The lost islands of Chesapeake Bay in Second Life

Chesapeake Bay; Inara Pey, February 2019, on FlickrChesapeake Bay – click any image for full size

Update: in keeping with Serene and Jade’s approach to having their region designs open for approximately a month, Chesapeake Bay has now closed and the host region is under private holding. SLurls have therefore been removed from this article.

Serene Footman and Jade Koltai have opened their February region design – called Chesapeake Bay – and, given it is by two people who always produce the must stunning vistas in Second Life, it is utterly captivating.

Our latest sim is located in the Chesapeake Bay, an estuary in the US states of Maryland and Virginia.  The Chesapeake Islands are famous for the simple reason that they disappeared. Built on clay and silt, over the course of a century the islands were gradually submerged as a result of erosion exacerbated by sea level rise. They were the islands that sank.

– Serene Footman, introducing Chesapeake Bay

Chesapeake Bay; Inara Pey, February 2019, on FlickrChesapeake Bay – click any image for full size

For the build, Jade and Serene have focused on two islands in particular:  Holland Island and Sharps Island, with a particular focus on the former while blending features of both into a unique setting and memorial to both with all of the attention to detail and care in design that make their work among the best to be found in Second Life. As with all of their regions, this design carries within it a story – or rather stories. The first – and primary – story is that of the attempts of a husband and wife team to save Holland Island and the last remaining house standing upon it, all that remained of a place once home to over 400 watermen and farmers, and their families.

Stephen White, a waterman and Methodist Minister, first visited Holland Island when he was a boy. Years later, he was visiting one of the island’s three cemeteries when he saw an inscription on one of them.
The discovery inspired Stephen White to embark on a campaign to stop Holland Island from disappearing into the sea. He purchased the island for $70,000, and set up the Holland Island Preservation Foundation. For fifteen years, Stephen and his wife waged their own battle against the sea. Spending $150,000, they built wooden breakwaters, laid sandbags and carried 23 tons of rocks to the island and dropped them at the shoreline.

– Serene Footman, describing Stephen White’s attempt to save Holland Island

Chesapeake Bay; Inara Pey, February 2019, on FlickrChesapeake Bay – click any image for full size

The waters of the Chesapeake were not to be held back, however, and in 2010 that last house, originally built in 1888, collapsed, forcing the Whites to admit defeat and sell the island. The remnants of  that last house was completely lost to the waters of the bay in 2012.

Hoewever, for this incarnation and in recognition of the Whites’ attempts, the house remains, much as it appeared in 2010 after the initial collapse. It sits on the west side of the island, the carcasses of the vehicles used to try to shore up the land around it slowly drowning under the rising waters, watched over by sea birds and waterfowl.

Chesapeake Bay; Inara Pey, February 2019, on FlickrChesapeake Bay – click any image for full size

North of the Last House is an automated lighthouse sitting on a platform, marking the second story commemorated by the region: that of lighthouse keeper Ulman Owens. The light sits atop a platform once home to the Holland Island Bar Lighthouse, also built in 1888, and manned through until 1960, when the automated tower replaced it on the platform. In 1931, keeper Owens was found dead in the lighthouse kitchen amidst a scene of apparent violence, including a bloodied butcher’s knife close to the body and bloody stains within the room, although the body itself showed no significant wounds.

Initially, his death was ruled the result of a fit, rather than foul play. But subsequent investigations and an autopsy suggested Owens may have been murdered by local rum runners or that, given he had at least two affairs that caused the women involved to leave their husbands, he might have been set upon by an angry husband. However, as the autopsy revealed Owens had heart disease, the ruling of accidental death was held, and the case closed.

Chesapeake Bay; Inara Pey, February 2019, on FlickrChesapeake Bay – click any image for full size

Sharps Island, although some distance from Holland Island in the physical world, is represented in the region by a reproduction of the “leaning tower” of the (deactivated) Sharps Island Light, and the ruins of a second large house. The latter represents the popular (if short-lived, due to the island’s continuing erosion) hotel built by Miller R. Creighton in the late nineteenth century. Sharps Island itself finally vanished under the waves in 1960.

Today, Holland Island is marshlands and sandbars, home to a great many varieties of birds and waterfowl, and Serene and Jade have captured this within their design, which is finished with an atmospheric windlight and superb sound scape.

As with all of Jade and Serene’s builds, Chesapeake Bay won’t be around forever, so do make a point of visiting; you won’t be disappointed. Be sure, as well, to read the excellent piece on the region and its inspiration on the Furillen blog.

 

 

A return to a cyberpunk Cocoon in Second Life

Cocoon; Inara Pey, February 2019, on FlickrCocoon – click any image for full size

In August 2017, Caitlyn and I visited Cocoon, a futuristic, cyberpunk-ish role-play environment established in 2016 – see A cyberpunk Cocoon in Second Life for more. Since then, the entire setting has relocated and has undergone an extensive update. While I didn’t document the previous simulator type on which Cocoon was placed, the new one is a Full region, utilising the added full region land capacity bonus.

Alongside the move, the backstory for the environment has also been updated, moving the clock forward some two years from the August 2017 setting:

It is the year 2489. What’s left of Earth is a by-product of the things that went wrong there. The weapons unleashed in the Transcendence War transformed the surface into a blighted wasteland and forced the refugee remnants skywards, first to floating cities and arcologies in Earth’s upper atmosphere, then further out, to orbital colonies and settlements throughout the solar system. 

– Cocoon introduction

Cocoon; Inara Pey, February 2019, on FlickrCocoon

Cocoon is one of those orbital facilities, an artificial asteroid owned, operated and governed by the Cocoon Corporation. Its primary function is that of a commerce hub, and – if I might borrow from Babylon 5 (one of my favourite Sci-Fi shows) and re-phrase it a little:

It’s a port of call; a home away from home for business men and women, hustlers, entrepreneurs, freighter crews, smugglers, gangs, and wanderers, all alone in the night…

The station itself appears to have been greatly expanded on as well, although many of the locations present from the last iteration we visited remain – such as the walks visitors are delivered to from the main landing point / information area (be sure to collect and wear your OOC visitor tag if just visiting), the Pulse Bar, the Luxxon Hotel, and the extensive road network which Cocoon group members can be ride via bike. However, the overall sprawl of the asteroid city appears to have been extended.

Cocoon; Inara Pey, February 2019, on FlickrCocoon

This makes, as I noted when previously writing about the setting, Coccon feel much more of a place – walking the streets with their automated vehicles and interactive non-player character (NPCs) – just touch them to engage with them via a mix of local chat and dialogue menu options – it is easy to become disoriented.  Thus, just like any newcomer to a strange environment, you have to spend time gaining familiarity with the city and its various sectors.

It might be a case of mis-remembering, but the city also seem to have far more depth in a literal sense, levels being more stacked one atop the other. This again adds to the feeling this is an entirely artificial construct. In particular, the main terminal building seemed to be much larger and more multi-level; finding your way down to the shuttle teleporter to reach Earth can be a little bewildering, for example, and I don’t recall that from our last visit.

Teleporters are also provided in the form of The Fifth Element style flying taxis. These are either parked on various platforms or parking bays, or can be summoned via yellow taxi call boards. Just select your desired sector and destination in that sector. Within various buildings are elevators. These may operate as actual elevators, as per the one at Pulse, or as teleporters.

Cocoon; Inara Pey, February 2019, on FlickrCocoon

One of the aspects of Cocoon I’ve always liked is this blending of influences. There’s the echo of The Fifth Element in the taxis, sense of Blade Runner within Sector 2’s residential strip and within the advertising boards and signs, and there are the Anime reflections throughout. There’s even a slight whiff of the Yorktown star base from Star Trek Beyond with the freighters moving directly below the building and walkways of Level 1.

Again, as I noted last time. this doesn’t make Cocoon in any way derivative, but rather a unique blending of styles and approaches that simply work. And while the city was not quite as active during our more recent visits as it was in August 2017, it still offers an attractive – a pull if you will.

Nor is this all. As Ellie (Mii1a), the prime mover behind Cocoon informed me on our first return visit, a new Lunar setting is being added to the region as a further destination alongside of Cocoon and the remnants of Earth below.

Cocoon; Inara Pey, February 2019, on FlickrCocoon

With full information on role-play and the setting available on the Cocoon website as well as at the landing point, Cocoon remains an intriguing place to visit.

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  • Cocoon (Esperia, rated: Moderate)

The Four Villages in Second Life

The Four Villages; Inara Pey, February 2019, on FlickrThe Four Villages – click any image for full size

We visited The Four Villages, a full region utilising the full 30K land capacity, early in January 2019, but its taken me a while to document it. Held and designed by Vita (Vita Camino), the region is region is a mix of public and residential parcels within a themed environment that makes for a pleasant visit.

The residential parcels are grouped into four  themed groups, including a beach side area and Mediterranean area, of which more anon. Public areas link these together, offering the means to explore all of then, and with two of them – the beach theme and the Mediterranean  – provide something of a community heart.

The Four Villages; Inara Pey, February 2019, on FlickrThe Four Villages

The beach area, referred to as the Beach Club, is located to the east side of the region, includes a sandy road that runs from nowhere to nowhere, offering a landing point. While the road may be short and without real start or destination, it has plenty of character waiting to be explored along its short length. It also overlooks the larger of the two waterways to the north, which is home to a small inland  fishing harbour, again rich in character.

The Four Villages; Inara Pey, February 2019, on FlickrThe Four Villages

The harbour forms a further focal point that includes a small hang-out area atop a raised wooden deck and the Vitas Gardens office. The piers of the harbour effectively block navigation along the length of the river, but they do provide access to the north side of the land. This is home to the two remaining residential areas, respectively New England and Countryside, and both are landscaped in reflection of their names. A hiking trail extends into this area, raising up from the piers to a chapel, before running east and west – but do keep in mind it both runs by and ends at private homes.

Covered bridges run from the beach area’s road over the second river splitting the region and a small pool. They carry visitors to the Mediterranean residential area – called Little Italy. Bordered by private residences, this offers more places to sit and relax, the opportunity to take a swim. Roman bath style.

The Four Villages; Inara Pey, February 2019, on FlickrThe Four Villages

To ease getting around the region, the Vitas Gardens offices sitting above the mooring piers offers a teleport board to all four of the residential areas, as well as to the principal public area on the region. If you’re looking for a place to rent, check the mailboxes outside of the residential parcels.

Providing care is taken when exploring, The Four Villages offers plenty to see., and provides numerous opportunities for photography, making for a pleasant visit.

The Four Villages; Inara Pey, February 2019, on FlickrThe Four Villages

The Four Villages; Inara Pey, February 2019, on FlickrThe Four Villages

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A Provincial Life in Second Life

Provincial Life; Inara Pey, February 2019, on FlickrProvincial Life – click any image for full size

Update: Provincial Life appears to have closed and the former host region split into private rentals. SLurls have therefore been removed from this article.

Provincial Life is the name given to a homestead region held and designed by Hania Amidst (amberfff) that, while noted in the description as a private home (with at least three residences on it), is still nevertheless offered as presenting “Lots of little photo ops [and] connected to high rock for extended exploration.”

As the name suggests, it is a rural setting, mostly set to open land over which horses graze in some numbers. Across it are also scattered a number of buildings and homes, including the private residences. Two of the latter lie on a smaller island in the south-east corner of the region, the water channel separating them from the rest of the setting helping to ensure their privacy remains intact. A further residence lies on the south-western headland and is marked by a fence and archway running across the front of the property, marking the limits of public exploration.

Provincial Life; Inara Pey, February 2019, on FlickrProvincial Life

Two more houses can be found on the region. The first is located alongside the landing point and might actually be a private home itself; I’m not entirely sure – so perhaps it is best to treat it with respect. A dirt track runs from its porch to pass an outdoor music area to one side and the last house – which does appear to be open to the public – on the other.

Sweeping past the latter, the track turns to run above a deep inlet that cuts its way into the land, before it divides to point one finger towards the private house on the south-western headland and offering a path to a gravelly beach along the way, while the second finger crooks west then north, pointing the way to a shaded pavilion and thence to a waterfront deck overlooking a small bay.

Provincial Life; Inara Pey, February 2019, on FlickrProvincial Life

This bay is bracketed by a small rocky island with a granite face looking inland that someone has been busily painting with graffiti. The island can be reached by means of a path and rope bridge reached by walking along the waterfront, and offers a high vantage point for looking back across the region.

Beyond the deck, a sandy path cuts across the grass to a rock arch offering access to where another small bay cuts into the land via a narrow neck of water.. aided by a small covered bridge, the path continues on the far side of the inlet, returning visitors by way of wooden steps to the house by the landing point.

Provincial Life; Inara Pey, February 2019, on FlickrProvincial Life

Throughout all of this, there is plenty so see and multiple places to sit for a while and enjoy the setting. Dogs play in the long grass, the aforementioned horses stands and graze in groups, sheep enjoy the heather on the south-west headland, and swings, benches and seats look out over the various points of interest – the bays, the winding tracks, the musical area, which is available for dances should visitors in in the mood; the music stream is particularly mellow and suited to a romantic dance or a little swing to the sound of a big band. Throughout all of this, birds twitter and sing under a later spring sky.

When wandering it is worth keeping an eye out for the smaller details – such as the rag doll audience awaiting a musician to appear on the truck bed stage, or the paper aeroplanes turning circles in the breeze over the meadow flowers, sharing the air above the blooms with butterflies.

Provincial Life; Inara Pey, February 2019, on FlickrProvincial Life

For those wishing to take photographs, rezzing is open – but do please remember to pick your things up behind you. If you have a wearable horse, Provincial Life is idea for taking a ride, and your horse will have plenty of neighbourly company (coughs; “sorry!”).

A charming, warm region which – as the About Land description states – is ready for photography as well as exploration. Our thanks, as always, to Shakespeare and Max for the referral!

Provincial Life; Inara Pey, February 2019, on FlickrProvincial Life

The otherworldly beauty of Whats Lost Spirits

Whats Lost Spirits; Inara Pey, February 2019, on FlickrWhats Lost Spirits – click any image for full size

We were drawn to this Full region of What’s Lost Spirits on the recommendation of Annie Oh (AnnieBrightstar). In all, there are three different areas to be discovered, but in this article I’m concentrating on the remarkable ground level design by region holder Stabitha Chronotis (What88 Zond) – although I will give some information on the other levels further below. I’m focusing on the ground level because it is perhaps the most marvellously bizarre, otherworldly, beautifully imaginative and utterly unique designs I have ever visited in Second Life. It simply defies description – and quite wonderfully so.

When I say “defies description” you really can take me at my word; there is no obvious over-arching physical theme; what is offered is a unique series of visual vignettes, each one whispering its own tale. However, they are all drawn together, somewhat subliminally, through the use of certain motifs and in the roots of their design, as Stabitha openly notes.

I have severe bi-polar. One of the fun little side-effects for me are hallucinations and very, very, vivid dreams. When I sleep, I am often taken back to familiar places and people. Time passes while I am awake, and the structures change, but the place always stays the same. Some islands represent those places, while others are based on real life experiences, fears and how I see the world.

– Stabitha Chronotis (What88 Zond), describing Whats Lost Spirits

Whats Lost Spirits; Inara Pey, February 2019, on FlickrWhats Lost Spirits

A visit actually starts somewhat innocently: in the main hall of what appears to be a psychiatric hospital. At the reception desk, a nurse with a look that suggests she should perhaps be one of the patients, is trying to tempt you with a handful of pills; in a doorway stands an ordinary-looking gentleman is somewhat Victorian garb – ordinary on his left side, that is. Cam up to the floor above (the elevator  didn’t appear to be working at the time of our visit) and you’ll find a trio of skeletons apparently discussing matters of life or death while armchairs float around their heads; across the room a model house burns, books pirouette in the air and grandfather clocks look down serenely, gravity having turned a blind eye to their misbehaviour.

All of this may sound typical of many a haunted asylum experience, oft to be found in Second Life. But trust me, it’s not. When set with Stabitha’s description of the region, it is clear this scene, complete with its set of very distinctive inmates, represents something both personal.

To help guide visitors through this world of dreams, Stabitha is adding a series of pictures frames in the region. Blue in colour, these present background story notes (you’ll need to read them; they are not touch for text / note card). The first can be found behind and to the right of the ground floor reception desk, indicated by a sculpture of a hand pointing to it, and another is to be found on the upper floor of the hospital.

Whats Lost Spirits; Inara Pey, February 2019, on FlickrWhats Lost Spirits

However, for the real proof of the region’s stunning uniqueness, simply step outside, walk across the board walk and down the stairs to the waterfront pier. What you’ll see through the haze of a twilight sky may take time to fully make out, but it is guaranteed to have your jaw dropping.

What lies before you is the most incredible archipelago of island, both sitting on the grey waters and floating in the sky – some anchored by heavy chins linked to hands grasping at the sea floor to prevent them drifting off. Most of the islands are static, each presenting its own scene, but wait a moment or two and you’ll witness that two will actually detach themselves from a larger island and either rise or descend to join seamlessly with another, thus forming the most remarkable elevators one might imagine, complete with giant elephant on one and chapel on the other.

But to reach, them, one must first cross the water. While this can be done by flying, a more interesting way is to travel over the water via the bumper boats that can be rezzed as most water level locations. But be warned – passage using them can be slightly explosive!

Whats Lost Spirits; Inara Pey, February 2019, on FlickrWhats Lost Spirits

From across the water, the setting for the landing point hospital can be further appreciated: it forms part of a broken, Gotham-like vision of New York backed by high cliffs to one side, and which has clearly experienced some form of cataclysmic event – an element shared with other parts of the archipelago.

Life and death are very much part of this setting – as witnessed through the motif of glowing-eyed skulls, and a large sculpture contained within a greenhouse entitled Birth of a World. This greenhouse is reach via an avenue of trees resembling grasping hands rising from the ground in another possibly oblique reference to death. Similarly, the chapel on one of the island “elevators” might be seen as a sideways reference to the journey of the soul, post death, as it repeatedly rises and descends. But if so, which of these is the journey to heaven?

Whats Lost Spirits; Inara Pey, February 2019, on FlickrWhats Lost Spirits

There are other, more “traditional” (if such a word can be used in so imaginative world) elements of fear and nightmare to be found here. Travel north-east beyond the central island rising from its screaming head base, for example, and you could find your way to run-down carnival with not-to-friendly clowns.

Throughout the build, the attention to detail is superb – if a little macabre in places; I have to say, I love the spirit of a dead horse rising from the corpses of several, but this might not be to everyone’s taste. It’s a wonderfully evocative motif for mind state. There are also a very subtle use of certain elements that help link the floating islands with those rising from the waters below, offering a gentle visual reflection of Stabitha’s comment that in the country of her mind, Time passes while I am awake, and the structures change, but the place always stays the same.

One thing to not is that not all the regions can be reached by boat or elevator, you will have to fly up to some to appreciate them fully; if there is a teleport system linking them one to the others, neither Caitlyn nor I spotted it.

Whats Lost Spirits; Inara Pey, February 2019, on FlickrWhats Lost Spirits

High above the region are two more settings: Super Orbital Time Station Zenobia, built by Vic Mornington (Victor1st Mornington) and Slime Square, a further build by Stabitha. The former has a certain Gallifrey citadel feel to it – although please note this may well be going away in the near future – so be warned when teleporting! The latter is (to me at least) the more interesting for exploration, offering a Ghostbusters role-play environment (do look for the “underground” elements as well). However, it is first and foremost Whats Lost Spirits that captivated my eye and imagination, and really should not under any circumstances be missed as a destination.

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The Two Loons in Second Life

Two Loons, Calas Galadhon; Inara Pey, February 2019, on FlickrTwo Loons, Calas Galadhon – click any image for full size

In January I wrote about the Grumpy Troll, the new café in Calas Galadhon, the magnificent 10-region park operated by Ty Tenk and Truck Meredith with their team. At the time, I suggested that a Water Horse rezzer and hitching post to encourage people partaking of the park’s ridable horses to enjoy the café in the knowledge they can resume their ride – an idea Ty and Truck adopted. I also made a casual observation on my reaction on hearing about the new venue:

Now, to be honest, when we received word about the Grumpy Troll, we both though it might be a local pub – the name ranks right up there alongside Tolkien’s Prancing Pony.

Two Loons, Calas Galadhon; Inara Pey, February 2019, on FlickrTwo Loons, Calas Galadhon

Well, Ty surprised me with an IM: “I used your suggestions again by actually putting up a little pub on Gulf of Lune,” Ty informed me via IM. “Similar in feel to The Grumpy Troll, but built around alcohol consumption!” So of course, I had to hop over and take a look at the new build – called the Two Loons – and it really is a nicely cosy place in which to spend time.

Located in the wetlands of the Gulf of Lune, it’s set somewhat apart from the riding trails, but can be reached on foot (or indeed horse back) along the raised board walks that wind their way across the boggy, wet lowlands. Sitting on the edge of deeper waters, the Two Loons offers wonderful views out over Belegaer and the Grey Havens, and back across Dimrill Dale (with the Grumpy Troll seeming just a stone’s throw away across the waters of the intervening bay).

Two Loons, Calas Galadhon; Inara Pey, February 2019, on FlickrTwo Loons, Calas Galadhon

Combining designs by Cory Edo (I believe I’m right in identifying her Piper Hideaway House and elements from the Yara Treehouse), the pub is wonderfully snug whilst also remaining open to is surroundings. The main lounge area, complete with pot-bellied stove, carries an impressive range of wine (so impressive, I’m tempted to move in!), with comfortable armchairs and sofas in which to sit while enjoying them. For those in the mood, the outer section reached via a little rope bridge offers both room to dance (look for the bird table outside to get the dances) and seating out on a deck suspended over the water, while above the main lounge is a little “crows nest” covered area again with a raised deck where views across the park can be enjoyed.

Further comfort to time in the bar is provided by the seating animation, which allow the wine to be properly enjoyed, and which offer a feeling of social comfort that is delightful to share. Plus, the use of Cory’s designs within the overall build means that the Two Loons and Grumpy Troll share a nice feeling of similarity / continuity  / homeliness that is another delight with a visit to both.

Two Loons, Calas Galadhon; Inara Pey, February 2019, on FlickrTwo Loons, Calas Galadhon

There are many, many reasons for visiting Calas Galadhon, as I noted when writing about the Grumpy Troll. With the arrival of the Two Loons, yet another has been added to the park’s attractions – and it is likely to be one I’ll be returning to frequently; it really is the ideal place to spend time at, and has already made its mark with Calas regulars.

So why not drop in and see for yourself?

Two Loons, Calas Galadhon; Inara Pey, February 2019, on FlickrTwo Loons, Calas Galadhon – with the Grumpy Troll in the background, to the right between the uprights and the sign

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