Wandering Goblins Knob in Second Life

Goblins Knob, August 2024 – click any image for full size

Tolla Crisp’s Frogmore expanded recently with the arrival of Goblins Knob, a Homestead region by Tolia and her frequent region design partner, Dandy Warhlol (terry Fotherington). I always enjoy trips to Tolia’s regions as the settings they present are so often inspired by physical world locations whilst taking their ideas in directions totally set aside from any real world location rather than merely reflecting it. In this, Goblin’s Knob immediately captured my interest just from the description Tolla has bestowed upon it:

Goblins Knob is inspired by 1666 Pudding Lane, London, before the great fire, with the added magic of Diagon Alley. Early dawn of quiet hush, fog descends with a gentle brush. Veiling the world in a silent shroud, nature’s whisper not too loud. The Spiderwick comes at the break of dawn, Bogarts and Goblins, and dark Pixie Yarns.

Goblin Knob’s Destination Guide description

Goblins Knob, August 2024

Now, I’ll be honest, the Diagon Alley reference went right over my head – although Wilhelmina, my companion for the visit, immediately caught it. In my defence I will say that my ignorance is borne of the fact that I am probably one of the few people in the world never to have had the desire to read the Harry Potter books (despite loving fantasy in general) or watch the films. That said, the reference to  DiTerlizzi’s and Black’s series of books (and subsequent TV series and film) was all too clear; and that and the idea of mixing 17th century London with elements of steampunk very much whetted my appetite for the unusual and the eye-catching.

This is a place which should be visited using the looks environment settings (World Environment → Used Shared → Environment). It is also a region where PBR materials are much in evidence, including on the terrain (one of Alex Bader’s PBR materials sets looks to have been used – I’ve been using within my home island as well). I have no idea if texture and Blinn-Phong fallbacks are provided where the PBR has been used, but if you drop in on a non-PBR viewer and find expanses of grey or white or similar, this will likely be the reason why.  You’ll also want local sounds on whilst visiting as well.

Goblins Knob, August 2024

Visits begin on the east side of the region, on a small wooden pier sitting just above the surface of the water. The fog is heavy and the night dark, but two great fingers of rock loom out of the water whilst the shadowy form of a tall building rises tower-like a short distance from the pier. The latter is illuminated by the tall form of a floodlamp tower topped by the gapping mouths of klaxon horns. This marks the first coming together of the strange mix of influences. With thick heavy cables clearly visible, the floodlamps would appear to be electrically powered, setting them a little at odds with the idea of 1600s London; another little twist comes in the form of two strange flying vehicles “moored” (inasmuch as they are serenely hovering above it) at the pier – although they do have the steampunkian element.

Further mystery is added by the long shafts of spears protruding from the water as if thrown in an attempt to ward off a sea creature of some kind. To one side of the pier, the high wall backing it gives way to a west-point channel cutting into the region, on the other, step rise up from the water’s edge to provide access to the cobbled street above ad it runs along the edge of the deep walled canal, a peculiar mix of lit buildings somewhat crammed together whilst separated by archways and cobbles alleyways.

Goblins Knob, August 2024
Three primary bridges span the canal, with a slightly rickety looking boardwalk forming a fourth crossing, this above the short tunnel leading out to the waters by the landing point pier, providing access to a heap of buildings cut off from the rest of those to be found on the canal’s north side by another deep-walled channel. Steps on the far side of this boardwalk rise up to the flat rooftop where a cannon ominously points its snout up the line of the canal, rather than out to sea, as if awaiting something nasty to come down through the waters.  from further inside the town.

It is on the north side of the canal and along the cobbled street there that many of the more wizardly (or perhaps magical might be a better term) elements for the region might be found, both within shops (or a shop) and at the roadside vendors. Further to the west and across another bridge, this one spanning a channel feeding water into the main canal from a rocky waterfall, lay more hints (others being in the form of posters in doors and walls of buildings already passed, for those keen of eye) that the circus is in town. Indeed, a trip down a short alley arched with roses will bring you to where a path winds through the local woods to the rather forlorn circus itself.

Goblins Knob, August 2024
Meanwhile, in the waters of the main canal just below where the circus wagons sit on the town’s street, a possible reason for the inward looking cannon might be found as it menaces a ship trying to make passage through the narrow waters. At its western end, the canal opens out into the sea once, high stone walls continuing to keep the streets high above the murky waters.  But where, on the south side, the wall marks the limit’s of the town’s extent save for piping of unknown use, to the north the town continues along what might have once have been a substantial wharf, but which is now the foundations for a ramshackle building looking almost like the grandfather of all motels and lit an eerie green.

Nor is the canal merely a source of navigation for watercraft; overhead, a procession of balloons and dirigibles appear to be following to whole-knows where. Among these, but not a part of their number, given it is firmly anchored to the ground, is a balloon from which a zipline ride might be taken at a very sedate pace.

Goblins Knob, August 2024

Most – but not all – of the building here are façades, and I admit, outside of the higgley-piggledy cramming of the buildings, I’m unclear as to the reference to the London of 1666 and the Great Fire. However, none of this detracts from a setting that is very heavy in atmosphere and rich in detail, particularly when it comes to the steampunk elements. Even the otherwise incongruous elements such as flood lamps and 20th century English telephone boxes just work, and I particularly liked the tavern’s wall of framed pictures and the little jokes nested within the images.

Very different from other Frogmore venues, but engaging and photogenic, Goblins Knob is a fascinating curio of a region.

Goblins Knob, August 2024

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2024 SL viewer release summaries week #31

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates from the week through to Sunday, August 4th, 2024

This summary is generally published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:

  • It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy. This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
  • By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
  • Note that for purposes of length, TPV test viewers, preview / beta viewers / nightly builds are generally not recorded in these summaries.

Official LL Viewers

  • Release viewer: version 7.1.8.9375512768, formerly the Graphics Featurettes RC viewer dated June 5 and promoted June 10th.
  • Release channel cohorts:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

  • Megapahit updated to version 7.1.9.51217 – w/e August 2 – website.

V1-style

  • Cool VL Viewer Stable branch updated to version: 1.32.2.8 (PBR) on August 3 – release notes.

Mobile / Other Clients

  • Mobile Grid Client version 1.25.1298, July 25 – release notes.

Additional TPV Resources

Related Links

Cica’s Summer Camp in Second Life

Cica Ghost, August 2024: Summer Camp

August brings with it – for those of us in the northern hemisphere – the latter part of summer and the promise that autumn is about to get out out of bed and start looking in our direction. But before it arrives there is still time for those who wish to grab the opportunity and have some summer fun – be it a vacation or simply a little time at the seaside.

It is the latter – a trip to the seaside – that Cica Ghost celebrates in her August 2024 installation Summer Camp. While it many not have anything to do with the more formalised affairs families in various countries pack their kids off to for a part of summer, Cica’s setting does have much to offer the kid residing in all of us: sand castles, friendly dinosaurs, happy-go-lucky snakes, fishy cars to sit on, opportunities to dance.

Cica Ghost, August 2024: Summer Camp
As is usual with Cica, the installation is framed by a quote, this one from a poem by the American poet, writer and physician, William Carlos Williams.

In summer the song
sings itself 

– William Carlos Williams, The Botticellian Trees

Williams’ work is a fascinating trove; most closely associated with the modernism and imagism movements, both in word and art, his poetry drew on multiple inspirations whiles often centres of related imagery – such as trees.

Cica Ghost, August 2024: Summer Camp

The Botticellian Trees itself interweaves the theme of trees and reflection on art (or at least, an artist, hence in part the title), but it is perhaps best know for this pair of lines, fully capturing as they do all of the beauty, promise and feeling that summer can bring, regardless of our age. Here, it perfectly captures the essence of Summer Camp.

There’s really not too much else to say about this installation; it is very much something to be experiences rather than read about. The creatures and figures found throughout are offered for sale in Cica’s shop, storefronts for which are perched up on the cliffs overlooking this sandy realm. The fish cars may be static, but they still offer places to sit (and other can – as usual – be found throughout), with a touch of acrobatics / balancing thrown in as well. And then there are the sand castles to wander through and (in places) climb, while for those who’d like more of a bird’s eye view (or should that be crow’s eye view 🙂 ), there’s always the balloon floating serenely overhead.

Cica Ghost, August 2024: Summer Camp

So – go see and enjoy!

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2024 week #31: SL CCUG + TPVD summaries

Angel of Pain, July 2024 – blog post
The following notes were taken from:

  • My audio recording and chat log transcript of the Content Creation User Group (CCUG) meeting held on Thursday, August 1st, 2024.
  • My audio recording + the video recording by Pantera (embedded at the end of this summary) of the Third-Party Developer meeting (TPVD) held on Friday, August 2nd, 2024. My thanks to Pantera as always for providing it.

 

Table of Contents

Note that this is not intended as a full transcript of either meeting, but rather a summary of those topics discussed in terms of project LL have in progress feedback given to ideas / questions comments.

Meetings Purpose

  • The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with related viewer development work. This meeting is held on alternate Thursdays at Hippotropolis.
  • The TPV Developer meeting provides an opportunity for discussion about the development of, and features for, the Second Life viewer, and for Linden Lab viewer developers and third-party viewer (TPV) / open-source code contributors to discuss general viewer development. This meeting is held once a month on a Friday, at 13:00 SLT at the Hippotropolis Theatre.
  • For both meetings: dates and times are recorded in the SL Public Calendar, and they re conducted in a mix of Voice and text chat.
  • The notes herein are a summary of topics discussed and are not intended to be a full transcript of the meeting.

Official Viewers Status

  • Release viewer: version 7.1.8.9375512768, formerly the Graphics Featurettes RC viewer dated June 5 and promoted June 10th.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • WebRTC Voice RC, version 7.1.9.10084807842, July 26.
    • Atlasaurus RC (object take options; improved MOAP URL handling), version 7.1.9.9981869229, July 22.
    • Maintenance B RC (usability updates / imposter changes) 7.1.9.9555137545, June 21.
    • Maintenance C RC (reset skeleton in all viewers), version 7.1.9.9469671545, June 14.

Upcoming Releases

  • The WebRTC RC viewer remains first in line for promotion to de facto release status.
  • It will most likely be followed by the Atlasaurus RC, although this currently has a higher then expected crash rate at present.

CCUG – Graphics / glTF

PBR Terrain Painting – Cosmic Linden

Summary
  • An in-development project. Current intent:
    • Provide a means to support the four PBR materials currently used in SL for “terrain painting”.
    • Will allow materials to be defined in their X,Y co-ordinates within a region by using a paint map, rather than having them defined by elevation defined in a height map. This will allow where grass or rock or stones or dirt, etc., appear within the region. providing much more flexibility in how terrain appears / changes.
    • Terrain painting will use the same permissions as terrain texturing (so if you have terraforming permissions, then tertian paining is possible; if you have the appropriate region permissions, you can define the PBR materials for the region.
  • Other points of note:
    • LL prefer to limit terrain painting to the four available slots at region revel, rather than allowing fully customisable swatches / slots at parcel level, as the latter presents “non-trivial issues” for terrain texture handling /loading.
    • Terrain painting will require a new entity to be introduced. Exactly what form this will take is still being discussed internally; it is unlikely to be a new asset type.
  • Much longer term options being considered for this capability might be to:
    • Allow prims to act as part of the terrain, inheriting the materials of the terrain, whilst still allowing the prim to be sized and shaped.
    • Perhaps allow the terrain within a region to be replaced by “something” else created externally to SL and then imported.
    • Neither of these ideas are currently being pursued beyond possible ideas / options.
Status
  • Cosmic has been carrying out some early internal testing on how terrain painting looks using the paint map and how it works in practice in terms of bandwidth and performance.
  • The initial results of these tests is described as “promising”.

Punctual Lights and Transmission / IOR – Geenz Linden

  • Punctual lights:
    • This a glTF extension that has recently been folded into the main specification, defining the use of lighting sources (house light, table lamps, street lights, etc.), including the potential for shadow casting from such light sources.
    • Geenz is working to implement punctual lights, but they will be tied to the node hierarchy for glTF scene imports.
    • The first iteration of the work will not include shadow casting, and will focus on point and spot lighting as defined in the glTF specification.
  • Transmission and Index of Reflection (IOR)  will provide:
    • Both refraction and “blurry” refraction suitable for things like frosted glass surfaces.
    • Dispersion, allowing chromatic aberration, allowing the RGB channels to “separate out” based on a certain factor.
    • Volume, allowing an object surface to be tinted at different surface thicknesses .
    • Geenz believes there is one significant bug left to resolve, relating to the scaling of the effect.

General Discussion

  • A request has been made for a “glTF FAQ” to be put together, based on the Lua FAQ that has been made available, and which is seen as extremely useful.
    • The request was specifically made for a glTF Scene Import FAQ, as this capability has the potential to have the biggest impact on SL in terms of content creation, as glTF scenes have the potential to cover multiple areas (e.g. object import, sounds, animations, node hierarchies, lighting, etc.).
    • However, such a FAQ / series of FAQs could allow creators to more fully understand what is being proposed / has been considered / might be excluded, etc.,  thus offering them the opportunity to make more informed suggestions / requests to hep move glTF projects forward.
    • This was seen by LL as something which should “definitely” be on the road map, but may take time to surface as much of what might be covered is still only being discussed / prototyped internally to see what is feasible, and so subject to change.
    • In the interim a set of questions posted to the Content Creation discord channel was suggested as a means to get the ball rolling in providing ideas as to what a FAQ / FAQs might address.
  • PBR individual material UUIDs accessible via llGetPrimitiveParams on non-full permission objects has been raised and is subject to being tracked and investigated.

TPVD – WebRTC Voice Update

Summary

  • Replacing the use of Vivox for Voice in SL with WebRTC communications protocol (RTC=”real-time communication”).
  • Benefits:
    • Move to a “defacto standard” for voice services, with features such as automatic echo cancellation, better noise cancellation and automatic gain control, etc., and offers much improved audio sampling rates for improved audio quality
    • WebRTC can be supplied within the viewer using a library and wrapper, ending the need for any additional third-party plug-in for Voice like SLvoice.exe, as supplied by Vivox.
    • Opens the door to adding new features and capabilities to SL Voice, some of which have been long-requested.
  • Care is being taking to address potential security issues (e.g. preventing eavesdropping, exposing users’ IP address (by using an internal proxy server), etc.).
  • Feature requests for WebRTC made via the WebRTC board on the SL Feedback Portal are being evaluated and some are being actioned, together with issues being investigated.
  • LL will be looking to Linux devs to help give feedback on how well WebRTC is working on their Linux viewers.

Status

  • The plan remains to try to promote the WebRTC RC viewer to release status ASAP, with the aim of having as many TPVs adopt it as possible prior to the back-end switch being thrown to move all simulators to only using WebRTC.
  • The work is at a point where there is just a “handful” of issues, with fixes most of them actually being tested by QA.  Some of these are transition issues related to moving between regions using Vivox and regions using WebRTC (or vice-versa).
  • LL hope to release the back-end support for WebRTC peer-to-peer and Group calls, which should remove some of the limitations with testing WebRTC.
  • Roxie Linden also noted some third party viewer users using Linux viewers have been having device/audio subsystem issues with WebRTC, and has offered to provide some assistance with these problems – with the caveat that she’ll need TPV developers to diagnose their issues and on the fixes.

In Brief (Both Meetings)

Combat 2.0

  • The updates to the SL Combat system (SLCS), otherwise known as “Combat 2.0” are now in a deployment phase.
    • After to prior attempt, the updates are now deployed to the BlueSteel simulator RC channel.
    • Providing no further issues are found, the updates (as part of the Summer Fun simulator update) will be deployed to he remaining RC channels on Wednesday, August 7th; and then to the SLS Main channel on on Tuesday August 13th.
    • In the meantime, those involved in Combat in SL and who wish to have their regions able to leverage the new capabilities can file a support ticket to have their region moved to a channel supporting Combat 2.0.
  • With Combat 2.0 becoming available, Linden Lab has announced the Combat 2.0 Promotion Partnership Programme has been launched.
    • The intention behind the Promotion Partnership Programme this is to give those actively involved in combat activities in Second Life the “opportunity to help us spread the word across the grid about Combat 2.0 in Second Life”.
    • In particular, this will see some of the LL combat regions (e.g. Concord and Lexington) a facelift and use them to showcase Combat 2.0, with participants in the Programme asked to donate free-to-use combat items for use in the regions.
    • In addition, participants will have their regions / communities included in a Combat section of the Destination Guide. There may be other benefits for participants as well.
    • Those interested can sign-up via this Google form.

2K Texture and PBR Materials Support and Bakes on Mesh

  • This is now an active project. However (and as previously indicated in these summaries), the work is more than just updating the Bake Service.
  • In particular, it will mean bringing the code for the appearance service back into the viewer codebase.  However, this will will yield two benefits:
    • It will make the code is easier to update in future.
    • Could potentially make it easier possible to add PBR materials support to Bakes on Mesh in the future (although some design work on what compositing PBR materials layers means).
  • It was noted that the priority is to get “PBR BOM” in place prior to any release of glTF scene import.

Additional Items

  • It has been reported that some auto-replies to Canny tickets do not always include any linked ticket.
    • For example: Beta grid: water “sandboxes” was raised in Canny, but closed as already tracked, but fails to publicly list the tracked issue – in this case Github archive issue #9258 (originally Jira BUG-231883).
    • It was broadly agreed that it would be useful for these replied to at least reference archived / accepted tickets from Jira – even if the tickets themselves cannot be views (e.g. as they relate to a security issue).
  • Viewer release process:
    • Brad Linden has been working on the new viewer Gitflow process and release branches.
    • As previously noted, the focus is on moving away from having multiple release candidate cohorts based on different codebases in flight, as has been the case since around 2012, and instead focus on a core Develop branch of the viewer, from which RC versions can be built – so each RC viewer is essentially a “snapshot” of the Develop Branch code, rather than being an entirely separate viewer to anything else in flight.
    • It is hoped the formal switch-over to this approach will commence with the Atlasaurus RC.
  • The Lab’s Linux viewer work currently resides within the Maintenance B RC viewer branch.
    • This is awaiting merging into the the main Development branch, and has encountered some issues with merging.
    • Once the merge has happened, and remaining issues dealt with, then packaging Linux builds for the viewer “could start happening some time after that” (so some time after the Atlasaurus viewer release).
  • The TPVD meeting included a general discussion on the future of LODs (Level of Detail):
    • As a part of glTF adoption, Linden Lab is looking at adopting the Microsoft LOD extension for glTF 2.0, one outcome of which could be the removal of the RenderVolumeLODFactor (RVLF) setting from the viewer’s Debugs.
    • It was noted that as manually setting RVLF has long been the means by which creators can hide issues with LODs (i.e. raise LOD and force the viewer into rendering the higher LOD instances of an object), removing the debug is going to the lead to a lot of poorly-made content being exposed, potentially leading to a lot of upset.
    • However, it was also noted a more standardised approach to LOD instances of objects is required, and adoption of the Microsoft glTF  extension is the means to achieve this, allowing content creators to better leverage LOD generation within tools like Blender.

Next Meetings

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.

Visiting a further chapter of a never-ending story in Second Life

NeverendingSL: Souru Sosaeti, August 2024 – click any image for full size

Since 2021, Jayden Mercury has been creating  / writing stories involving settings he designs, sometimes on his own, sometimes with the assistance of others, and notecards which might be seen as chapter outlines or prompts, all under his Neverending banner.

While I have missed numerous segments, I did cover the start of the story when Jayden opened Adventures In Mad Wonderland in 2021 (see here for more). I then returned to it for Neverending – Sakura Tales (more here) and again for The Dark Tower (more here), after which I kind-of lost touch with things. I was therefore pleased to be recently able to visit the 13th chapter in the series NeverendingSL: Souru Sosaeti.

NeverendingSL: Souru Sosaeti, August 2024

Jayden’s settings often have a suggestion of pulling on the threads of literature and storytelling from times past in order to create a tale of its own. With Adventures In Mad Wonderland, for example, there was the obvious element of Dodgson’s stories as written under his pen name; with The Dark Tower there seemed to be multiple potential intertwining references: Stephen King, Robert Browning, Tolkien, and so on.

Here, the name of the setting appears to be taken from the Japanese term for Soul Society (aka “dead spirit world” or “spirit world”, Souru Sosaeti), where souls are said to reside whilst awaiting reincarnation.

NeverendingSL: Souru Sosaeti, August 2024

Whether the reference is meant literally or simply as a means of unfolding this chapter of Jayden’s story (or even as an oblique reference to the Japanime series BLEACH), I’ve no idea. Certainly, the introductory notecard gives the impression that there is a common thread linking this Soul Society with its namesake:

Souru Sosaeti, once bustling and lively, now lay shrouded in fog and surrounded by an eerie silence. The artist arrived in the harbour aboard his small boat, guided by his constant companion, the majestic phoenix. The bird of rebirth was more than just a symbol; it seemed to have a connection to this mysterious city, whose fate threatened to disappear into the mist.

– Introductory notecard for NeverendingSL: Souru Sosaeti

NeverendingSL: Souru Sosaeti, August 2024

Stranded, the artist has set-up home on the edge of the city, and among the tower of stacked trailer homes similar in nature (if on a smaller scale) to the one popularised by a certain E. Cline in his debut novel. And it is at his little retreat that the story opens, with an invite to sit and then explore the setting. As with previous iterations of the story, the setting is interactive, and visitors are encouraged to explore, take photos, discover – and to try to find the artist’s pen and paper in order to read on to see what happens next.

The story itself carries the sub-title The Artist and the Cards of Destiny. This appears to be a reference to a game within the setting which can be triggered by locating the local Experience and receiving the game HUD. The Experience trigger might take a little finding; all I’ll say is look for alley with the red lanterns and the gate at its far end. Locate it, and the Joker may have a challenge for you!

NeverendingSL: Souru Sosaeti, August 2024
Suddenly, the Joker appeared, emerging from nowhere with a diabolical grin and a theatrical voice that echoed through the deserted streets. ‘Ah, finally a curious wanderer,’ chuckled the Joker as he faced the artist. ‘Are you here to unravel the secrets of this city? 
The artist stepped back, startled by the Joker’s sudden appearance. Gathering his composure, he met the Joker’s gaze. ‘Who are you? What do you know about the disappearances?’ he demanded …
The Joker smiled mysteriously and replied, ‘Ah, that is a question for those who seek the truth. The city has many faces, each with its own stories to tell. Perhaps you will find the answers you seek if you find the four king cards. Are you ready for the challenge?

I’ll say no more on the game here – you can discover it for yourself when you find the “Joker’s gate”, as it were. So why not pay a visit to NeverendingSL: Souru Sosaeti and see what you might find on the ground  (and elsewhere!), both on foot and by way of theJoker’s challenge?

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En vacances à la Petite Provence d’Annisss in Second Life

Petite Provence d’Annisss, July 2024 – click any image for full size

In leafing through the Destination Guide recently, I happened across an entry for Petite Provence d’Annisss, a full private region setting leveraging the Land Capacity bonus, designed by Annisss Mathịṣ (annisss). Offering a mix of public spaces and rental properties (so some caution might be in order during wanderings to avoid invading someone’s privacy), it offers a good deal to see and appreciate and some pleasing opportunities for photography.

Visit a village in the south-east of France, have lunch at a restaurant with a sea view or enjoy its beaches and small isolated coves, visit its superb caves or come and enjoy the evenings at the Club.

– Petite Provence d’Annisss About Land description

Petite Provence d’Annisss, July 2024

A visit commences towards the west side of the region where a tall clock tower keeps watch over a channel cutting its way into the landscape. Perhaps this watery cutting and the bay at its eastern end may once have been a natural inlet, but where the banks may have once stood has been built up with walls and topped out with paving to provide space for local businesses, the town church, with the inlet becoming something of a small harbour, offering a safe haven to various craft which appear to enter via a separate channel.

Gathered behind the clock tower, the part of the town adjacent to the landing point carries hints of multiple locations – some of the buildings having a lean towards Tuscany; others seemingly plucked from rural France. It’s a mix that is pleasing to the eyes with cobblestones an paving run around and between the buildings, inviting feet to follow, while to the south a road sweeps down from the heights before performing a u-turn and ending as abruptly as it started have served its intent and brought visitors down to the golden sands of a beach whilst cupping one of the region’s restaurants in its arms as it does so.

Petite Provence d’Annisss, July 2024

The beach offers plenty of places and space to catch the sun, whilst a makeshift bar might allow sunbathers to quench their thirst when it is stocked and operating. For those who prefer, steps to one side of the clock tower offer a quicker way down from the landing point to the beach, and both the the steps and the road will direct wanderers to where a horse rezzer is also available should clip-clopping around the town appeal.

Across the channel, and linked to the clock tower by way of a bridge, the north side of town has fairly packed itself into a small island, the buildings shuffling together shoulder-to-shoulder is if in mutual protection. Between them might be found narrow streets and alleys that – as is so often the way with old towns – suddenly burst forth into a square or walk raised above a beach, offering places to sit and pace the time and / or steps down to the sands.

Petite Provence d’Annisss, July 2024

Follow the raised water front here down to where it overlooks the moorings for boats, and you cannot fail to find The Blue Note, the club mentioned in the About Land description. Sitting within the remnants and façades of a number of buildings and with its very roof the sky above, this a a place ready to host both DJs and live musicians alike, its dancefloor sitting above a tropical isle in miniature.

Reached by walking through the town and passing by the church and another restaurant, visitors can make their way to the region’s art gallery. Sitting with cliffs on three of its four sides, the gallery was hosting a exhibition of photography by Ludi Tarus at the time of my visit, with its courtyard area sporting various 3D pieces. Just to the south of the gallery are two blocky promontories, a narrow cove cutting between them. One of these promontories is home to a public baths, and those seeking it out might also notice there’s a path edging its way around the cliffs below it, offering access to the cove.

Petite Provence d’Annisss, July 2024

The second promontory is the location to one of the setting’s rental homes. Overlooking another cove-like beach sheltering between the rocky bluffs, this house looks across the sands to another headland marked by more rentals, and with another path running through it connecting the two baches along its shoreline. To be honest, I’ve not sure if this aspect of the island is intended to be open to the public; while it links directly to the the gallery and its courtyard, the only means to reach the footpath and the beached appears to be by taking a walk through the gardens of the rental houses. I wasn’t keen on doing this in case I was trapsing across private property, so I simply cammed  over and looked around.

Some of the cliffs dropping away to the harbour from the rentals and the gallery have waterfalls bursting out of them, suggesting the presence of a rocky aquifer. More to the point, for those who find it, there’s a stairway leading down to the base of some of these falls, where a bag of gifts awaits, together with the entrance to the cave mentioned in the About Land description.

Petite Provence d’Annisss, July 2024

Charming, quiet and with plenty of opportunities for photography, Petite Provence d’Annisss makes from a pleasing visit with plenty to seen and photograph.

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