Time Remains in Second Life

Time Remains, October 2020 – click any image for full size
Travel through Time along a beach side woodland.

So reads the description for Time Remains, the Hometead region held and designed by Aura (Akiko Tripsa). It’s a place we dropped into back in September (thanks, again, to the pointer from Shawn Shakespeare), but which I’ve just got around to writing about – so my apologies to Aura for the delay.

Time Remains, October 2020

Bracketed in a couple of corners by curtains of rock, the setting is generally low-lying and split into three islands, two of which lie to the east side of the region and run north-to south, separated by a narrow channel of water. The third occupies the south-western side of the region, a bay of restless water to its north.

A small south-facing headland on the southernmost of the east side islands is home to the landing point, a large gazebo offering group information and a nearby sign informing you that you’re about to enter someone’s dream. Pass through an arch beyond the sign, and you’ll find yourself in an area enigmatically called Past – the remaining islands forming Present and Future.

Time Remains, October 2020

To what these labels might refer is open to personal interpretation. Could they designed to trigger thoughts of our own lives and relationship? Are they more general labels simply to distinguish the three islands, or do they have more of a personal meaning for Aura? These are questions that visitors might ponder as they wander under the shade of trees, over the short grass and  along the occasional paved roads and paths.

Certainly, there is nothing specific is terms of décor that might tie one of the islands to its label – Present, for example, has a building that his hints of the 1960s and 70’s about it, while Future is firmly rooted in the décor found throughout all three islands. All of this adds to the enigmatic attractiveness to the region as a whole.

Time Remains, October 2020

Buildings lie scattered across all three islands, some in better condition than others. They all offer multiple places to hang-out when visiting, each uniquely dressed with its own identity. Some appear to  mix periods, as noted above, others lie as simple places to sit and cuddle with a few added accoutrements of comfort, still others of suggestions place places in regular use – artists’ corners and the like. All are engaging in their design and set out in such a way that even when two or three are gathered together, the spirit of privacy sits between them.

The beach mentioned in the About Land description skirts the edges of the two eastern islands, forming a ribbon along one and almost encircling the other. Comprising shingle rather than sand, it forms a natural edge to both islands that neatly separates their green coast with a colder cast of the waters around them without being too bright a marker of the division, as might be the case were it to be sandy in nature.

Time Remains, October 2020

While bushes may in places indicate set routes through parts of the islands, together with ladders focusing visitors towards certain points when move between different elevations in the slightly undulating landscape, this is really a place where the feet can pretty much carry you where they will.  This is turn allows for natural discoveries to be made along the way – such as the field of aged pianos – to be made quite naturally. Not even the short stretches of road and sidewalk found with some of the buildings demand people necessarily follow them. Thus, Time Remains invites open and free-form exploration, the individual buildings an locations found throughout not only offering places to sit and pass the time, but also for photography and posing.

Engaging, photogenic, rich in small details that catch the eye, Time Remains makes for an ideal visit for both the Second Life explorer and photographer.

Time Remains, October 2020

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Poppy and Thus at Third Eye Gallery in Second Life

Third Eye Gallery: Thus Yootz

The October 2020 exhibition at the Third Eye Gallery, curated by Jaz (Jessamine2108), brings with it a selection of art by Poppy (Popikone) and a second by Thus Yootz, both of who present pieces that are captivating to the eye and rich in narrative.

Poppy is a physical world photographer who discovered Second Life somewhat by chance: whilst entering various physical world photo challenges presented through Flickr she came across the work of Second Life photographer and became entranced by what she saw to the point of signing-up and getting involved. Since joining, she has become deeply involved in in-world photography to the point that she notes she has a backlog of around 2,000 images she has yet to process and upload.

Third Eye Gallery: Poppy (Popikone)

Despite this, Poppy has never publicly exhibited her work in SL until Jaz approached her about this exhibition. Within it, she presents 26 images that are somewhat thematically defined as you view them, with some focused on water and boats, others on landscapes, and others on avatar and art. These are presented in a number of styles, some of which are mindful of painting styles (Girl in Blue) for example, with its Neo Impressionism overtones), others of which might be said to lean more towards Expressionism or Abstract). Many have a rich vein of narrative within them, some quite captivatingly so, while her use of colour brings her landscape images very much to life.

Third Eye Gallery: Poppy (Popikone)

Narrative is also very much present within Thus Yootz’s work. With an MA in art, Thus has no fear in experimenting in style and genre, and here she presents a total of nine pieces, each individual and unique, encompassing a range of themes as well as artistic styles. Within some, there is a sense of abstract expressed through the use of colour (I Wish the fog would Lift and Sunny Summer Filled with Colour). Others offer rich studies, and I found myself particularly drawn to Sola Festa and – most particularly – Fantasy Garden Statues, which has a stunning depth and richness of story to it that is remarkable.

This is only the third time I’ve witnessed Thus’ work on display, and as the first two times her work was part of a larger ensemble exhibition, it is the first time I’ve been able to study it in the depth it deserves – and I hope to see more in the future as it is genuinely evocative.

Third Eye Gallery: Thus Yootz

Similarly, I hope that following this exhibition, Poppy will accept further opportunities to display her work – and gallery owners will seek her out as well, as she is richly deserving of the opportunity.

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The paths of Darkwood in Second Life

Return to Darkwood, October 2020

I’m actually not a great fan of the Halloween season. I’m not sure why; it’s just something that has never really held any significant appeal. However, within Second Life, there is one part of the spooky season (to use the overworked expression beloved of local news anchors on the TV) that I absolutely do enjoy each year – and that’s the annual Calas Galadhon Halloween region that Tymus Tenk and Truck Meredith put together as a creative tour de force for everyone to enjoy, both by exploring it and in attending the entertainments they and their team lay on throughout the month.

For 2020, Ty and Truck bring us Return to Darkwood, which takes as its foundation a theme we first saw in 2014 (see: Along the paths of the Darkwood, where the nightshade lay). However, I would suggest “return” is a bit of a misnomer, as it implies a revisit to a place seen before, and that is certainly not the case here: this is a wholly new take on the Darkwood theme. As such, I see it more of a continuation, offering us a further glimpse of a part of that realm that has – until now – remained hidden.

Return to Darkwood, October 2020

Occupying a  single region, Return to Darkwood brings us everything that makes Truck’s an Ty’s designs special. Exploration can be carried out on foot and there is the traditional tour  – this one via elven boat along the waterways of the wood and then through the air to reach (eventually) the events pavilion. Along the way there are numerous nods to the season, both dark and light, as well as touches of Tolkien, horror, dark fantasy and even The Scottish Play (in the form of three weird sisters who may well be asking one another, when shall we three meet again, in thunder, lighting or in rain?)

The landing point tells you all you need to know about exploring the region. Chief among these is that ALM should be used – but you can disable shadows  so as not to take a huge performance hit, as under the ambient lighting, these are simply not required for general appreciation of the setting (but can obviously used for photography). Do make sure local sounds are enabled, as once again there is a immersive sound scape to enjoy throughout the setting, whilst for those who like a little music, a carefully selected audio stream has been put together. Torches of the flammable and battery varies are also available (together with a backpack gift for Calas group members), but whether you need one of these or not is a matter of choice.

Darkwood, October 2020

From the landing point it is a short walk to both the start of the boat tour and the path that winds through the Darkwood realm. Which you take is up to you – but I do recommend taking both, if not necessarily back-to-back;  part of the joy with the Calas themed regions is they offer plenty of opportunities for return visits than can add to the experience.

Certainly, the boat tour will give you a feel for the region as it winds through the rivers and creeks of the land before finally taking to the air to offer a touch of Tolkien (“the eagles are coming!”) and eventually delivering you to the floating islands where the events pavilion resides. The ride takes about 30-40 minutes, so if you’re heading for one of the region’s music events, why not arrive early and use the tour to explore and ride up to the music?

For those on foot, the way is marked (mostly!) by a path that winds through the shadows of the the trees and over and under rock and across mires and mists, lit periodically by flaming torches with the route occasionally hinted at by sign-posts. How helpful these might prove to be is a matter of following them; while they might point the way, their notation tends to be variable – “?” for example, or “Don’t Get Lost” – all of which add to the fun.

Return to Darkwood, October 2020

Nor is the path necessarily direct; forks are to be found, some of which lead to major features of the Darkwood – such as the mouldering village on  the mire. Others, however might appear to offer a quick route through a spot – but as Tolkien once noted, short cuts can make for long delays, and at least one of these routes may have arachnophobes like me shivering and turning back or hurrying on as rapidly as possible!

Not that it is all darkness and scares. Like Mirkwood of The Hobbit, there is a tale to tell with the Darkwood, one that reveals it was once a brighter, more welcoming place. Within one clearing, for example, can be found memories of an elven presence: an ageing pavilion with a sculpture of elven lovers close to hand, while just beyond, light still pours forth from a symbol of hope which – for me at least – carries a wonderful mythological symbolism from Tolkien: the Earth cupped in Yavnna’s hands,  held aloft in light as the Ainur circle it and Eru Ilúvatar looks on.

Return to Darkwood, October 2020

Ultimately,of course, the aim is to reach the portal that will carry you up to the floating islands. To find that, all I’ll say is (and going totally off-topic to  quote Star Trek!) climb the stairs, Jim! (Hey, Star Trek isn’t so off-topic, remember Catspaw?!).  The portal will deliver those who find it a short walk to the pavilion proper, whilst for those arriving by the boat tour,the walk is a little longer – but it will carry you past the arrival portal, allowing you to easily hop back to the landing point and start explorations on foot if you wish.

Visitors to the Darkwood are encouraged to dress for a visit – although this is not an absolute requirement. The choices are many, from outright horror to fantasy to dark elves and drow to – as I witnessed during my return to take photos – characters from Tolkien and other fantasy works (seeing Balin the Dwarf exploring with Jon Snow close by was interesting!).

Darkwood Pavilion schedule of events

The schedule of events for Darkwood is above, and I’ve included a direct SLurl to the pavilion for those who wish to hop to an event and then explore afterwards.

SLurl Details

Enchanted Rock is rated Moderate.

Jamee and Matt at Raging Graphix in Second Life

Raging Graphix Gallery: Jamee and Matt

The October exhibition at Raging Graphix Gallery, curated by Raging Bellls, brings us a joint exhibition by Jamee and Matt Thompson, perhaps between known to many in Second life as Jamee Sandalwood and MTH63, who recently officially partnered in SL.

Both are well known for their photography depicting the sights and art of Second Life, their individual styles an engaging mix of the contrasting and the complimentary, depending on subject and  – I assume – mood. Indeed, so complimentary are their styles that but for the tell-tales evident in some of the piece in this exhibition, and the occasional presence of a name in a canvas corner, all of the photographs offered here might be mistaken as being captured by the same photographer.

Raging Graphix Gallery: Jamee Thompson (Jamee Sandalwood)

Jamee’s work encompasses several genres, including landscapes, avatar studies, fashion photography and abstract pieces, although her landscapes predominant here. These generally tend towards softer tones and lighting, carefully processed to give a genuine feel for the time of day that frames them. However, more recently she has moved towards what she refers to as”shadow photography”, using both the play of light and shadows to create elements within her images, while at times also leaning towards darker tones in over composition.

Matt has also built a reputation as a landscape photographer, again as evidence in the pieces included in this exhibition. However, were Jamee sways towards softer tones and post-processed finishes, Matt often tends towards sharper, cleaner lines and finishes that – even when portraying reflections on the water – give his work a more crystalline finish, one so sharp in places that it feels as if a brush of the fingers over some of the lines of his images might well cut the finger.

Raging Graphix Gallery: Matt Thompson (MTH63)

This sharpness gives his pieces a sense of life and realism comparable to Jamee’s work, one that like hers reaches beyond the digital realm in which they were taken to offer something very tangible, whilst that same sharpness mentioned above offers that subtle contrast to Jamee’s work, gently pointing to the fact these these are pieces produced by two individual artists, even as they are unified by subject matter and tonal quality that can unify them into a single exhibit.

This complimentary flow is perhaps seen in the four pictures along the longest wall of the exhibition space, in which two of Matt’s landscapes bracket two of Jamee’s pieces that lie within her more “shadow photography” approach. The contrast of hard and soft lines, be it through finish or the use of the shadows inherent within the location where an image was taken and the tonal qualities of all four pieces, even with the differing approaches to post-processing offer all four as a continuous whole, the eye running easily across them as if they had sprung from the one artist’s eye and hand.

Raging Graphix Gallery, Matt and Jamee

Engaging, bold, and with a personal touch through the inclusion of The Rings, a piece marking their recent union in Second Life, this is another excellent exhibition at Raging Graphix, and it will run through until the latter later of October.

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Ruegen Island in Second Life

Ruegen, October 2020 – click any image for full size

Ruegen is a Homeland region designed by Andre Nalin (ReizWolf) we were pointed towards recently by Shawn Shakespeare. It takes its name – and is inspired by – Rügen, lying just off the coast of Germany’s Pomeranian coast in the Baltic Sea.

At some 926 square kilometres, Rügen is Germany’s largest island. – and as such, potentially a difficult subject to represent within the confines of the 65,536 sq metres that form the land area a single region. So rather than trying to model it in whole, Andre has used some of the features it is noted for as his inspiration, and created a sandy haven; an island clearly in more northern latitudes, and with features of its own to attract the eye.

Ruegen, October 2020

Rügen is particularly noted for its coastline, characterised as it is by numerous sandy beaches, lagoons, peninsulas, headlands, and inlets and bays that project into the island. Part of this coastline comprises the Jasmund National Park, famous for its vast stands of beech trees and chalk cliffs like King’s Chair. Awarded the status of a UNESCO World Heritage Site in 2011, it is one of the locations paid homage to within this build: a line of cliffs mark the region’s south side, topped by tall Scots pines.

I  can’t speak too much to the physical world Rügen as I only have Wikipedia and tourist sites to go by, so offering any real comparisons here would be a little pointless. However, this doesn’t matter, as the region’s design more than speaks for itself.

Ruegen, October 2020

The landing point lies on the east side of the island, just above a sweeping beach looking out over a cold blue sea – itself looking as one might imagine the Baltic to be. Two hills rise from behind this curving coastline, running to the west and another beach, a broad, shallow valley sitting between them. This valley is home to an ultra-modern house (a Cain Maven design that is eye-catching in its looks and has something of a Nordic twist to it).

Again, whether this is representative of the style of housing on the actual island is immaterial; it has a certain look to it that makes it a fitting subject for the region. It shares its space with a single greenhouse and a free-standing swimming pool that offers a break from the surrounding salt waters washing the coast. This house, looking down on the broad beach, is an automatic draw to the eye and feet, but I would note that while it appears to be open to the public, it sits within its own parcel, so could be private.

Ruegen, October 2020
Two other houses can be found on the island, both on the beaches. There’s a wooden house standing over the coastal waters as the beach curves around the north side of the island, whilst to the south, where the sands split into a small, shallow bay, there sits a thatched cottage watching over working fisher huts and a small pier with a fishing boat moored alongside.

Outside of these three houses, the only other buildings on the island are a little café, also built out over the eastern waters, a ruined beach house to the north and a little gazebo up on one of the hilltops. The rest of the island has been left wild and and open to exploration; the hilltops are crowned by trees (and a home to a camp site and deer), whilst the beaches offer multiple places to sit, some watched over by horses that graze on the tough grass that has pushed its way up through the sands.

Ruegen, October 2020

All of this makes Ruegen both easy on the eye and an easy, relaxing explore.

SLurl Details

  • Ruegen (Valium Sea, rated Adult)

Art and the ecosystem at Nitroglobus in Second Life

Nitroglobus Roof Gallery: Animals on Earth

The start of October brings with it the opening – on Monday October 5th at 12:30 SLT – another provocative exhibition at Nitroglobus Roof Gallery, curated by Dido Haas.

Nitroglobus remains one of my most-visited (and most written about!) galleries because month in and mouth out, Dido encourages some of the most engaging artists to display their work there, and to do so within the frame of a theme she – or more usually the artist – has set. The result is that each most, Nitroglobus plays host to art that can provoke, evoke, emote, and engage on a level that I personally cannot help but find magnetic.

For October, the gallery is playing host to an installation put together by two artists working together under the banner of Dreamers & Co. They are Nette Reinoir (Jeanette Reinoir) – who is exhibiting her work within a gallery for the first time – and Livio Korobase, and they are  supported in part by drawings from the portfolio of physical world Dutch artist, Redmer Hoekstra.

Entitled Animals on Earth, the installation is designed to encourage us to use this time of enforced pause in our lives courtesy of the SRS-COV-2 pandemic to consider what is happening to the world’s ecosystem – its flora and fauna – directly as a result of mankind’s impact on the planet.

Modern societies have been treating Mother Earth as if it was their property; extracting resources, polluting constantly, changing the landscape, killing the animals and destroying its natural balance.
Since the Industrial Revolution, humanity has killed 83% of all wild mammals and half of all the plants on Earth. Two hundred species of living beings are extincted every single day. We collectively need to change so many things in areas such as the use of plastic, meat consumption, contaminating energies, day-to-day overconsumption and more.

– Statement by the artists

Nitroglobus Roof Gallery: Animals on Earth

Now to be sure, statistics and figures need context, and those relating to “daily” extinction rates can be called into question, as they tend to be inconsistent. For example, in 2015 the Millennium Ecosystem Assessment concluded that perhaps some 24 species of plant, insect and animal became extinct either regionally or globally every day – but the U.N. Convention on Biological Diversity put the figure at “up to 150”, a far larger number, even allowing for the “up to”. Other models present further differing rates, and all appear to be distanced from the fact that historically, we have “only” seen around 800 global extinctions of animals (land, air and marine), during the last 400 years.

However, this does not negate Animals on Earth‘s thematic message. The current epoch – the Holocene – is regarded as encompassing the sixth mass extinction level event (ELE) this planet has seen, the Anthropocene extinction; and event that is still very much on-going, and potentially accelerating. It has its roots in natural climate change as the Pleistocene period, with its rolling waves of ice ages, gave way to the warmer, wetter Holocene period, leading to the extinction of many of the large mammalian species that had acclimatised to the cold, dry ice ages, and an a matching marine megafungal extinction event that brought an end to many marine reptiles and fish due to changing sea temperatures.

But this period of extinctions was influenced by another factor: the rise of humans as organised hunter-gatherers, which gave rise to the first wave of over-hunting, accelerating the demise of many species. It was the start of a trend of human intervention and meddling in Earth’s ecosystem that has continued throughout the Holocene period such that within a few thousands of years, humankind has had one of the most dramatic impacts the Earth’s biomass has witnessed.

Nitroglobus Roof Gallery: Animals on Earth

From over-hunting, to disrupting natural environment as a result of increasing agricultural needs (notably livestock rearing) through to large-scale urban and other development and its associated infrastructure and waste, humans have significantly altered the world’s biomass in multiple ways,  own of the biggest being the distribution of mammalian life on Earth, which in 2018 was shown to be 36% humans, 60% livestock (notably cattle and pigs) and just 4% wild animals (source: The biomass distribution on Earth, Proceedings of the National Academy of Sciences). Nor does it end there; as the pre-eminent apex predator, human kind is regarded as a megahunter due to our predisposition to hunt and kill creatures pure for “sport” – an act that significantly increases the risk of regional (and even global) extinction of multiple species.

Thus, through our actions, we are directly responsible for continuing the Anthropocene extinction, and thanks to our broader impact on the climate, we are pretty much its primary driver. Our actions are bringing multiple species of fauna and flora and biota dangerous close to the edge of global extinction, we have irrefutably been responsible for many regional extinctions (rendering portions of the world and its oceans no longer habitable by species that once occupied them, even if those species survive to some degree elsewhere) over the last several decades.

It is all of this that Animals on Earth tries to encompass, and it tries to do so not by brow-beating with facts and figures or by doing so by being unduly heavy in its imagery, but by presenting us with images and models and interactive elements that in places fun (do make sure you kiss the frog) and which also serve to get the grey matter working, even if subconsciously.

Nitroglobus Roof Gallery: Animals on Earth
Flow with the thoughts and you’ll discover nature illustrates the Creator’s powers, whoever he/she is. Most of us, however, fail to appreciate nature because we’re entangled in our fast-paced lives, and life’s problems cloud our minds from grasping its beauty and lessons. Climate change, overpopulation, pollution, unfettered urbanization, and wars cause disasters to the natural environment. Little wonder we see less of nature and more of guns, nukes, and bloodshed in our cities.

Statement by the artists

Rich in colour thanks to Nette’s images, and very interactive thanks to Livio’s models and scenery (be sure to mouse-over things carefully – even  Redmer Hoekstra’s drawing are more than they seem – Animals on Earth encourages the visitor to consider Earth’s biodiversity as represented by the creatures with who we share the world, and presses us to imagine what life would be like in general terms were we to lose them.

With much to see and do – and to mull over / research – Animals on Earth officially opens to music by DJ Gorilla on Monday, October 5th,  appropriately enough, and will remain open through the rest of October.

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