Balanced on a Cloud Edge in Second Life

Cloud Edge II, July 2024 – click any image for full size

In January 2023, I visited Cloud Edge, a stunning mountain setting beautifully presented to give the impression of being so high up in a mountain range the very clouds lay beneath you (see: Walking a Cloud Edge in Second Life). Designed by Funky Banana, a region designer with a talent for producing attention-holding region designs and settings I’ve delighted in writing about in these pages, Cloud Edge was somewhat unique in presentation – as I noted back in 2023. So, when I learned he had opened a new iteration of the setting, I was off to pay it a visit.

Still occupying a Homestead region, albeit in a new location, Cloud Edge II continues the theme established in Cloud Edge,  offering a suggestion that this is a place within the same mountain range as the original, once again largely above the tree-line but where hardy growths of shrubs and krummholz cling to the otherwise barren rocks.

Cloud Edge II, July 2024

While there is a sense of continuation from the original Cloud Edge within this setting for those who visited the original, together with one or two familiar elements (notably the eagle – this time perched on a rock rather than riding the updraughts rising up from the valleys below – and the presence of a rope bridge), this is very much a place with an identity all its own. The clouds here are denser, forming a white sea which in places rises higher than the visible ridges as if to suggest there are other nearby domes and spines of rock lurking just beneath their blanket, and which might yet be revealed should the clouds deign to part.

That said, there is one dome visible to the south of the main ridge. It sits tantalisingly close yet forever out of reach of hikers (you can obviously fly over to it, but that’s cheating!), even if the clouds might encourage thoughts that just perhaps, beneath their fog-like embrace, a curtain of rock wide enough to traverse to reach the dome and its lonely tree might yet be found.

Cloud Edge II, July 2024

However, there is a visible hiking route to follow, one pointing north from the landing point at the south-eastern end of the ridge. It runs up to the foot of the blunt-nosed outcrop rising from the mid-point of the ridge to form a lone peak which seems to by supporting the trail as it sags away to lower ground to the south and north. Passing around the peak on its south side, the trail then drops back down and turns almost due north to rise via an narrow neck to a bulbous headland which extended a stubby nub of rock as if pointing to the (off-region) mountains.

This stubby finger of rock offers a dramatic look-out point with nothing but the blanket of thick cloud below, giving one the impression of standing on air with the enticing the mysteries of what lay beneath the veil on clouds calling up to you. But there is something else about this outcrop; it doesn’t take much of a rotation of the camera around it to realise that, with its bulbous mass sitting behind the stubby nub, it bears a suggestion of a terrapin sitting over white water, the nub of rock forming its head, the bulbous headland behind being its body. It an illusion heightened  by the right play of light across it, which can give the illusion of the nub bearing a beak and an eye staring out over the cloud tops.

Cloud Edge II, July 2024

This northern end of the main ridge is not the last place to explore; over to west side of the descent from the main peak is another shoulder of cliff dropping away into the clouds before a thumb of rock pokes itself back above the mist. Such is its proximity, there is a suggestion that it is perhaps joined to the main ridgeline somewhere below, just hidden from sight.

However, there is no need to risk a scramble down into the clouds in an attempt to find out. Instead, a rope bridge has been strung across the gap between the two formations. Whilst missing some boards roughly two-thirds of the way across, the bridge nevertheless spans the narrow gap to offer a want onto the plateau on its far side and the presence of the eagle, which appear to be ready (and without Norma Desmond’s madness) for its close-up shot by budding DeMilles paying it a visit 🙂 .

Cloud Edge II, July 2024

Once again, an outstanding and unique location (albeit one with an unusual soundscape, sounding is as does like waves breaking against the shore), which continues and extends the beauty of the original. It is also a setting which naturally lends itself to a range of potential environment settings as well as the Shared environment when it comes to photography (as I’ve admittedly done in some of the images above).

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Soulstone’s touch of sci-fi and art in Second Life

Soulstone, July 2024 – click any image for full size

It was back to Soulstone, the Full private region held by Valayra Asher (Valayra), for me, and a place I last visited in February (see: A belated appreciation of Soulstone’s winter beauty in Second Life). Since that time, the region has once again had a make-over; this time bringing us a distinctly sci-fi setting which folds into itself an element of art visitors might appreciate – although I’m admittedly uncertain as to how long the setting will remain in place,.

The setting has a distinctly Star Wars feel to it when first arriving, the About Land even referencing Tatooine; it is akin to arriving within a district of somewhere like Mos Espa, containing as it does elements mindful of both The Mandalorian and The Book of Boba Fett. However, to say the setting is intended to represent any specific location on Tatooine or from the Star Wars franchise in general – films or streaming shows – would be a mistake. The look here is more general in nature, including as it does references and hints to broader media sci-fi themes.

Soulstone, July 2024

The public area runs entirely up the eastern half of the region and also encompasses the north-west quarter. Separated from all of this by slender ridges of sand is the south-west quarter of the region, which is given over to what appears to be a private home. So, if I might borrow from another science fiction classic (if one that is terribly underrated due to its source material): “all of this region is yours to explore, except the south-west corner. Attempt no landings there.”

The landing point is located at the entrance to a bar – I hesitate to use the term “cantina”, as that word carries with it certain expectations given the Star Wars inspiration for the region, and the place inside the doors by no means seeks to replicate the place visited by a certain young Skywalker and his elderly companion. Rather, it has a look and feel – and touches of humour – all its own, with the humour starting at a sign bearing a “quote” next to the front entrance:

Trust me, you can dance.

– Alcohol

Soulstone, July 2024

The bar is located to the north-west of the setting, which is the most sparsely populated part of the town in terms of buildings. One of these offers a touch of science fact to mix with the sci-fi, coming in the form of a holographic display of our own little dwarf planet Pluto (technically a Kuiper Belt object, thus causing its formal reclassification in 2006). This shares the space within the building with what might be regarded as the first of the setting’s art displays.

Outside, away from its covered entrance, a strange convoy of elephant-like creatures carrying what appears to be robots on their backs is passing. It form a more visible (on first arrival) statement of art, and one that occurs elsewhere in the setting as a kind of motif. It is also one which, at first glance, put me in mind of Haveit Neox’s work; although his is purely coincidental.

Soulstone, July 2024

The caravan appears to be heading for the largest and tallest building in the setting, which forms a combination of art gallery and hotel, the former offering digital 2D art inspired by Star Wars. The latter offers multiple levels of accommodation of a form Tech 49 (or 52, depending on your point-of-view) Jack Harper might well feel at home within, given the general styling if not the overall presentation. Landing pads on the uppermost level offer what is presumably private parking for residents who need it for their spacecraft.

The hotel isn’t the only place with room for spacecraft. To the south sits a hanger / landing bay which, whilst in no way resembling it, brings to mind Peli Motto’s hanger and maintenance facility as most frequently seen in The Mandalorian. Close to this is a large, open landing facility sitting atop a flat rock, which offers a hint of franchise cross-over as it is home to a vehicle quite clear based on the Danube class of Starfleet runabouts (as particularly seen in Star Trek: Deep Space Nine.

Soulstone, July 2024

Whilst this craft here is in no way representative of Starfleet or the Federation, it did remind me of wry comment on the part of one Major Kira Nerys concerning this much put upon class of vessel: “You know, the rate we go through runabouts, it’s a good thing the Earth has so many rivers.

In terms of art within the setting, and in addition to the elements already mentioned, visitors might find pieces by Bryn Oh, Fresh3D (also responsible for the elephant convoys), DRD (Deathrow designs), Ini (in Inaka) – together with an accompanying 3D element stacked by Valayra, and Pira (Igor Novikov).

Soulstone, July 2024

Also awaiting discovery is what is either a laboratory overseen by little rabbit-eared robots or what might actually be some form of medical centre (at least going by the red crosses on the gallery level beds (assuming the red cross is universally translatable!). A further reference to The Mandalorian can also sort-of be found here. In addition, some of the buildings include various figures from Star Wars, and walkers possibly inspired by the franchise can be found going about their business in the dusty streets – although they may at times have to duck to avoid the lasers which are firing up into the sky from next ground level in a couple of places.

Throughout all of this are numerous little touches that might help further delight the eye, whilst the default environment setting and the use of both local sounds and – here and there – media – further add to the experience. The setting also lends itself to custom EEP settings for those who like to use them, as I hope at least a couple of the images here demonstrate.

Soulstone, July 2024

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Of Angels of Pain in Second Life

Angel of Pain, July 2024 – click any image for full size

The subjects of BDSM and D/s are not to everyone’s taste, and given this broad cross-section of readership I’m fortunate enough to have with this blog, they are areas I only occasionally cover when it comes to places in Second Life to visit (for example, Athenaeum, which I’ve covered a few times in these pages). However, there is one I’ve been meaning to cover for a while is that of Angel of Pain, a Full region held by fellow Second Life explorer and blogger, Susann DeCuir, and I find it both engaging and unique in looks.

As one might expect from a seasoned traveller with an eye for region designs and an accomplished Second Life photographer as Susann undoubtedly is, as well as being focused on Adult activities, Angel of Pain is also exceptionally photogenic and extremely well laid out, offering a good mix of ground level public spaces, all nicely interconnected through the landscaping and design, with more private areas – vignettes, you might say – occupying platforms in the sky, where the regions landing point and its associated locations and the Angel of Pain club might be found.

Angel of Pain, July 2024
Angel of Pain is built on a complete region. Here you can find many different ways to enjoy yourself. From soft to hard, everything is included for our guests. At the main landing point you will find a teleport board on one of the walls. There you can also find a dating service, teleports to other friendly sims, a group gift.

– Susann’s introduction to the region

The landing point offers general information on the region and its supporting in-world Group, teleport / landmark givers to various other regions in Second Life, links to the Angel of Pain Flickr group (membership required), Facebook page and to Susann’s blog, and the group joiner. Also to be found here is the region’s main teleport board and corridors leading the art gallery – which was at the time of my visit featured images by Ludi Taurus (due to run through until July 25th), and the Angel of Pain Dating Bar. The latter is a large space with central bar, a stage, seating areas and spaces for adult / BDSM play.

Angel of Pain, July 2024

The teleport board provides access to all of the locations to be found within the Region. Several of these are located in the sky – as noted – with the rest on the ground. As the latter can all be reached by following the well laid-out paths around the region, I recommend you select the option to jump down to Angel of Pain Ground, and follow the paths and trails from there and use the teleport boards found throughout to reach the locations in the sky.  Prior to taking the teleport, however, I would further strongly recommend you have your viewer set to Use Shared Environment as this does change to suit places as you explore; you should also enable local sounds.

The arrival area on the ground is close to a large mansion with a casual pool and seating area to the rear. The mansion, with a foyer containing a pool of its own flanked by two other rooms, carries on with a theme started in the main landing point sky platform and found throughout the region, and which I found particularly attractive, artful and effective: Susann’s use of greenery: vines, plants, shrubs and grass / flowers inside building as much as outdoors.

Angel of Pain, July 2024

The mansion sits with its back to a broad channel cutting into the landscape from the north, running first south and then west, where it slims before exiting the region to the south as a narrow neck of water. With a second channel branching to the east, the water divides the landscape into two large land masses and a smaller island, bridges linking them together.

To the front of the mansion as it faces south, there is a terrace overlooking the southern lowlands and coast, with two paths reaching out and down to these lowlands. One of these paths runs down to a north-west headland sitting between the mouth of the channel and a small bay on the west side of the land. the headland is planted with laurels above which lanterns float, whilst the path passes under a torii gate and runs to a cluster of three Japanese-themed structures forming the Shibari House.

Angel of Pain, July 2024

Meanwhile, and to the east, the path runs down to the narrow neck of the channel splitting the land, passing a gazebo along the way and then hopping over the water via a little hump-back bridge. From here it continues on through a wild garden and climbs steps up to the Church of Pain, thence onwards to the Tower with its multiple levels of play areas and open-sided wooden decks, and finally crosses another bridge to the small island and the ruins and decks located there offering further bondage play areas.

If one misses the path down to the little hump-backed bridge, the path will carry them to Pleasure in the Rain, a barn sitting in its own rainstorm and converted into a cosy little hideaway with a parasoled hot tub outside. These are not the only locations at ground level, but I’ll leave you to discover the rest should you choose to visit.

Angel of Pain, July 2024

Using the teleport boards will provide access to the more personal spaces: the Bathhouse and Garden, the Library, the Interrogation room, the two Dungeons, the Loft, Sex Adventure, Secret Room, Red Room, D/s Heaven, and Lounge. Some of these have uses that are obviously described in their names; with others, the potential use is perhaps less clear – but some have the sense of been connected to one another, even though there are located in different parts of the region. The Loft and the Library, for example, are not directly connected, but the have a feeling of being part of the same building.

Also to be found in the sky is the Angel of Pain Club. This continues the theme of using trees and shrubs as well and the hints of a religious motif (as with “angel”) by being built in a church-like building and having winged demons and statues of robed figures. Caught in a red environment setting (again, be sure to have Use Shared Environment option in the viewer) and with red the predominant décor colour, and decorated with themed images, the club has an atmosphere quite apart from the rest of the region and its various locations, one with is both inviting whilst the pentagram on the floor and the demon figurines give it a darker twist.

Angel of Pain, July 2024

Tasteful, with plenty of indications of its D/s BDSM theme scattered throughout the ground level settings without overly intruding into any photographs one might take of the setting unless wanted, Angel of Pain is very much an Adult playground – but one that is also richly landscaped and photogenic. The smaller, more themed areas in the sky, meanwhile, offer opportunities for more private and personal times whilst also providing potentially ideal environments for more erotic photography.

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Wandering in The Magic Hour in Second Life

The Magic Hour, July 2024 – click any image for full size
This magic hour is cherished by photographers and filmmakers for the quality of the warm natural light that enhances images with a dreamy, nostalgic glow. It’s a fleeting moment that many visitors find inspiring, as it casts our world in a transient beauty that’s perfect for creating emotive imagery. 

– The Magic Hour Destination Guide description

It’s taken me a couple of visits to The Magic Hour in order to write about it – the first being a brief hop in mid-June, and the second at the end of the month; ergo, I’m hoping this piece doesn’t arrive shortly before the region gets a make-over – if it does, my apologies to Six (SixDigital), the region’s creator, and to those visiting and expecting to find it as described here.

The Magic Hour, July 2024

Six – along with Justice Vought – is one of the talents behind the former Oxygen region designs, which I wrote about in 2019 and again in 2021, a place which had a deserved reputation for being thoroughly photogenic. The Magic Hour is in a similar vein in this regard, offering beach-front setting backed by tall hills up to which the landscape climbs, the entire setting rich in opportunities for avatar and landscape photography.

The landing point sits midway between the east and west limits of the region and is tucked back toward the northern foothills as the start their climb to the off-region mountain adjoining them. Taking the form of a small beach house facing south towards the open sea, the landing point sits close to a large pool of clear, fresh water, the home of koi carp watched over by red-crowned crane. Beyond the pool, within its little island reached by a tree trunk bridge is a small house. I believe this might is a private residence when occupied by Six, so please keep that in mind when visiting.

The Magic Hour, July 2024

The southern waterfront is a mixed affair, partly sandy, a little scrubby and partially rocky, its western extent a grassland headland partially ringed by a breakwater. It is home to a stripped lighthouse, the grass around it well suited to grazing. On the eastern side, a low sandbar points out into the sea, the home of the wooden frame of a summer house, the wall and roof shingles yet to be placed (if they ever will be), the dedicate folds of net drapes instead providing a mottled shade for the sofa, tables and planets within.

Between the sandbar and the lighthouse, four slender fingers of rock point outwards from the shore, thin breakwaters made from large stones worn thin by the sea so they now resemble rough-edged that have been loosely stacked out into the water like thin strands. between the last of these and the lighthouse headland, the shingle and rocks have built up into area of shallows, several large grey boulders rising from the water like petrified sealions.

The Magic Hour, July 2024

Inland from the lighthouse stands a small wood. It surrounds the ruins of a chapel which in turn contain their own secrets and sense of fantasy. Beyond them, a waterfall feeds the land where deer and fae folk might be found.  A trail from here winds through the tress and down to where the grass rolls back towards the sands on which the landing point sits, presenting a pleasant walk between it and the chapel.

This is a simple, relaxing setting with multiple places where people can sit and contemplate or talk, or which lend themselves to photographs. As well as the deer, water birds and horses are to be found, while am ancient stone gazebo holds another little touch of fantasy and a further place to sit.

The Magic Hour, July 2024

Finished with a gentle soundscape and environmental settings in keeping with the ide of an early morning, The Magic Hours as a quiet, somewhat enchanting visit.

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Hera’s Blade Runner Brutal City in Second Life

Blade Runner, Brutal City, 2060 – June 2024. Click any image for full size

It’s been just over a year since I last had an opportunity to visit an iteration of Hera’s (zee9) Blade Runner-esque region designs. On that occasion Blade Runner Future Noir was the attraction, with its tight focus specifically on Ridley Scott’s seminal visual interpretation of Philip K. Dick’s Do Androids Dream of Electric Sheep (see here for more); so the time was about right for a new iteration of the setting to emerge from Hera’s imagination, and sure enough – up has popped Blade Runner, Brutal City ,2060. Encompassing the familiar whilst offering some tidy little twists and turns for lovers of science fiction (and potentially obscure TV series of that genre), as well as other references, it is again a highly visual environment which spreads the Blade Runner elements more broadly, folding into it elements of Blade Runner 2049, whilst also drawing on 2012’s Dredd.

Once again leveraging a Full private region with the Land Capacity bonus, this build is perhaps the most explicit Hera has designed on the theme, in terms of overt sexual references and elements of nudity – so those of a sensitive disposition, be warned! It is also possible that, as with many of Hera’s builds the setting’s presence in Second Life might be short-lived – so if you are interested, then a visit sooner rather than later is recommended. Should you opt to drop in, be sure to use the local Shared Environment, and to enable local sounds. In addition, higher-end graphics quality is recommended for the full visual effect and, for those not running a PBR viewer, ALM must be enabled.

Blade Runner, Brutal City, 2060 – June 2024

As is common with Hera’s builds, a visit starts at a landing point removed from the main build. Here it takes the form of a subway passage with vending machines, one of which will teleport you to Brutal City, the other of which will provide an informative introductory notecard. Taking the teleport to the main setting will deliver you inside a subway car that’s just arrived at a station -another familiar Hera touch, and one I like in her designs as it genuinely gives a sense of arrival somewhere. Ignoring the crime scene, stepping off the carriage offers various routes “up” to “ground level” – which you take is up to you.

The “ground level” itself initially appears to be the familiar grid-like mix of roads (both “street level” and “elevated”) interspersed with buildings climbing up into a murky sky through which a familiar advertising airship appears to creep, surrounded by a backdrop of other tall buildings to give added depth, with everything awash in neon and advertising.

Blade Runner, Brutal City, 2060 – June 2024

Perhaps the most obvious references to the Blade Runner franchise take the form of some of the static vehicles sitting on the roads – police spinners and cars resembling Deckard’s decommissioned spinner. There’s also the edge-of-region bulk of the Tyrell Building  – (as was, given this is not 2060, its towering bulk carries the logo of the Wallace Corporation from Blade Runner 2049). The latter still have interior elements to be explored, albeit on a smaller scale, perhaps then pervious iterations.

However, none of this should be taken to mean there’s nothing new to see here; Brutal City offers an engaging mix of ideas together with a skilled re-use of elements from past designs that give it an sense of the familiar whilst also being new; that time has in effect continued to move forward within the setting, and it has naturally changed even whilst absent from the grid. Thus, we are not so much visiting somewhere new, but re-visiting a place once known but now revealing its new look and feel.

Blade Runner, Brutal City, 2060 – June 2024

As to the more Dredd-leaning elements awaiting discovery, I’ll let Hera explain:

As in the Dredd movie the mega blocks are run by gangs. In Brutal City there are 3 Gangs: the Neo Punks, a sort of mixture of traditional cyberpunk with a love of Matrix black added in; the Metal Heads, kind of cyberpunk bikers and the Psycho Delics, Cyber hippies. This was really just an excuse for me to make the ground floors of the 3 Mega Blocks in Brutal City into gang block parties. The Blocks were given names of well know heavenly other worlds, probably as some in joke between the architects who knew they would become anything but heavenly over time.  Paradise was taken over by the Neo Punks, Valhalla by the Metal Heads and Nirvana by the Psycho Delics.

– from the introductory notecard on Blade runner Brutal City 2060

The exits from the subway will bring you to street level fairly close to the north entrance of the Paradise Club, with one of them also just across the road from where the Valhalla rears itself skywards (and I should probably mention here that don’t be in too much of a hurry to pass through the subway’s tunnels – you might miss the door to a really cosy little jazz club – and it is not the only door leading to what might otherwise be hidden from view). Nirvana sits a little further away, perhaps content to keep a little distance between itself and the looming presence of the Brutal City Police Department headquarters as it shoulders its way up into the sky. Widening at the top to offer a spinner landing pad patrolled by a drone looking like it might have escaped the Terminator franchise and bristling antennae, the BCPD building seems to glare down on both Paradise and Valhalla in a stern warning. Like the clubs, the BCPD building can be entered and explored.

Blade Runner, Brutal City, 2060 – June 2024

All three clubs clearly share the same architectural heritage, as Hera notes; each with a party space overlooked by tiers of internal balconies rising upwards to provide access to residential apartments. While I cannot be 100% sure, I think they might also share a heritage with Hera’s last Blade Runner design, as their interiors appear to be a skilled re-working of the interior she used for the Bradbury Building. Either way, they also share similarities in club layout and features – which might perhaps give rise to further rivalry between them, members from one gang accusing those from the others of “copying” them.

Another location visitors to Hera’s past builds might recognise the Snake Pit. Once again, Zhora Salomeis not present (no surprise, given Deckard shot her), but her presence is perhaps marked elsewhere in one of the clubs. Here the Snake Pit sits within the Dram Palace, a glitzy upmarket retreat – although I could help but feel that howsoever well the barman has packed himself into his tux and dicky-bow, his is nevertheless the adult love-child of Jason Statham and Woody Harrelson 😀 .Which actually, far from being an insult to the man should actually encourage patrons to feel safe should members of any of the city’s three gangs drop in a decide to get a little rousty!

Blade Runner, Brutal City, 2060 – June 2024

Throughout the entire build there are lots of touches and elements which help cast a broad net as to what might be discovered during a visit. The BCPD building, for example, once again hosts the Rekall-style armchairs seen in Total Recall 2070 (a series that lived far too short a life), whilst  screen at the front desk displays data on one Takeshi Kovacs (Altered Carbon and as played by Joel Kinnaman and the – again short-lived – Netflix series), while the metro cabs on the the street have a sense of the Johnny Cabs from 1990’s Total Recall.

Also along the streets one might find a noodle bar similar in nature to the one Deckard was seated at in Blade Runner, whilst a newsagent kiosk might be found selling the likes of Cinefantastique (the 1982 edition celebration both Blade Runner and Star Trek II The Wrath of Khan), Metal Hurlant, Starlog, what looks like Empire magazine, copies of the LA Times from 2019, all among many others (I liked the Deckard magazine series with Gaff’s famous quote as he leaves Deckard in the rain towards the end of the movie, “It’s too bad she won’t live. But then again, who does?”

Blade Runner, Brutal City, 2060 – June 2024

These are far from the only nods (I’ve not mentioned the return of the Friends Electric store (a nod to Gary Numan?) and its stock of electric sheep, for example),  but then, discovering them is all part of the fun – and there are probably those I wouldn’t recognise, even if they stepped up and introduced themselves to me 🙂 . That said, one of the potentially more recognisable homages is not to any sci-fi franchise or setting, but to a physical world location – architect’s Moshe Safdie’s Habitat 67, here given a more downcast design; one which can be explored thanks to its network of connecting communal spaces, even if the apartments themselves are just façades.

All of which makes for yet another visually and aurally engaging visit – so, make the most of the time the setting is here and go pay a visit!

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A Place Between the Rocks in Second Life

A Place Between the Rocks, June 2024 – click any image for full size

Sitting on the north side of Brittany, the westernmost region of metropolitan France and facing the English Channel, is the department of Côtes-d’Armor. It’s an area with an interesting geography and an equally interesting history, encompassing as it does a curious mix of being both strongly Catholic and also having a long tradition of anti-clericalism.

Brittany as a whole has a lot to commend to visitors, including within the Côtes-d’Armor, containing as it does the seaside resort of Perros-Guirec, the Castle of the Roche Goyon (aka Fort la Latte), a monument historique, and – close by to the castle – the peninsula of  Cap Fréhel with its spectacular cliffs, moorland terrain, lighthouses (one dating back to the 17th century) and (now controversial, due to the wind farm location roughly 15 km off the coast) views out over the channel waters.

A Place Between the Rocks, June 2024

Côtes-d’Armor is also the location of the commune (here meaning an “administrative division” of a similar nature to something like a civic parish in the UK or a civil township in the USA, rather than a place where hippies might bliss out) of Plougrescant. Extending its thumb out into the English Channel and with the town of Plougrescant sitting at the inland end of the thumb, this area features a marvellous circular walk out and back from the town taking visitors up the eastern coastline to its northernmost tip, La Pointe du Château, and the the beginning of a fabulous rocky landscape with glowing hues, which breaks up the lowlands, with the path followed this more rugged setting back south along the western coastline. As it does so, the path by Castel Meur, a lowland peninsula with two small headlands, a lake-like body of water trapped on their landward sides.

Sitting on the more northerly of these two little headlands and overlooking the inland waters is the remarkable la Maison du Gouffre, “the house between the rocks” (and which is perhaps more widely also known by the name of the land). Remarkable, because la Maison du Gouffre is exactly what it’s name suggests: a house (cottage might be a better term nowadays) built slap bang between two outcrops of rock rising from the flatland like teeth.

A Place Between the Rocks, June 2024

Built in 1861, the house has always been in precarious position – the weather can be frequently violent  – and utilises the rocky outcrops on either side as a means of protection whilst also being built so that its back faces the open expanse of the English Channel. As such, it has survived down the years, and – remarkably – has remained largely in the hands of the descendants of the original occupiers. Such is its iconic look, that over the years, the cottage was featured in a series of tourist campaigns intended to bring visitors from around the world to Brittany.

One of these campaigns used a postcard with an image of the cottage, and was so successful, it not only brought visitors to Brittany – it brought them practically to the front door of the cottage. As a result, in 2004 the owner (and granddaughter of the original owner) successfully sued for, and won, all commercial image rights over the property, preventing its use in any commercial venture without her expression permission.

A Place Between the Rocks, June 2024

As a private residence, la Maison du Gouffre is not open to visitors, but non-commercial photographs can still be taken whilst passing by, and thanks to people posting personal images on-line, etc., its fame has potentially grown even more.

However, you don’t necessarily have to visit France to witness the marvel of la Maison du Gouffre; you can currently do so right here in Second Life, courtesy of Bella (BellaSwan Blackheart), who brings us her homestead region design A Place Between The Rocks, inspired by the house at Castel Meur.

A Place Between the Rocks, June 2024

Just like its namesake in the physical world, the setting provides a scene of a largely flat landscape broken by three large outcrops of rock, the large two of which offer some shelter to the little cottage nestled between them. The cottage is, again like its namesake, a stone-built structure with shuttered windows bracketing the front door, and squat chimneys to either end of a roof from which gabled dormer windows stare out over the land and water. This is not a furnished property within, but outside has all the indications of being occupied: potted plants are much in evidence, chickens are being kept, a bicycle with a bag of groceries is propped outside of the front door, whilst a cobbled terrace to the rear of the place shows signs of use as it sits under a wooden pergola.

No lake faces the front of the house, the general design of the setting suggesting it is an island unto itself (with a smaller one sitting just offshore as a study point for an artist), but the low wall surrounding the original has its digital sibling here. Rich in heather and wild grass, the land has the feeling of being both windswept and at times pounded by angry storms, the island-like nature of the entire setting merely adding to its sense of beauty and retreat.

A Place Between the Rocks, June 2024

A Place Between The Rocks is a part of Bella’s default group, Bella’s Lullaby, so members of that group will have rezzing rights on the land for photography, while those requiring such rights can obtain them for L$40 – just please pick up your bits after you. Caught under a very suitable EEP setting, and rich in the sounds of cats (they’re all around, keeping an eye on things!), bird and chickens and with places to sit scattered around awaiting discovery, this is another excellent region design by Bella.

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