Dya’s Scent of the Caribbean in Second Life

Dya’s Scent of the Caribbean, April 2020 – click any image for full size

I arrived in-world on April 17th, 2020, to a message from Dya OHare inviting me to hop over to her latest region design, Dya’s Scent of the Caribbean, which now supersedes her Abandoned Vacation Spot design I blogged back in February (see: An abandoned vacation spot in Second Life).

The new setting, as might be gathered from the name, presents Dya’s take on a Caribbean setting, and is with her previous build, she packs a lot of detail into the region, offering a real taste of the tropics with nicely placed touches that add authenticity to the setting while the overall layout once again suggests a place much larger than a single region.

Dya’s Scent of the Caribbean, April 2020

This is one of the smaller, cosier Caribbean islands, surrounded by clear blue waters that gently shoal to a sandy apron that encloses the island on three side – and gives the impression it might completely surround it at low tide. The island raises its sapphire back from surrounding sea and sand, presenting a roughly diamond shape with an south-eat to north-west orientation. The landing point lies towards the former, located in a little commercial hamlet that sits on the top of the island, its single pedestrian street flanked on either side by a number of small businesses, including what might best be described as a boutique hotel, together with a bar and local small diner.

Looping around this tiny slice of urban life is is dusty track of a road that offers the primary means of exploring on foot as it curls and branches its way between uplands and beaches and rocks. Follow it south and behind the bulk of the taller commercial properties, and it’ll take you to a dead end and a tongue of sand that licks its way up over the grass with an invitation to walk across it. Doing so brings you to a stretch of golden sand that is watched over at one end by a whitewashed lighthouse, and at the other by beach house that offers shade from the Sun’s heat and glare and a cooling freshwater pool. Just offshore, the point at which the sandy shelf surrounding the island gives way to deeper waters is marked by a ring of anchored buoys (actually denoting the region’s edge).

Dya’s Scent of the Caribbean, April 2020

Take the road the other way from the landing point and it’ll offer a looping walk around the northern aspect of the island, rising and falling in response the land’s own undulations. A modest motel sits on the western side of this road, offering a view (partially obscured by trees) of the ocean, which here meets the unyielding rock of the isle, as the tide appears to be in.

Further along the road sits a little chapel facing steps that climb up to a little shanty village of corrugated tin huts straddling the island’s backbone,  the road again looping around it below. Just past the chapel and the step up to the shanty, the road offers a glimpse down into one of the island’s secrets: a landlocked cover of clear water that tumbles from a waterfall and sheltered by rocky walls and the verdant greenery of the island. Cut off from the open sea by a further beach, this cove is an attractive hideaway, perhaps now filled by freshwater given the sea apparently can no longer reach it.

Dya’s Scent of the Caribbean, April 2020

After curling around the north-western headland, the road loops back towards the landing point once more, passing as it does so a set of stone steps that offer the way down to what would appear to be – at low tide at least – the island’s largest expanse of sand. With the tide in, most of this is covered covered by water – if only moderately so – meaning a walk out to the tiki bar that marks where the depths significantly increase is actually going to be something of a wade / swim. For those not feeling so energetic, there is shade to be found under an awning set out over the ruin of an old boat further along the beach.

Like her previous build, Dya offers something of a story with this setting. Little clues are scattered about that suggest this island perhaps sits not in the present, but in the last of 20-30 years ago: the style of car parked here, the only Honda mopeds scattered around, and so on. Certainly, it would appear to be a place that is showing signs of age: paintwork on buildings, rowing boats and elsewhere is all well sun-bleached, while board walks out on the water are in a sorry state of repair – even the plumage on one of the island’s parrots is looking a little careworn!

Dya’s Scent of the Caribbean, April 2020

All of this suggests this isn’t one of the Caribbean’s more popular tourist stop-off points, but at the same time, all of the little touches waiting to be found – like a glimpse of a Bob Marley photo through an open door here, the roadside fish stall there, the fading beat of reggae music to be heard drifting through the air as one explores, clearly indicate the island is very much home to those who live on it.

Dya tells me this design will likely remain in place for at least six weeks, although she will continue to add to it / tweak it (a hurricane may apparently be on the way!), so there is plenty of time yet to visit. For now, and given the weather in my part of the physical world has gain turned cold and damp, I’m off back to Dya’s beach house with its shade, pool and – hopefully – a glass of chilled white wine as should be used to counter the Sun’s heat!

Dya’s Scent of the Caribbean, April 2020

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A desert ghost town in Second Life

Kolmannskuppe, April 2020 – click any image for full size

On April 10th, 2020, Serene Footman opened his latest limited-time region build to once again transport us to one of the most unusual places to be found on Earth.

I tend to wax lyrical over Serene’s designs, and for three good reasons: the first is they are invariably elegant in design and statement, packed with details that may be both obvious and subtle, whilst also incorporating Serene’s own recognisable individuality of touch that has marked all of his designs. The second is that they demonstrate that while Second Life sets the imagination free and can become the home of the strange, the out-of-the ordinary and the unique – so too can the physical world around us, which is every bit as richly diverse as anything to be found in-world; the difference is, Second Life offers the means for to visit such places where otherwise they might forever be out of out reach save for photographs and videos seen in publications and on-line.

The third reason is that his builds are always educational, both in terms of what can be achieved in Second Life with care and forethought in design and because as soon as I visit one of his designs, I’m reaching for the encyclopaedia and calling up my search engine to find out as much as I can about the locations he picks, so I might broaden my own knowledge.

Kolmannskuppe, April 2020

And so it is with Kolmannskuppe – The Ghost Town of Namib Desert, his build for April 2020, which brings to SL the long-deserted mining town of Kolmannskuppe or (to give its name in Afrikaans) Kolmanskop located on the inter-coastal erg of the southernmost reaches of the massive Namib desert in modern-day Namibia, but was at the time of the town’s founding, German South West Africa.

Named for a nearby kopje, or hillock, which had in turned been dubbed Kolmannskuppe “Kolman’s Head” after the wagon driver who had been forced to abandon his wagon there after a particularly violent sand storm in 1905, the town came to prominence as one of the first areas along the Namib coast to experience a diamond rush.

Three years later, a railway was being built between the territory’s major harbour town of Lüderitz on the coast and the inland town of Aus. The man in charge of the work was German-born August Stauch, who has moved to the territory in the hope of alleviating his asthma. An amateur mineralogist in his spare time, Stauch became fascinated the tales surrounding the territory’s founder, Franz Adolf Eduard Lüderitz (after whom the the harbour town was named) and his belief the region contained diamonds just waiting to be found.

Kolmannskuppe, April 2020

So firm was his belief Lüderitz had been correct, Stauch obtained a prospecting licence and told his railway workers to bring him any unusually shiny stones they might turn over whilst digging to lay the train line’s foundations, and in April 1908, one of his aides, Zacharias Lewala – who had previously worked at the Kimberley diamond mines in South Africa – did just that. Systematically searching the area Lewala had been scouting, Stauch found more of the stones and took them to Lüderitz, where his friend and mining engineer Sönke Nissen confirmed they were diamonds.

Using Stauch’s prospecting licence, the two men secured a 75-acre claim at Kolmannskuppe. At first they tried to keep the mine and their growing wealth secret, but news inevitably spread, sparking a diamond rush into the area, and Kolmannskuppe  grew to become an extremely wealthy settlement, boasting all the amenities of a modern town: a rail link to Lüderitz (itself massively enriched by the flow of diamonds from Kolmannskuppe  and further deposits found to the north), its own tram service, a host of civic facilities and utility services form a hospital (with the southern hemisphere’s first x-ray machine) through a theatre, ballroom and casino to its own power station and ice-making factory.

Kolmannskuppe, April 2020

The town reached its peak in the years immediately before and after the first world war. However, the discovery of a huge deposits of diamonds 270 km to the south around the mouth of the Orange River that did not require complex mining, resulted in many from Kolmannskuppe simply up and moving south, leaving their homes and possessions to the sands of the desert. These moves marked the start of 3-decade decline for Kolmannskuppe, the last inhabitants leaving the town to the shifting desert sands in 1956.

More recently, Kolmannskuppe has become a tourist attraction – if one that is corporately managed, De Beers and the Namibian government jointly funding it. This remaining buildings sit alongside a dusty road, dunes of tufted sand wrapping themselves around wooden, sun-bleached walls that are so leached of moisture they don’t so much fall down as crumble away. It’s a place that is beloved of photographers, artists and film-makers for its sense of desolation and nature’s reclamation of man’s fragile foot-hold in this harsh desert environment. As Serene notes in his own informative blog post on the setting, it is in some ways a contrived and artificial location, centred upon the hulking form of the former casino (and now the nexus for tourists) – but it is undeniably photogenic and captivating.

Kolmannskuppe as it is today. Via Wikipedia

It is in this form that Serene captures the town, and does so quite magnificently, from the high shoulders and roof of the former casino through to the crumbling skeletons of houses and the bare bones of former utilities. While some of the house styles may be more esoteric than those of the actual town, he has perfectly captured and embodies the spirit of Kolmannskuppe, right down to the touches of corporate artificiality, such as the misplaced baths.

As the same time, he has added his own touches, notably in the form of multiple places where visitors can sit and immerse themselves in the setting, watching the coming and going of others, the entire region surrounded by high dunes that mirror the Namib’s reputation for sand dunes that can reach heights of up to 300m. Rounded-out by the presence of oryx gazella, Kolmannskuppe – The Ghost Town of Namib Desert is yet another remarkable location presented by one of Second Life’s foremost region designers.

Kolmannskuppe, April 2020

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Devins Eye: springtime beauty in Second Life

Devins Eye, April 2020 – click any image for full size

I was a little stunned to realise that it’s been close to two years since I last blogged about Devins Eye, the Homestead region designed by Ally Mildor & Roy  Mildor (and which is also their home and the base for their store).

Always an eye-catching place to visit, Devins Eye currently sports a wide-open setting much in keeping with past designs, and with the familiar care and eye for detail Ally and Roy share with their designs, set under what resembles a spring afternoon  sky.

Devins Eye, April 2020

On that last occasion of a visit, we found the region was enclosed in a off-sim surround; this time it stands alone, and in doing so offers a very defined island setting with  an equally clearly defined north-south orientation in which the landing point lies slightly off-centre to the east, caught between the rugged southern uplands and the northern dimpled coastline.

Such is the lie of the land, that standing on the grass of the landing point, the land sloping and stepping upwards to the south and dropping gently down to the waters of the north, it’s entirely possible to imagine Devins Eye not so much as an island but a stretch of inter-coastal lowlands backed by a spine of hills that conceal the lands beyond them from view.

Devins Eye, April 2020

This is a place of wonderful contrasts and settings, perfectly blended together into a whole that is an honest delight to explore – and one of the best ways to do so is on horseback. Sadly, scripts are turned off within the region which means that if you want to ride your own wearable horse, you must mount it before teleporting to the region. Fortunately, a rezzing point close by the landing point is available to offers “local” horses to riders.

Buildings are few and fair between, adding to the richness of the setting, while the age and condition of some of them offer a sense of life and history to the island. To the south and at the end of a climbing walk among the hills sits a Tuscan villa. Reached via a grassy path that passes through iron gates and between blankets of lavender floors, it crowns the region, looking down from on high across the lowlands to the west and north.

Devins Eye, April 2020

Down on that coast sits an old pier, home to a squat radio shack, long since converted into something of a den for visitors. This and the villa make up the two main fixed “residential” structures on the island, although scattered between them is an old stone cone of a windmill, its ageing sails still turning, a trailer home that has seen better days, and a small hut occupying sitting on a pier extending into the waters of the region’s lake, watched over by a tall water tower. Power lines are strung across one side of the region, held aloft by a marching line of wooden poles – but whether they still offer a service is debatable – they start and end without connecting to anything.

The age and lie of the buildings provide a sense of the history I spoke of above, giving the island a feeling of being lived in – something readily apparent of the hints of ruins and aged cut stone the are scattered across the grasslands. But there are also signs that this is also a place that is still being renewed: two new looking, stout bridges span the fast-flowing stream that flows out to the sea from the island’s lake, and the water tower is obviously maintained.

Devins Eye, April 2020

Another attraction to the region is the low coastal region to the north. Broken by humpbacked, rocky hills and shingle banks, this coast shares the sense of age of other parts of the region, inlets hiding a variety of elements from wreck fishing boats and rowing boats to places to sit while more sprays of lavender provide a colour link to the higher slopes. Poppies also add their colour to the region – in fact it is the colour casts by the flowers, lavender plants, poppies, yellow daisies, white wildflowers, and so on – that provide more of the region’s depth.

Cut by pools and streams, rising from water’s edge too high hills, there is nothing that can be found in Devin’s Eye that isn’t immediately photogenic, the entire region finished by an ideal windlight and a gentle sound scape. It’s a place of quite remarkable views and quite original features – full kudos to Yvonita Dash for her composite creation ~ xantes ~ Tears Rock, and to Roy and Ally for using it.

Devins Eye, April 2020

Simply put: not a region design not to be missed whether you are seeking a place for photography or for a like romance – or to experience a sense of the outdoors at a time when we’re all being encouraged to minimise out time outdoors.

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Second Norway and Sailor’s Cove East – status update

Second Norway, March 2020

Update, April 27th: Second Norway is now under the management of Luxory Estates, read more in Second Norway: the future is bright.

I recently reported (with updates) on the situation with Second Norway and Sailors Cove East (SCE), both of which were facing possible closure due to physical world issues, including the current SARS-CoV-2 pandemic – see: Second Norway & Sailor’s Cove East: rumours & statements.

On Friday, April 3rd, Ey Ren, founder of Second Norway contacted me to request that people wishing to keep up-to-date with developments on both estates refer to his Bad Elf Blog, and I’m only too happy to point those concerned about the situation to that blog.

In particular, Ey has posted three updates, all dated April third, and summarised below:

24 SCE regions to Transfer Ownership

A transfer ticket for 24 of the 45 Sailor’s Cove East regions has been submitted today. Original co-founder of Sailor’s Cove, Patrick Leavitt, has stepped up to ensure that over half of the estate continues to exist.

See Ey’s full blog post on this topic, which includes a list of the affected regions.

Ey is Still Working to Secure a Future for Second Norway and the Rest of SCE

As per the notice presented by Mialinn Telling in her profile (again, see: Second Norway & Sailor’s Cove East: rumours & statements), Ey is seeking to secure a viable future for the estates and the regions within them. In particular he notes:

  • Outside of the SCE regions that will be transferred to Patrick mentioned above, there should be no significant changes to either estate before May 2020. In particular:
    • No regions should be taken off-line in April 2020.
    • Rental payments are suspended until such time as the future of the regions within each estate is determined and / or regions are transferred to new ownership (at which point rental agreements will need to be entered into with any new owners).
  • Ey is actively engaged in seeking new ownership to secure the future of as many regions as possible, and investigating the means to finance those regions which cannot be transferred to new owners. However, due to his personal situation, it is possible that some regions that cannot be transferred to new ownership could eventually be removed from the grid.
  • He also wishes to extend thanks to Linden Lab for all they have done in expediting the unlocking of his account and in providing leeway for him to seek alternative arrangements to try to save as much as possible of both of these estates.

For full details on all of the above points please refer to Ey’s posts All Good Things Must Come to an End and No Tier Payments Until Changes are Made.

 

Again, if you are a tenant of Second Norway or SCE, or wish to be kept appraised of the situation directly be Ey, please make sure you bookmark or subscribe to his blog.

Sea Brook’s haven in Second Life

Sea Brook, April 2020 – click any image for full size

A full region using the full region land capacity bonus, Sea Brook is a remarkable setting that offers a stunning location that forms a rich, eye-catching, highly-photogenic haven of a destination that offers a tour de force of what can be achieved with vision and considered execution in region design in Second Life.

The work of Muira (Angelique Vanness) on behalf of Rahnn Parker (Rahnn) and Carrie Parker (Cari2017), the region is a tour de force demonstration of Muira’s remarkable eye for region design, something I first noted in 2019 after visiting Season’s Cove (now closed, but see The magic of Season’s Cove in Second Life). As with that design, this is one that again feels far bigger than its 256m on a side size. In this instance, the sense of size and space is made all that more remarkable by the fact that much of the centre of the region is given open to open water.

Sea Brook, April 2020

The water takes the form of an extensive lake fed by falls that drop from a massive up-thrust of rock that rises to the north-east of the region in great granite or basalt blocks, topped by high fir trees. A broad, paved footpath winds its way around the lake’s shoreline in a loop, connecting three small terraces that thrust their own out into the clear blue waters. One of these terraces  forms the regions landing point, whilst all three present impressive views over the lake. At one end, this footpath connects to an imposing lodge that whilst grand in size, utterly fits with its surroundings. To the other end the path gives way to a rocky path – one of two in fact – that switch-backs up to the top of the high plateau.

Between the lake and the waters beyond the edge of the region, the land is entirely-low-lying with the exception to the huge plateau. Theses lowlands are rich is detail and  – if I might use the term again – present an expansive setting. Rich in tall Scots pines, they are marked by gravel tracks that run around the outside of the paved path around the lake, the woodlands between pavement and gravel cut through with winding trails that allow visitors to wander and discover all that lies under the shade of the trees: ponds, little camp sites, a children’s playground, picnic spots – the list is extensive without – the setting ever feeling crowded.

Sea Brook, April 2020

The paths also provide links to other locations within the region. These include a west side beach, tucked between two headlands. One of these is home to the ruins of an ancient church that now offers a cosy retreat. A second, intact chapel forms a book-end to the ruins, sitting on a low hills on the other headland, resting atop a low hill that allows it to look north across the beach towards the ruins of its companion.

East and south, behind the great lodge – which appears to be open to the public and itself offers an impressive place to explore – the land opens a little as at sits between rocky highlands and a growth of mangroves that surround one of the smaller islands sitting just off the coast. This little island is home to an old gazebo that offers a place to dance. Across the narrow channel separating the gazebo from the lodge, sits a little fenced meadow, a place where visitors can rez a horse to ride around the region – something that is well worth doing.

Sea Brook, April 2020

Atop the plateau there is yet more to discover, the switched paths leading up to it connected one to the other by gravel trails that wind across the plateau, separating the woodlands to offer obvious paths for people (and horses) to follow and which take visitors past table-top games, and along an arched path to another dance area that offers an elven theme.

As with the lands below, the plateau is also cris-crossed by wooded paths that reveal more secrets among the trees, and which I’m not going to spoil by mentioning here. However, I will say that look carefully enough and you will find a zipline that runs down to the little finger-like island rising from the middle of the lake and where bumper boats can be rezzed by those looking for a little fun.

Sea Brook, April 2020

Nor is this all; below the plateau, and nestled in the roots of the cliffs, are wooden doors awaiting discovery. They lead to a network of tunnels and chambers that run through the rocks from on side to the other. With paved floors and faced stone walls, these tunnels and the halls and rooms that open off of them make for an intriguing point of exploration on their own; one looks like a former wine cellar, others present more intimate spaces.

A truly stunning design, Sea Brook is absolute perfectly set within the encircling region surround of high mountain peaks that – with the right windlight – give it tremendous depth, this is not a setting to be missed. It has a huge amount to discover (I’ve only scratched the surface here), and is finished with a matching sound scape.

Sea Brook, April 2020

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Mapping Second Life’s mainland railways

via Linden Lab

The Second Life Railroad network is one of the major features of Second Life mainland – notably Heterocera – with lines also to be found on south and east Sansar and on Bellisseria, with number smaller (and private) lines also to be found across Second Life (such as the system in Second Norway).

Much as anyone can operate a car on the roads in Second Life, any Resident may use this public facility for any purpose consistent with the Second Life Community Standards/TOS (and at times the Lab has provided automated rail services). However, finding your way around the network can be a tad confusing, so enter 由里子 (Rydia Lacombe).

Not only is Rydia the creator of the sci-fi themed Aoshima, a homestead region Caitlyn and I enjoyed visiting in February (see: Beaming in to Aoshima in Second Life), she is a SLRR enthusiast, and something of a cartographer. She recently sent me her most recent map charting the major Linden-supplied train routes across and around Heterocera, Sansar and Bellisseria – and it is an impressive piece.

Rydia is a keen SL rail-roader, something she noted to me as we chatted about the map.

It’s what keeps me exploring! Mostly it stems from the time the WARR started building in front of the Burns freebie warehouse. I made my first SLRR railway maps in 2013 / 2014. I don’t have a formal means of distributing the maps, except through the various groups. The Virtual Railway Consortium [VRC] distributed my previous maps, but they don’t appear to be quite as active now.

– Rydia talking about her SLRR map work

WARR is the West Atoll Railroad, an electric railway line founded by Hilto Meridoc in 2010 and operating in southern Heterocera Mainland. The line opened in stages, first from Neumoegen to Electra, then east to Hera and west to Elpenor, before eventually closing in 2013, although I understand a part of it reopened in 2019.

Click the map above to go to the full-size version which you can examine on-line or right-click and download.

Despite its age and need of upgrade or overhaul, the SLRR has remained popular over the years and can offer a unique way of seeing Second Life mainland. Such are the number of lines and routes in Heterocera alone, that having a map makes a lot of sense, and the version Rydia has produced is an extensive, impressive,  polished, professional, and informative piece of work.

As with a physical world railway map, the various lines are colour-coded, and the map includes all the major routes associated with the SLRR, form the SLRR Main Line through to the likes of the old WARR line,  the the Okemo, Nakiska, and Southern Railway (ONSR), the Great Second Life Railway (GSLR), as well as the smaller and the more metropolitan routes such as the Northern Branch or the East River City Metro, the Bay City Trolleys and the current routes available in Bellisseria. Stops for the likes of airports are provided, together with crossover stations.

Rydia’s 2014 map of the Second Norway system

Unsurprisingly, Rydia’s work has been positively received in the past, with her approach to maps being adopted in a number of mainland regions.

As well as the 2013/2014 maps and this new iteration that would add grace to any SLRR station, Rydia  has also produced maps for some private region transport network, such as the Second Norway system (also perhaps in need of a little TLC, depending on what eventually happens to that estate – see here and here for news).

There is a wealth of information available in the SL wiki about the SLRR – although I cannot vouch for how up to date it is – starting with the official page, and also covering the likes of the VRC, and from these, it’s possible to find out more about various lines and routes. Links from these pages also point to more technical discussions of the SLRR and Second Life vehicles. There are also various private estate lines (as with Second Norway), but these are currently outside the scope of the current map.

Despite some of the issues that can be encountered on the SLRR, if you’ve not tried it before, it’s certain worth exploring – even if only be reading about it initially. For my part, it’s something I’ve never actually blogged about per se in these pages, although I’ve ridden various trains and tracks.

Hmmm… so perhaps it might be time for an occasional series in these pages, something perhaps called From the Footplate or similar.

My thanks to Rydia for contacting me and for our chat.