Once upon a (Greenie) time in Second Life

Once Upon A Time celebrates the Greenies

Back in the early years of Second Life, the platform attracted many businesses and organisations to its shores. One of these was UK-based Rezzable Productions, who at their peak in early 2009, operated around 40 regions in-world. Founded by Jonathan Himoff (Rightasrain Rimbaud in-world), Rezzable quickly established a reputation for building some of the most engaging content available in-world at the time. Perhaps the most famous of their creations – and one of the first they created  – was the world of the Greenies.

These were a horde of (literally) Little Green Men who, whether from a tiny world or the result of a Douglas Adams-esque miscalculation of scale, had arrived on Earth to find themselves dwarfed by everything around them. Undeterred, they set out to explore this strange realm, which was offered as a gigantic, region-wide house, where they ended up getting involved in all sorts of mischief. Such was the scale of the house, SL avatars were not too much bigger than the Greenies, and so were able to witness their escapades first-hand.

Presented as a series of vignettes throughout the house, some one them semi-interactive, the Greenies and their adventures captured people’s imaginations. So popular did they become that the house was a must-see destination for incoming Second Life users (helped by the fact that Rezzable were also a part of the Lab’s original SL Gateway programme, and so could direct their own incoming traffic to their regions, including the Greenies). Interest was further maintained by Rezzable periodically adding assorted games to the environment, alongside of new Greenie vignettes.

Sadly, all this came to an end in June 2010. The previous year, Rezzable had announced their withdrawal from SL in favour of their own dedicated, open simulator based grid, Heritage Key. They allowed the Greenies to remain in Second Life for almost a year after the announcement, but in that June of 2010, the little green folk loaded up their flying saucers for the last time and departed Second Life.

A Greenie eye view of the Once upon A Time house

Since then, the legend of the Greenies has been celebrated in Second Life in many small ways – Greenie-like characters have on occasion popped-up in rides at things like SLB celebrations, for example. And now there is a new opportunity to recall their time here. It comes in the form of Once Upon A Time, an installation built by Justice Vought, owner of the excellent :Oxygen: (see: Getting some :oxygen: in Second Life) and admitted Greenies fan.

Having opened on April 29th, Once Upon A Time offers visitors the chance to enter Justice’s take on the giant house where the Greenies could once be found (you even do so through a mouse hole, just like the original – just follow the teleport prompts and arrows from the landing point, and keep an eye out for the cheese in the alley). Sadly, there are no original Greenies to be found inside – they are subject to copyright, after all; instead, the rooms offer visitors the chance to explore Greenie-style, and recreate some of the (mis)adventures the little green folk had.

Long-time resident Rug Halberd gets into the spirit of things with a Greenie avatar, posing with some of the toys

This is a place to be explored carefully, because there are many interactive elements – balls can be rolled, Dominos knocked down, poses to be found (so very much in the style of the Greenies (although again sadly, no sugar “baths” or playing on frying pans – but you can jump into the kitchen sink and float around on a sponge, Greenie style or find yourself paddling in the loo … among other things; I’m not going to spoil it all!).  As such, the secret really is to mouse-over everything.

And don’t confine yourself to a floor-level exploration. Be prepared to jump / fly onto the tables, bed and other furniture.

Playing see-saw in the kitchen – Greenie style

Throughout, there are many touches that offer reminders of the the original Greenies build. Food is spilt in places, electrical wiring offers opportunities for some shocking times, an iron (sans quished Greenie sitson the ironing board, an Atari games console sits waiting to be wrestled with, and so on. For those wishing to recall the Greenies directly, the TV above the bedroom games console presents a host of original Greenie photos Justice pulled together from his own archives and from friends.

Anyone who can remember the Greenies in Second Life is liable to find Once Upon A Time a memory-filling visit. Whilst it is something of a unique build, it contains all that is required to bring back happy memories of spending time in Rezzable’s original and watching the Greenies at play. And while the little aliens themselves may not be present, anyone who has a Greenie avatar really should consider digging it out and wearing it during a visit!

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A touch of Vintage Lace in Second Life

Vintage Lace, April 2020 – click any image for full size

Vintage Lace is the Homestead region designed and held by Delinda Dench and Second Life photographer Skip Staheli, which we recently had occasion to visit.

This is a peaceful, easy setting, largely designed by Delinda and representing an open, rural location nestled between surrounding islands and offering a rolling, slightly rugged landscape. The landing point sits on a bridge spanning an inland body of water, itself connected to those around the island by two narrow channels.

Vintage Lace, April 2020

Pointing east-to-west, the bridge offers two route for commencing exploration. Which you take is a matter of choice, but given there are few properly defined paths, which way you go is up to you: the natural lie of the land means that all routes through and around the region all eventually meet up.

Westwards, the bridge points towards a deck built over a corner of the lake, and a short wooden walk that leads to the local beach as it sits between high rocky shoulders. Eastwards, and after passing under a little avenue of trees, the bridge points the way to the island’s windmill and land split by one of the two channels connecting the lake with the surrounding waters. A small summer house sits just above the stream, the remnants of a a garden area on the low sloped behind it, just a few mossy flagstones and an old fountain being all that remain.

Vintage Lace, April 2020

Across the arching curve of the stream, a small chapel sits part-way up another hill. The gabled gates, flagstoned bank below it, and the ruin of an old gate suggest that there once may have been a bridge or other crossing linking the chapel with the old garden, but now a fallen tree trunk a little further around the curve of the stream provides the single ground-level crossing point. This provides, in equal measure, access to the chapel, a picturesque waterfall that tumbles into a deep pond and a cottage atop another hill.

The latter is one of two homes on the region, the second being diagonally across the island to the north-west. The route between the offers a fair walk across the region, passing by way of the central windmill. This route also leads past a wood and rope bridge that connects the main island with a massive block of rock that rises from the east side bay. This offshore tower is cut on one side by a path that switch backs up to its almost flat top and the camp site retreat it offers – although a stay there might be dampened by a highly localised downpour.

Vintage Lace, April 2020

All of the properties on the island, the two houses and the windmill, are fully furnished. Like the landscape around them, they offer plenty of scope for photography – but I would point out that the windmill and house to the north-west sit within their own parcels may actually be private homes (given the region itself is generally private), so please be respectful.

Photography is very much the secret behind the design of Vintage Lace. While it flows together as a complete landscape, so too can it been seen as a series of individual locations designed with and eye for photography – be it in the overgrown garden or alongside the horses wandering close to the windmill or on the decks or in the summer house or up on the high ridge and its rocky crossing over the second of the lake’s two outflow streams. Thus, the details throughout are many-fold, and opportunities for both avatar and landscape photography rich.

Vintage Lace, April 2020

I believe I’m right in saying Vintage lace will remain open through until May 4th – although I now cannot find the note where I think I read it. So, if you’re an SL traveller and have yet to see it, I recommend finding the time to do so before the region is closed once more.

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JudiLynn India: abstracted beauty in Second Life

Kultivate The Loft: JudiLynn India

Currently open at Kultivate’s The Loft Gallery, curated by Johannes Huntsman, is an exhibition of art by JudiLynn India.

An abstract painter in the physical world, having studied graphics design at the Tyler School of Art, Temple University, Philadelphia, JudiLynn has been a part of Second Life since 2010 as both an artist and an engaged member of the broader Second Life community of users.

Kultivate The Loft: JudiLynn India
I’ve been drawing since I could hold a crayon. After the turn of the century, I decided to focus my creativity on acrylic and digital painting and have totally enjoyed the journey. My work embodies my spirit and personality. My goal is to allow you to experience the image with your own mind’s eye. My work is entirely intuitive. I get lost in the layering of texture and colour. Occasionally, I will include figurative work if my spirit is so presented with the composition.

– Judilynn, discussing her work

For her exhibition at The Loft, Juilynn presents some 22 pieces in a larger format, with a further 10 in a slightly smaller format on a single wall (grouped into two theme of 5 pieces each).

Together, they represent a cross section of her digital acrylic and wet paint work, and all of them offer insight into her creativity as an abstract artist and her ability to offer a captivating mix of form, depth and colour. Each piece naturally calls on the eye and mind to appreciate them and call forth the forms they might suggest. These might be anything from an autumn sunset through a woodland glade to distant nebulae – or perhaps people dancing and coastal waves or distant mountains.

Kultivate The Loft: JudiLynn India

A further aspect of Judilynn’s work is the depth of emotion present within so many of her pieces: primal colours that suggest the baser responses like rage; softer colours and forms prompting calmer, more introspective responses. These are also intensely tactile pieces, calling on the observer to want to reach out and touch them, to be a part of them; this adds a further sense of connection to each piece – one that potentially flows through any purchases that might be made, making them very personal possessions.

All of the pieces in this exhibition are uploads of Judilynn’s physical world art, more of which – for those who would like a piece on their wall at home – can be purchased her on-line gallery and shop.

Kultivate The Loft: Judilynn

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Second Norway: the future is bright

Second Norway, March 2020

Following my March pieces on Second Norway and Sailors Cover East and the issues of their respective futures (see: Second Norway & Sailor’s Cove East: rumours & statements – March 23rd and Second Norway and Sailor’s Cove East – status update – April 3rd), I was contacted by Vanity Bonetto, CEO of Luxory and Willowdale Estates, asking if I could put her in contact with Ey, as she had an interest in taking on Second Norway.

Given that Vanity has been able to take over a number of smaller SL estates that have got into difficulties over the years and then turning them around (she took over Willowdale some two years ago when it was just 30 regions – today it comprises some 250 regions), I was only too happy to handle introductions and then get out of the way and let them discuss matters.

Discussing Second Norway’s future with Vanity (l) and Ey (r)

Those discussions have now led to a positive outcome, and I’m happy to be able to provide a further update on all that has happened /  will be happening (although those reading Ey’s Bad Elf blog will already be aware of the situation 🙂 ).

In short, all regions in Second Norway will be continuing, but under the management of Vanity and the Luxory team, with Ey, Mialinn, SlaYeR joining them. Going forward, they will be managing the Second Norway Airport and the social community aspects of the estate.

I hope that before long Mialinn, SlaYeR and I can invite people to fun nights in the SN club with DJs, quizzes and general jibberish talk, just like in the old days.

– Ey Ren

To directly support the land management aspects of the estate, Vanity is bringing on a dedicated team of sales and support agents.

One of my experienced sales team members will be leading things. It takes around four weeks for new agents to get up to speed with our processes, so the new team will have time to learn while we’re redeveloping parts of the estate.

– Vanity Bonetto

For the present, the estate is to be split into two working parts. Note that this is not an actual physical divide in the regions, but rather a means to differentiate areas in terms of the work that will be taking place. Under it, the southern regions, which include places such as Bryggen, the stave church and Second Norway Airport (SNO) will initially remain largely unchanged, with the airport re-opening for business.

The development plan
Meanwhile, the northern regions will undergo an overhaul by Vanity’s landscaping team. This work will be extensive, and requires those residents in them to at least temporarily relocate. It’s a hard thing to do, but one seen as necessary; however, incentives will be offered to encourage people to return once the work has been done. The redevelopment also means that the estate’s regional express train tracks will be removed – but the system will return once the work has been completed.

It’s the only way to upload new terrain files – but we will extend special offers to all current and former residents so that it will pay out for them and make it worth to return to Second Norway in some weeks.
The island to the north will be updated, and over time we’ll offer more to the east and then progress south and demand requires. These island will be of different shapes and sizes. There will be multiple parcels close to the airport while the regions in the north, east and south will offer more privacy.

– Vanity Bonetto

To help with the transitioning, some of the current Second Norway residents have been shown the new designs for the regions that Vanity’s team have been putting together in the Luxory Estates “Lab regions”, and the feedback has been positive.

An example of the new Second Life regions under development at the Luxory lab regions. Note the tall columns are the rezzer systems for deploying each island’s features

A further benefit of the transfer of ownership is that the remaining 17 regions of Sailor’s Cove East can be retained, although not as they currently are. Rather than competing with the 24 regions Patrick agreed to take over, these regions will now be relocated to Second Norway and form a part of the redevelopment work.

As it is, the transfer of ownership from Ey to Vanity and Luxory estates was concluded on Friday, April 24th. The path is now clear for the work in overhauling the northern regions to commence, and for Ey and his team to start on a new chapter in the history of the Second Norway Airport and the social aspects of the estate.

I am relieved and happy that Vanity has agreed to take ownership of Second Norway …  I would like to express my gratitude towards the residents who have been living in Second Norway for years and have been very good sports when it comes to these changes.

– Ey Ren

On my part, I’m happy to see the Second Norway / SCE situation resolved so positively, and I particularly look forward to further covering the work at Second Norway. My thanks to both Vanity and Ey for keeping me in the loop on matters, and for spending time with me on April 27th.

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Hand and the art of Bryn Oh – in her own words

Bryn Oh, Hand – Sansar

Bryn Oh’s Hand first appeared in Second Life is 2016, located on her arts region of Immersiva. At the time, it proved a highly popular installation, likely thanks to its nuanced tale that straddled the light and the dark places of life and offered a commentary on the possible future relationship between physical and virtual life. More recently, Bryn rebuilt Hand  entirely in mesh for Sansar, taking advantage of that platform’s particular capabilities, before porting the mesh build back to Second Life and her home region of Immersiva, giving it a new lease of life there, using SL’s particular presentation strengths.

As with much of Bryn’s work and such is her standing as an artist, Hand has been supported by a grant from the Ontario Arts Council – a part of which has required Bryn produce a machinima of the installation; and she is offering members of her Patreon group and readers of this blog an advanced viewing of the film, which you can find at the end of this article.

Hand is the story of a time when society transitioned to living and working in the virtual space. In this society people housed their bodies in inexpensive pods hooked up to food cannisters. They discarded their houses and furniture as they were no longer needed. They evolved past their physical bodies and lived digitally as the person they wanted to be. Overseeing all of this is a singularity AI named Milkdrop, first seen in the Singularity of Kumiko, though only now revealed to be an AI.

– Bryn Oh on Hand

Bryn Oh: Hand – Second Life, 2020

In this, Hand, whilst an accessible piece in and of itself, offers a deeply layered story that reaches beyond its own pages. At its core, it is the story of children who have been left out of the VR “nirvana” entered into by adults, and who must fend for themselves. largely surviving by “borrowing” the condensed food used to feed the VR “dreamers” in their pods. For these children, any understanding of life and the world around them comes purely through the ideas of fairy tales and ancient copies of Dick and Jane books. They believe that the dreamers, like Sleeping Beauty, will one day awake and rejoin them – but until that time, they must strive to maintain life and family through the simple, idealised writing found in Dick and Jane.

We follow this story through the character of Flutter, a young girl who yearns for the touch and companionship of a mother. She sates some of this need through the plastic hand of a shop window mannequin, holding on to it as though it were the hand of a mother figure with whom she converses. Through Flutter and her conversations, we are connected to the rest of this world – a place that is perhaps unpleasant to both the rational and the emotive mind, both which may recoil from the themes offered. But that’s intentional; Hand is not supposed to be black-and-white. Rather, and like all of Bryn’s work, it is intended to provide a narrative and to challenge perception and raise questions.

Bryn Oh – Hand, Second Life: Flutter and a sleeper. Credit: Bryn Oh

The layering evident in the tale is highly nuanced, some of it contained within the central story, other elements reaching beyond it. For example, within the story we have the subtle parallel of between “dreaming” adults and awake children. The former have escaped reality into a virtual existence, whilst the latter find a more acceptable order to their reality by framing it in terms of the fictional happy family ideal of Dick and Jane.

But beyond, this, Hand reaches into the rest of Bryn’s immersive universe. As she noted herself, the AI Milkdrop is actually first witnessed in The Singularity of Kumiko (2016). It is also, perhaps, the intelligence that assisted human scientists create the robots from 26 Tines (2017), while those same scientists constructed the Rabbicorn we see in The Daughter of Gears (first seen in 2011 and again 2019), whilst the laboratory they use harkens back to 2011’s Standby.

Thus is it possible to bring these stories together on a time line, one in which Hand takes place some 120 years after The Daughter of Gears was built by her grieving mother, but only 20 years after the Rabbicorn discovered her in her Standby, whilst little more than a decade has passed since the events of The Singularity of Kumiko.

With my work I build for different types of people. There are those who have followed my work and know how to search for the deeper layers; they are the “experts”. For them, the story and time line are important. But I also try to build for people who know nothing about the history of the world I have created. So I build in layers: the top layer is for people who know nothing of my work and they enjoy the story on its own; the next layer is the story and then concepts within the story and the final layers are where the story fits into the time line.

– Bryn Oh

This broader layering is also reflected in some of those we meet in Hand, such as Milkdrop. Then there is also the character of Juniper, hidden under her blankets, and whom Flutter stops to visit on her way home. She is the central character in Bryn’s 2013 poem and machinima of the same name, and who also forms a part of Imogen and the Pigeons. Thus, through Hand, we discover more about Juniper’s huddled existence and why, in so strange and lonely world, she finds such security and comfort under her hole-riddled blankets.

Bryn Oh – Hand, Second Life: Milkdrop the AI and Flutter. Credit: Bryn Oh

Whilst stories in their own right, all sharing a common universe, there is something more within each of Bryn’s installations and pieces which reflects her thoughts and feelings in an almost journal-like fashion.

My work is almost a type of diary. I take things from my life or observations on society and incorporate them into the ongoing narrative. The idea is to create a parallel society we can recognise, but use very personal or emotional aspects of my own life to connect to the viewer. So as an artist if I take something from my own life, something I understand deeply and personally, I can convey that emotion to the viewer better than an idea that I have not lived. The first hand experiences let me detect the nuances that may be lost if I were to attempt to create something that I had not experienced.

– Bryn Oh

Bryn Oh in Second Life, by Jamisson Burnstein

As immersive pieces, Bryn’s works are also somewhat experiential, in that  they often involve a lot of activity on the part of visitors. This is again intentional, as Bryn noted to me: having to work for something results in a deeper attachment to an installation, a sense of achievement on gains success, together with a personal connection to the story through that achievement. It may not be something that appeals to everyone, but it is something that undoubtedly adds significantly to the ability of her work to keep people visiting and in making repeated visits.

When looking at Bryn’s work as a whole, it is not unfair to say that she has, over 13 years, become one of the world’s foremost virtual artists, and through her work in Second Life, Sansar and other virtual mediums and environments – including the use of machinima as seenat the end of this article -, she is very much a pioneer in shaping a new artistic movement.

We had the Cubists, Impressionists, Surrealists, Modernists and I see our movement as the Immersivists. I have believed in this idea a long time but now with virtual reality headsets such as Vive or Oculus, the immersion is less fragile. You don’t look at a computer screen and beyond its borders see a bill that needs to be paid or your cell phone rings… instead you are in the world I have created and firmly there. Unlike painting where you stand from a distance and look at a static scene or cinema where you are told a story as a passive observer, virtual reality artwork can offer the ability to be an active participant in the art.

– Bryn Oh

As a pioneer, Bryn herself faces many challenges, up to and including being able to finance her virtual work. In this, she is keen to note the on-going support of the Ontario Arts Council, which has been vital to Hand’s renewal in Sansar and Second Life, as well as supporting her in some of her other installations and work.

Hand took me almost a year to build; to undertake a project like this with potentially few prospects is, as you can imagine, unwise. So the financial support of the Ontario Arts Council helps enormously. But what is more important to me is the psychological support they provide through their belief in me as an artist. I work alone; few among my family and friends understand what I do, nor are they particularly curious … Recognition by, and support from, the OAC, is something that reinvigorates my confidence and says to keep going and striving in this art medium that I truly believe in. So I would like to thank again the OAC and the great work they do.

– Bryn Oh

A further reflection of the depth and importance of Bryn’s work also lies in the fact that professor Carolyn Steele of the Communication and Culture department at York University, Toronto, is putting together a new course on Bryn’s work that will be presented at the university in the near future. 

For those of us unable to attend that course, we still have Hand to appreciate in Second Life and Sansar – and, doubtless, more stories to come out of Bryn’s universe. So for now I’ll leave you with the aforementioned video, as produced for OTC, and also offer my thanks to Bryn for all of her work in Second Life and Sansar, which means a lot to so many, and for giving me the time to answer questions and discuss her work in order to produce this article.

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A Fairelands Journey: the valley and the castle

Fantasy Faire 2020: Elemaria

We broke our fast before the Sun had cast its first orange light across the broken walls and towers of Siren’s Lore, our guide having told us we must pass through the the Spirit Valley during the light of day, for our next place of rest lay on the valley’s far side, and at the end of a long journey. And so we passed beyond the wooden pathways of the city across the rugged lands beyond, our guide telling of the first place we would encounter, and how it came to have its mysterious name of Spirit Valley of Kuruk.

His tale sounded both wondrous and fantastical: bear warriors, ancient gods and and transformations. And yet we all knew that the Faireland realms held mysteries and wonders, so it was with excitement rising in my heart that we reached the pass that marked the start of the descent into the valley. At first I saw little worthy of the breathless tales our guide related, the path winding downwards, morning mists hiding the far side whilst fir trees at first screened or view of its deep floor.

Fantasy Faire 2020: The Spirit Valley of Kuruk

But then we rounded a rocky curve and caught sight of the valley’s broad bowl, the path now clinging to the side of its rocky face. But it was not this breath-taking view that held our eyes; for there seated at the side of the road was a great brown bear, it’s fur tufted and arranged around its neck like a collar of office. On seeing it, my kinsmen cried aloud and reached for their bows, but our guide stayed heir hands. Cool black eyes regarded us, and our guide instructed us to pass the bear in single file. As we did so, the great beast raised its forelegs slowly, paws outward as if in blessing as we passed, and I heard the rumble of its voice, chanting deeply.

I could scarce keep my eyes from this marvellous beast until it was carried from view by a bend in the trail; but as I regarded the valley once more, so I saw more of these strange bears, watching us from high perches, including one that stood upon a wooden trestle, banners draped behind it, its fur painted and arranged into a headdress. I found myself caught in the gaze of a great chieftain or perhaps a medicine leader, who watched our progress even to the valley floor.

Fantasy Faire 2020: The Spirit Valley of Kuruk

It was here that we paused to eat, a procession of children marching to us from a nearby village. They bore platters of fruit and jugs of water for us to partake, as our guide informed us these were the Grizzly Cubs, who follow the path of the Great Bear Tribe, and defend the spirits of the valley and its healing ways.

The children said nothing as we ate, but sat with us as we ate. Afterwards, they walked to either side of us as we climbed the long path, passing the painted mouths of caves our guides said we should not enter, least too much time pass and we fail to arrive at the night’s destination at our appointed hour. As we reached the pass that would carry us into the lands beyond the valley, a slender boy came to each of us and indicated we should bow in turn as he painted symbols on each of our foreheads, our guide telling us not to wash or otherwise remove them until after the Sun had set.

Fantasy Faire 2020: The Spirit Valley of Kuruk

Beyond the valley the land changed quickly, rocks giving way to verdant grass and tall trees warmed by a rich afternoon Sun. At length we came to high curtain walls, their stones faced and well-fitted. Guardsmen hailed us from square towers draped with the Banner of Elemaria, and our guide went before us so that we might be allowed access to this walled realm of which I had heard so much.

Formed by the the elements – air, earth, water and fire all working in equal measure at the Edge of Time -, Elemaria lay as the Home of Nature, the elements present throughout its landscape, each having given of its best to create a place wherein harmony rules, and men, women and creatures live in peace, tending the land and creating a kingdom where all can find welcome and peace.

Fantasy Faire 2020: Elemaria

And so we passed along the grass-edged paths and between tiled-roofed homes and stores of Elemaria’s citizens, all of whom greeted us warmly or, on seeing the painted marks of the Grizzly Cubs upon our foreheads, with a degree of reverence.

Around trees and over streams we passed, drawing ever closer to the great castle the rose over this pleasing land, until we at last came to a paved circle marked by three arches. Here we were met by the royals of Elemaria, tall and fair folk of great grace and beauty, descended from the first people to enter this lands and peacefully occupy it to live in harmony with nature. 

Fantasy Faire 2020: Elemaria

They greeted each one of us in turn, taking each of us by the forearms drawing us close as we each gripped theirs, until forehead lightly touched forehead. Then one each paired with us, and by twos in a line, we climbed the stone stairs up to where a garden of water and blue-hued trees lay before the towers of the castle, the roar of the falls that fell true and sheer from these gardens bringing an end to conversation until we passed over the gardens atop arched bridges to pass within the walls of the castle. Here the sound of the water passed behind us, to be replaced by music as light and warmth greeted us within those high, dressed walls.

And so we arrived in Elemaria, the length of our journey soothed by the music, and the grace and beauty of our hosts who guided us to our quarters high within the castle, treated as royalty even though they who served us and welcomed us to their banquet later, were themselves of high office. 

Fantasy Faire 2020: Elemaria

Spirit Valley of Kuruk designed by Loki Eliot and sponsored by Spyralle, Little, Big Designs, Team ACTS, Totally Tinies. Featuring stores by: Attitude is an Artform, Atomic Kitties, Cerridwen’s Cauldron, Cheval D’or|Elysian, CHIMAERA, Designs by Isaura, Dinkie Boutique, Fantavatar & Moonstruck & Lilith’s Den, Icaland ind, Peeps Dinkies, Prehistorica: The Dawn Kingdoms, Stytchwytch Designs, Tiny Inc., and Twisted Whiskers & Dinkie Duds.

Elemaria by Bee Dumpling & Solas Enchantment and sponsored by Silvan Moon Designs, Secrets of Gaia. Featured stores: ABADDON ARTS, Ab.Fab skins and Fantasy, :: ANTAYA ::, =ED= Eagle Designs, FaceDesk Creative Creations, Flying Horse Head Studios, Gecko Creations & ~Soraida~, God Mod, Laminak, Last Ride, Stardust, Star Journey, The Elven Forest, The Wooly Pig, TRB – A Woman’s Touch, Unity Maxim, Valkyrie Designed, and .Viki.

Total raised by the end of the Faire’s third day: L$3,779,514 (US $15,118).

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Regions are rated Moderate.