A rugged corner of the British Isles in Second Life

Devil's Point; Inara Pey, April 2016, on Flickr Devil’s Point – click any image for full size

Devil’s Point is a Homestead region designed by Zakk Lusch and They Ellisson under their Ellisson brand. It was recommended as a place I should visit by friend and colleague, Mr Stavaros Gracemount (Stavaros). Given Stavaros is no slouch himself when it comes to region design (see this article for more), I knew the recommendation would be more than worth following-up.

Oriented along an east-west alignment, Devil’s Point presents two rocky headlands split by the deep cut of a river. This emerges from underground close to the east side of the region before looping westward, gradually broadening between the craggy fingers of the headlands and forming a sandy cove as the ground on one side finally drops down to provide room for a house sitting on a paved terrace, a shop which is more than it seems and, behind them, a grassy knoll topped by an ancient henge.

Devil's Point; Inara Pey, April 2016, on Flickr Devil’s Point

The house and shop aren’t the only buildings to be found here; several more at scattered along the valley and atop the craggy plateaus of the headlands. One of these, on the east side of the region and nestled between rocky shoulders, is a country railway station, the track snaking past it north-to-south, vanishing into tunnels on either side. Just across the river from the station sits a little cottage – although reaching it requires a walk along an old cobbled path to a little stone bridge. This will actually take you  past a set of stone step leading the way up to another cottage, perched up on the rocks and which faces a windmill and two follies across the valley.

Designed to evoke a feeling of “the Old British Isles”, Devil’s Point certainly suggests it is a place perhaps sitting along the more rugged part of the Northumberland or Scottish coast. or maybe it faces out over the Atlantic from the Irish coast.

Devil's Point; Inara Pey, April 2016, on Flickr Devil’s Point

It’s also a place with a certain air of old mystery about it, perhaps mixed with a supernatural edge; an air somewhat heightened by the mist hugging the river valley. There’s the ancient henge, for example, which is mirrored by a circle of standing stone at the other end of the region, watched over by a small group of nearby deer. Down in the river valley, the tombstones in the little graveyard are carved with ancient runes, while on the other side of the river an ancient statue lies in repose amidst the grass and mist.

Which is not to suggest there is anything sinister here; Devil’s Point is mysterious, not sinister. It’s a place that invites the imagination to wander as much as the feet as you explore. Why was the old boat house down on the cove abandoned? Does the old-style thatched broom mounted above the door of the cottage near the station signify anything supernatural? And what about the robed and hood figure standing in the copse nearby, her face hidden behind a goats head mask? And what are we to make of the brewing going on a the “Apothecary’s” shop?

Devil's Point; Inara Pey, April 2016, on Flickr Devil’s Point

I’ve always enjoyed regions which offer the suggestion of stories to be discovered or created, and Devil’s Point is a place which does precisely this. It’s also a place that is very photogenic, lending itself perfectly to assorted Windlight options, this exercising both the eye and the imagination.

“This is the first sim I’ve opened,” Zakk told me as we chatted during my explorations. “and it’s great seeing playing coming and enjoying it.” Given the rugged beauty of the region, I sincerely hope it’s not the last design we see from him, and I have no hesitation in recommending at a place reads of these pages might like to visit.

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