After visits to a few dark and spooky places, I thought a lighter feel and more fun one was needed. So I’m writing about Spellbound Academy, which has a very strong Harry Potter type feel to it.
The Academy isn’t just a place to wander around, it’s an interactive game with searching and tasks to do.
To start playing you need their HUD, which while the signs say you have to Buy it, all I had to do was join the (free) group and click the HUD vendor to get started.
You’ll need to click the various crates around the table as well to get a free wand before you can get through the gates into the Academy.
The arrival point is like a quaint village centre ringed by stores selling in theme items. The stall holders/shop keepers are NPCs you can interact with.
These pets and wands are optional paid-for gameplay enhancements.
I think a wand is probably the most useful item to acquire if you chose because if you log out and come back another day..
[09:15:02] Spellbound Free Wand V3.3: You have a free wand, but if you leave Spellbound, you'll have to come back here to the donation crate for a new one unless you purchase a wand.
..you have to come back and get another one. But given the wands only cost 75L$ it’s not so bad. The pet owls on the other hand are 499L$ and help you locate crystals. At the time of writing, I’d bought neither item.
When you arrive in the main hall, have a bit of a wander, the layout is fairly simple, with a series of locked doors on two levels that you must collect sufficient crystals to pass through.
First couple of things you will need to do is collect the contents of the chest at the top of the stairs.
Then interact with the tree in the middle of the hall, where the collection of blue crystals shards are. (The tree isn’t pictured on account of it not being there when your first arrive and that I didn’t know it’d vanish later!) Once you’ve pressed all the dialog options, you can begin your search for crystals and start opening doors to other levels.
The first door you’ll be open takes you to a hall with a firey theme, the Ignis house.
In each corner there are boards you can interact with to learn spells, each requiring different amounts of Mana crystals.
Next up is the the Aqua house with watery theme and associated spells to learn.
So far I only explored these first two houses, but from the info at the arrival point, there’s two more to get to:
Its a fun game to spend some time on (potentially a Lot of time!) if you’re into witchy/wizardy type stuff of the Harry Potter style.
Forgotten Souls is a “abandoned frontier town” type of place with some older and newer elements thrown in. The landing point drops you outside a cemetery, but you can’t enter directly from this side so I took a wander.
There appeared to be some lights in the other direction, so I headed that way and found what appeared to be an old store of some kind.
Place unsurprisingly a bit of a wreck, but some figures ehead so I headed in that direction
Which lead me to some of what must be the Lost Souls the place is named for.
I took some stairs outside a near building to give me a bit of a better view
Seeing that there appeared to just be wasteland beyond the living corpses I went back the other way to see what else the town had to offer.
First stop was obviously the Cemetery
Further along what could only be called the main street was a foreboding building on the opposite side, the Asylum.
I just had to have a peek inside..
At the end of the street there appears some kind of ruined train carriage
Seems someone was living in it for some time, but evidently now a long time ago.
following the road around I found the rear of the main street had some shop fronts
Looking at the decayed shop buildings, I almost missed a stone staircase hidden in the mist
So up I inevitably went to investigate
At the top I found a half collapsed columned structure and within it a rather disturbing scene.
I retraced my steps back out to the main street and decided to see if there was any mysteries behind the store I saw on arrival. Sure enough I found a lake behind it.
Along with a number of other buildings that I’ll leave you to explore!
My next stop for this Halloween seasons wanderings is Dead Mans Island. The name couldn’t be more accurate, you can hardly turn anywhere without sight of a corpse, grave or some spooky sight. It’s fantastic!
I arrived in the hallway of the the regions spooky mansion, which I don’t think is the intended arrival point, but doesn’t really matter.
Behind me is the main entrance leading outside
Rather than heading out, first I decided to have a look up the stairs
So I up I go and explore the rooms
Back down stairs I went through into the next room that turned out to be the kitchen, but I don’t think it’s regular food being cooked in this cauldron!
Back the other way to the main doors outside, leading to a long pathway out into a dark forest.
Outside the gates I found this cute little night watchmen, although I expect they’d object to “cute”.
Then a glance the other way and ..uh..skeleton musicians?
Anyway straight ahead and uphill is where the path leads
At the top I find a solemn monk statue and some suggestions this is the intended Arrival point.
While I survey the forested and swampy landscape below, something unpleasant is surveying *me*.
So back down the hill to investigate what looked like a mine entrance to my left
Bones outside seem a bit foreboding but I go have a look anyway..more bodies!
Exiting the mine I cross very misty the swamp
On the far side I see a building at the top of the hill
I find it guarded by some fearsome creatures, a large Demon and some Hell Hounds.
Inside I find it was at some point a church, but I don’t think there’s been anything Holy about this place for a long time!
After a respectful moment at the altar I head out again and follow the coastline, when I stop to take a moment to look out across the water, I find a werewolf and his victim lying on the ground.
I move on hastily past so as not to interrupt it’s snack and become dessert. Just in case I duck inside a little mausoleum next to the cemetery gates
I wait inside for a few minutes to make sure he’s not followed me, it’s quite comfy!
Moving on into the cemetery it seems fairly empty, presumably because most of the dead are up and about! The main feature of the graveyard is a single large Angel statue…with no head!
Back out onto the coast path there’s a good view across to the spooky Mansion.
I wandered around the rear of the building to see if there was any more sppoks to be seen. Unsurprisingly there’s another graveyard.
Not so many here, maybe was just the homeowner personal cemetery perhaps? As I was about to head back around to the front door, I saw a light further along the coast
Maybe the houses former inhabitants aren’t at rest at all!
Even the nearby vegetation is looking far from healthy!
Dead Mans Island definitely should be on any Halloween fans list to visit.
It’s been a while since I posted anything about my SL adventures, mainly since I haven’t had time for much. So I thought now we’re into “Halloween Month” in SL I should start again with a seasonal wander. So I headed to “Pumpkin Town”.
This place has been going since 2010 but I don’t recall ever visiting before, certainly not since I started blogging my explorations.
So the arrival point is as pictured in various places and typical of a SL Halloween location..pumpkins everywhere of course!
then behind you is a little jetty and cabin the water, maybe I’ll come back to that.
Following the pathways take you through a shopping area:
Usually not my favourite aspect of SL Halloween, but I did actually buy something for a change!
Further along I find my kind of Halloween location, the creepy places!
The gateway to creepy town is a bridge over a murky swamp
I stopped to have a nosey in the house before crossing
On the other side of the swamp there’s the first of the spooky buildings to explore
Around the back there’s view across a misty lake
Then I had a look in the back door of a nearby place, seemed full of all kinds of curiosities:
Back out onto the path I pass another spook place
Before coming to the crest of a hill and overlooking this intriguing place:
So I go down and have a bit of an explore..
appears to be an abandoned old folks home? Walking out the patio doors at the end gives me a view of the green house..what are those?
I head back in and walk around til I find the door leading into the greenhouse and open it carefully..
Not wanting to become dinner, I close the doors again and make a hasty exit! As I wander the path some more I come to an inviting sigh..”Haunted House”
I followed the signs to this rather imposing building:
I won’t spoil any more surprises, you’ll have to come and check it out for yourself!
On arrival I read through the info available, the rules and storyline etc. Here I found that Haven is just part of a group of 3 RP regions, collectively known as “The Verse”. It’s based around the FireFly TV Series from 2002-2003.
Though being aware of the show, I never followed it, so just went by what the Do’s & Don’t s in the Rules notecard before going for a brief explore. You Do need to click the cube for the InfoPack,it has the rule nc’s (if you’re too lazy to read them, the basic rules are on yellow boards on the walls) but also landmarks for the various key locations throughout the 3 regions. You’ll need these because there doesn’t appear to be a tp pad to leave the arrival point.
I just explored the ground level with just a brief visit to the Capital city that also looks like there’s lots more to explore. Certainly a possibility that needs further investigation.
One final point that may please the Trekkies is that unlike Helix, you’re welcome. Provided you obey the Prime Directive (I’m sure I don’t have to explain that here). There’s info about agreeing with the admins in the notes, if you want to do business or missions you’ll need permission.
I was invited by a friend to go and visit an RP region by the name Deathlands. The name conjures up various possibilities of what it may be like, from a massive graveyard to a giant killing zone like in films such as Predators,The Running Man or Mad Max. The latter type is closer to accurate when you include the words ‘post apocalyptic’.
It’s an abandoned mining town setting with military base aspects, the welcome notecard describes it as:
Industrial, mining & military/civilian island community
The history describes a nuclear attack approximately 60 years previous. This leads to the possibility of mutations of your choice in generations since. So plenty of variety possible excluding any advanced technology, there aren’t even any functioning cars. Varied remains of main street stores through to a submarine.
It’s an interesting place that could lead to some fun RP. I’ll probably be back to explore some more, see what the mine has to offer for starters and see if anything develops.
I decided I wanted a new steampunk look too, but the Faire wasn’t the ideal place to shop for that. While there are lots of excellence shops at the Faire I couldn’t find quite what I was looking for, so I went to The Engine Room event. I picked up a few things that I didn’t realise I was missing until I saw them, like this neck corset by Silvery K, hat by Insomnia Angel and new hair to go under it.
Corset: SteamPunk Corset with Watch (own creation from Full Perm items, ask for details)
Alara had heard the trembling and vibrations in the ground as she slept during the daylight hours. They got stronger the closer she got to the mountains and home.
She had seen machinery on a large scale sometimes pass nearby as she traveled at night. What were the surface-dwellers doing?
Rather than taking the cave entrance into the centuries old subterranean city her people called home, she decided to investigate what was going on. She climbed the slope in darkness, to a position where she could look down on the surface settlement and froze with shock.
They had always mined the rock miles above her home, but never had she seen a drill of that size! She looked down into the crater trying to visualize the layout of the city below. If they dug much further they would start to uncover old entrance tunnels!
She descended the slope away th settlement towards the nearest entrance, she must warn her people. No doubt some would already be scared by the inevitable increased noise, but she suspected the Elders would be dismissing it as just more mining if they had no idea what was above them. Stopped for now, but inevitably that drill will start again.