Jeogeot South Coast

The sims in South and especially South-East of Jeogeot seem to have a few common features, a few Geographic similarities and can be grouped into a distinct Subcontinent. SLGI team named this subcontinent **B057**.

## History

from the beginning, almost no attention was given to the outer coast of Jeogeot. The Lindens still intented to build a navigable waterway along the coast, but because of their lack of management, they never completed it. In some places land was sold along the way, while in other places parcels of Protected Land managed to survive. The result which we can see today is a fragmented network of waterways.

The subcontinent remained undeveloped for a long time. The only change that happened is the construction of a German-themed city in Barneys Bay.

## Structure

The subcontinent is made of 67 sims. Out of these, 12 are protected waterways, 10 sims share waterway channels and 6 have access to roads.

## Geography

The subcontinent contains the largest number of coastal waterway sims along Jeogeot's outer coast. Also, it contains a large number of resident-owned coastal sims. Most of the water surface is resident-owned. Water surface includes two large gulfs, while dryland includes two large peninsulas.

### Dryland

The dryland can be grouped into coastal sims and the two peninsulas.

**The Big Peninsula.** Highest point is 87 m. The peninsula appears to be a large plateau, flat in its center. Close to the shores, there are a few beaches and areas of flat land. Repeated terraforming had altered many of the initial Geographic features. This is mostly visible along the coast.

**The Coastline.** Like most of Jeogeot, the coastline comes with steep grades. Flat coastal land still exists in some areas, forming small beaches. Largest flat surfaces are found along the big gulf.

### Water land

Water-covered areas can be grouped too.

**The Big Gulf.** Most of the gulf is shallow water and is Inhabited Land. In many places, through repeated terraforming, residents managed to build islands, peninsulas, canals or ponds. Current shape of the gulf is not actually its initial shape. However, since terraforming is limited to a certain height, we can have a clear image of how the land looked like.

The gulf has three protected waterway sims. From them, narrow coastal waterways extend further along the coast to West and East, but not for much.

**South-West Coast.** This area is of special interest because of two features: an island hosting a German town and another island, hosting a lighthouse.

**Southern Coast.** This land contains a few water sims and waterways. Nine coastal sims are connected this way. Most of the land in these sims is resident-owned, but there still is a small strip of protected land. Also, there is a sim where a nearby road comes very close, which allows at least automated vehicles to teleport and reach the coast.

### Islands

**Barney's Bay.** There is an island located in Barneys Bay and nearby sim Kinchugga. The island is full of buildings, houses, opened for anyone to visit. Most houses are shops, cafes or pubs. There is a fountain in the middle of the island too.

To North from Barney's Bay, there is a port serving the island. Free boats can be rezzed on demand. More to North, there is a ship stationed under a German flag.

**Catindee.** There is a small island in Catindee sim, hosting a lighthouse. The island is very small and has no vegetation.

## Land Status

The subcontinent has all types of land. Abandoned Land is most often found in the peninsula, where it covers significantly large surfaces. Inhabited Land is found anywhere in the area, with a much higher density on the coast and in the water sims. Land With Restricted Access also exists. Rental land is present too. Protected Land is in the form of waterways and roads.

## Access

There are a few sims crossed by roads coming from North, which share the continental road network. These roads also have rezz zones for vehicles. In South, there are 22 sims containing public waterways, but they cannot be used for sailing, as they are disrupted into 5 different networks. Also, they lack rezz zones completely. So, sailing is possible only for residents owning parcels close to the protected waterways, who can rezz their own boats and sail.

Apart from this, access is possible via direct teleporting. The best way to teleport is to send destination a parcel of abandoned land.

Transport companies, like SLGI Fleet or the YavaScript pods, operate on the roads. There is no transport company reaching the South waterways.

## See Also

* Second Life Geography
* List Of Subcontinents
* Jeogeot