recursal/Fanatic-Fandom huggingface dataset:
Temple Of Iris Moth

The temple of Iris Moth is a historical building in Second Life and also an infohub.

## Disclaimer

Although called a *temple*, this is not a religious place. There is no known historical record of any diety called *Iris Moth* in real life. Some residents have wondered if it was intented as a place for the Egyptian goddess Isis, but the two are not related at all.

The continent Heterocera itself is named after moths and butterflies. The word Heterocera was historically used to classify moths as a distinct group among insects (later the terminology was changed but it was still used when the continent was built). Almost all sims within the continent are named after insects, more exactly moths. The idea of using moth species for names was very good, as it did not hurt anyone, names are rather nice and it will not violate any copyright by doing so.

It is also known the practice that Linden Lab employs, of taking things apparently without value and make them have a value, often after changing one letter in the name. The first sims from The Old World were named after streets where Linden Lab's headquarters are located. One of the streets was named *De Boom* but they changed into Da Boom, which is the oldest sim on the grid. While the street's name was meaningless, the sim's name was quickly correlated with the big bang.

In the same way, the Lindens have chosen a moth and gave it the fame of a diety. Iris borer is a moth that destroys the roots of Iris flowers. It is not something that anyone would like to have in the garden. However, the name is close to the Egyptian goddess of Isis, which is well known. To avoid any confrontation with a church or religious organization, they have chosen to build a temple dedicated to an insect and added the word *moth* in the name. This way, they did something beautiful without any trouble.

## Location

The building is placed inside *Iris* sim, which is within the Inner Delta and also serves as the core of Inner Delta Road Network. It lies close to the center of the continent which is Caldera Lake within the Inner Atoll.

## The Building

The temple is made of red wood. It is placed inside an intersection of wooden suspended roads that encircle its basement. There are no roads or stairs leading inside the temple, which is an opened structure, without walls, just with massive pillars.

At the first level, one can find a rezz zone in a corner and info about the Linden Dollar, together with a link to the Social Island. This is the meeting area, where one can find other avatars. The second level hosts a huge purple jewellery. Above it, at the third level, there is a large platform with two suspended rooms (access only by flying). Smoke rises from beneath. Above the building, there are big hot air balloons.

## See Also

* Second Life Geography
* Infohubs And Welcome Areas
* Inner Delta
* Heterocera
* Temple Of The Prim
Tiny Channel

The Tiny Channel is a short passage waterway that facilitates access through Corsica. It allows access between *Mainland Corsica* and *Moles Island*. The channel is actually a narrow stretch of Protected Land spanning through four residential sims. It is surrounded by Inhabited Land on both sides. The distance between the two islands is at least five times larger then the width of the channel.

Water is usually 7 meters deep. The channel can be very useful for boats, but it is not an option for big ships.

## See Also

* Second Life Geography
* List Of Geographic Structures
UWA Microcontinent

**Important:** As for February 2023, the microcontinent has vanished.

**A247 - UWA** is a Microcontinent located at Coordinates 647-649/1205-1206, inside Grid Sector F12, North - West Ocean.

## History

It was discovered by SLGI team in June 2015, but according to [www.gridsurvey.com Gridsurvey], it is much older.

## Structure

A247 is made of 5 sims. All land is owned by *University Of West Australia*.

## Geography

Almost all land is flat. There are only a few tiny hills. Ground texture is green.

There are a lot of buildings, not only constructions, but also many 3D structures. Majority are described as art creations, but they also should fit well as science projects.

## Land Status

Land is owned by *University Of West Australia*. Visitors are welcome.

## Sim Examples

* University of WA
* UWA
* UWA Winthrop
* WASP Land

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* Oceans
Zindra River

Zindra River (sometimes called simply as *River*) is the main waterway in North Zindra, the river of Kama City. The river is most notable for the presence of three dams along its way.

The river separates into two branches, which encompass a large island, known as Ignyris. SLGI team divided the island between two subcontinents: Kama City and South Ignyris.

## Structure

The river originates in the high Laffoon Reservoir. Downstream from the reservoir, it splits into two large branches, one flowing North-West and one flowing South-West. There is a dam on each branch.

* **Laffoon Reservoir** is located in the sim with the same name. Water elevation is 50 m, slightly lower then 60 m, as the lakes in Tyrell, a mountain area located to East. The reservoir is created behind a large concrete gravity dam. Just downstream from the dam, the river splits in two.
* **North Branch** flows through Kama City, separating the rich central part of the city from the South suburbs. There is a dam in Oritz sim, where water flows from 35 to 20 m. The dam also serves as an infohub. Downstream from the dam, there are two bridges crossing over the river. Further West, there is a large marina on the South shore, while in North, one can find the great monorail station serving Kama City. North Branch flows into Troyes Bay.
* **South Branch** flows through South Ignyris and for a limited area through Kama City. At Guitarez, there is a dam on the river, where water flows from 35 to 20 m and is also used as an infohub. Downstream from the dam, there is a tributary coming from South-East. The river flows into Ursula Bay.

## Access

Navigation is possible from the sea up to the dams. There is a rezz zone in North Vulcyris, in Popke Tal. It is not a good idea to jump over the dams, which also host crowded infohubs.

## See Also

* Second Life Geography
* List Of Geographic Structures
* Zindra
* Kama City.
Woof Microcontinent

**Important:** This microcontinent has vanished as for 2023. Some sims that have survived are now Unassociated Sims.

**A291** is the transitory name of **Woof Microcontinent**, a Microcontinent identified at Coordinates 854-855/1346-1348, Grid Sector H13, Northern Ocean.

## History

According to Gridsurvey, composing sims were created during 2014.

## Strcture

A291 is made of 4 sims placed in a non-compact structure.

## Geography

There is both water and dryland on all 4 sims. Ground texture resembles grass. There are not mountains, but large hills and coastal plains. Building style vary from open air to castles.

Land is ranked *Adult*.

## Sim Examples

* Woof Bay
* Solace Isle
* Terre De Woof
* Sos Community

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* Oceans
Windlass

Windlass is a large island surrounded by other small islands. It is located inside *Blake Sea - Windlass*, Central Blake Sea.

## Small Islands

One island is located to North-West. It hosts the three signs found elsewhere in Blake Sea, advising not to click on boats and explaining the land status of Blake Sea. The second one, located nearby, is green and has no buildings or plants on its surface. The third island, even smaller, is in South-West and has a yellow buoy close to its shore.

Four small islands are in South. They appear as large rocks. There is a dock, extending from the main island, which heads to the top of one of these small islands.

## Large Island

The best way to start exploring the island is from South. There, one can find a large dock. At its end, there is a building placed on stilts with many coloured life rings. You can get a free boat from there. Also, a rezz zone is nearby. The dock also extends along the island's shore and forms an **U** shaped structure with a buoy in the middle. A bit further to East, there is a stretcher under a roof, a good place to relax and watch the boats go by. Another dock can be found to North-East.

The island is formed of two hills separated by a central depression. There is a wooden bridge linking the two hills. The central depression is a place with places to sit and relax.

The Eastern hill has stairs that lead from the central depression to a pavilion. It is a beautiful, open-air place, where you can find many white armchairs and tables. There are some blue vases. The landscape is beautiful and you can admire the sea from here.

The Western hill is larger and in fact consists of a few hills with a pavilion between them (this time without much furniture). It is continued with a pool bar. Water is not too deep, reaching to your belly. Water comes from a spring and falls down into the sea. There is a secret room beneath the pool.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Blake Sea
The Foot

The Foot (or *Char's Footsie Office*) is an island located inside *Pooley* sim, Linden Village. It is the personal holding of a Linden official and is opened for public. It is also a Rezz Zone with auto-return time set to 30 minutes. The island has the shape of soles with smaller islands resembling toes. It is a later replica of the Eye In The Hand which is located inside *Omidyar* sim, Bay Of Space Pigs.

Most of the island is covered with a pine forest. The only exception is along the Western coast, where a two level concrete platform can be seen. There, a few things are visible: cubes with portraits of Char Linden, a map of The Old World as it looked in the first days and a poster of the *Spirit* magazine, advertising: *Your second life. She might change the way you see the web.* There are fish and a hippo swimming in the water. Near the platform, a telephone box can be seen with a sheep nearby, while a cow is on the other side.

The toes are formed by five small islands.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Sansara
* Eye In The Hand
West Sansara Sim Cluster

West Sansara Sim Cluster includes the sims that are placed in West of Sansara, close to Bay City. It also has the transitory name A162. Coordinates for them are 960-987/986-1003, that corresponds to Grid Sector I9, inside Little Pacific Ocean.

## History

A162 is one of the oldest sim clusters. Its history started with the construction of *Sandbox Island*, then with the construction of the first private-owned sims on the grid.

## Structure

This sim cluster is composed of a large central large compact area, with sims in contact at their corners. Majority of these sims share the name *dAlliez* in their names. This includes more then half of the sims.

To South - East, there is the sandbox (two sims, Sandbox Island and Sandbox Island Extension), that is Linden-owned and is always busy.

There are also other sims, that could be considered Unassociated Sims.

## Geography

Majority of these sims have access restrictions, so a clear image cannot be made. The sims that have public access show to have low altitude.

## Land Status

Since the vast majority of sims have restricted access, data is not clear. It looks like there is a single estate owning the *dAlliez* sims. The *Sandbox Island* is Linden-owned (mainland).

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* Oceans
Skradski

Skradski is a Sim hosting a fort on a small island. It is located inside Coastal Channel, Eastern Nautilus. The sim is close to *Inuminut*, the shortest of all Transcontinental Channels, which links Blake Sea Passage, an estate inside Blake Sea, with Nautilus. The channel was created in 2017 and since then it has helped increase the number of boats passing through the area.

The island's ground texture resembles sand. However, this place is not what one would call *beach*. The shore is steep and one wrong step and you end-up in very deep water. There are a few palm trees on the shore. The island has a large dock on the Southern end. Inside, there is a large room with a side room to left used to store ammo. To right, there are two benches, a plate with omelette, a bottle and two lamps. There is also a camp fire with a suspended bucket for cooking.

There are stairs leading down to a secret exit close to the water (blocked). Other stairs lead up to the second floor, which has a large room. There is a second room with a desk and some papers on it, a bed, a lute (musical instrument) and a closet built in the wall.

From the second floor, stairs lead to the third level, which also has a room. You can, there, get out on a platform, surrounded by fortified walls, with a few plants in vases and a water tank. The room at this level has two beds. Even more, through a wooden staircase, one can go up to the top, where a cannon is set ready to fire. The highest point (55 m high) is a good observation spot with a telescope. There is also a flag depicting a mole (moleflag).

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Nautilus
Wind Microcontinent

Wind Microcontinent is located at Coordinates 526-528/1343-1344, within Grid Sector E13, Far North - West Ocean. SLGI team gave it the transitory name **A414**. The name *Wind* comes from the fact that all sims are named about winds.

## History

The microcontinent was identified during the February 2023 survey.

## Geography

It consists of 4 sims located on an *L* shape. Each sim is full of beauty. The microcontinent can be described as in part a wilderness and in part a place of fantasy. Among the landscapes that one can see, the sim *Crystalwind* comes with a crystal palace.

## Sims

* Crystalwind
* Oceanwind
* Mountainwind
* Dreamwind

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Oceans
Twogood

Twogood is a Sim located inside South Corsica Sea. At its center, it hosts a maelstrom.

It is about 30 cm wide and is a place where sea water sinks down towards a giant hole. Sometimes, water plumes can be seen rising from the pit. If you go down to the bottom, you will see how the water sinks down. It has a metal ring in the middle and on the outside is surrounded by stones.

Despite this, ships can sail through it without problems. Submarines can also go through. Mermaids and divers can also swim through its middle. The sea floor is full with algae that don't seem affected by the strong currents.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Corsica
Sharp Continent Welcome Area

The Sharp Continent Welcome Area stretches through four sims: *Card*, *Nix*, *Lewis* and *Pullman*. It is the second welcome area built.

## History

When the teen grid was firstly built (which later became Sharp Continent, there was the need of a welcome area, a place where new avatars would land during their first visit. For this purpose, the welcome area was built. It was copied from the similar Sansara Welcome Area, one of the earliest attempts of Cloned Geography. Later, when Linden Lab came to the conclusion that maintaining a separate teen grid was not feasible, they merged it with the existing grid and changed their policy regarding teen accounts.

The welcome area was, since 2007, left behind and preserved as a meeting and socializing point.

Unlike the other welcome areas, this one allows scripts to run. Because of this, the SLGI Fleet operate here.

In past, the Sharp Continent Welcome Area was known for resident activity. It was a place where karaoke shows were frequent, residents used to gather and party and you would always found someone. As for 2023, it is empty with only rare visitors.

## Structure

The welcome area consists of two distinct parts: the central welcome area and the surrounding parks.

### Central Welcome Area

At the point where the four sims merge, there is a paved square. Just at the point where the sims join, there is a small round garden. From there, four paths lead away from the corner, each one leading to a large building with glass roof. All four are almost identical in design. The only exception is the building to South-West, which has a different type of roof and hosts info kiosks, working like an infohub.

### Surroundings

* *Pullman*, the sim to South-West, is a hilly area with a few lakes. It hosts a large square with benches and a central fountain.
* *Card*, the sim to North-West, is the endpoint of a trolleybus line that links the welcome area with Sharp Bay City. It also hosts a mountain and a forest.
* *Nix*, the sim to North-East, has a large gulf with a promenade and a separate palce with tables.
* *Lweis*, the sim to South-East, is a forest area.

## See Also

* Second Life Geography
* Infohubs And Welcome Areas
* Sharp Continent
The Moon Isolated Sim

**A209** is the transitory name for **Amara Kato**, an Isolated Sim detected at Coordinates 1252/750, South - East Ocean, Grid Sector L7.

## History

In April 2013, surrounding land was named *Remote South East Sea* and vanished from the grid. In January 2014, it appeared back. At that time, there were 3 sims, forming *209 Sim Group*. However, later, they vanished. A new sim was created within the area and took the transitory name from the former sim group. In 2023, it was called *Amara Kato*.

## Structure

A209 is close to A208 Remote South East Sea and at high distance to other grid structures.

## Geography

There are hills surrounding a central depression, with a few buildings and glowing trees. Mountains are dark and the area is covered in eternal darkness.

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* List Of Oceans
Sanctuary Microcontinent

**A005** is the transitory name for **Sanctuary**, a Microcontinent located at Coordinates 1054-1058/1317-1319, Grid Sector J13, Northern Ocean.

## History

The transitory name means that *Sanctuary* was the 5th grid structure identified by SLGI team, in April 2015. At that time, it was made of 8 sims.

## Structure

This microcontinent has 6 sims and a form similar to a cross. In each sim, there is an infohub.

## Geography

There is no clear data, because access is restricted to visitors.

## Sim Examples

* Zaccur
* Safira
* Sanctuary
* Zantosa

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* Oceans
Zacharik Island

Zacharik Island is a long and narrow stretch of land located mostly inside *Zacharik* sim and partially inside *Falconi* sim.

The island has now elevation. It has a large dock with a rezz zone to North and is separated from the shore by a narrow stretch of land. It has a stretcher placed between two palm trees. Apart from it, there are a few bushes, a log (that one can sit on) an a crate.

If you like diving, there is a reef more to East with some caves full of fish and marine life. More to East, there are a few ruins guarded by an octopus. They include a dome suspended on columns, a paved surface and a fountain with plenty of roaming fish around it. Even further to West, there is a large shell with a pearl inside, placed on a paved platform.

The reef continues to South, inside Falconi sim, where it continues with an undersea canyon with a few small caves and plenty of marine life. At its end, close to Gali-Gali, there are a few submerged columns.

## See Also

* Second Life Geography
* Caves & Mines
* Parks And Recreation Areas
* Sansara
Somerton Microcontinent

**Important:** In 2023, this microcontinent has split into Unassociated Sims.

**A276** is the temporary name for **Somerton**, a Microcontinent located at Coordinates 788-791/1138-1139, Grid Sector G11, Western Ocean.

## History

Data from [www.gridsurvey.com Gridsurvey] shows that this microcontinent was created during 2014. It was identified by SLGI team in July 2015. It is a replica of the 1900's New York.

## Structure

It is made of 6 sims, placed almost in a line. It has many Geographic features: plains, hills, maybe also mountains. Land development is usually urban. There is also a port, with some water to sail. Road network is developed.

## Land Status

Land is owned by a single estate. Access requires themed clothes.

## Sim Examples

* Somerton Greenwich
* Somerton South East
* Somerton East River
* Somerton Long Island

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* Oceans
Triora

There is a group of islands inside *Triora* sim, Linden Pathway, Nautilus. The islands are all Protected Land and have many things to show to visitors.

Ground texture resembles sand and altitude is never higher than 24 m (4 m above sea level). The islands have vegetation in the form of palm trees and bushes.

To North, there are two small islands to left and one to right. They are connected through fallen logs or through small floating islands. These small islands host one tree each and a few flowers. They are all connected to a larger island that hosts more trees, an anchor and a boat turned on one side and filled with cushions. More to South, there is a similar boat.

The central island is connected to the Northern island group through two fallen trees. It also has plenty of trees and flowers. It has two beach chairs close to another island located to West. There are a few tiny things roaming on its surface. It has three beach huts to East and a place with an umbrella, two beach towels and two beach chairs in front of them. A smaller island, with a tree, a few flowers and some rocks, can be seen further East. There is nothing inside the huts. On one of them it is written: *Life is better at the beach*. There is also a sign advising the game of tyrah.

To South, the central island has one large tree close to a beach picnic table that is full of goodies. There are two beach chairs a bit more to right as well as a few trees and more flowers. A small island is further South.

The island complex of Triora is beautiful and worth an extended visit.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Nautilus
Tiki - JC Microcontinent

Tiki - JC is a Microcontinent formed of 5 sims, located at Coordinates 506-508/1146-1148, inside Grid Sector E11, Far West Ocean. The name is not official, it comes from some of the sim names, that contain the words *Tiki* and *JC*. Also, the *Second Life Geography* team proposed a transitory name, **A091**.

## History

It was discovered by SLGI team in summer 2013 as a larger structure inside A089 Sim Cluster. At that time, it was made of 8 sims. Since majority of sims shared *Tiki* and *JC* in their name, the microcontinent was named *Tiki - JC*. In July 2015, only 5 sims were found.

## Position

The microcontinent is placed at the border of A089 Sim Cluster and can be considered a part of it. On map, it is placed far to West, near the place where sims end and void ocean begins. It is compact, almost forms a square, so it is les svisible. Other sims have *JC* in their names, outside of the microcontinent. This has something to do with the estate (see below).

## Geography

Tiki - JC is flat land. Almost all surface is smooth, sometimes with decorative water. Ground texture is sand.

What makes Tiki - JC different and most notable is the high amount of objects in open air. There are not many buildings, but objects are. There are shops and many other things, but everything is in opened air, not inside buildings. Another notable thing is the presence of torches.

## Land Status

There is only one estate in the microcontinent, that has *JC* in its name. This estate owns sims not only inside the microcontinent, but also at some distance. That is the origin of the JC name.

## Sim Examples

* Ohana
* JC Solutions
* JC Designs
* Tiki

## See Also

* Second Life Geography
* List Of Grid Sectors
* List Of Microcontinents And Sim Clusters
* Oceans
Volcano Channel

The Volcano Channel is an unfinished and unconnected waterway.

## History

The Volcano Channel was intended to separate Vulcyris Island from mainland Zindra. However, in 2010, land demand felt below land offer. The Linden officials stopped building the continents of Gaeta 1 and Zindra, even if Zindra was actually in a development boom and land request was very high.

As a result, Vulcyris was never completed. Construction ended with the South Vulcyris and North Vulcyris left unfinished and the Volcano Channel partially finished.

## Structure

The waterway is unfinished, unconnected both to North with Ursula Bay and other waterways in North Zindra and to the South Zindra waterway network. There are small pieces of land built West, where Vulcyris should be. There is a spectacular bridge, *Vulcyris Bridge*, built in South, over the waterway.

The waterway is short and with little use, especially as it lacks any rezz zone. Usually, to West, it is linked to the Void Ocean, which cannot be used for sailing or any other activities.

## See Also

* Second Life Geography
* List Of Geographic Structures
* Zindra
* South Vulcyris
Valley Sim Cluster

Valley is a Sim Cluster and is one visible structure close to the large continents. It has the temporary name A040 given by SLGI team. Coordinates are 931-939/908-920, that places it into Grid Sector I9, inside Little Pacific Ocean. More exactly, Valley is placed 100 sims West to Jeogeot.

## History

It was the 40th grid structure discovered by SLGI team, in April 2013.

## Shape

It is made of 29 sims, all sharing the word *valley* in their name.

Valley is a compact sim cluster, a special type that is rare. Many sims are placed in mathematical disposition, so they are in contact at their corners. A few sims are connected. There are many infohubs throughout the sim clusters. Two microcontinents are located inside the sim cluster.

## Geography

The general landscape includes Water, but doesn't look like a tropical beach paradise. In fact, there are a lot of forests. Land is not flat. There are a lot of slopes, hills or mountains all around and also ocean floor is not smooth.

Skyboxes exist.

## Land Status

The sim cluster is opened to public. It looks like a single estate owns the land.

Maturity ratings vary and includes both *moderate* and *adult*.

## Sim Examples

* Fox Valley
* Cheetah Valley
* Tiger Valley
* Falcon Valley

## Status update

In February 2023, the sim cluster is almost vanished.

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* List Of Oceans
Popke Tal

Popke Tal is a Sim located inside North Vulcyris, Zindra.

The island of Vulcyris was never completed. It was meant to be separated from the continent by Volcano Channel. What we have now (as for 2023) is the areas of North Vulcyris and South Vulcyris. Popke Tal lies at the Northern end of the island where dryland meets Ursula Bay.

**Lighthouse.** The lighthouse is a classic small one, the kind that is often found along Jeogeot South Coast. It has a door but its interior cannot be visited as it is made as a full structure without an internal room. It has an active electric light beacon. The lighthouse is built close to the highest peak of the peninsula (altitude 40 m). There is nothing else on the peninsula apart from two trees.

**Dock.** The wooden dock is very long. It is one of the few Zindra's rezz zones. There is a small boat moored. If you click it, you might get a free sailboat. At the end of the dock, there is a damaged metal building with some debris inside.

**Sea.** Maps show an island located East of the dock. There is nothing on the sea surface. The sea floor has some algae but no shipwrecks.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Zindra
Selophira

Selophira is a Sim located on the North coast of Satori, inside Bingo Strait. The sim hosts a small island, two buoys and a peninsula with a lighthouse.

**The Island.** It is very small, about 2 m wide and less than 1 m high. Surrounding it, water is deep. There are two buoys around, one marking its position and the other one advising ships which way to go.

**Peninsula.** It is sand-covered and 68 m long. At the end of the peninsula, there is a Jeogeot South Coast - style lighthouse. It is shorter than Nautilus - style ones, made of large white bricks and with an electric spotlight on its top. It has a door that is only for decorative reasons, there is nothing inside.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Satori
South Moles Island Road Network

The largest landmass in Corsica after the mainland, Moles Island, has two separated road networks, one in Moles Island North and one in Moles Island South. They are not connected. The South road network consists of a few paths that span through three sims and have border connection to the waterways.

## History

The tiny road system was built together with the island. The roads initially did not have a name. Some residents speculate that they were part of a much larger project and that they should connect with North Moles Island Road Network. There is a similarity in the fact that both road networks have a road named *route 11*. However, the name was added much later. Initially, the road in North was known as *route Y*, while the road in South had no name.

## Structure

There are 3 main roads in the area:

* Bluebry Road (private-built)
* Temple Road (to the Temple Of The Prim)
* Route 11 (going South).

All three roads start from the same place, a round platform located in Kwaito sim, close to the sim corner. Their common junction is also a rezz zone. All three are narrow roads, actually paths and not roads. They are built for walking and not for driving. They can be used by a motorbike or a horse, but not by cars.

## Roads

From North to South, the roads are as follows:

### Bluebry Road

```
Length: 106 m, path.

```

This is a short private-owned road that had been in the area for years. The first owner, who built it, abandoned land a long time ago, but left the road behind. The road connects the junction in Kwaito with a dock in nearby Bluebry sim. This road allows for a road - sea connection, finally connecting the road network with Corsica's waterways.

### Temple Road

```
Length: 408 m (plus 79 m inside the temple), dirt path.

```

This is a mountain road, that allows access to the *Temple Of The Prim*. It starts in Qwaito sim corner, where all three roads merge. Then, it climbs on a steep grade, sometimes with tight curves, towards the plateau located on top of the mountain. It is a difficult mountain climbing. Landscapes are worth the visit.

The road ends at the *Temple Of The Prim*, a building located at the highest elevation on the island.

### Route 11

```
Length: 570 m, path.

```

Even if it shares the same name, this route 11 is not connected at all with the North route 11. The two roads are located in different places and are built with completely different technologies.

The road is actually a long, suspended bridge. It is made of wood suspended with ropes. There are a few rest places along the way. Vegetation is present too.

This road starts in Kwaito, at the sim corner, where the other two roads start too. It completely passes through two sims: Sheerstone and Vaktarin. It ends at a sim border.

## Total data

The transport infrastructure consists of:

* 1163 m, total length
* 106 m, private-owned
* 978 m, protected land and outside buildings.

## See Also

* Second Life Geography
* List Of Roads
* Corsica
Western Cape

This is the Westernmost point of Nautilus City. It is located inside *Nautilus - Sicorathi*.

More to East, the city can be admired in all its splendour. The roads, paved with large stones, cross the landscape and separate small parcels. The city walls are everywhere, protecting the shores from storms and separating higher parcels owned by the rich. But, further West, everything changed. This is an unfinished or probably a ruined part of the ancient city. Land is not flat and there are small hills, trees grow wherever they want and a few ruins can be found: fallen columns and large pieces of marble. There is a pond close to the shores. Another one, far smaller, can be found further South. Along the shores, there are ruins of wooden docks. Also, in some places, wood ruins can be found too, perhaps dating much earlier. The area is preseved as a park and it shows us that the city was once larger than what we have now.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Nautilus City
Tessentor Lake

The Tessentor Lake is a Geographic Structure located inside Gaeta 1. It is a large lake or gulf (rather a swamp) that stretches from the shore deep into the continent.

## Location

The lake is located inside South Gaeta 1. It stretches through 6 sims (as for 2023) and it forms a continuous body of water reaching the shore. It cuts the main road of the continent, the Sandy Beach Trail, in two. Because the area is flooded and the lake is too shallow, the road was replaced with a navigable canal through *Tessentor* sim.

## Lake, Swamp Or Gulf?

The Gaeta 1 Road Network's main road is the *Sandy Beach Trail*, which is the only paved road on the continent. This road is interrupted inside *Tessentor* Sim, where the land is flooded. Here, the road is replaced with a navigable canal, with rezz zones for boats and cars at each end.

For historical records, the first maps of Gaeta 1 showed the road interrupted and a lake within Tessentor sim. There was no connection to the seaside. This was still the case in 2015. At that time, the lake was very shallow, in most parts you could walk on the bottom and still would keep your head above water. So, technically, the lake was a swamp. However, as residents are allowed to terraform land up to 4 m plus or minus the initial elevation, many residents have deepened the lake in some areas, while building islands in others. This process has led to a change in terminology, as the body of water got too deep for a swamp.

As for 2023, residents have further terraformed land around the lake, increasing its size. Images show a continuous body of water stretching from the sea deeper inland. Tessentor can be considered a gulf. However, water is very shallow in some parts and there are many objects inside the water: walls, buildings and islands, which make water currents very slow. As so, there must be a slow transition between sea salt water and lake fresh water. As there is no practical way to test salinity, it is impossible to say for sure if Tessentor is a lake or a gulf. Also, it is possible that residents owning land in the area might change their points of view and separate the lake again from the sea.

## Size And Shape

The lake is about one sim wide (especially in West, where the road crosses it) and gets narrower to East. It is 3 sims long. That means about 200 m wide and 700 m long. Its Altitude, measured inside Tessentor Canal, is 14 m (4 m below sea level). Surrounding parcels along the canal show sometimes deeper water (but not below 12 m) or very shallow (19 m). Sea level in Second Life is at 20 m.

Inside *Marate* sim, which is a coastal sim, sea floor is at 14 m.

Inside the Eastern parts of the lake, water is also very shallow.

## See Also

* Second Life Geography
* List Of Geographic Structures
* Gaeta 1
South - West Ocean

The South - West Ocean is an Ocean located in the furthest South-West parts of the map. It has a huge surface but low sim density.

## Limits

The ocean borders Far Western Ocean to North and Southern Ocean to East. Void Ocean surrounds to West and South. Some sims are so isolated that they are completely surrounded by void ocean. In some parts, sim density is extremely low.

## Sectors

Coordinates: 300-699/100-899

* Grid Sector C3, 300-399/300-399
* Grid Sector D3, 400-499/300-399
* Grid Sector D4, 400-499/400-499
* Grid Sector D6, 400-499/600-699
* Grid Sector D7, 400-499/700-799
* Grid Sector E1, 500-599/100-199
* Grid Sector E5, 500-599/500-599
* Grid Sector E7, 500-599/700-799
* Grid Sector E8, 500-599/800-899
* Grid Sector F8, 600-699/800-899

## See Also

* Second Life Geography
* List Of Oceans
* List Of Continents
* List Of Grid Sectors
Ysthyalm Islands

There are two small islands South from the coast of Nautilus City. They are inside the sim *Nautilus - Ysthyalm*. Both islands are made of sand with little grass and rise to a maximum altitude of 24 m (that is, 4 m above sea level). Both are long and narrow and are separated by a narrow strait full with vegetation, less than 1 m deep. Each island has a tree on it.

Divers will find remnants of a massive **L** shaped wall beneath the sea surface. This wall is partially buried under the islands. Also, there is a statue of a sea goddess in a very bad shape.

The sea floor is rich in marine life. There are many species of fish and even squids, while many types of algae can be seen growing on the sea floor.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Nautilus City
Tru Island Microcontinent

**A263** on its temporary name or **Tru Island** is a Microcontinent discovered at Coordinates 668-669/968-969, Grid Sector F9, Far West Ocean.

## History

Data from [www.gridsurvey.com Gridsurvey] dates this microcontinent as far as 2009. But, because of its small size, it remained undetected for SLGI team until June 2015.

## Structure

It is made of 4 sims and looks like a compact square. Each sim shares the words *tru* and *island* in their names.

## Geography

Land has many flat parcels, but there also are mountains and rivers. There is a network of roads and sailing is also possible on limited parcels.

## Sim Examples

* Tru Crystal Island
* Tru Prism Island
* Tru Intensity Island
* Tru Colors Island

## See Also

* Second Life Geography
* List Of Grid Sectors
* List Of Microcontinents And Sim Clusters
* Oceans
White Tigers Microcontinent

**Important:** The 2023 survey could not detect the microcontinent or its component sims at all.

**A277** is the transitory name of a Microcontinent, with the official name **White Tigers**. It is located at Coordinates 783-784/1153-1154, Grid Sector G11, Western Ocean.

## History

Data from www.gridsurvey.com shows that, at least parts of it were created in 2008.

## Structure

The microcontinent is made of 4 sims. It has a compact (square) shape. It is a very good destination for lovers.

## Geography

There are many small islands, with vegetation. All islands are connected by wooden paths and bridges. Along the way, visitors will find many couple dance poseballs and places to rest relax. There are many places to explore.

## Sim Examples

* Thunder Lake
* Paradise Seas
* White Tigers Island
* Thunder Springs

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* Oceans
Valenza

Valenza is a sim and an island along the Linden Pathway, Nautilus.

The island is made of sand but, despite this, it is very high and has steep shores. It has no docks and no place for mooring. Water around it is very deep. Altitude quickly rises to 39 m at the central plateau that hosts the castle. There are stairs that connect the Western shore with the castle. The place where stairs reach the sea is used as a dock both by SLGI Fleet and Yava Script Pods. There are no rezz zones. There are a few palm trees. At the castle's entrance, there is a Bellisseria pasport stamp machine.

The castle is called *the sandcastle*. As you enter, you get inside a large room with grass and sea shells on the floor. There are shells on the walls too. At the end of the room, there are two green thrones on a platform. Left and right from the platform, there are large sea shells with pearls inside.

There are no stairs going up. If you go by flying, you will reach a platform where the towers are. There are no more rooms. The highest tower rises to 79 m high. The architecture shows symmetry in all aspects.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Nautilus
Waterhead

Waterhead is a Sim located inside Hidden Lakes Subcontinent, Sansara. It hosts a large island connected through two bridges along a road. The sim is most known for its infohub.

## Surroundings

Waterhead is a quiet and low-lag sim that is mostly Protected Land. Its strategic importance comes from the fact that it sits along the main route within Hidden Lakes Subcontinent. The main island, hosting the infohub, is bordered to South by the inner delta of the East Rivers, which consists of a complex network of waterways separating many small islands. To North lie the Linden Village, which is a place where the Lindens own parcels of land inside Second Life.

## Waterhead Complex

Just in front of the infohub, there is a large square with a road coming from the main road. It has, in past, been used many times for testing vehicles and engines. In the middle of the square, there are a few statues made of wood. There is also a cube that slowly changes colour over time and has a text saying *it all starts with a cube*.

The area is surrounded by forest.

## The Infohub

The infohub, known as *Waterhead Welcome Area*, is long and has a common roof. A note says *welcome to Hidden Lakes Telehub!* In past, when teleporting was costly and it was often done only from certain areas, telehubs provided an important way to get arround. Avatars used them to teleport, which was often done only between one telehub and the other. Later, when teleporting became free and possible to use at anytime and by anyone, telehubs lost their importance and many of them have been dismantled or their land sold. This telehub, although non-functional any longer, is preserved for future generations to know.

There are a few armchairs or sofas inside. There are four info kiosks, which can be found inside most infohubs. Also, there are a few plants in vases. The main building of the telehub, including two teleport portals, has been preserved and lies at the opposite end of the infohub. On its building, one billboard tells visitors where some local attractions are located.

**Game Promenade** is located left from the telehub building. It is a place to play games like *prim attack* or *mahjong*, games that can also be played from Violet Infohub. Further away, there is a platform with a rezz zone for boats.

**Rendezvous** is right from the telehub building. It is a platform with two benches, designed for socializing.

As for 2023, there are not many people coming to this place. However, in 2014, things were different, with many visitors and avatars who used to stay here for hours to socialize.

## See Also

* Second Life Geography
* Infohubs And Welcome Areas
* Sansara
Tortuga

Tortuga is a Microcontinent located at Coordinates 500-504/1010-1013, Grid Sector E10, Far Western Ocean. SLGI team gave it the transitory name **A394**.

## History

Tortuga did not exist in 2020. It was first surveyed in February 2023.

## Geography

Its appearance on the map is distinctive: blue, lighter than the surrounding void. The microcontinent is almost rectangular shaped, consisting of 16 sims. It is a Tropical Beach Paradise and land is ranked *adult*. Visiting avatars are required to be naked and join an experience.

Most of the microcontinent is covered by water, with a significant number of islands.

## Sims

* Tortuga
* Endless Dreams
* Tavana Island
* Antennaria

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Oceans
Surreal Brown Isolated Sim

Surreal Brown is an Isolated Sim. Its temporary name is 891-891/868-868, Grid Sector I8, Southern Ocean.

## History

This is an interesting sim migration. Surreal Brown comes from Estate Continent and moved here in September 2013.

## Structure & Geography

This sim is a beach-themed sim - Tropical Beach Paradise, with sand and water. Parcels are rectangular and still there are parcels for sale and sale agents will contact you immediately. It is a very good destination if you want intimacy, since it is isolated from nearby grid structures.

## Status update

The sim still exists as for February 2023.

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* List Of Oceans
Serenity Microcontinent

**A256** is the transitory name for **Serenity**, a Microcontinent found at Coordinates 642-644/1018-1020, Grid Sector F10, inside Far West Ocean.

## History

This microcontinent is located inside A107 Sim Cluster and for a long time SLGI team decided not to list it as an independent structure, but as a microcontinent inside the sim cluster. In June 2015, it received its own transitory name.

## Structure

It is made of 6 sims that don't form a very compact structure.

## Geography

Largest part of the area looks like a giant park. Vegetation is present and there are many trees, together with tall and small grass. There also are a few rivers. Altitude is usually low and land is almost flat. Fences protect some parcels, but still no access restrictions were detected.

A wide network of paths and alleys give an easy access to all sims.

## Land Status

One of the component sims is **Bonaire 20**. Among the Vanished Grid Structures, there was the *Irish - Bonaire* continent. Some of the remaining Bonaire sims moved away throughout the grid. There is a link between the estate that owned the Bonaire part of the old continent and the estate that currently owns this microcontinent.

## Sim Examples

* Serenity Valley West
* Bonaire20
* Serenity Estate
* Serenity Valley Gardens

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* Oceans
Vietnam Microcontinent

A249 or Vietnam is a Microcontinent located at Coordinates 670-673/1151-1153, Grid Sector F11, Far West Ocean.

## History

The microcontinent was identified by SLGI team in June 2015.

## Geography

Welcome to the war of Vietnam!

All 8 sims have a dark green soil. There are many small mountains, very good for infantry and tank cover, together with many flat parcels. Jungle is everywhere. The dense vegetation makes it difficult to find your way through, unless you take one of the many country roads that spread across the area. In some places, you will find rice fields. Water is always present, under the form of rivers and ponds. There are many metal bridges that cross it.

There are many buildings, including military tents, bunkers and other war structures. Many tanks and missiles can be found on the way.

## Sim Examples

* Gia Lai Providence
* Seahorse Island
* Legion Seduction
* The Pond

## Land Status

There are no access or script restrictions. However, if you wish to visit this place, it should be recommended to dress as a soldier.

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* Oceans
Tohl 702 Microcontinent

**Important:** This microcontinent could not be identified in 2023.

**A338** is the transitory name for **Tohl 702**, a Microcontinent located at Coordinates 1061-1062/1211-1213, Grid Sector J12, Northern Ocean.

## History

Data from Gridsurvey shows that this is part of a microcontinent created in 2008 (and very old). SLGI team identified it in August 2015.

## Structure

Tohl is made of 4 sims and has not a compact shape.

A similar place is Tohl 777 Microcontinent.

## Geography

There are a few small islands, surrounded by oceanic water. Islands are usually sandy and flat, except for *Tohl702C*, where a few mountains can be found, covered with grass and tropical vegetation. Land resembles a Tropical Beach Paradise, where oceanic water covers 70% of each sim.

## Land Status

70% of land is Protected Land, open water. Islands are sold or set for sale.

## Sim Examples

* Tohl702B
* Tohl702AB
* Tohl702D
* Tohl702C

## See Also

* Second Life Geography
* List Of Grid Sectors
* List Of Microcontinents And Sim Clusters
* Oceans