water; paths offer routes of exploration, gardens offer places of retreat, horses peacefully graze, and so on.

Deception, July 2026

The region is a home role-playing on Saturdays at 13:00 SLT. I didn’t come across specifics of what form this might take during my travels across the region, outside of a book providing information on non-player characters at Greystone Manor, but given the overall eclectic mix of ideas and subjects within Deception, it could be an interesting and fun experience.

As noted above, games tables are to be found at ground level (as is a playable game of garden chess). More are to be found via a neatly hidden-without-being-hidden teleport trapdoor. Also awaiting discovery is the “invisible rope climb” – where it goes (or not) is up to you to discover 🙂 . Just look for it very close to the Landing Point.

Deception, July 2026

In all, Deception is – and pardon the play on words – deceptively engaging. It offers something slightly different in tone and design without going overboard in the name of being “different” and without losing any of its photogenic nature.

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Mosaic: a Mœbius-inspired installation in Second Life

SLEA6: Lalie Sorbet and Chrix – Mosaic

I’ve long admired the artistic collaboration between Lalie Sorbet and Chrix (chrixbed) for the immersive installations they have produced, such as Bloom: Flowers of Evil from 2024, and Murmuration – A Never-Ending Show from 2025. So when Lalie invited me to see their latest – and quite possibly most immersive thus far – installation, I knew I’d have to hop along as time permitted to immerse myself within it.

Entitled Mosaic it is, and without any hyperbole, mesmerising. However, before visiting, make sure you have local sounds enabled and your viewer is set to Use Shared Experience via World → Environment.

SLEA6: Lalie Sorbet and Chrix – Mosaic

The installation has been inspired by the works of French artist Jean Giraud (1938-2012), better known the world over as Mœbius. While his work folded into itself multiple genres such as the American West and Belgian-style comic books, it is as a co-founder of Métal Hurlant, one of the most influential science fiction publications of the latter part of the 20th century, and his work as a science fiction and fantasy artist and illustrator which earned him international recognition.

Mœbius created everything from characters to fantastical creatures and worlds through a style that became a genre of its own, being widely adopted by comic book illustrators, storyboard artists and others. He very much focused on allowing his drawings to drive a story rather than simply illustrating a written narrative. In fact, his first publication under the Métal Hurlant banner, the 4-part comic book series Arzach, comprised entirely wordless stories.

SLEA6: Lalie Sorbet and Chrix – Mosaic

All of this can be seen as influences within Mosaic.

Sitting within a desert-like landscape is a ring of monolithic structures, most carved or built from rock formations (one stands outs as being clearly of artificial construct), intermixed with exotic plants, this brings forth a world straight from Mœbius’ pens. The air is heavy with a thudding, mixed beat through which chanting can be heard together with the metronomic clicking of machinery. Every so often comes a deeper, reverberating boom accompanied by flashes of light, like forked lightning.

SLEA6: Lalie Sorbet and Chrix – Mosaic

Within this ring is a world of motion. Marvellous creatures circle the sky or wander the shallow waters whilst eight giant Guardians stand form a circle facing the centre of the water, the flora at their feet swaying in time to the drum-like beats, phantasmal trails curling and sweeping through the air. Each Guardian is of a different appearance, suggesting they all might be of different worlds. Some may have fireballs floating before them; some remain still; others at times raise one or both arms. All are clearly taking part in a ritual as, periodically and in time with the deeper booms, the lightning-like trails arc from them to the centre of the circle, bright bursts of an ethereal something.

As they do so, large mosaic-like tiles bearing familiar Earthly images  float through the installation in a cyclical process and apparently at the will of the Guardians. During the cycle, the tiles will form path-like circles together with bridges which extend away from each Guardian to reach the centre of the waters. Then the paths an bridges will slowly dismantle, the tiles rising to form structures and shapes in the air over the centre of the circle. What these structures might be varies with each round of the cycle, but once done, and on an unspoken command, the structures slowly break down and the cycle repeats.

SLEA6: Lalie Sorbet and Chrix – Mosaic

Exactly what this all might mean is up to your own eyes and imagination to determine; this is a place where stories await their time to unfold in the minds of others; a place of richness of detail and motion adrift from time where mysticism and mystery rub shoulders with technology and alien nature. Perhaps the Guardians are technomages; maybe they are gods engaged in creation. The stories are yours to weave.

Forming a part of the outer ring of structures is a hemisphere enclosing an event space, the floor of which is also formed by these tiles – at least until they rise to join with those called to the centre of the installation. Step on any of the mosaic titles anywhere within the installation and it will respond with motion, the illustration on it will illuminating briefly while a tone or sound might be heard.

SLEA6: Lalie Sorbet and Chrix – Mosaic

Meanwhile, the artificial tower – which serves as a Landing Point – includes a number of vehicles visitors can sit on or within and which will then take flight around the installation and becoming a part of it. The tower also offers the opportunity to teleport and discover how Mosaic came to be, complete with uploads of art by Mœbius. For those wishing to spend time observing the Guardians and pondering their ritual, places to sit are to be found on some of the exotic trees dotted around close to the installation’s perimeter.

For those who want to exercise their brains slightly differently, there is a memory game for up to four players sitting diagonally opposite the events space. Look for the square of grey “owl” tiles and sit on one of the mushrooms to one side of it. The game is played by trying to find pairs of tiles by selecting one of the owls to turn over, and then another. Correct selections gain the pair of tiles (removing them from the game); incorrect answers flip the tiles back, so you need to recall their positions if on a later go, you come upon the other half of a pair.

 

SLEA6: Lalie Sorbet and Chrix – Mosaic

Immersive, excellently conceived and executed (the timing of the drumming booms and the lightning is exquisite), populated by beings and creatures which Mœbius – if he were able to see them – would have doubtless approved and lauded, Mosaic is genuinely captivating. As already noted, make sure you have local sounds enabled when visiting and do use the Shared Environment; once you have visited, don’t forget the opportunity to hop up and learn how the installation was developed and perhaps catch the official video.

Congrats to Lalie and Chrix for again demonstrating the power of Second Life to artistically delight and enthral.

Slurl Details

  • Mosaic (SLEA6, rated Moderate)

2026 week #29: SUG Leviathan Hour

The Simulator User Group meeting place at Longfellow

The following notes were taken from the Tuesday, July 14th, 2026 Simulator User Group (SUG) off-week meeting (the “SUG Leviathan Hour”). These notes form a summary of the items discussed, and are not intended to be a full transcript. They were taken from my chat log of the meeting, and Pantera’s video is embedded at the end of this article – my thanks to her, as always, for recording and providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
  • The “SUG Leviathan Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
  • Meetings are held in text in-world, at this location.

Simulator Update

  • As recorded in my notes from the the previous Simulator User Group, there has been a bug which has been causing some regions to fail to grant capabilities.
  • Rider Linden has been investigating the issue, and a hot fix should have been / will be deployed during the July 14th SLS Main channel restarts and the restarts of the RC channels on July 15th.

Game_Control

  • Whilst not directly linked to Lua, Leviathan hopes to get his work on game_control complete and into the Lua editor viewer so it can be shipped with the Linux viewer support.
  • It has been suggested that PromptFont could be used for the game_control preferences UI, and Leviathan is investigating this.
  • He will also be providing some viewer-side actions that can be mapped to, and triggered by, pressing buttons on the game controller (e.g. fly, run, toggle Voice on/off) in addition to the existing ability to move the avatar around (walk, crouch-walk, jump, strafe).
  • Another area of work he is investigating is to add a limited interaction capability so avatars can walk up to in-world, unseated object and transmit an action event to it (such as display any dialogue menu it has associated with it).
  • Leviathan has previously mentioned the idea of adding “semantic” meanings to the game-control data, and had been considering adding a new event to provide that info.
    • However, Monty Linden has suggested using a new function call (e.g. “llGetSemanticGameControl()” or similar) which could be used in the regular event to get the same data but resorted according to how the viewer has mapped it.
  • Leviathan noted he also needs to add new data to the GameControlInput message.
  • These updates led to a further discussion on possibilities for game_control together with possible additional avatar movement option – please refer to the video for more.
  • Alongside of game_control, Leviathan has been working on enhancement for the viewer’s flycam capabilities (e.g. for use with a 3D mouse system), such as Roll. More work is required on this, which might see the enhancements ported to game-control.

In Brief

  • Leviathan noted he has been working on a fix for an issue he actually caused, in which attachment scripts sometimes cease working correctly according to parcel permissions. He tracked this to his changes in making the simulator process idle scripts faster.
  • Lua:
    • Following an internal meeting, it appears there is a “hopeful tentative plan” to release Lua in the “O” simulator update.
    • If time frames stand, this could be sometime in late August or September, given that the next simulator release will be Mango, which will be followed by Nectarine, which is targeting late July or August.
    • This would see the Lua editor viewer (with resumed official support for Linux) released around the same time, if not a little earlier.
  • Work on this has not as yet been merged into the simulator development code.
    • Leviathan believes the work is almost done, he just needs consensus for the rest of the team that the fix as he’s implemented it is the right thing to do.
    • Once consensus has been reached, the fix will likely be merged into the simulator development code for a future release.
  • It has been reported that there is an issue with events being dropped causing scripts to stop working as intended.
    • One report is that  scripted object stop working correctly when they change owner change owner, or message_linked or linksetdataRead randomly stop working.
    • The issue of scripts dropping is known to LL and Monty Linden is apparently investigating it.
  • A report has been made about the new dual-queue UDP messages processing code (currently in viewer-development but not released) in the viewer in that it causes out-of-order messages processing.
    • In particular, the first ObjectUpdate message creating an avatar can be processed too late and after the AvatarAppearance message to rez that avatar: since the avatar object is not yet created (not in object list), the AvatarAppearance is ignored and the avatar does not rez.
    • This may be due to there being assumptions in the dual queue design (both server and viewer side), which could be inappropriate, on the order in which some messages must be sent and processed for things to work properly.
    • Leviathan has indicated this will be looked into.
  • The above prompted Leviathan to note that he has a follow-up project to his UDP work and related to viewer networking he still hopes to get to.
    • This will be to tighten up the back-pressure info from viewer to server when it starts to get overloaded by network traffic, the problem being that when the viewer gets into this state, it will inform the server, but the process to send the messages takes too long and the viewer might only inform the primary simulator to which it is connected, not all the simulators it is currently talking to.
    • This led to a brief discussion on bandwidth throttling and use of an ACK UDP message to inform the server that its UDP queue is getting full, reducing the volume of messages until the flag is cleared by the viewer.
    • This was seen by Leviathan as a good idea.
    • See the last 15 minutes for the video for more on this.

Date of Next Meetings

  • Formal SUG meeting: Tuesday, July 21, 2026.
  • Leviathan Linden: Tuesday, July 28, 2026.

Qaldera’s picturesque presence in Second Life

Qaldera, July 2026 – click any image for full size

Occupying a Homestead region, Qaldera is the work of Adius Curzi (Adiabatic), and serves as both home to him and his partner, Snow (SarcasticSmile), and public space open to visitors.

Surrounded by tall peaks open the sea on one side, the description of the setting suggests the off-region surrounds are intended to be the walls of a caldera, a kind of sinkhole created when the magma chamber feeding the volcano is suddenly fully or partially evacuated, leaving it unable to support the mass of the rock above, which then slumps.

Qaldera, July 2026 

Calderas can be hundreds of metres to kilometres in diameter. If there is still active magma left, then new volcanic cones and craters might form in further eruptions; if not, the caldera might over time fade into the landscape or be flooded to form a lake.

In this case, it’s not hard to imagine the setting many have once been a shallow shield volcano on a coast somewhere. Then, in the ages following the formation of the caldera, the seaward wall eventually collapsed under erosion, allowing the sea in to leave the central mound of the slumped land remaining as a small island, now turned into a haven of retreat.

Qaldera, July 2026

The enforced Landing Point sits to the north-east of the island, down on the foreshore. It is located on the courtyard of a large warehouse which, surprisingly given this is a residential island, appears to still be in operation. The slips alongside the warehouse appear to be built for smaller vessels, adding a further little twist as to how the containers within the warehouse might be shifted.

South of the Landing Point is the curve of a tan beach, suggesting that at least some of the rock making up the island contains quartz, feldspar and iron oxide, which the wash of the sea has worked down the years  to break down into the sand.

Qaldera, July 2026

Behind the Landing Point sits a pond, both home to Peking ducks and their offspring and a place for casual bathing going by the raft and various floating toys. Between the beach and this pond, a wheel-worn track winds its way up the east side of the island, forming a route to the main house. As it starts its way up the hill, the track branches, allowing an arm to reach down the north side of the island to touch large barn (which can also be seen from the Landing Point).

It is here that a degree of warning should be given. Qaldera sits within an Adult rated region, and Adult activities – including BDSM – are permitted. Most of this activity and equipment is focused on the barn, where the majority of the equipment resides; so if you’re not keen on such things, then you might want to avoid the barn. While other such items of are scattered around the island, they are subtle in nature and blend into their surroundings far more that stand out, so they don’t interfere too much with explorations.

Qaldera, July 2026

The remaining building on the island is one with another industrial look about it. It sits on a rocky promontory overlooking the beach and whatever its original purpose, now fulfils the role of a coffee bar. It can be reached via wooden steps leading up to from the sands, or via a further branch of the track leading up to the main house.

The house and its grounds sit on the upper reaches of the island, the house with its back to a stream possibly fed by the waters which create a set of high falls also behind the house. Beyond the stream, the land falls precipitously down to the waters below.

Qaldera, July 2026

The house itself is expansive and stylishly furnished (I didn’t actually go in as it is a residence, even if open to the public and instead peeked through the windows), with the land on the south side given over to growing grapes and outdoor party space. A bridge across the stream at the back of the house leads to a way down the cliffs to where a little secret might be found (which can also be reached via a tunnel in the stonework below the front of the house).

For those wishing to see the island from the water, keep an eye out for the little motorboat rezzing dock.

Qaldera, July 2026

Throughout all of this, the island is perfectly landscaped and inviting. Places to sit and relax (or engage in a little adult-orient fun) can be found throughout, and the local Shared Environment gives a sense that the island is just waking up with the early morning Sun.

Static NPC have been used in places – such as at the Landing Point and on the beach. For the most part, these are not too intrusive and give a sense of occupation to the setting. However, for those not so keen on them and who use a suitable viewer, remember that Derender is your friend if taking photos!

Qaldera, July 2026 – click any image for full size

Visitors to the region are asked to do so in human form. Rezzing is open with a 5-minute Auto Return, so I assume limited rezzing of props for photography is permitted (just don’t quote me on this! 🙂 ). In all, an engaging and photogenic visit.

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Carelyna’s Phantasmagoria II in Second Life

IMAGOLand Art Galleries, July 2026: Carelyna – Phantasmagoria

In October 2023, I visited and wrote about Phantasmagoria, an exhibition of art by Carelyna hosted at Mareea Farraco’s IMAGOLand gallery. For July 2026, Carelyna has returned to IMAGOLand with an continuation / extension to that exhibition entitled, appropriately enough, Phantasmagoria II.

As I noted with the original exhibition, while the title might well evoke thoughts of ghosts and spectres, it can also reference the idea of a sequences of haphazardly associative imagery as seen in dreams. This latter interpretation is close to what we see here (and as was the case with the original Phantasmagoria – from which several of the pieces in this exhibition have been drawn), a juxtapositioning of images that speak to ideas of memory, emotions, absence – perhaps even loss – and the inner workings of the mind.

IMAGOLand Art Galleries, July 2026: Carelyna – Phantasmagoria

The 16 images on display are offered within a darker surround that the original exhibition, one that presents a more immersive sense of night and dreams to those inner thoughts of the mind as we become lost in subconscious, rather than conscious, thought. Candelabras which further imprint the idea of being within a hallowed place of memory and remembrance.

All of the 16 is a sepia-rich pieces, with their washed tone and faded or ghost-like images designed to represent both fragments of memory –  events recalled through the mists of time in which ghost-like individuals appear sometimes almost clearly, others almost completely washed out – and of emotions and feelings.

Some of this might be gained by peeking at the individual names of the pieces via a right-click & edit; but it is far better to spend time contemplating what each means to you, and how they speak to how memories important to us, together with their associated emotions and feelings, never truly vanish – although they might over time become transformed by the passage of time and by our own growth and change. They can come unbidden and jumbled, but they can also be a journey through times past, reframing them and comforting or even healing us as they give us a second chance to recall those times.

IMAGOLand Art Galleries, July 2026: Carelyna – Phantasmagoria

An evocative, poignant and enchanting exhibition.

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