Cica’s Woodland in Second Life

Cica Ghost, January 2026 – Woodland

January 2026 is here and with it, a visit to Cica Ghost’s Mysterious Isle to visit her latest installation there, Woodland. The setting comes with a quote oft attributed to the Master of the Imagination, Walt Disney:

If you can dream it, you can do it.

The reality of the world is that there is no evidence Disney ever uttered these words. Rather, the first public attribution of the quote to anything related to Disney appears to have come in 1983, seventeen years after his passing. They appeared in a script used in Horizons (1983-1994), an animatronic attraction at the EPCOT Centre (as it was then) at Walt Disney World, Florida.

Cica Ghost, January 2026 – Woodland

Exactly who coined the phrase – script writer Tom Fitzgerald or copywriter Sheralyn Silverstein – remains a topic of debate; it only became associated with Disney himself much later – in 2007, when it was used in a DVD series on the Disney phenomena and the marketing machine at Disney wasted no time in acquiring the idea the words were Walt’s – and started marketing them at every turn.

However, all this be as it may, the idea the words convey is totally applicable to Cica’s work. Month after month she presents us with installations grown from her dreams and made into living experiences for us to enjoy. Some of her works have carried subtle messages; some have offered new takes on various folk tales and fables; many have been twists of whimsy and lightness, speaking to  Cica’s spirit of positivity; some have been perhaps pensive and forward-looking. All have have had deep roots in the dreams of a creative imagination – and such is the case here.

Cica Ghost, January 2026 – Woodland

The term “woodland” probably conjures images of trees heavy in leaf, grassy trials meandering between their trucks, sprinkled with bursts of flowers, light and shadow rippling and playing over them as a breeze moves the boughs overhead. A place where creatures, possibly stranger or exotic, and insects reside, all going about their business.

The flowers and the creatures and insects are all within Cica’s Woodland, and many of them are exotic – a chameleon-like lizard, stick insects and more. However, in a twist of imagination they all appear to be carved or grown from wood, and the majority of “trees” of this woodland are all houses and buildings, many of them rising slender and tall, like tree trunks with the unblinking eyes of windows cut into them, others offering a unique take on the windmill. All stand four-square on stout legs as if ready to set out across the surrounding hills.

Cica Ghost, January 2026 – Woodland
Actual trees do also grow here, but the entire installation speaks to a place that is literally wood land. Even the brown and greying soil carries a woodgrain, the hills exhibiting a gridwork against which the grain laps, as if attempting to rise up and cover them.

All of this – creatures, houses, flowers, trees, is being watched over by a satisfied King (or Prince?) Frog. Is he responsible for this wonderland? If so, why? That’s a dream for your imagination to create, perhaps as you try the dances scattered across the setting and wander among the land’s friendly inhabitants.

Cica Ghost, January 2026 – Woodland

SLurl Details

  • Woodland (Mysterious Isle, rated Moderate)

2026 week #1: SUG meeting summary

Natthimmel: The Keepers of Twin Lights, St. Castoris, December 2025 – blog post

The following notes were taken from the Tuesday, January 6th, 2026 Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. They were taken from the video recording by Pantera, embedded at the end of this summary – my thanks to Pantera for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
  • The “SUG Leviathan Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
  • Meetings are held in text in-world, at this location.

Simulator Deployments

  • All simhosts appear to be undergoing restarts this week, with no deployments.

Game Control

  • Leviathan Linden had planned to try to port game_control back into the develop-Linux branch, but was beaten to the line bye Rye of the Alchemy viewer, show has submitted a Pull Request.  Rye’s submission looks good, but has yet to be built.
  • This means that if the Linux build passes muster, it can join with the Windows and Mac builds and be passed into the main develop branch.
    • However, it has been a report of issues with Rye’s build on systems not using Pulseaudio, which tend to crash on start, so this will have to be investigated, although the overall impact on Linux users was the subject of debate.

SLua Work

  • No indication on when the SLua viewer will be promoted to release status – but that is a question more for viewer meetings.
  • Harold Linden noted his personal “to do” list for SLua is mostly around improving testing / allocation strategy in general, and noted that it is currently growing as LL find usability issues they think are worth pushing the viewer release back for, in order to get them included.
    • One of the things Harold would particularly like to see working is setting link primitive parameters “in a sane way to be less-bad by the time we go general availability for sure”.
    • He also noted he’d like a `require()` function that works correctly with the built-in editor as well.
  • Harold further noted that there is some rearchitecting that needs to go on behind the scenes, and the viewer definitely needs to be in a better state prior to promotion.
  • This led to a further conversation of possible SLua inclusions / updates, and on things like script scheduling – LSL vs. SLua (should be no difference), and script execution.
    • Harold further noted he is refactoring the script scheduler is he goes to try to improve things but in terms of scheduling and execution, and so the simulator isn’t spending “a lot of time figuring out that it has nothing to do”.
    • Multi-threading isn’t seen as an answer for this, because some scripts may be waiting on work being carried out by scripts currently running, and multi-threading could being this dependency.

SLua Resources

  • The nine beta test regions are centred on SLua Beta Void (mind the water!).
  • Official scripting portal (this is a work in progress and open to contributions – Github for the latter here).
  • The Second Life official Discord server / channels.
  •  Suzanna’s SLua Guide (Suzanna  Linn).
  • Official VScode plugin notes:
    • It is not yet available on the VScode marketplace.
    • Issues and PRs for code submissions can be made here, and the plugin downloaded.
  • VSCode plugin + documentation (Wolfgang Senizen – likely be discontinued and contributions shifted to support the official documentation).

In Brief

  • As well as working on Game Control (documentation here), Leviathan Linden has been trying to track a crash/corruption bug he accidentally introduced into the development simulator branch. The impact of this should be very limited – has only thus far shown up on the SLua test regions.
  • Leviathan also noted that there are been no progress on:
    • Experimenting with adjusting avatar bounding box size.
    • Enabling avatars to turn to face the direction of travel of travel when walking backwards (on the official viewer).
    • No progress on fixing the mesh mismatch issue.
  • Monty Linden warned that the Lab is coming up on the “annual simhost certification dance”, and will be part of the 2026.01 “Kiwi” release.
    • This should be invisible to everyone with one weird exception: The ‘TLS Web Client Authentication’ in the EKU is now *strongly* deprecated at all certification authorities. Monty noted that “No one should care unless they extended/ported the SL viewer’s fussy cert code that checks the server part of this”.
  • Henri Beauchamp (Cool VL Viewer) put forward a lengthy outline for solving the issues of avatars already in a region appearing as clouds to those newly arriving – which appears to be a largely server-side issue. He has developed a viewer-side workaround, and proposed a server-side messaging fix which would negate any need for viewer-side workarounds.
    • Both Leviathan and Monty Linden have an interest in trying to eliminate cloud avatars, and Leviathan indicated he would look at Henri’s proposed fix.
    • This extended into a discussion on solving the issues of missing attachments on visible avatars when people TP into a region, etc.

Date of Next Meetings

  • Leviathan Linden: Tuesday, January 13th, 2026.
  • Formal SUG meeting: Tuesday, January 20th, 2026.

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

Space Sunday: Artemis 2 and a Blue Moon lander

An infographic outlining the Artemis 2 mission, during to take place in the first quarter of 2026. Credit: CSA

2026 is set to get off to an impressive start for US-led ambitions for the Moon, with the first three months intended to see the launch and completion of two key missions in the Artemis programme.

In fact, if the principal players in both missions get their way, the missions could be completed before the end of February 2026 and between them signal the opening of the gates that lead directly to the return of US astronauts to the Moon in 2028. Those two missions are the flight of the Blue Origin Pathfinder Mission to the lunar surface, and the first crewed flight to the vicinity of the Moon since the end of the Apollo era: Artemis 2.

Blue Moon Pathfinder

As I’ve previously noted in this column, Blue Moon Pathfinder is intended to fly a prototype of the Blue Moon 1 cargo lander to the Moon’s South Polar Region to demonstrate key elements and capabilities vital to both the Blue Moon Mark 1 and its larger, crew-capable sibling, Blue Moon Mark 2.

These goals include: the firing / re-firing of the BE-7 engine intended for use in both versions of Blue Moon; full use of the planned cryogenic power and propulsion systems; demonstration of the core avionics and automated flight / landing capabilities common to both Blue Moon Mark 1 and Blue Moon Mark 2; evaluate the continuous downlink communications; and  confirm the ability of Blue Moon landers to guide themselves to a targeted landing within 100 metres of a designated lunar touchdown point.

An artist’s rendering of the Blue Moon Mark 1 (foreground) and larger Blue Moon Mark 2 landers on the surface of the Moon. Credit: Blue Origin

Success with the mission could place Blue Origin and Blue Moon in a position where they might take the lead in the provisioning of a human landing system (HLS) to NASA in time for the Artemis 3 mission, currently aiming for a 2028 launch. A similar demonstration flight of Blue Moon Mark 2 is planned for 2027, involving the required Transporter “tug” vehicle needed to get Blue Moon Mark 2 to the Moon. If successful, this could potentially seal the deal for Blue Moon in this regard, given both they and SpaceX must undertake such a demonstration prior to Artemis 3 – and currently, SpaceX has yet to demonstrate the viability of any major component of the HLS design beyond the Super Heavy booster.

Of course, as others have found to their cost in recent years, making an automated landing on the Moon isn’t quite as easy as it may sound, so the above does come with a sizeable “if” hanging over it.

A comparison between the the Apollo Lunar Module, Blue Moon Mark1 and Blue Moon Mark 2. Note that the bulk of the latter comprises the massive Liquid hydrogen (LH2) tank (at the top, with the four large thermal protection / heat dissipation panels needed to help keep the propellant in a liquid form liquid), with the liquid oxygen (LOX) tanks between it and the crew module at the base of the vehicle. Credit: NASA / Blue Origin / David Leonard

The Blue Moon landers are between them intended to provide NASA with a flexible family of landing vehicles, with Blue Moon Mark 1 capable of delivering up to 3 tonnes of materiel to the Moon, and Blue Moon Mark 2 crews of up to four (although 2 will be the initial standard complement) or between 20 tonnes (lander to be re-used) or 30 tonnes (one-way mission) of cargo.

Currently, the Blue Moon Pathfinder flight is scheduled for Q1 2026 – and could potentially take place before the end of January.

Artemis 2: Four People Around the Moon and Back

Artemis 2, meanwhile is targeting a February 5th, 2026 launch. It will see the first crew-carrying Orion Multi-Purpose Crew Vehicle (MPCV) head to cislunar space with three Americans and a Canadian aboard in a 10-11 day mission intended to thoroughly test the vehicle’s crew systems, life support, etc. Despite all the negative (and in part unfair) criticism of the Orion system and its SLS launch vehicle, 21 of the 22 pre-launch milestones have now been met. This leaves only the roll-out of the completed SLS / Orion stack to the launch pad and the full booster propellant tanking testing order for the green light to be given to go ahead with a launch attempt.

An infographic shown by Brad McCain, VP and Programme Manager, Armentum Space Operations Division – a company providing critical support to NASA for SLS ground operations – during a December 15th Webinair on Artemis 2. Note both of the December 2025 items were achieved shortly after the webinair. Credit: Armentum / CDSE

No date has been publicly released for the roll-out, but given the issues experienced with Artemis 1, when helium purge leaks caused problems during the propellant load testing, it is likely that even with the high degree of confidence in the updates made to the propellant loading systems since Artemis 1, NASA will want as much time as possible to carry out the test ahead of the planned launch date.

Whilst Orion did fly to the Moon in 2022, the vehicle being used for Artemis 2 is very different to the one used in Artemis 1. This will be the first time Orion will fly all of the systems required to support a crew of 4 on missions of between 10 and 21 days in space (as is the initial – and possibly only, giving the calls to cancel Orion, despite its inherent flexibility as a crewed vehicle – requirements for the system). As such, Artemis 2 is intended to be a comprehensive test of all of the Orion systems, and particularly the ECLSS – Environmental Control and Life Support System; the vehicle’s Universal Waste Management System (UWMS – or “toilet”, to put it in simpler terms); the food preparation system and the overall crew living space for working, eating, resting and sleeping.

The Artemis 2 crew (l to r: Canadian Space Agency astronaut Jeremy Hansen and NASA astronauts Christina Koch, Victor Glover, and Reid Wiseman) outside the Astronaut Crew Quarters inside the Neil Armstrong Operations and Checkout Building, Kennedy Space Centre, during an integrated ground systems test for the mission, September 20th, 2023. Credit: Kim Shiflett

These tests are part of the reason the mission is set to have a 10-11 day duration compared to the average of 3 days the Apollo missions took to reach, and then return from, the vicinity of the Moon: NASA want to carry out as comprehensive a series of tests as possible on Orion “real” conditions prior to committing to launching the 30-day Artemis 3 mission.

The mission will also be a critical test for Orion’s heat shield. During Artemis 1, the Orion heat shield suffered considerable damage during re-entry into the Earth’s atmosphere, in what was called “char loss” – deep pitting in the heat shield material. Analysis of the damage reviewed the gouges to be the result of “spalling”. In short, in order to shed some of its enormous velocity prior to making a full re-entry into the atmosphere, Orion had been designed to make several “skips” into and out of the atmosphere, allowing it to lose speed without over-stressing the heat shield all at once.

Unfortunately, the method used to manufacture the original heat shields resulted in trace gases being left within the layers of ablative material. When repeatedly exposed to rapid heating as the Artemis 1 Orion vehicle skipped in and out of the upper atmosphere, these gases went through a rapid cycle of expansion, literally blowing out pieces of the heat shield, which were then further exacerbated as the vehicle make its actual re-entry, resulting in the severe char loss.

Two of the official NASA images showing the severe pitting and damage caused to the Orion MPCV heat shield following re-entry into Earth’s atmosphere at 36,000 km/h at the end of the uncrewed Artemis 1 mission, December 11th, 2022. They show the “char loss” pitting caused by “spalling” within the layers of heat shield material. Credit: NASA / NASA OIG

As a result of the Artemis 1 heat shield analysis, those now destined to be used on Artemis 3 onwards will be put through a different layering process to reduce the risk of residual gases becoming trapped in the material. However, because the heat shield for Artemis 2 was already cast, the decision was made to fly it with the mission, but to re-write the Orion’s atmospheric re-entry procedures and software to limit the number of atmospheric skips and the initial thermal stress placed on the heat shield, thus hopefully preventing the spalling.

The Orion vehicle to fly on Artemis 2 is the second fully-completed Orion system – that is, capsule plus European Service Module – and the first vehicle to ne formally named: Integrity. It is functionally identical to the vehicles that will fly on Artemis 3 onwards, with the exception that it is not equipped with the forward docking module the latter vehicles will require to mate with their HLS vehicles and / or the Gateway station.

The SLS booster to be used in the mission is the second in a series of five such boosters being built. Three of these – the vehicle used with Artemis 1 and those for Artemis 2 and 3 are of the initial Block 1 variant, using the Interim Cryogenic Propulsion Stage (ICPS) as their upper stages. This is an evolution of the well-proven – but payload limited – Delta Cryogenic Second Stage (DCSS) developed in the 1990s, and powered by a single RL-10B motor.

Artemis 4 and 5 are intended to be Block 1B versions of SLS, using the purpose-built and more powerful Exploration Upper Stag (EUS), powered by 4 of the uprated RL-10C version of the same engine, enabling them to lift heavier payloads to orbit and the Moon. This means that both Artemis 4 and Artemis 5 will each lift both an Orion MPCV with a crew of 4 and a 10-tonne module intended for the Gateway station intended to be the lunar-orbiting waystation for crews heading to the Moon from Artemis 4 onwards.

A comparison between the SLS ICPS and future EUS. Credit: NASA

However, to return to Artemis 2: as noted, it will be the second SLS rocket to be launched, and like Artemis 1, will fly using the venerable and (up until SLS at least) reusable RS-25 motor developed by Rocketdyne for the US space shuttle vehicles. Sixteen of these engines survived the end of the shuttle programme, and Artemis 2 will see the use of both the most reliable of them ever built. and the only one to be built for the shuttle programme but never used.

Engine 2047 has flown more missions than any other RS-25 – 15 shuttle missions in which it gained a reputation for being the most reliable space shuttle main engine (SSME), consistently out-performing all other motors to come off the original production line. It proved so reliable that not only did it help lift 76 astronauts from the US and around the world into orbit, it was often specifically requested for complex mission such as those involved construction of the International Space Station and servicing the Hubble Space Telescope. By contrast, engine 2062 will be making its first (and last) flight on Artemis 2, being the last of the original RS-25’s off the production line.

The four RS-25 engines to be used on Artemis 2, with 2047 highlighted. Credit: Helen Lewin, RS-25 Launch Support Lead, Aerojet Rocketdyne, via the December 15th, 2025 CDSE webinair

Such is the engineering behind these engines and their control systems that is worth spending a few paragraphs on exactly how they work at launch. While it may seem that all the motors on a multi-engine rocket fire at the same time, this is often not the case because of issues such as the sudden dynamic stress placed on the vehicle’s body and matter of balance, as well as the need to ensure the engines are running correctly.

For the SLS system, for example, engine preparation for launch starts when the propellant tanks are being filled, when some liquid hydrogen is allowed to flow through the engines and vent into the atmosphere in a process called chill down. This cools the critical parts of the engines – notably the high pressure turbopumps – to temperatures where they can handle the full flow of liquid hydrogen or liquid oxygen without suffering potentially damaging thermal shock.

Actual ignition starts at 6.5 seconds prior to lift-off, when the engines fire in sequence – 1, 4, 2, and 3 – a few milliseconds apart (for Artemis 2 engine 2047 is designated flight engine 1 and 2062 flight engine 2, and so these will fire first and second).  Brief though the gap is, it is enough to ensure balance is maintained for the entire vehicle and the four engines can run up to power without creating any damaging harmonics between them.

A diagram of the RS-25 rocket engine used in both the space shuttle system and SLS. Credit: Helen Lewin, RS-25 Launch Support Lead, Aerojet Rocketdyne, via the December 15th, 2025 CDSE webinair

The low and high pressure turbopumps on all four engines then spool up to their operating rates – between 25,000 and 35,000 rpm in the case of the latter – to deliver propellants and oxidiser to the combustion chamber at a pressure of 3,000psi – that’s the equivalent of being some 4 km under the surface of the ocean. During the initial sequence, only sufficient liquid oxygen is delivered to the engines to ignite the flow of liquid hydrogen, causing the exhaust from the engines to burn red. This high pressure exhaust is then directed as thrust through the engine nozzles, meeting the air just beyond the ends of the engine bells.

The counter-pressure of the ambient air pressure is enough to start pushing some of the exhaust gases back up into the engine nozzles, causing what is called a separation layer, visible as a ring of pressure in the exhaust plume. This back pressure, coupled with the thrust of the engines, is enough to start flexing the engine exhaust nozzles, which in turn can cause the exhaust plume on each engine to be deflected by up to 30 centimetres.

Images of a Space Shuttle Main Engine (SSME) ignition sequence showing the formation of the separation rings (arrowed left) and the cleaner-burning half-diamonds (right) as the engines come to full thrust. Credit: NASA

To counter this, the flight control computers initiate a cycle of adjustments throughout each engine, which take place every 20 milliseconds. These adjust the propellant flow rate, turbopump speeds, combustion chamber pressure and the movement of the engines via their gimbal systems in order to ensure all of the engines are firing smoothly and all in a unified direction and pressure, symbolised by a “half diamond” of blue-tinged exhaust (the colour indicating the flow of liquid oxygen) as the separation layer is broken, the thrust of the engines fully overcoming ambient air pressure resistance. All this occurs in less than four seconds, the flight computers able to shut down the engines if anything untoward is monitored. Then, as the countdown reaches zero, the solid rocket boosters (SRBs) ignite and the vehicle launches.

Once underway, Artemis 2 will carry its crew of 4 into Earth orbit for a 24-hour vehicle check-out phase, during which the orbit’s  apogee and perigee are raised. Check-out involves the crew completing a series of tests on the vehicle and its systems, including piloting it, both before and after the ICPS is jettisoned. Completion of this initial check-out phase will conclude with the firing on the ESM’s motor to place Orion on a course for the Moon.

Orion includes the ability for the crew to stow their flight seats flat once in orbit in order to give themselves more room in the capsule. This includes allowing them to rig four shuttle-style sleeping bags in the cabin, each of them positioned in a way that also maximises space for the crew, whilst also positioning them close to the vehicle’s “glass” command and control systems. Credit: NASA

The flight to the Moon will be undertaken using what is called a free return trajectory. That is, a course that will allow the vehicle to loop around the Moon, using its gravity to swing itself back onto a trajectory for Earth without using the main engine to any significant degree. This is to ensure that if the ESM were to suffer a significant issue with its propulsion system, the crew can still be returned to Earth; only the vehicle’s reaction control system (RCS) thrusters will be required for mid-course corrections.

This also means that the mission will only make a single pass around the Moon, not enter orbit. It will pass over the Moon’s far side at a distance of  some 10,300 kilometres and then head back to Earth. On approaching Earth, the Orion capsule will detach from the ESM, perform the revised re-entry flight to hopefully minimise any risk of spalling / char loss, prior to splashing down in the Pacific Ocean off the coast of California.

Orion MPCV 003 Integrity, the vehicle that will carry 4 astronauts on Artemis 2 at Kennedy Space Centre in 2025. The capsule is mated to its ESM, which is in turn mounted on the conical Spacecraft Adapter and awaiting the installation of the three Encapsulated Service Module Panels. Credit: NASA 

I’ll have more on the actual mission and the flight itself as it takes place. In the meantime, my thanks to the Coalition for Deep Space Exploration (CDSE) for hosting a special webinair on Artemis 2 in December 2025, from which portions of this article – particularly some of the graphics – were drawn.

A New Year’s Reality Escape in Second Life

Reality Escape, January 2026 – click any image for full size

With the start of a new year, I thought I’d take a trip to one of my favourite SL settings: Reality Escape, the Full private region held by Tripty (triptychlysl).

It’s a place I’ve appreciated over the years both for the way each iteration presents something new to appreciate whilst each carries forward motifs from Tripty’s original Books, Coffee and Chairs, Oh My! which I’d visited in 2023. I’ve been back some four times since then, and Reality Escape have never failed to feel like a safe and welcoming retreat.

Reality Escape, January 2026
For this iteration, the Landing Point sits in the south-western corner of the setting’s main island, where Tripty’s familiar greetings are etched into the boards of the Landing Point decking and can be seen on the sign facing the deck. The latter is a greeting I always find raises a smile – You Are About to Enter Someone Else’s Dream -, and which is joined by another: Blame it on My Gipsy Soul, a sentiment I can fully appreciate for the wanderlust it evokes.

From here, three routes of exploration present themselves to new arrivals. Two take the form of raised wooden walkways and the third a hop over a very narrow channel to a flat, grassy island, home to a bench “borrowed” from a waiting room. The first of the two walkways runs along the southern shore of the the island to the Reality Escape Coffee Shop, whilst the second winds northwards and turns a little inland to arrive at the Reality Escape reading nook.

Reality Escape, January 2026

The Coffee Shop is an open-air affair marked by Tripty’s familiar chair sculptures, the place made cosy by the ivy-hung trelliswork extending out from the cliff and ancient wall adjoining it at a right angle.

Another walkway here offers a route to the shingles close to the island’s edge and offering a further route onwards, watched over by the island’s Siamese ruler, sitting in his rather novel throne. Beyond the shingle, under an archway of chairs, the walkway continues up the island’s east coast. As it does so, it passes a summer house of unusual design offering a place of retreat.

Reality Escape, January 2026

For those who prefer to stay on the shingle path, this points the way – with the aid of stepping stones – to the crooked finger of another island as it points south and east, wooden decking running over the grass and around a firepit, offering another place for friends to gather.

The walk to the island’s bookshop also offers a way to a raised deck built out over the water, and guarded to one side by a further trellis line of Ivy, whilst below it sits something of a damp orchard. Up the hill, the reading nook is really more of an old tram repurposed as a place to enjoy books, perhaps in the Lewis Carroll-esque garden sitting behind the tram.

Reality Escape, January 2026

Beyond this, the walkway loops around westward to link-up with the route running on from the summer house. As it does so, steps lead down to a grass trail, a little muddy and wet in places, running out to north-pointing, low-lying headland. beyond an arch formed by an aged tree trunk, the path is bordered by candle-lit snowdrops as they form a candle-lit fairy spiral. Beyond these, another raised deck awaits, two pontoon rafts tethered to it. The latter perhaps invite people to take a dip in the water as they are watched over by a rather large goldfish enjoying the shade of a bunta tree which adds its own little sci-fi twist to the setting.

Tripty’s Reality Escape designs always presents setting rich in detail, and this version is no exception. There is much to be found and appreciated throughout – more than I’ve covered here (such as a little island hithertofore unmentioned in this piece and the various animals and wildfowl waiting to be found).

Reality Escape, January 2026

When exploring, I would recommend sticking with the region’s shared environment – although, as again is the case with Tripty’s work, the region does work very well with many other environment settings. Also, do make sure you have local sounds enabled for the fullest experience.

SLurl Details

Peace, love and music at Hippiestock 2026 in Second Life

Hippestock 2026

New Year 2026 will get off to a musical start in Second Life with the opening of the month-long Hippiestock festival on January 1st. Originally a day-long music event founded by Hippie Bowman as a way to for him connect directly with friends he’d made through the Second Life forums, the event has grown over the years to allow music fans from across Second Life to come together fun and music and to embrace the “hippie philosophy”, once described by Hippie himself as:

[A belief] in peace as the way to resolve differences among peoples, ideologies and religions. The way to peace is through love and tolerance. Loving means accepting others as they are, giving them freedom to express themselves and not judging them based on appearances. This is the core of the hippie philosophy.

– Hippie Bowman, January 2011

For 2026, Hippiestock will be taking place throughout January within an immersive Flower Power themed region created by CK Ballyhoo, with music and live events coordinated by Owl Dragonash. Key activities throughout the festival include:

General Events

  • Tuesday DJs:
    • January 6th: – Dinky Day with DJ Zed at 10:00 and Uli Jansma at 12:00 noon.
    • January 13th: 10:00 – DJ Samum (10:00); 12 noon – LiTo DJ Team.
    • January 20th: 11:00 – Ari’s Piano Set; 12:00 noon – DJ Holocluck.
    • January 27th: 10:00 – DJ Marnie Morningstar; 12:00 noon – DJ Jeff Randall.
  • Wednesday Live performances:
    • January 7th: 12:00 noon – Lluis Indigo;  13:00 – Ed Lowell.
    • January 14th: 12:00 noon – Ronnie Mayes; 13:00 – Laidback Celt.
    • January 21st: 11:00 – Mark Taylor; 12:00 noon –   Mr Wobbit.
    • January 28th: 11:00 – Joe Paravane; 12:00 noon – Lluis Indigo
  • Sunday Meditation sessions with April Acorn:
    • January 4th: 11:30.
    • January 18th: 11:30.
  • Contests:
    • Flower Power Art Contest – open for entry from now through to January 12th, 2026. Winners announced at the event, January 17th.
    • Hippiestock Photo contest – open for entry January 1st-22nd, 2022, Winners announced on January 28th.
    • Full details on both contests available at the Art Display at Hippiestock.
  • Drum circles and social gatherings throughout the festival.
Hippiestock 2025

Special Events

  • Thursday, January 15th – Feed A Smile Day in support of Live and Learn Kenya. Featuring:
    • 11:00 – Steve Who.
    • 12:00 noon – Mavenn.
    • 13:00 – Bsukmet.
  • Saturday, January 17th – Hippestock LIVE! Featuring:
    • 09:00 – Hippie Bowman.
    • 10:00 – Alsund.
    • 11:00 – Lluis Indigo.
    • 12:00 noon – Joe Paravane.
    • 13:00 – Shannon Oherlihy.
    • 14:00 – Jed Luckless.
  • Thursday, January 29th, 12:00-14:00 – Flower Power with DJ Anna Butterfly.

So for some great music and the chance to peace out, why not slip into something suitably flowing and emblematic of the ’60s, put some flowers in your hair and join the Hippiestock fun throughout January?

SLurl Details

Bay City New Year 2025/26 prim drop in Second Life

Bay City Prim Drop, 2025/2026

Wednesday, December 31st 2025 will once again see Bay City celebrate the turning of the year with their annual Prim Drop festivities.

An outdoor, formal dress event, the Prim Drop is open to all Second Life residents, with festivities opening at 23:00 SLT at the Bay City Fairgrounds in North Channel. Marianne McCann will be providing the music and fireworks in a 2-hour extended DJ set, and food and drink will be provided.

This will also be the final opportunity for 2025 to donate to Child’s Play Charity,  a US 501c3 non-profit organisation which helps seriously ill children around the globe during their hospital stays with the purchase of games and gaming equipment. So even if you can’t make it to the event itself, do please consider taking a couple of minutes out of your SL day and stopping by the Bay City Fairgrounds and making a donation via one of the collection bins there.

About Bay City and the Bay City Alliance

Bay City is a mainland community, developed by Linden Lab® and home to the Bay City Alliance. The Bay City Alliance was founded in 2008 to promote the Bay City regions of Second Life and provide a venue for Bay City Residents and other interested parties to socialize and network. It is now the largest group for Residents of Bay City.

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