Visiting La Digue in Second Life

La Digue, November 2019 – click any image for full size

La Digue (“the dam”?) is a recently opened Homestead region offering numerous opportunities for photography and – with a little care – exploration.

Designed by Sablina, famous for producing the likes of La Virevolte (see here, here and here), Ponto Cabina (see here and here) and Field of Dreams (see here), this is a region caught in the changing of the seasons, the trees a mix of summer green and the reds, golds and brown of autumn. Beneath them, the land is cut by two large water channels that feed multiple smaller, canal-like channels that divide-up the land into a series of small islands and one large “central” land mass that also forms the landing point.

La Digue, November 2019

A large gatehouse stands atop the latter, standing guard over the region and is large island and watching over the landing point as it sits on the shingle shore. Surrounded by a sea of sun-dried grass, the gatehouse is one of a number of buildings within the region that collectively give it – along with its name – a feel for northern France (although one of the buildings is admittedly Tuscan in design).

Small bridges connect some of the smaller islands one to another, but to reach others some wading through the shallow channels between them might be required. With corn stalks and cattle grazing, the islands further suggest a rural setting.

La Digue, November 2019

To the north, a sender finger of land points westward and then turns south along a broader stretch of coast to a small railway station (sans tracks) looking out to sea whilst caught under its own rain storm. This crrokes streacth of road  and shoreline, coupled with the region’s name, brought to mind the long finger of La Digue du Braek, albeit without the sands on one side and the port of Dunkerque on the other. At the end of this the road, a bridge provides access to a small headland area where stands a lighthouse and work is apparently in progress building a sea wall.

However, what – for me – gives the region character is the broad north-to south channel that cuts through the region, separating the western run of road and its station from the rest of the region. This would appear to be a tidal run, given the dry stone wall supporting some of the land to one side. It is home to numerous wooden moorings alongside of which rowing boats sitting among the reeds and watery growths around the mooring piers.

La Digue, November 2019

This area in particular adds a huge amount of character to the region, rich in detail and photographic opportunity from pretty much any angle. Elsewhere throughout the landscape are further opportunities as well, but it tends to be the waterway that draws the eye and lens back to it again and again. The rowing boats, meanwhile offer numerous places for sitting and posing for photos or chatting.

More places to sit can be found across the region as well, from the little bar a short walk from the station, to benches and chairs, hay bales and more. Getting to some can be a bit of the aforementioned challenge, admittedly: some of the grass and other plants could do with being phantom – but this shouldn’t put people off exploring and wandering.

La Digue, November 2019

Sablina has a reputation for creating regions of beauty that capture landscapes in a most natural manner, and La Digue is further proof of this. It’s a place that invites wandering and spending time within it, the supplied sound scape rounding it out perfectly.

A region that has already caught the attention of photographers and artists, La Digue is not to be missed by Second Life travellers.

La Digue, November 2019

SLurl Details

  • La Digue (Sparrow Springs, rated Moderate)

Elvion expands in Second Life

Elvion, November 2019 – click any image for full size

Update, September 2021: Elvion has relocated and expanded – see Elvion expanded in Second Life.

We first visited Elvion, designed by BoZanoNL in February 2019, back when it was a quarter Homestead region. As I noted in Elvion: an elven sanctuary in Second Life, back then it offered the look and feel of a elven sanctuary, steeped in mystic magic and with little places for visitors to sit and spend time. More recently, the setting has moved to occupy a complete Homestead region, and in doing so has obviously expanded.

The move and expansion has perhaps lost some of the more “elven” elements from the former. However, the move has allowed for the creation of a more extensive, open landscape, rich for exploration, still with numerous places in which people are welcome to spend time.

Elvion, November 2019

Set under a bright sky suggestive of a crisp spring or autumn day, the region is largely open, rolling grassland, cut on its south side by a mountain range running west to east, largely separated from the rest of the region by a narrow water channel with its head as set of waterfalls at its western end. When seen from the north side of the region, these mountains give it added depth, assisted by a line of low hills running through the lowlands that naturally break the line of the mountains and make them appear further away.

The landing point for the region sits to the north-east on the grasslands. It sits along a cart track that runs part-way through the region, curling around the hills to curve north and east across the grasslands, two bridges allowing it passage over a bubbling brook until it meets the region’s hills and they turn north. It is at the landing point that visitors can review the region’s rules and can see that this is a horse-riding friendly region (for those with a wearable Animesh horse, or can join the region’s group for a L$500 and rezzing rights).

Elvion, November 2019

A further mark of the former Elvion was the wildlife – deer, herons, even bird calls, etc., – and this is very much carried over with the new setting, with horses joining the mix. All of the visible animals and birds are scattered across the region in a manner that makes coming across them both a natural experience when exploring and also opens up opportunities for photography.

As noted above, some of the more “elven” elements present in the former quarter homestead region space are now absent; however, there are some ornate arches to the south of the region tucked among the mountains there, but otherwise, the pavilions found in the former design are absent.

Elvion, November 2019

This doesn’t mean the region is bereft of structures, however. Towards the head of the waterfall-fed channel, for example, is a large cabin. Elsewhere there is a gazebo sitting amidst cherry blossoms that add to the more springtime feel to the region, and there are numerous hints of ruins to be found – one close to the landing point – all of which offer cuddle spots.

When wandering the region, and despite the lack of clear elven influences, I was still put in mind of scenes from Middle Earth – the mountains, when seen from a distance to me offered a hint of Tolkien’s Misty Mountains as perhaps seen from Rhudaur, while  – and albeit it somewhere else in Middle Earth entirely – the cabin, put me in mind of Beorn’s house (if without the associated gardens of the latter).

Elvion, November 2019

Like the cabin, the various ruins offer places for people to sit and talk and cuddle. Other sitting / cuddle points await discovery, including a wheelbarrow, a shoreline hut, the aforementioned gazebo, and various wooden decks. These all encourage people to spend time in the region, as does the potential for photography – landscape and avatar studies.

Rounded-out by a corner woodland setting with ruins of its own, the expanded Elvion offers a lot to visitors, making it an ideal an pleasing visit that build on the former quarter-region setting. I will confess that I did have some performance issues with shadows enabled whilst riding my Animesh horse, but just disabling shadows for the ride solved that problem, and the issue didn’t otherwise spoil my explorations on foot.

Elvion – November 2019

With thanks for the update on Elivon from Miro Collas.

A Miskatonic mystery in Second Life

A storm comes – and brings with it an assortment of nasties to plague Miskatonic

Currently open at Miskatonic County is Tales of Miskatonic County: The Perfect Storm. Described as “A Horror Survival Experience”, created by Rayden Evenstarr, Phoenix Sachin, Logan Porterfield and Tobiath Tendaze, it makes for an interesting if (for me at least) a slight confusing diversion.

Using the Second Life experience system The Perfect Storm pitches you against zombies, lurkers, cultist gunmen, ghosts, creature of the deep and more in a battle to survive and to complete assorted quests. The latter range from killing some of the aforementioned monsters and creatures through to rounding up kittens or finding puppies – which makes for an interesting mix!

As you emerge from the theatre in Downtown Miskatonic, you find a town in chaos. Torrents of blinding rain obscure amorphous shapes lurking in the shadows. Telephone poles have been sent crashing to the ground in showers of sparks while trees fall upon cars and houses alike. Danger lurks in every alleyway, and you feel as though a thousand eyes are upon you.

Miskatonic is no ordinary town, and this is no ordinary Halloween. The day is October 31st, 1991. The day a ferocious storm system suddenly formed off the New England coastline. A storm system so large that meteorologists deemed it “The Perfect Storm.” The storm turned westward, moving against the jet stream, striking the coastline with a deadly storm surge and hurricane-force winds. Many old-timers of the region dubbed the storm “unnatural.”

– Introduction to ales of Miskatonic County: The Perfect Storm

The streets are lashed with rain – and home to things that creep and lurk

The adventure begins at the Miskatonic Theatre, where players pick-up the game HUD (and must accept the region’s experience in order to play – a one-time only requirement unless the experience is subsequently blocked), together with a magic ring and a pistol.

The HUD will auto-attach to the player’s screen under scripted control, and will auto-detach on departing the game. It acts as a relay to record your health, shield and armour, and as an information giver – prompts are displayed in the lower section of the HUD, and there are two buttons: Stories and Quests, of which more anon. The gun and ring are inventory objects and must be worn. The former is required to kill the nasties (you must be in Mouselook), and the latter helps “buff” your game stats.


The HUD provides health information (top), general information on your location (centre) and buttons to view your quests (if any are in progress) and any story fragments you’ve found

Outside of the theatre, the storm is in full force. The northern end of the town is subject to flooding from the storm’s surge, and rain is falling in heavy sheets across the rest of the landscape, with copious amounts of storm damage to be found in the streets.

You’ll need to be in Mouselook whenever you are outdoors, as this is where the nasties roam. You can switch back to third-person view when inside buildings to ease exploring them and interacting with things in them. Shooting the the nasties is a case of aiming the screen cursor at them and blasting away with left-clicks. Hits earn points and will eventually kill the nasty, earning you bonus experience points. However, be warned that they can strike back with claws, teeth, knives, hatchets and guns of their own, eroding your health, shield and armour.

Health can be restored by finding crafting stations and then rummaging for ingredients, then using the crafting station to make consumables and eat / drink them. These items are added to inventory for rezzing and can also be traded with other players, allowing those playing together to help one another. Consumables, once made, can be worn to consume or carried. Some will restore lost health / shields, some may only “buff” for a period of time.

Quests and stories (shown) are displayed in a separate HUD panel by clicking on the Quest or Stories button on the main HUD

Quests are undertaken by finding non-player characters (NPCs) scattered within various locations. Clicking on them will open the Quest panel on your screen and display details of a quest for you to complete. click the “off” button on the panel to close it, and you can set out to complete the required task.

You can have up to four quests running simultaneously, and some will be auto-complete (achieve the goal and the quest ends), others will require you return to the Quest giver. A tally is kept of your progress, and I found this a little irritating, as each time I achieved a target in a quest, the panel would open, blocking part of my view and requiring I hop out of Mouselook to close it (ALT-click didn’t seem to work).

As well as quests, there are story fragments to be found scattered around – these take the form of books with hovertext floating above them. Clicking on a book will add the story fragment to your HUD – click the Stories button to open a panel listing the available stories, and click on the one you want to read by clicking on its title.

Should you find your health drops below 0, you will be incapacitated and transported to the Miskatonic Medical Centre. This restores your health and reveals one of the secrets of the experience: it exists on multiple levels stacked up one above the other through the vertical extent of the region. They are connected by teleports in the form road tunnels. Moving to each of them can earn experience points.

A creature of the deep roams Miskatonic

If I’m totally honest, I don’t entirely “get” the overall goal – other than survival (which may be the sole point) – but then, I’ve not progressed full through the entire experience. In this, the instructions and introduction are somewhat vague – and “emissary” is reportedly coming, but what / who that might be slipped by me. There is also reference to artefacts being stolen – but whether recovering them forms a part of any of the quests, I could say.

Perhaps the way to find out is to play for yourself?

SLurl Details

Last Dove: a western homage in Second Life

Last Dove, November 2019 – click any image for full size

Created with love in the spirit of West Texas honouring those that came before, those with us, and our future.

So reads the About Land dedication for Last Dove, a Homestead region designed by Erythro and Shannon Cardalines. And while there are many western-themed role-play regions, Last Dove is something special, as Shannon noted to me as we discussed it after Caitlyn and I had made our initial visit.

It was designed for a set for Erythro to make machinima he wants to show at film festivals in real life. We based the sim on the novel and screenplay of Lonesome Dove. The characters you see here are all bots that Ery scripted to work as his actors.

– Shannon Cardalines describing Last Dove.

Last Dove, November 2019

For those unfamiliar with Lonesome Dove, it was the title book (although technically the third instalment of the story) of a series bearing the same name, written by Larry McMurtry. It started as a film script collaboration between McMurtry and Peter Bogdanovich, but after languishing in development hell for over a decade, McMurtry purchased the rights to the script and turned it into a novel, first published in 1985 and winning the 1986 Pulitzer Prize for Fiction.

The story did eventually reach the screen – albeit the television screen – in 1989 in a CBS 4-part mini-series starring Robert Duvall, Tommy Lee Jones, Danny Glover, Diane Lane and Anjelica Houston among a long list of notable actors. It is a particularly memorable story not so much because of its western setting, but because it is a tale that intertwines themes of old age, death, unrequited love, and friendship – something reflected in the dedication for the region.

Last Dove – riding into town – November 2019

As well as being the title of the novel and series, Lonesome Dove is also the name of the Texas town where the story begins. It is this town – the set of which still stands – that serves as the inspiration for Last Dove; and it is no exaggeration to say that the region marvellously captures the spirit of the location, with several of the notable buildings being reproduced along the dusty main street. The echo of The Stockman’s Hotel, for example can clearly be seen in Last Dove’s Dry Bean Saloon.

In addition to recreating the town, Ery has also scripted a number of characters from the book / series. These may vary between visits – there is a control board for the bots hidden away in one of the building. However, when visiting, you’re more than likely to come across the two principle characters, Captain Woodrow F. Call (played by Tommy Lee Jones in the CBS mini-series) and Captain Augustus “Gus” McCrae (played by Robert Duvall) – with the latter looking particularly reminiscent of has actor alter-ego!

Last Dove – after a day in the saddle, even a girl needs a drink! – November 2019

Given Lonesome Dove is set against the backdrop of a cattle drive to Montana, other touches reflecting on the film include the bunkhouse and a small herd of Texas longhorn cattle, complete with a cowboy bivouac, suggesting the drive out on the trail. In addition, the great plains of Texas are represented by the region surround, which directly abuts the region on three sides, offers scrub grassland  that rolls gently off to the horizon and the hazy slopes of distant hills. This gives Last Dove a tremendous sense of depth, with the west side of the region separated from the surround by a span of water that perfectly echoes the Rio Grande, which features in both the story and the town (the set for Lonesome Dove is located near Del Rio, West Texas).

While inspired by Lonesome Dove, I have to admit that initially, the setting put me in mind of Clint Eastwood’s High Plains Drifter. There was something about the plains rolling away to those haze-softened hills and the town on a shoreline that put me in mind of Eastwood’s ghostly Stranger (Death) on his pale horse, riding out of the shimmering haze to  mete out vengeance. So much so that, in looking across the plains of Last Dove, I wouldn’t have been surprised had a horseman slowly materialised riding towards the town! In this respect, I did feel a bit of a twit when Shannon explained the actual inspiration – I’d been looking at the Captain Call character with the name ringing bell, but unable to place where I’d come across it.

Last Dover, November 2019

It’s important to state (again) that Last Dove isn’t intended as a role-play region per se. However, it is ideal for photography and for getting into the spirit of the old west, as I hope a couple of my pictures here suggest! Rezzing is also permitted for props – but please ensure you clean things up afterwards.

This is genuinely a superb setting, richly evocative of the story on which it is based. Its offer plenty of opportunity for horse-riding, easy exploration and – as noted – for photography. Absolutely not a setting to be missed. Those wishing to see more of the Lonesome Dove set as it looks in more recent times can do so via the Lonesome Dove Remember link, below.

Last Dove – meeting “Gus” McCrae (centre) and Woodrow Call outside the bunkhouse – November 2019

SLurl and Links

With thanks to Shawn Shakespeare and Alsatian Kidd for the region SLurl, and to Shanon for her time while visiting

Above an Endless sky in Second Life

Endless Above - The Lost City
Endless Above – The Lost City – October 2019; click any image for full size

In January 2019 we visited Endless, a Full region designed by SombreNyx and a place of untamed beauty suggestive of coastal fens and lowlands (see: Endless: lowland beauty in Second Life). Since that visit, the region has been extended – albeit it not on the ground. Instead, there is an element in the sky Endless Above – The Lost City, that is also captivating to the eye.

Designed by Jackson Cruyff, this is a region-wide platform that offers, as the name might suggest, an ancient and lost city sitting within a forest. It’s a place that appears to be under investigation: the landing point is set within a camp on the south-west corner of the landscape. Others are to be found scattered around the landscape, inviting exploration.

Endless Above – The Lost City

The stone ruins give the impression of great age, in places suggestive of large halls with arched doorways while other offer a limited hint of what might have been homes, together with circular structures, all of which is overlooked by a large structure sitting on the landscape’s lone plateau. Is it a place of former rulers or a place of ancient worship? That’s for visitors to decide.

There’s no set path for exploration per se; while there are blazing torches sitting within and between the various ruins, they offer more suggestions of routes that might be followed rather than set paths. Thus, the best way to explore this setting is to simply follow your feet. Doing so will not only heighten a sense of discovery when seeking the ruins, but also lead you to the beaches to the south and north of the land, both of which offer places to sit and relax.

Endless Above – The Lost City

To be honest, Endless Above is the kind of place that doesn’t require that much description; it does so for itself. The simplicity of design and layout naturally encourages exploration, with repeated motifs among the ruins that offers a sense of continuity as you wander between them.

For those looking for a slightly different location for avatar photography, this is a setting that could be worth investigating; there’s a certain Lara Croft / Indiana Jones suggestion to it. Similarly those looking for a more unusual style of SL landscape to photograph might find Endless Above worth a visit, the setting lending itself well to most outdoor Windlight settings.

Endless Above – The Lost City

There’s apparently a teleport point connecting the ground level setting to Endless Above. It is described as being at a crossroads, but I confess that while we found a roads sign referencing the sky build, we completely failed to find a hint of any obvious teleport – but we could have easily missed it; therefore a direct SLurl is offered in this piece and one for Endless for those who have not visited that location.

Finished with an immersive soundscape, Endless Above offers something of a different setting to Endless below it, but both environments do complement one another and offers similar feelings of escaping civilisation and freedom of wandering that invites visitors to tarry and enjoy the surroundings as they explore.

Endless Above – The Lost City

SLurl Details

Haraiki Bay is rated Adult

A return to Dystopia in Second Life

Dystopia // Carnage City, October 2019 – click any image for full size

We originally visited Dystopia // Carnage City (then called Dystopia // [flit ink] + aberrant) almost three years ago  – see A taste of Dystopia in Second Life – so a return visit seemed well overdue.

As the name suggests, this is something of a post-apocalyptic themed region that offers a group build – supported by a website – intended to offer some fairly free-form role-play for those interested, based around a back-story set in the 2030s and a time when global warming has passed beyond the tipping point.

Dystopia // Carnage City, October 2019

A group build, the region is divided into a number of parcels – most open to the public, although be warned that there is a private parcel in the middle of the north side of the region – which run together and the overall build sprawls across them.

Given it is a post-apocalyptic design, it should comes as no surprise that the city that takes up most of the region is in a state of decrepitude: the roads are partially flooded  – the result of rising sea levels, perhaps – the buildings in a state of ruin, and nature is taking back control.

Dystopia // Carnage City, October 2019

The city is roughly divided into three areas: Carnage City, which I’m using as the landing point here; the Boondock Slums and Happenstance, a wilder element of the region which – as the description states, offers a coastal forest and air crash site.

The Slums are perhaps the most inhabited aspect of the region: homes and places of commercial stacked one atop another, reached via ladders and steps or – for the keen eyed, a tunnel under the nearby hills. Aglow with neon signs and with pier for those seeking a little beach-side relief, it has the look and feel of life trying to pull itself together and thrive beyond the disaster that has overtaken the city.

Dystopia // Carnage City, October 2019

Elements of the region offer echoes of past designs – such as the fun fair, aspects of which were present when we visited in 2016. Others are more unique to this build – but all offer a plenty of opportunities for photography and exploration.

I do confess to having some issues with performance when visiting – fps dropped to single digits until I disabled shadows. A little annoying, but not enough to prevent my appreciating the region during our wanderings.

Dystopia // Carnage City, October 2019

All told, Dystopia // Carnage City remains an eye-catching visit that comes complete with the opportunity for light role-play among groups visiting the region, or for photography.

SLurl Details