A taste of Dystopia in Second Life

Dystopia // [flit ink] + aberrant; Inara Pey, November 2016, on Flickr Dystopia // [flit ink] + aberrant – click any image for full size

Dystopia is the home of the [flit ink] and Aberrant brands. It is also another of those in-world commercial locations well worth a visit whether or not you’re looking for avatar accessories, simply because of the amount of care and attention which has gone into making the region both photogenic and open to the potential for casual role-play.

As the name might suggest, together with the About Land description, the role-play in this case centred on a dystopian, post-apocalyptic future where climate warming has run amok, and (it would seem) civilisation has broken down, leaving the shattered remains of an urban area – where is not stated, although it presents a curious blending of American, British and Japanese cultural elements – which now appears to be in the hands of gangs, or perhaps tribal units.

Dystopia // [flit ink] + aberrant; Inara Pey, November 2016, on Flickr Dystopia // [flit ink] + aberrant

It’s a haunting place, roughly divided between the three districts: Dystopia, Carnage City and The Slums, and caught in a perpetual night, although I opted to use daylight settings when taking pictures. All three areas naturally flow one to the next, providing a continuous setting for role-play and / or photography.

The given landing point drops visitors on the upper level of the region, alongside the two stores.  Nearby, a fuel tanker is ablaze, perhaps the first indication that things are amiss. Across the road a deserted children’s playground overlooks the weed-choked river which diagonally cuts through the town, its far bank home to a strange conglomeration of buildings and metal shipping containers. Litter lies on the tarmac, graffiti covers walls, and everywhere windows are boarded, batter or broken.

Dystopia // [flit ink] + aberrant; Inara Pey, November 2016, on Flickr Dystopia // [flit ink] + aberrant

Follow the road past the burning tanker and around the corner and you’ll walk past rudimentary club houses, shattered shops and what appears to be a hastily evacuated school-house, now given over to the base of operations for a local gang. Just beyond this, a bridge provides access to the remnants of a decaying amusement park. This sits alongside the shanty-like village of containers and wooden structures  first seen from across the river. Built with the aid of a massive construction crane, this shanty town, with its ladders and connecting aerial walkways looks to have been built for defence as much as anything else.

To the west of all this, and lying on lower ground, the rest of the town has been overtaken by rising sea levels. Here the sidewalks are barely above water which has turned the streets into rivers. The futuristic awning of a subway station rises from the flood, the handrails of steps down into its bowels offer a forlorn pointer to the platform and rails submerged below, where a strange mix of Japanese signage and very British destinations can be found – although unsurprisingly, all trains to them have been cancelled.

Dystopia // [flit ink] + aberrant; Inara Pey, November 2016, on Flickr Dystopia // [flit ink] + aberrant

With a smaller, more rural elements which include dirt tracks, shingle sided church, tree houses, and hilltop moonshine still, a trailer park a plane wreck and even a small run of tunnels, Dystopia offers a lot of space for exploration and – as noted – casual role-play for those so minded.

For those interested in the role-play element, the region has an accompanying website where more information can be found. However, this doesn’t appear to have been updated in a while, so I’m not at all sure how active the region is RP-wise or events wise – but still offers a good starting point for finding out more.

All told an engaging design by Flit Ulrik (of Flit Ink), Dylain Nikita (of Aberrant), Epidural hematoma (Epimitheus), and MollyWolliDoodle, Dystopia makes for and interesting visit.

Dystopia // [flit ink] + aberrant; Inara Pey, November 2016, on Flickr Dystopia // [flit ink] + aberrant

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With thanks to Loverdag for the pointer, and apologies to Epidural hematoma for missing his name off the list of designers. 

A journey to the source of prims in Second Life

The Prim Rig, ANWR Channel
The Prim Rig, The ANWR Channel

“Pey!”

The familiar bellow had me on my feet and in the Editor’s office before it had finished reverberating across the office.

“Chief?” I enquired from the doorway of his inner sanctum. He tossed a folder across his desk at me. I crossed the room to look at the cover, then at him, puzzled. “The new prim allowances? I’ve covered them, Chief…”

“Yeah? Well it seems some are concerned about the supply, given those changes. I want 500 words on my desk about prim production before the end of the day!”

I opened the folder and saw a ticket for one to Heterocera and details of a charter helicopter which would get me to the ANWR Channel. I looked up at the Editor, “You want me to visit the Prim Rig?” The look I got in reply told me all I needed to know. Pausing only to grab my camera and notepad from my desk, I headed for the elevator…

"I flew out to the rig via helicopter...."
“After circling the Prim Rig to afford me a good view, the pilot brought us in to a safe landing”

ANWR – named in respect of the to the Arctic National Wildlife Refuge – forms part of the body of water connecting the continents of Heterocera (Cercopia region) and Sansara (Cyclops and Purple regions) to the south. It is the home of the Prim Rig, a massive drilling rig sitting in the midst of the water which – as legend has it – is where all the prims in Second Life come from.

"You'll need this," the rig Foreman said, handing me a yellow hard hat as I stepped off the helipad. "We run a safe operation here!"
“You’ll need this,” the rig Foreman said, handing me a yellow hard hat as I stepped off the helipad. “We run a safe operation here!”

The idea for the rig is actually a part of an initiative to add some “back story” to Second Life through the character of Magellan Linden. However, it has gained a life of its own as the place where “primoleum” is drilled, pressed into the prims we need, and then funnelled to dry land via a pipeline.

I opted to take a trip out to the rig and blog about it when Patch brought it to mind in discussing the new region prim allocations, joking that he had been out to the rig to ensure production had been increased to meet the demand brought about by the new allocations.

Easily reached via water – and hard to miss when boating / sailing – the rig can also be reached via hot air balloon, SLGI tour trains (which fly out to the rig when they come to the end of their ground lines) or the regular sailings of the resupply vessels to / from the rig. Those wishing to fly to it via helicopter can do so from any of the airfields near the coasts of the two continents (as I did from the , travelling from the Calleta City Airport, Cecropia, where the prim pipeline comes ashore. When flying to the rig, do be aware that the helipad can be used by other vehicles as well and that auto return is set to 10 minutes, with no rezzing on the rig.

"We toured the rig, the Foreman showing me how raw Primoleum is brought up from deep under the sea bed, the raw cubes quickly smoothed or rounded into cylinders before passing on for pipeline delivery. It's all a highly automated affair..."
“We toured the rig, the Foreman showing me how raw Primoleum is brought up from deep under the sea bed, the raw cubes quickly smoothed or rounded into cylinders before passing on for pipeline delivery. It’s all a highly automated affair…”

It’s a very industrial place, as you might expect; the tall central drilling derrick rises into the sky like a latter-day spire, the square bulk of the rig surrounding it, waste stacks angling outwards over the water, burning off unwanted gases safely away from the massive structure. Cranes, containers and the Helipad occupy the upper deck, but it’s the deck below that offers the main attraction; that’s where the prims first appear, ready for onward transfer for use by residents!

There’s a lot of history bound up with the ANWR drilling rig – the fable of the prim, the legend of Magellan Linden, his discovery of Heterocera – all of it so much a staple part of Second Life’s history and back story mythology. All of which makes it a “must see” stopover for any SL explorer serious about discovering the grid 🙂 . Should you choose to do so, you might also want to check-out the Valda Experimental Wave Energy Hub to the south and west of the rig; but for me, that’s the subject of a future blog post – maybe!

"As we lifted off from the helipad, I took a last snap of the rig, knowing that as long as it was standing, prim needs in Second Life would always be met..."
“As we lifted off from the helipad, I took a last snap of the Prim Rig through the helicopter’s open door, knowing that as long as it was standing, prim needs in Second Life would always be met…”

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The haunting beauty of Everwinter in Second Life

Everwinter; Inara Pey, October 2016, on Flickr Everwinter – click any image for full size

I make no secret of being a fan of Lauren Bentham’s region designs. I’ve covered several of them in these pages; they are always beautifully conceived and wonderfully executed – even when the theme might be a little on the dark side – making them a joy to visit and explore.

Take Everwinter. It is a dark design, and might easily be taken to be in keeping with the time of year. However, its roots go far deeper than Halloween or any “traditional” apocalyptic setting. As Lauren notes in her introduction to the region, Everwinter takes its inspiration from a place in the physical world, and centre of a very specific event.

Everwinter; Inara Pey, October 2016, on Flickr Everwinter

Located in northern Ukraine, close to the border with the Republic of Belarus in 1970, Pripyat City was the ninth nuclear city (a kind of closed city) dedicated to supporting the Soviet Union’s burgeoning nuclear power industry. By early 1986, its population was over 49,000 – but by the end of April that year,  it lay a ghost town. It has remained that way ever since; and while most of us might not know its name first-hand, few of us are unfamiliar with the name that brought about Pripyat’s desertion: Chernobyl.

Pripyat’s sole purpose was to house all those involved in running and maintaining the Chernobyl nuclear plant, giving those workers and their families all the necessities of life: housing, shops, schools, public amenities including a public swimming pool and an amusement park. But when a systems test at the power station went disastrously wrong, the entire city was evacuated on the afternoon of April 27th, 1986, leaving the great Ferris wheel of its amusement park as one of the most enduring photographic images of the aftermath of the Chernobyl accident.

Everwinter; Inara Pey, October 2016, on Flickr Everwinter

It is the amusement park which forms the centre of Lauren’s build at Everwinter – but as she points out, this is not intended to be a recreation of either Pripyat park, or a reflection of the Chernobyl disaster itself, although she provide some starting statistics about both in her introductory notes, and they make sobering reading.

From all of this, you can probably guess expect, Everwinter is an atmospheric build; one which should be visited with local sounds enabled. By doing so, arriving visitors can hear the actual evacuation message just as it was broadcast that chilling afternoon in April 27th, 1986.

A ruined, broken road leads away from the landing point, neon signs  – in English, a further demonstration that Everwinter is not intended to be a historical recreation of Pripyat – glow faintly, competing with a lowering Sun which lights the old amusement park in the distance. Along this cracked road, tumbleweeds roll in the wind, vehicles lie rusting and broken, and locals stand, heads encased in gas masks.

Everwinter; Inara Pey, October 2016, on Flickr Everwinter

The amusement park stands deserted, the Ferris wheel rising into a cloudy sky, its cars broken and arms rusting, caught in flickers of lightning. Mist – or what appears to be mist – drifts across the ground beneath and wraps itself around trees and the remains of the park. But is it really mist? Look again and none the flickers of pigment within it, like tiny particles suspending in the air – a symbol, perhaps of the deadly nuclear poisons which sparkles and shifted through the air over the city in the wake of Chernobyl’s meltdown.

Dark, with the shells of concrete apartment buildings blurring with rugged hills to form the region’s edge, broken only by the route to a small area of coastline, Everwinter is a foreboding place. The home of dangerous mists and even stranger, haunting clowns and creatures. Yet one nevertheless photogenic and encouraging exploration. A masterpiece of design; the ideal destination for those seeking an engaging and very different kind of haunting visit.

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The Summer and Winter Winds of Second Life

Summers Wind; Inara Pey, October 2016, on Flickr Summers Wind – 360 image, click to open and scroll

The summer wind, came blowin’ in from across the sea
It lingered there to touch your hair and walk with me
All summer long we sang a song and then we strolled that golden sand
Two sweethearts and the summer wind.

So open the lyrics to Summer Wind, Johnny Mercer’s 1965 re-working of the lyrics from German Der Sommerwind by Hans Bradtke (music by Heinz Meier). It’s a song perhaps most associated with Frank Sinatra, and I mention them because the song popped into my head as Caitlyn and I explored the sister regions of Summers Wind and Winters Wind – and the more I thought about it, the more appropriate the song seemed to fit the regions.

Both of these regions – a full sim and a homestead respectively – have been designed by Mexi Lane, of MIC- Imagin@rium art region fame, together with mesh specialists. MIC- Imagin@rium may have passed into history, but the influences of Mexi’s Greco-Roman design there are clearly evidenced in Summer Wind, which offers a mix of public, residential and commercial facilities in what can only be described as a stunning landscape, beautifully and imaginatively put together to present a location which is quite unique among Second Life regions.

Summers Wind; Inara Pey, October 2016, on Flickr Summers Wind – click any image for full size

The landing point is located towards the centre of the region, nestled between the vertical shoulders of huge, grass-topped mesas, the ground feeling like narrow canyons running between them. A well is close to hand, as is a bicycle rack for those who fancy riding through the region – although using your pedal extremities for walking is by far the best way to find your way around; bikes and stairs often don’t mix!

Those familiar with MIC- Imagin@rium will immediately feel a sense of familiarity here: the windlight offers a similar just-before-dusk setting Sun, the rocks and vegetation all have a faintly familiar feel, while a quick glance down along the canyons will reveal hints of Greco-Roman architecture marking the fronts of commercial premises hewn out of the huge bulk of the mesas. For a more direct homage, see the name of the conference centre sitting atop one of the mesas.

Summers Wind; Inara Pey, October 2016, on Flickr Summers Wind – click any image for full size

Close to the landing point is the entrance to the Peperonico Club: a narrow tunnel mouth which gives little away as to what lay within; the rocks of the mesa have been beautifully custom-made to surround the steampunk factory by Hattie Panacek (Hatris Panacek), its interior made into a very cosy club in which Caitlyn and I felt completely at home, thanks to the roaring fireplace on the upper mezzanine, and the ample use of the Union flag in the design :).

Tunnels, steps and paths are the secret to finding your way around Summers Wind. Ground level paths wind between the tall cliffs and eventually to the low-lying coastal areas with shingle beaches, grassy paths and rich foliage. Private residences occupy the western curve of the region, facing out to sea and screened from the public paths by trees and bushes. To the east, at the foot of the cliffs lie more caves and places to relax, including a waterfall-fed spa in a broad cavern.

Summers Wind; Inara Pey, October 2016, on Flickr Summers Wind – click any image for full size

More residences lie to the north – so take care to avoid encroaching on privacy there as well, where a stone bridge leading to Winters Wind can be found. This forms a spur of land curving northwards to cup the waters of a bay, with smaller islands sitting just off of it. Houses and cabins are scattered among the tress and on the sands, when a single footpath through the middle and the arc of a beach offering the only public areas here.

The beauty of Summer Wind lies in the almost entirely custom nature of the landscape: the cliffs and mesas, with their steps and arches, tunnels and grassy footpaths, have been specifically designed to fit the region. The result is a place that is both unique to Second Life, yet delightfully Mediterranean in look and feel; a place which might be found on a remote part of the Spanish or Italian coast, or equally somewhere on the Aegean coastal regions.  The design means there is plenty to see, so if you tire of walking, keep an eye out for the teleport network of urns lying half-buried in the ground to whisk you around.

Summers Wind; Inara Pey, October 2016, on Flickr Summers Wind – click any image for full size

And the link to Mercer’s song? Well, that comes not only from the strong Italian flavour in the design of Summers Wind and Winters Wind, but also because the original Der Sommerwind was a song about the changing seasons, using the Sirocco wind of the Mediterranean as a metaphor; so using the song as a metaphor for the beauty of these regions seems entirely appropriate.

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A Shattered Masquerade in Second Life

Darkness Prevails - Shattered Masquerade; Inara Pey, October 2016, on Flickr Darkness Prevails – Shattered Masquerade – click any image for full size

Note: Darkness prevails has closed.

Darkness Prevails – Shattered Masqueradee is a new role-play environment by Lokhe Angel Verlack (Jackson Verlack) and Miza Cupcake Verlack (Mizaki), based on the Worlds of Darkness (WOD) universe. It has just moved to a new full region, and is open for business, although some work is still continuing in developing RP locations. Regular readers of this blog may remember that Lokhe and Miza previously operated another WOD inspired role-play realm, World of Darkness: Château Village, which I wrote about back in October 2015. So, are the two connected?

“This is entirely separate from Château Village,” Miza told me as we toured the region together. “We actually started Shattered Masquerade in September, with a half-region build we called The Oasis, that was a starting point for our story. We’re now moving things on from there, expanding things to offer more opportunities for free-form role-play. There are no meters, and we’re letting the story unfold in a gentler way for now; the first chapter in the 1/2 region had a lot of action.”

Darkness Prevails - Shattered Masquerade; Inara Pey, October 2016, on Flickr Darkness Prevails – Shattered Masquerade

The Oasis set the scene to the unfolding story: in the 23rd Century, Earth has been ravaged by a war caused by the shattering of the masquerade: the barrier which kept humans from seeing all the supernatural beings living among them: vampires, werewolves, demons, fae folk, who had previously gone about their lives out-of-sight of mortals.

The war ultimately ravaged Earth, with humanity fleeing to a terraformed Mars, returning only to end the war by turning Earth into a prison for the other races, who were used as sport and for experimentation. But when the orbital station providing protection for the humans on Earth is destroyed, those on Earth find themselves trapped on Earth, cut-off from Mars and forced to face survival in a hostile environment and among potentially hostile races.

Darkness Prevails - Shattered Masquerade; Inara Pey, October 2016, on Flickr Darkness Prevails – Shattered Masquerade

From the arrival point, where one can learn more about RP here, pick their preferred race and tribe / group (and casual visitors / those interested in joining the RP) can pick-up an Out Of Character tag, which should be worn at all times within the region. From here, a teleport delivers folk to The Wastelands – ravaged Earth – at ground level. This is a harsh, rugged place where little vegetation remains, and the land is cast under a dust-laden sky. It is home to the human settlement, commanding the highest point in the land, and the neutral marketplace  where the various races come together to banter and trade – the one place where fighting of any description is not tolerated, for the good of all. Also to be found here, tucked away under the lee of rocks and cliffs, is a small clinic.

Further afield, and awaiting discovery are the portals leading to Arcadia, realm of the changlings – fae folk, darklings, etc., and the Caves, realm of the werefolk. Both offer very different environments to the ramshackle human habitation, suggesting the non-human races have tighter, more settled social bonds and structure. A further realm, the Underworld, is under construction, and will be coming on-line soon.

Darkness Prevails - Shattered Masquerade; Inara Pey, October 2016, on Flickr Darkness Prevails – Shattered Masquerade

“We’re open for players now,” Miza told me of the region’s status. Those wishing to join the role-play are encouraged to visit, explore and then complete the on-line application form. The rules are fairly straight-forward, in keeping with the wish to generate free-form role-play with multiple threads, and rentals are available for players wishing to make Shattered Masquerade their home.

The free-form element offers plenty of opportunities for player to develop their own stories and plot lines, whilst also allowing the admins to gradually add story arcs as well – such as the potential for a mission from Mars arriving to learn why the space station fell silent. “So that’s good for story evolution,” Miza confirmed, “but the emphasis is really to keep things loose, and let people have fun.”

Darkness Prevails - Shattered Masquerade; Inara Pey, October 2016, on Flickr Darkness Prevails – Shattered Masquerade

You can find out more about Darkness Prevails – Shattered Masquerade by visiting the official website, where there is plenty of information on back story, races, the rules of play, together with the aforementioned application form.

Visiting The Fallen in Second Life

The Fallen City
The Fallen – click any image for full size

Halloween is always a time when ghostly goings on and ghoulish gambits of games and explorations take over many parts of the grid. The Destination Guide can be awash with places to visit, so much so that those who love this time of years have both a cornucopia of places to visit, and a bit of a headache in choosing where to go and what to do.

The Fallen, open for the month of October, offers a destination which includes touches of Salem, Sleepy Hollow and Transylvania gathered around a small urban setting overlooked by castle and mansion. It’s a dark, mysterious place which extends over a rolling, misted landscape – and also under it at the couple of locations.

The Fallen City
The Fallen

A visit starts towards the south of the region, beneath the roof of a circular gazebo. menacing sounds grumble and reverberate through the air, echoing hollowly as mist wraps its way around shadowy trees. to the left, the leaded panes of church windows glow strangely, while to the right, rotting piers point broken fingers out to sea. The strains of Speak Softly Love, seemingly played on a trumpet, drift through the air, drawing one along a path to where modern buildings reveal themselves in the darkness.

As one might expect, this is no ordinary town; pentagrams and mystical signs glow on the ground before the entrances to establishments and homes, bats flit and fly, and the locals are somewhat bony in looks. This is a place where you might want to tread carefully as ghouls are prone to rising from the ground, and even some of the plants have an interest in the taste of human flesh; even the local nuns appear to be up to a certain amount of mischief.

The Fallen City
The Fallen

Beyond the town, over a rickety wooden bridge, the road plunges underground before emerging into daylight, the great mass of a castle rising from amidst the densely wooded landscape. Does it offer greeting or more ghoulishness for those who step through the heavy front doors? I’ll leave that to you to decide as you explore, and simply say fangs for allowing the visit, to the castle’s occupant.

Back across the river, the castle is overlooked by a mouldering mansion up on a hill above the town, while a path running north and east leads visitors to an apparently sleepy little hamlet, complete with thatched cottages, creaking windmill and farm animals. All seems normal and safe – until a faded proclamation on a sign reveals you are somewhere near a latter-day Salem, or perhaps Sleepy Hollow. Elsewhere, an old mine plunges underground, begging to be explored by the brave, and stone steps wind their way around a cliff to a small Japanese resting house protected by three Kokeshi dolls.

The Fallen City
The Fallen

Designed by Lily Poptart Kazagumi (iheart Wonder) and #TeamLazy (who style themselves as The Pirates Who Don’t Do Anything, although this region suggests they actually do!), The Fallen City is an interesting place to visit with lots of little touches throughout, although given all that is going on means it can be a little taxing on systems, particularly when things are rezzing. However, if haunts and Halloween are your thing, why not hop over and take a look?

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