Shopping Region
Sponsor: Sweet Revolutions & Telperion Designs
Designers: Sweetgwendoline Bailey & Mondi Beaumont
SLURL: http://maps.secondlife.com/secondlife/Moonfleet%20Bay/131/153/76
The Moonfleet Bay region’s design was inspired by a novel, “Moonfleet” by John Meade Falkner. The setting is, at least in part, a Dorset fishing village in the 1700s. The, apparently rather epic, story is something of an odyssey of an orphan and his step father. Their adventures can be roughly divided into travails in their home town and adventures in exile.
Reflecting this, the build at Moonfleet Bay is in two very distinct portions. There is the small village which is evident from adjacent regions. But there is also much lurking below the peaceful village that isn’t evident to most passing observers. A system of caverns, some of them immense, honeycomb the seemingly solid rock on which the village sits. It is within those caves we can find signs of the heroes foreign jorney.
You can find a lot about Moonfleet Bay’s lore by collecting notecards as you wander. There are five of them that give you background information about different places in the region and how they relate to the original story. Nothing to click, as you get close to one of the five points of interest, you’ll be offered a notecard automatically.
If you teleport in, you’ll land in a train station in the middle of the village. From there, you can easily walk through the mostly overgrown pathways and visit the shops. They’re all in small buildings besides the stone paths.
I didn’t notice a particular theme to the shops here. Pretty much all kinds. There is apparel for medieval and earlier periods role play, a shop for mer-people, several places with furnishing for similar themed builds. As usual, see the complete list of shops here.
There’s a bit more going on in the village than just buildings and shops. All throughout, you can find curious runestones sitting in the grass. What they mean and what their purpose is remains a mystery.
There is a ruined cathedral within an ancient stone circle at the top of the path. Inside the ruin, something is going on that does not appear to be of the here-and-now world. I’m not sure exactly what though, but do have a look and see what you think!
Finally, there is a more modern church, which is in very good shape. It’s beautifully built with wonderful stained glass windows depicting natural scenes. Outside is a graveyard which is, in fact, a very real memorial garden for some who have been lost over the years.
If, instead, you hike in from an adjacent region, you’ll quickly see an entrance to the cave system. The caverns consist of a number of connected chambers, a couple of them very large indeed. Within them you can find, a pub (if you need a drink or have gotten hungry during your explorations), a number of cozy sleeping spots, a bath, and a vast storeroom of treasure and artifacts, some of them clearly magical (and possibly dangerous).
You’ll also find it’s very easy to get lost!
The original story does mention the orphaned hero eventually coming into quite a fortune as a result of his travels during exile. I didn’t get the impression it was this big though!
However, the caves have been here fare longer than the town and, obviously, longer than the orphan or his stepfather. It looks like they have been used as a base by generations of pirates. Their hoards have merged and built up over the years to become this fabulous treasure. There’s rumoured to be a huge diamond, formerly the property of Blackbeard, somewhere within the caves. Can you find it?
This is a complex build. While it’s easy to explore the village and its environs fairly quickly, you can spend hours down in the caves and still not be certain you’ve seen it all. However, it’s time for me to head over to Ebonfall Aetherium. I’ll have to come back and have another look for that diamond later!























































