recursal/Fanatic-Fandom huggingface dataset:
Lost Lakes Subcontinent

Lost Lakes is a Subcontinent in central Sansara. It is formed by two large pieces of land separated by a river. SLGI team gave it the designation number **B016**.

## History

The subcontinent came gradually into existence, as new sims started to be added East to the Snowlands. Initially it had no name and was not planned to be a continuous structure.

Initially, it had no proposed name. The *Lost Lakes* is a name Linden Lab initially gave to *Sea Of Fables*.

Some residents tried to divide Sansara into smaller regions and suggested names for the structures added to East. They suggested the name *Lost Lakes* for this area. Later, SLGI team, conducting altitude measurements, found out that the entire region has some common features and decided that it must be included into a single subcontinent.

## Structure

The subcontinent is not rectangular and is roughly 7/7 sims. It is surrounded by seas and waterways, so that it is easy to define its borders.

## Geography

The subcontinent is made of two large peninsulas, separated by a river. There are a few small nearby islands too.

The altitude map reveals the existence of a central group of mountains in the Eastern peninsula, surrounded by lower peaks. Low altitude mountains and peaks can be found on the Western peninsula too, as well as in other parts of the Eastern peninsula.

Geographic features are massive, but usually don't end-up forming large plateaus like in Sansara Highlands. Still, they are not as small as in Western part of Sansara.

The central river is a navigable waterway.

Highest mountain is Monyezuma (130 m), followed by Bradmoor Hill (103 m) in East peninsula. Close to the river, Mallard is a rounded mountain that reaches 79 m high. In the Western peninsula, Benicia Hills (85 m) form the highest point.

Of special interest are the islands and peninsulas located at the South and North mouth of the river. They are mountain-like structures and in many cases land is fully accessible to residents. These islands are:

* Orwood Volcano (altitude 72 m), which hosts a volcano and is Linden-owned;
* Orwood Mountain (altitude 73 m), resident-owned, a mountain on a peninsula;
* Alviso Island (altitude 97 m), known as Lauk's Nest, a private-owned beautiful garden;
* Brazos Islands (altitude 55-60 m), two private islands located at the North mouth of the river.

## Land Status

Most of coastal land is inhabited, as well as land close to roads. There is more abandoned land in isolated areas. Rental corporations are also present in the region.

## Access

The subcontinent is surrounded by waterways, so access is very easy by boat. There are many private docks within the area. Also, access is possible by air from surrounding airports. There are a few roads crossing the area, which provide a good access way.

The YavaScript pods transit all roads and some waterways. SLGI Trains also pass the area at high altitude.

## See Also

* Second Life Geography
* List Of Subcontinents
* Sansara
Schindleria

Schindleria is a Microcontinent identified at Coordinates 527-530/1027-1030, inside Grid Sector E10, Far Western Ocean. SLGI team gave it the transitory name **A393**.

## History

The microcontinent did not exist in 2020. It was identified in February 2023. The area where the microcontinent lies has witnessed massive changes during the years.

## Geography & Structure

Schindleria is composed of 9 sims and forms a square on the map. For visitors, the best option is to go to the central sim, which has many common areas, including paths and road marks to certain destinations. The area around central sim also has a few tunnels or underground chambers. Surrounding sims are more residential, where access might be denied to visitors.

Ground texture might vary depending on season. There are rivers, waterfronts and hills.

Land is ranked *adult*.

## Sim examples

* Schindleria
* Schindleria NorthEast
* Schindleria SouthWest
* Schindleria West

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Oceans
Lanyard Island

The island is inside *Blake Sea - Lanyard*, a water sim that is part of Central Blake Sea.

It is a rocky island, a rock in the ocean, with no buildings and no vegetation on it. The island has one central rounded rocky hill surrounded by five peaks. its shores are not a good place to dock, steep and rocky. The island has no beach. The central hill rises to 31 m high.

Towards North, there is a buoy which signals a nearby rezz zone. Towards South, there are three signs acvertising about Blake Sea and about the risk of clicking on passing ships.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Blake Sea
Luitgard

Luitgard is a Sim located within the North Coast Forts, Sansara. It is almost entirely a water-covered sim and is all Protected Land. The North Coast Forts form an important navigation route towards Bay City and so it is highly used both by manned and automated vehicles.

Luitgard hosts a small island in its North-West corner. An old shipwreck can be seen there. There are two buoys warning sailors about the island.

The island is a good place to sit and watch the boats go by.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Sansara
Ross River

Ross River is a Geographic Structure located just North of Snowlands Subcontinent. It is a distributary of Snowlands River.

## Overall

The Ross River forms in *Tethys* sim, the location of the highest Mountains Of Sansara, inside Moons Subcontinent. There, the main part of Snowlands River flows West towards Ganymede, one of the Dams of the continent. The river is extremely difficult to navigate as it has many rapids and flows through boulders. The river first flows North, through *Enceladus* sim. The river crosses at first through a deep gorge, but later enters a place with lower plateaus. There is a waterfall between Tethys and Enceladus. There is no road nearby until the river arrives in *Steamboat* sim.

Next, the river enters *Clarksburg* sim, where it is crossed by a road. The bridge is high and spectacular. A note says: *Warning, bridge might be virtual*. Clarksburg is an important intersection as it is one of the main entrance points towards the Snowlands. At the border between Clarksburg and Ross, there is a second waterfall. Here, the river flows through tundra, with the permanently snow-covered lands to South and with the more greener lands to North. The river forms a barrier between climate areas.

Inside Ross, after the waterfall, the river is navigable as it is at the same elevation with the sea. There is a rezz zone for boats. Soon, the river splits into three. The Northern and central branch both flow into the Ice Bay, while the Southern branch does not lead anywhere and is used as a local dock.

Landscapes are often amazing along this river.

## Navigation

The river flows at 61 m high above the first waterfall, at 35 m high through the main course and at 20 m high before flowing into the Ice Bay. Because of the two waterfalls, navigation with conventional boats, especially upstream, is impossible. It is also difficult, even for small boats, to navigate through the rapids inside Tethys.

Still, the Yava Script Pods manage to navigate the entire length of the river. The SLGI Trains and SLGI Taxis fly above.

## See Also

* Second Life Geography
* List Of Geographic Structures
* Sansara
* Snowlands River
Northern Ocean

The Northern Ocean is an Ocean located North from the mainland continents. It consists of 12 grid sectors. In past, SLGI team divided it into *Little Northern Ocean* (a small area North from mainland continents) and *Northern Ocean* (larger, located further to North). However, technically, there is no difference between them. Also, on previous map, borders between oceans were drawn by continents and microcontinents that no longer exist, so a new approach was needed. The ocean borders Void Ocean (and the area of Tranquillity Ocean) to North, Little Pacific Ocean, Central Ocean, Corsica and Gaeta 5 to South, Eastern Ocean to East and North - West Ocean to West.

## Structure

The ocean is vast and has a high density of sims, consisting of many Unassociated Sims and many grouped sims too. Sim density is rather constant between grid sectors and falls significantly to North.

## Sectors

Coordinates: 900-1199/1100-1499

* Grid Sector I11, 900-999/1100-1199
* Grid Sector I12, 900-999/1200-1299
* Grid Sector I13, 900-999/1300-1399
* Grid Sector I14, 900-999/1400-1499
* Grid Sector J11, 1000-1099/1100-1199
* Grid Sector J12, 1000-1099/1200-1299
* Grid Sector J13, 1000-1099/1300-1399
* Grid Sector J14, 1000-1099/1400-1499
* Grid Sector K11, 1100-1199/1100-1199
* Grid Sector K12, 1100-1199/1200-1299
* Grid Sector K13, 1100-1199/1300-1399
* Grid Sector K14, 1100-1199/1400-1499

## See Also

* Second Life Geography
* List Of Oceans
* List Of Continents
* List Of Grid Sectors
Pleasant Microcontinent

Pleasant is a Microcontinent placed at Coordinates 650-655/1147-1151, in Grid Sector F11, Far West Ocean. It is South-West to Eden Continent. Its temporary name is **A108**.

## History

When first viewed, in late 2013, this microcontinent was made of 14 sims, with an ice-covered peninsula stretching to North. It had a form close to a triangle. In June 2015, the North peninsula has vanished and the microcontinent has reduced to 11 sims.

## Structure

It is made of 11 sims and has an irregular form.

The microcontinent is **family** themed. There are places dedicated to family roleplay and family residential.

## Geography

Altitude is usually low. Almost all land is smooth, but there still are hills.

The first thing someone will notice while visiting this microcontinent is the incredible highly-develooped infrastructure. There is a short highway, the second in Second Life after Estate Continent. Roads are found almost everywhere and split parcels. There are passages over roads or under them, one-way roads and light signals.

To South, there are a few sims covered by water, where sailing on a limited scale is possible.

Ground textures vary. The Eastern part is an urban land with a special land texture, while the center of this microcontinent is more a rural community, with roads crossing and dividing land in square parcels.

## Land Status

There are two estates in the area. Land With Restricted Access exists, but with such a developed road netwrok (Protected Land), there is no problem for anyone to visit every sim.

## Sim Examples

* Pleasant Springs
* Bearpaw Meadow
* Pleasant Point
* Pleasant Shore

## See Also

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

The Northern part of unfinished Vulcyris is a Subcontinent of West Zindra. SLGI team gave it the transitory name **B137**.

## History

Vulcyris appears on the frist maps of Zindra. It was initially intended to be a large island located West to the continent and separated by the Volcano Channel. The Northern part was built in 2009, together with the first part of Zindra created. Later, another small part was built in South.

In 2011, when land demand felt below available stocks and the grid started to be filled with abandoned land, the Linden officials decided to stop all land expansion projects. They stopped, at the same time, both the developments of Gaeta 1 and Zindra, even if in Zindra the land demand was and still is high.

## Structure

North Vulcyris consists of only 3 sims (Popke Tal, Popke and Leuran), being one of the smallest subcontinents.

## Geography

Among the first official data about Zindra, mountains were mentioned to exist here, known as *Vulciris Mons*. However, there are no such mountains on the subcontinent. Most probably they were planned to be built further South.

There are 3 sims:

* **Popke Tal** hosts a dock and a rezz zone for boats. There also is a lighthouse on a peninsula. All land is protected land.
* **Leuran** is half inhabited and half protected water. Inhabited land looks like a large coastal plateau.
* **Popke** is also half plateau of inhabited land and half sea of protected land. It hosts the highest elevation, 41 m.

## Land Status

There is a lot of Protected Land, covering all waterways (half of Leuran and Popke sims), all of Popke Tal sim and a small trail along the Southern sim border of Leuran. All dryland, except for the peninsula in Popke Tal, is Inhabited Land.

## Access

The area can be visited by flying or can be reached by boat. No transport company reaches it, as land does not allow objects entry. There is almost no Land With Restricted Access, so most of the land can be visited.

## See Also

* Second Life Geography
* List Of Subcontinents
* Zindra
Second Life Geography

Home page

This page is made to offer links to all Geography-themed pages from Second Life Wiki. All listings are in alphabetic order, to avoid any discrimination.

## Map structures

### Definitions

* Geographic Structure
* Grid Structure
* City & Town
* Continent
* Isolated Sim
* Microcontinent
* Ocean
* Sim Cluster
* Sim Group
* Subcontinent
* Transcontinental Channels
* Unassociated Sims

### Listings

#### Geographic Units

* List Of Continents
* List Of Geographic Structures
* List Of Grid Sectors
* List Of Microcontinents And Sim Clusters
* List Of Oceans
* List Of Railways
* List Of Roads
* List Of Subcontinents
* List Of Waterways
* Vanished Grid Structures

#### Helpful Lists

* Large Protected Land Areas
* Parks And Recreation Areas
* Infohubs And Welcome Areas

#### Geographic Destinations

* Alien Worlds
* Caves & Mines
* Dams
* Sex In Second Life
* Smoking In Second Life
* Snow & Snowlands
* Religious Places
* Volcanos

### Orientation

* Altitude
* Coordinates
* Grid Sector
* Microsector

## Important Links

* Land
* Agni
* Aditi

## Unclassified

* Cloned Geography
* Void Ocean

## Private Land

* Dark Sims
* Desert Sims
* Gorean Sims
* Private Land Geography Research
* Private Wilderness Sims
* Roleplay Sims
* Sex In Second Life
* Tropical Beach Paradise
* Unconventional Private Land Geography
* Unused Private Sim

### Types of land

* Abandoned Land
* Commercial Land
* Common Land
* Inhabited Land
* Land For Rent Or Sale
* Land With Restricted Access
* Protected Land
* Protected Route
* Residential Land
* Rezz Zone
* Sandbox
* Unused Land
* Water

## Transportation

* Air Transportation
* Automated Transportation
* Ferries
* Get The Freight Out!
* Roaming Continental Vehicles
* Second Life Transport Authority
* SLGI Transportation Systems
	+ SLGI Trains
	+ SLGI Fleet
	+ SLGI Taxis
* Yava Script Pods

### Specials

* Monorails
* Skilifts
* Teleport

## Demography

* Vampire Systems!
* Opposition To Vampire Systems!

## Additional info

### External Link

* Other Geographic Projects

Gridsurvey - an important source of information, NOT affiliated with *Linden Lab* or SLGI team.

### Notes

Help is needed to create new articles and improve existing ones. Please check How to create Geographic articles to learn how easy is to create your own articles.
Lothair

Lothair is the second building from West to East along the North Coast Forts, which is a major waterway through Sansara leading to Bay City.

There is a large marble platform in front of the building, suitable to host many avatars and to use as a dock. The mooring place for small boats is on the Southern side. A main stairway leads to West, with flowers in blue vases. A second stairway can be seen further forward, but the entrance on that side is suitable only for tiny avatars. The first floor is designed for tiny avatars, regular avatars don't fit inside. At the second floor, which is served by the large stairs, one can find large marble rooms, a blue rug, a blue painting and a sofa. There is a second room with a picture of a mosque with a minaret.

From the second floor, stairs lead up to a platform where you can chose to sit on a beach chair and enjoy the landscape. Further up, on a smaller platform, there are two beach towels.

Lothair is a quiet and relaxing place. It is highly relaxing to sit on the high platform and watch boats go by.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Sansara
PHX Microcontinent

PHX is a Microcontinent consisting of 5 sims, located at Coordinates 693-695/927-929, Grid Sector F9, Far Western Ocean. SLGI team gave it the transitory name **A387**.

## History

The microcontinent was identified during the 2023 survey, but it appears to be older.

## Structure

Access is restricted, so a ground survey could not be done. The microcontinent appears to have a **T** shape on the map.

## Sims

* PHX EMPIRE
* PHX Tortuga
* Xanatos
* PHX Empire 2

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Oceans
Leipzig Crater

The crater, located inside *Leipzig* sim, Mare Secundus, is submerged and can only be visited by divers. It can also be seen on the map as a round structure.

It is a crater-in-crater. The outer rim rises to 9 m high and is surrounded by a narrow ditch. Inside, altitude falls to 3 m. In its center, there is a smaller crater with a piece of green rock in the middle. There are green fish swimming above it and bubbles can be seen rising from the rock. The piece of rock is called *mythic undersea moonrock*.

To South, some coral reefs and a submerged ruin can be found. One interesting ruin, located South-west, is a statue of a hippo with glowing eyes.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Mare Secundus
* Sansara
Paris Microcontinent

A223 or Paris 1900 is a Microcontinent identified at Coordinates 588-591/925-925, Grid Sector E9, Far Western Ocean.

## History

These 4 sims are all what is left from a much more complex French estate. In past, it covered many sims. With massive help from devoted French people, these 4 sims have survived and will survive from now on.

In June 2015, a new sim, *Paris 2000*, was added.

## The City

All land is themed urban land, with large, paved streets and multi-floored buildings. Of great interest there is a tram that circles accross all the city. Unlike any other urban settlement on the grid, Paris is a place with more open spaces. Vegetation is not found anywhere (even if there are a few parks and gardens), but distance between buildings along main boulevard is beg enlugh. Another aspect is the presence of many statues. There are not only historical sculpted statues, but also dummy avatars, persons that give the impression of a populated place. Even without them, this place is populated anyway. Visitors can find many expensive shops with the last fashion of the moment. If you decide to enter a shop, make sure you have enough money.

## A copy of the real Paris

The most known construction in Paris, the Eifel tower, is present here too and at exactly the same size. Unlike the real tower, the elevator was replaced with a teleporter and on top of the tower a trambuline was built for crazy divers. Many of the buildings and names used here are in fact copies of the existing ones in Paris.

## Land Status

Even if this is a themed place, unconventional avatars are welcome. Land With Restricted Access was not found here.

## Sim Examples

* Paris 2000
* Paris 1900
* Paris Eiffel
* Paris Couture

## Status Update

The February 2023 survey found Paris to be in the same place and with a similar structure.

## See Also

* Second Life Geography
* Coeur Microcontinent
* Paris Railway
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* List Of Oceans
North Channel

North Channel is a Subcontinent located in South Nautilus. SLGI team gave it the transitory name **B078**.

## History

The channel was built in 2007 or 2008. At first, it did not have a name. The area was simply named *Protected Land*. At that time, Nautilus City was not built yet and there was only a narrow passage between Nautilus and Satori. At that time, the correct name should be *South Channel*, as it leads South from Nautilus.

The name was given later, as the *North Channel* is located North from Satori and from Bingo Strait. Indeed, there are only narrow waterways leading North from North Channel into Dire Strait.

## Structure

The subcontinent consists of 28 sims and measures 7 sims North - South and 10 sims East - West. It has not a rectangular shape.

## Geography

All sims are flooded, except for small islands and some peninsulas. Also, all land is Protected Land.

There are two types of seabed: continental and maritime. Continental seabed is dominated by relatively flat surfaces, shallow water that corresponds to peninsulas and deep water that corresponds to gulfs. Maritime seabed is dominated by dunes on the sea floor. Sometimes the dunes can be very high and reach the surface, creating islands. In other places, water can be dangerously shallow (less then 1 m deep), creating problems for most ships. These shallow areas are visible both on world map and on altitude map.

There are a few points of interest in the area:

* **Rubenhall** hosts a peninsula extending from the continent.
* **Lome** is home to a few shallow dunes.
* **Osterru** has shallow water (17 m high, 3 m beneath sea level).
* **Wrangel** sim hosts two buoys, one of them showing the place of a shipwreck.
* **Plentridge** hosts another buoy.
* **Glirm** is home of very shallow waters, a tiny island, a shipwreck close to surface and two buoys.
* **Weiland** hosts a barge (too unstable to sit on it) and a crater-like submerged structure.
* **Cervera** has shallow waters, reaching 18 m high.
* **Leminola** hosts a buoy.
* **Jershaw** hosts another buoy.

Many buoys are in very shallow waters.

North Channel does not have a dense vegetation on the sea floor. Seaweed can be found in certain places, together with some fish. Also, there are a few wrecked ships. usually in signaled places.

## Access

North Channel is open for anyone to travel. It is a large waterway. Rezz zones are rare. One can use the rezz zones from Bingo Strait and Nautilus City. The channel is largely used by boats and airplanes.

There are many private-owned docks and airplanes surrounding the channel.

YavaScript pods travel through the channel frequently. The SLGI Fleet use it to reach Satori, usually flying at high altitude.

## See Also

* Second Life Geography
* List Of Subcontinents
* Nautilus
Residential Land

Residential land is something very common in Second Life. You might find entire subcontinents and sim clusters that are residential. People like to have a house and a virtual properties.

It must be understood that residential land is a place where certain restrictions apply. Some places are Land With Restricted Access. People might not be happy with you poking into their properties and might use ban lines and entity orbs to keep you away. Even if land does allow you to enter, you must be cautious and better stay on a nearby road or on a parcel of abandoned land.

## Mainland - Directly Owned

small land owners can be found having small-sized properties along the Linden-owned continents. They are small parcels with various types of buildings on their surface. These places are not themed and offer a huge variety of buildings.

## Mainland - Estates

There are various land corporations that own land on the Linden-owned continents and offer it to rent to anyone willing to. This kind of land can be themed. Tenants might get buildings and other structures for themselves as part of the covenant. Various rules apply.

## Private Estates

Most estates offer various types of properties, from themed places (like urban, suburban, rural, Tropical Beach Paradise and so on). This might include certain buildings or not. The area is in most cases themed, with clear requirements regarding access, types of buildings allowed and behaviour.

## Premium Land

Premium account holders are entitled to a premium house that can be on Bellisseria or one of the Premium Continents. These continents can be considered residential land. Certain restrictions apply, like it is inappropriate to shout, skyboxes are banned, no commercial activities and no advertising are allowed, object entry is disabled and in the Premium Continents scripts are disabled too. Houses are themed and in themed places and they eat about half of the land prim allowance.

## See Also

* Second Life Geography
* Inhabited Land
* Abandoned Land
* Land For Rent Or Sale
* Land With Restricted Access
Rodel

Rodel is the Westernmost island of Bingo Strait, a waterway which separates Nautilus and Satori continents. The island is closer to the shores of Satori. It is a good place to rest for sailors venturing on long distances. The island is on the main waterway that links the Western shores of Satori with the Eastern parts of Nautilus.

The island has a long dock to North, long enough to moor even large ships. It also has a rezz zone. Near the dock, one can get a free sailboat. Near the dock, on a wooden platform, there is a building. In front of it, there are many items stored. including coal, cannonballs, sacks, crates and a boat turned upside down (which you can sit on). The building has three rooms. The first one hosts barrels with fuel and a boat plane engine. The other two have tables and chairs and look like a bunch of vandals have had their meal there. More supplies are lined behind the building, at both ends.

A wooden path leads from the dock to the other side of the island, to a place with ruins. There is a stone platform similar to those found in Nautilus City. A partially ruined dome similar to those from Sea Of Fables can be seen too. Columns can be seen still standing or fallen on the ground.

Behind the ruins and the dock lies the highest point on the island (29 m). It is also the location of a lighthouse. Close to it, there is an electric generator. The lighthouse rises to 64 m and has five antennas on its top. It is electrical powered and projects three beams of light around it. although it has a door, the interior cannot be visited (it's just an empty tube, anyway).

To West, divers can find, close to a buoy, a shipwreck. Also, close to the island, there are other ruins on the sea floor.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Satori
Grid Sector H14

Grid Sector H14 is located at Coordinates 800-899/1400-1499, North - West Ocean. It is bordered by, Grid Sector H13 in South, Grid Sector I14 in East and Grid Sector G14 in West.

## General Info

* Sim population: 20
* Sim density: 0.2%
* Void Ocean: 80%
* Sims inside grid structures: 10%
* Unassociated Sims: 90%

## Structure

There is only one microcontinent at the far South East. A few unassociated sims can be found in South.

## Internal Grid Structures

* A001 Lost Angeles Microcontinent - S - 898-902/1427-1432, grid sector H14, I14

## See Also

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

This is a Microcontinent identified at Coordinates 940-941/1185-1186, Grid Sector I11, Northern Ocean. SLGI team gave it the transitory name **A466**.

## History

The microcontinent was created between 2020 and 2023 in an area that has seen massive changes.

## Structure

It consists of 4 sims and is *L* shaped. A 5th sim, inactive when the survey was carried, can be seen to East.

## Geography

Land is almost entirely flat, with a few isolated hills. Dryland has many roads that separate rectangular parcels. There is plenty of Water, which often hosts islands with buildings on. Ground texture is sand and land rating is *adult*.

## Sim Examples

* Kitsune Island
* Kitsune Sea
* Kitsune Universe
* Kitsune Forest

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Oceans
Moose Beach

The Moose Beach Infohub is located inside *Moose Beach* sim, Bay City, on the shores of Gulf Of Lauren, Sansara. Unlike other infohubs, it comes with maps of surrounding areas.

Visitors will immediately notice a major difference compared to other infohubs. The teleporting route is different and one can land anywhere. Also, the meeting area is outside of the building, on a square paved with wood. It is a place with large open spaces and enough room for anyone.

The infohub has a central red building. Inside, there are two maps of Bay City, one including the road network. There are also pictures of avatars and places. A blue spherical dance machine can be seen attached to the roof. Outside, on the Western wall, there are four info kiosks which change their advertisement from time to time. Each kiosk has three buttons, for links, notecards and landmarks. There is also a device that provides info and links about the Linden dollar.

Outside, there is a large yard paved with wooden planks. To West, there are a few picnic tables and delivery vehicles offering burgers, cakes and drinks. Unfortunately the vans are only for decorative purposes, they don't offer anything.

Further North, there is a beach with three beach umbrellas and a few chairs. There's also a yellow-green inner tube that can be used to swim around and can take you to a nearby island. There, one can find a few buildings including a boathouse, beach umbrellas and picnic tables. To East one will find a few trees, beach chairs and picnic tables. There is also a swamp to West, close to a hill, which, at 38 m high, is the highest point in Bay City.

## See Also

* Second Life Geography
* Infohubs And Welcome Areas
* Bay City
* Sansara
Scotland in SL

***Important:** Do not confuse this microcontinent with Scotland Microcontinent, a totally different microcontinent which seemed to have ceased to exist.*

This is a Microcontinent located at Coordinates 749-753/1125-1126, Grid Sector G11, North - West Ocean. SLGI team gave it the transitory name **A454**.

Its inhabitants also refer to it informally as the ***Highlands of Scotland***.

## History

This microcontinent was not seen on the 2020 survey. Its existence was confirmed by the February 2023 survey.

Around June 2023, the microcontinent dropped 2 of its westmost regions, but added 1 to the north.

## Structure

It consists of 6 regions arranged in a triangle. Ground texture is green. Water is present in the form of rivers and lakes. There is a large network of roads that allow for an easy access. There are towns and villages together with areas of vegetation.

## Geography

This microcontinents recreates the landscapes of Scottish Highlands.

## Sims

* Urquhart
* Beauly
* Inverness City
* The Hebrides
* Glen Coe
* Dornoch

## See Also

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

There is a huge interest for sailing in Second Life. There are large places, including subcontinents, microcontinents and even entire continents, built around waterways, where most activities are related to water. Waterways provide a vital access way and in some parts are the only ways to move around. In addition to that, waterways are often used as main routes for airplanes.

## List

* Bellisseria Waterways Network
* Blake Sea Waterways Network
* Corsica Waterways Network
* Gaeta 1 Waterways Network
* Gaeta 5 Waterways Network
* Heterocera Waterways Network
* Jeogeot Waterways Network
* Nautilus Waterways Network
* Premium Continents Waterways Network
* Sansara Waterways Network
* Satori Waterways Network
* Sharp Continent Waterways Network
* Zindra Waterways Network

## See Also

* Second Life Geography
* List Of Roads
* List Of Railways
* List Of Continents
* List Of Subcontinents
SLGI Wiki

## About us

SLGI (Second Life Geography Institute) is a resident-made institution inside Second Life, made to help and inform other people. This institution is coordinated by a small group, the SLGI team.

Here, you will find Geographic and other related articles about Second Life universe and (maybe in future) about other virtual worlds.

You are welcome to help improve our work:

* How To Improve SLGI Projects

## Projects

The following major projects are developed by SLGI:

* Second Life Geography Institute (an inworld place)
* Second Life Geography (online articles)
* SLGI Transportation Systems (scheduled vehicles)

We first used the Second Life Wiki, but since in late 2014 it was locked for months, we decided to move to create this site. The address of the original wiki is here.

Ongoing projects:

* SLGI Projects

## Search

To find all articles on the SLGI Wiki, go to All Pages.

## Copyright

I, Ana Imfinity, release all articles, all maps and all snapshots made by me into public domain. Feel free to copy them and use them in any way you want, as long as you agree with Second Life's terms of service. Articles, images and maps created by other people can be copied and used only with permission from the owners and creators.
SLEA Sim Cluster

SLEA is a Microcontinent which, together with its surrounding sims, forms a Sim Cluster located at Coordinates 695-699/1405-1410. Grid Sector F14. SLGI team gave it the transitory name **A422**.

## History

While some sims existed before, the present grid structure did not exist as it is in 2020. It was identified and given a transitory name in February 2023.

## Structure

The name SLEA comes from *Second life Event for The Arts*. The entire area has an unconventional design, land is made of squares that resemble a chessboard. There is a giant blue bridge in the middle.

## Sims

* SLEA Bridge1
* SLEA7
* SLEA8
* SLEA4

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Oceans
Paradox Microcontinent

A093 is the temporary name of a grid structure that from time to time is listed as a Sim Group, aMicrocontinent and possibly a Sim Cluster. SLGI team has named it **Paradox Microcontinent**. Coordinates are 555-556/1180-1191, placing it inside Grid Sector E11, Far West Ocean.

## History

The grid structure was first detected in March 2013, as a long microcontinent, stretching from South to North. Later, in April or May 2014, there were left only 5 unconnected sims. As SLGI team continued to scan the grid, in April 2015, the microcontinent was again reported to be online, but surprisingly, in June 2015, it was gone, only the same 5 unconnected sims were found.

## Geography

The only survey was done in June 2015. It found land to be usually flat or with small slopes. Mountains were not found, but water was present. The largest land surface was set for sale or for rent. Inhabited land was used by a shop. Also, there is a track for motorbikes.

## Sim Examples

* MLCC
* Twin Arrows
* Death Valley
* Elite Land

All the examples are sims that have survived when all the rest of the microcontinent was vanished.

## Land Status

It looks like land is owned by a single estate. However, the fate of this grid structure is unknown, since over half of the surface is for sale or for rent and less then half is used. No access restrictions were detected.

## See Also

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

The temple is located inside *Nautilus - Hannibal* Sim, on the giant walls that protect the *Inner Harbour*, located at the Western end of Nautilus City Channel. It is inside *The Citadel*, the most fortified place of Nautilus City. The temple's entrance is from North-west.

Inside, there is a large room hosting a lot of glowing crystals in the middle. To the left and right, there are statues of a *mythical Minoan goddess*. Behind it, on the wall, there is a painting. The temple's room has an inner balcony. Above, there is a second level, with the middle part of the floor opened. The temple's roof is also opened in the middle, allowing rays from the crystals to radiate in the air.

The temple, for a historian, is an important place that shows where did Nautilus City come from. The Minos were people living on an island in South-Eastern Greece. However, the painting is not of Greek style and might be better related to the Phoenicians which also ruled the sea, even before the Greeks. Also, the columns don't have the same shape as Greek and Roman columns did. The way they are built is more related to Egyptian style. All these clues point to places around the Mediterranean Sea, but not to a clear origin. There are no Greek, Roman or Phoenician gods displayed in the temple. The main thing for worship appears to be the crystals.

All these evidence point towards an unknown location within the Mediterranean Sea, to a civilization that was even older (as none of the known Egyptian, Greek or Phoenician gods are displayed here). The oldest evolved civilization is the hypothetical one of Atlantis, which was said to be highly advanced. It was also speculated that the inhabitants of Atlantis used crystals for many supranatural purposes. If that is the case, then Nautilus City is a bit of Atlantis that has risen to surface. A question still remains. Are the crystals a gift from gods or they existed here and the inhabitants started to worship them? This question might never be answered.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Nautilus City
Lordshore

Lordshore is a Sim located inside Jeogeot Gulf, the continent of Jeogeot. It is the place where route 9 from Jeogeot Road Network crosses the gulf on a massive bridge, intersecting Jeogeot Waterways Network. Because of this, the sim is of high strategic importance.

## Access

For Get The Freight Out! (GTFO), for explorers and for Automated Transportation, Lordshore offers the best connection between Jeogeot's dryland and its waterways. It is also the main link between the continent and the rest of mainland through waterways and air routes that pass Bellisseria. As it would feel logical, the main attraction here is *The Grea Bridge*, which, as mentioned above, spans over the gulf at an elevation of 42 m. If you teleport to Lordshore, you will end-up on the bridge. However, there are a few other points of interest within the sim that are worth mentioning.

The Yava Script Pods can be frequently seen passing on the bridge. The SLGI Fleet run along the bridge and also fly over the gulf using the picnic site as a landing site. It must be mentioned that the Jeogeot Gulf is a war zone, with frequent battleships and sometimes airplanes entering the area and engaging in dogfight. Although this is dangerous, it is extremely rare that the fights extend to the shore. Still, boats and planes can be seen around the bridge. Because of the ongoing war, land is set with a short auto-return timer, forcing vehicles to pass very fast.

## Objectives

**Lordshore Overlook And Picnic Site** is located at 54 m high. It is a large wooden bridge that allows avatars to have a good view over the gulf and the bridge. It is **T** shaped and linked to route 9. It is also a Rezz Zone. At the entrance, there is a Bellisseria passport stamping station. Birds can be seen flying around the gulf's waters.

**Lordshore Cove** is the name of the coastal land just forward from the picnic site. There is a massive lamp on the cliff. Down, on the beach, there are four beach towels placed between a few palm trees. It is an excellent place for a sunbath, to watch the passing ships and relax.

**Lordshore Docks** are located further North. They consist of a platform for loading and unloading ships, with a crane and a short railway. A ship can be seen moored at the docks. The dock is made of concrete. There are a lot of crates, some of them loaded with military equipment, a sign of the ongoing war in the gulf. A truck is stationed there too. There is, at the end of the dock, an artillery machine gun. Just over the sim border, further North, there is a water tower close to another artillery machine protected by sandbags.

**Submarine Wreck** is located under the bridge and is signalled by a buoy. The rusted submarine almost reaches the surface and has no door to visit the interior. There is another buoy beyond the bridge, with a manual option to set its blinking pattern.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Jeogeot
List Of Geographic Structures

This list contains items that cannot be linked into previous lists. For more details, see what is a Geographic Structure.

## The List

Bellisseria

* Bellisseria Lagoon
* Circle River
* Forest River
* SS Galaxy

Blake Sea

* Mountains Of Blake Sea

Corsica

* Cozza Waterway
* Mole Channel
* Mountains Of Corsica
* Mountains Of The Prim
* Tiny Channel

Heterocera

* Caldera Lake
* Heterocera Inner Waters
* Heterocera Outer Waters
* Mountains Of Heterocera
* The Great Wall

Gaeta 1

* Tessentor Lake

Gaeta 5

* Mountains Of Gaeta 5

Jeogeot

* Jilseo Islands
* Mountains Of Jeogeot

Nautilus

* Games Channel
* Goronbum Passage
* Grumpchmunch Channel
* Mapple Chanels
* Mountains Of Nautilus
* Nautilus City Channel
* Nautilus City Outer Harbour
* Rollo Passage
* Xander Passage

Premium Continents

* Mountains Of Premium Continents

Sansara

* Bear River
* East Rivers
* Lost River
* Mountains Of Sansara
* Mount G'al
* Poseidon Islands
* Ross River
* Sansara Crater
* Snowlands River
* The Big Two

Satori

* Bullet Lake
* Cape Pounce
* Lilliputian Isles
* Mountains Of Satori

Sharp Continent

* Mountains Of Sharp Continent
* Sharp Crater
* Sharp Snowlands River
* Svecia Canion

Zindra

* Edge Of Zindra
* Ironchurch River
* Mountains Of Zindra
* North Shore
* South Zindra Coast
* Volcano Channel
* Zindra River

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* List Of Continents
* List Of Subcontinents
Satori Southern Railway

Satori Southern Railway is a private-owned railway built in South Satori and Far South Satori. It consists of two different railways (White Line and Red Line), separated by a gap within Gingivere sim.

Satoru Southern Railway (SSRY) is the only railway project in Satori and connects 8 sims. To the South, it almost reaches the remote South water sims, which are unconnected remote water sims along the Satori Waterways Network. To North, it reaches close to the Bullet Lake, a dominant feature of South Satori.

## Structure

The railway uses the standard Second Life Railroad *guide*, so they are compatible with standard Heterocera trains. They offer an unique access to an area that is depraved of transport routes.

For its entire length, the railway is single-track. It has a few beautiful bridges. In some parts, tracks are laid close to ground surface. Most of the railway is built in a straight line, with only a few turns.

The two line sectors are separated by the Gingivere Gap. Each end of the gap looks like a tunnel. Trains are able to teleport.

There are a few spectacular bridges along the way. Also, in South, along the White Line, there is a steep climbing area, where the railway becomes a cog rail. Stations share the American flag on. Also, there are a few signs, advertising sim crossings and the steep grade on the White Line.

## Length

White line:

```
Yeeowler (South Beach Station): 150m
Lipshen: 279m
Tigerclaw: (Castle Hotel Trolley Stop): 272m
Gingivere: (Tunnel): 42m
Gingivere: (Tunnel & Route 8 Station): 26m

```

Red line:

```
Slithen: 192m
Sudekn: 85m
Xoanon: 256m
Mawdryn: 130m

```

Total railway network: 1432m.

The entire length is single-track. There are two large stations, which act as terminal points: South Beach and North Beach. Tigerclaw is on a side of the railway. The *Route 8 station* is connected by a private walkway to Route 8 itself.

## Service

At of 8/28/2022, there are no trolleys running.

* Second Life Geography
* List Of Railways
* Satori
Ko Microcontinent

Ko was a Microcontinent placed in Grid Sector F10, at Coordinates 624-627/1034-1040, inside Far West Ocean. Its name was not original, it comes from the fact that many sims share the name *Ko*. Also, it had the temporary name **A033**.

**This microcontinent has evolved into Luxory Continent.**

## History

When discovered (2013), it was formed of 11 sims. In June 2015, it was reported to have 12. The shape remained unchanged. Two related but unconnected sims were seen in 2013, but in 2015, they were not found.

## Structure

This microcontinent is formed of 12 sims. The most interesting fact is its unusual form. Ko is one of the longest and sharpest microcontinents found on the grid.

## Geography

All sims are made to form a Tropical Beach Paradise. Each one is composed of 4 islands (near the corners) with a lot of Water between them. Vegetation is also tropical. Ground texture is made to look like white sand. This is a good place for sailing and relaxing in the sun. The existing buildings are modern homes for the residents that stay here.

Altitude is low.

## Land Status

There is a single estate owning land. Protected Land includes water and is more then 50% of land surface.

## Sim Examples

* Ko Adang
* Ko Ngai
* Ko Mae
* Ko Hai

## See Also

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

Ryder (or A076) is a Sim Group found at Coordinates 908-912/1001-1006, Grid Sector I10, Little Pacific Ocean. It is South to Caledon - Winterfel.

## History

Ryder was first listed as a Microcontinent, when identified by SLGI team in April 2013. At that time, it was made of 8 sims, 6 of them sharing the word *Ryder* in their name and the other ones were named *Makanzi* and *Karibu*. The term 'microcontinent' was a bit forced here, since there was a break in sim orders (a missing sim that blocks access). Also, Geographic features were not common. There were too sharp transitions between sims.

*Arcadia Asylum* was a legendary place in Makanzi sim, where people had access to a lot of freebies created by someone who dedicated her life so others will be more happy.

## Structure

In July 2015, Ryder was made of 6 sims, one at high distance and the other connected in such a way that none could resemble a microcontinent (at least 3 sims connected in such a way that an avatar can walk through all sims).

## Geography

It is very complex. It has a snowland (Ryder Arctic), large parks (Ryder Park), a park with an asylum (Ryder Asylum), Water (Ryder Lake), beach (Ryder Beach) and not only. There are sharp ground and texture transitions at sim borders.

Land is divided in many small parcels.

Skyboxes exist.

## Land Status

The *Ryder* sims belong to the same estate.

There is land available for sale. No Land With Restricted Access was detected.

## Sim Examples

* Ryder Asylum
* Ryder Lake
* Ryder Beach
* Makazi

## Status update

The February 2023 survey confirmed that Ryder is still at the designated coordinates.

## See Also

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

MLR is a Microcontinent located at Coordinates 523-527/712-715, Grid Sector E7. SLGI team gave it the transitory name **A380**.

## History

The subcontinent was identified in November 2020, but might be older.

## Geography

As land does not allow access, nothing is known about the real conditions on the microcontinent.

## Sims

* MLR1
* MLR7
* MLR8

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters