recursal/Fanatic-Fandom huggingface dataset:
Snow & Snowlands

This article contains deffinitions and a few listings about snow and snowlands. If you want to read about the snowlands of Sansara, see Snowlands Subcontinent.

Snow is present in various ways, so it influences the landscapes of many places. When it is snowing, in fact some devices create the snow with *llParticleSystem* function. Snow and covered surfaces are sometimes white prims (sculpted or not). Finally, to create snowlands, it is required to change ground texture to white.

## Deffinitions

* **Snowlands** are large surfaces premanently covered with snow. This means that the entire area must be themed so.
* **Water Ice** is found along large rivers and lakes. Currently, this exists only in Sansara and Sharp Continent.
* **Tundra** is a transition place between a snowland and a greenland. Currently, the only such land is in Sansara.
* **Special Snowlands** are places where ground texture is not that of snow, but the landscape was transformed to look like a small snowland. A good example is in vine sim, Heterocera.
* **Temporary Snowlands** are places where ground texture becomes white and it is snowing in real-life winter. This change caused serious problems for Second Life Geography team while editing the winter census for List Of Microcontinents And Sim Clusters.

## List of snowlands

The following list contains items that are placed by size.

* Sansara Snowlands - see Snowlands Subcontinent
* Sharp Continent Snowlands
* Premium Sea - premium snowlands
* Pleasant Microcontinent - small snowlands
* Sansara (Islanders Subcontinent)
* **Eden** - Frozen Banana
* New York Microcontinent - far to North
Sim Cluster

A sim cluster is a group (Grid Structure) of many sims (more then 10) that are connected only on diagonal (and can belong to different estates). Also a sim cluster is a group of sims that are close one to another, but not in direct contact and belong to the same estate. Sometimes, a sim cluster can have more then 30 sims, that is the minimum limit for a continent, but they are not a continent since their sims are not connected.

Sim clusters are the most common feature we see on the map. Sometimes their architecture is the result of random combination, sometimes behind this there is the work of an estate manager. It is impossible to count all the sim clusters, however there should be hundreds or thousends.

The Estate Continent is composed of a central continental mass and is close to a sim cluster.

**Sim Superclusters** are more then 50 sims wide (12.8 km) and sometimes they host more then 100 sims.

**Mathematic Sim Clusters** are sim clusters where sims are placed in a mathematic order. Usually, there are two main models of mathematical sim clusters: *Square Clusters* orisontal and vertical, leaving void channels between them that look like American streets on a city map (between one and 5 sims wide) and *Diagonal Clusters*, where sims are placed in diagonal, having contact one to another only at the corners.

The fall 2013 census found 91 sim clusters. 7 of them surround a microcontinent and one surrounds Estate Continent.

## See also

Continent

Sim Group

Unassociated Sims

Microcontinent

Isolated Sim

List Of Continents

Microcontinent

Oceans

Subcontinent

List Of Microcontinents And Sim Clusters

Second Life Geography
Thistleton

Thistleton is a Microcontinent consisting of 4 sims, located at Coordinates 683-684/938-940, Grid Sector F9, Far Western Ocean. SLGI team gave it the transitory name **A386**.

## History

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

## Structure

Thistleton is a small microcontinent consisting of 4 sims. They are interconnected through a vast network of rivers which are all opened for swimming and sailing. There are also many narrow paths with wooden bridges. At the time of the survey (February 2023), land was covered with snow, which means that the area experiences seasons.

Apart from the rivers, which offer a more rural landscape, there is also a town, which is nice and quiet, visitor friendly. A local shop also exists. Land consists of smooth hills and rivers. Vegetation is present.

## Sim names

* Thistle
* Deco
* Hawthorn
* Virtue

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Oceans
Vulcyris Roundabout

The Vulcyris Roundabout is placed in South Vulcyris, Zindra. It is built at the corner of four sims: *Lierminster*, *Thiefside*, *Sheersmith* and *Danim*.

This is the only roundabout in Zindra. It is at the junction of 3 roads and is an important point in Zindra Road Network. One road almost reaches South Zindra Coast, the second one goes North close to the shoreline and the third road crosses the uncomplete Volcano Channel to reach what is made in the Southern part of Vulcyris Island, terminating at a Yava Script Pods base.

The roundabout is built around a giant flower which stays at the junction of all four sims. Sometimes the flower opens and makes a beautiful red particle effect. Its petals are made so that one can sit on them and relax.

The land hosting the flower does not allow scripts to run.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Zindra
South Satori

The Southern part of Satori is a distinct Subcontinent. SLGI team gave it the transitory name **B104**.

## History

The subcontinent was built once with the continent, in 2007. Since then, nothing changed.

## Structure

The subcontinent consists of 49 sims and has a nearly rectangular shape. It measures 8 sims from North to South and 7 sims from East to West.

## Geography

The subcontinent is a large plateau with its center more elevated then the borders. The highest point is in Northern Bonita sim, with an elevation of 76 m. There are no mountains in the area. The shores are not steep and have large beaches. Coastal waters lack any protected routes and are used as residential land.

**Central Lake.** There is a big lake in the center of the subcontinent. As seen on the altitude map, it appears like a bullet hole piercing through a piece of old wood. The lake forms a large hole on the altitude map. It spreads through five sims. It is difficult to give a proper name to the lake, as it equally covers three sims, all of them with similar importance. No resident submitted any name proposal. I nicknamed it *Bullet Hole Lake* or Bullet Lake based on its shape on the altitude map. The lake appears to have shallow water in North and South, but it also has unexpectedly deep water in some areas. Like in many similar cases, through terraforming, residents built islands, peninsulas, gulfs and ponds close to the shores. To West, there are some high hills surrounding the lake, reaching 84 m high. Also, there is a pass in West, 54 m high, separating the lake from the coastline. The North shore is much flatter and continues with a very large valley. To East, there are many hills separating the lake from the ocean. In South, the lake ends with a low plateau.

There are two roads that should cross the lake. However, there are missing bridges, a fact that limits vehicle access to South.

As the altitude map reveals, there are a few islands to East and West. These islands, in some cases, have significant elevation.

## Land Status

There are many parcels of Inhabited Land. Also, Land For Rent Or Sale is present, as rental corporations have their own holdings. Abandoned Land can be found too. Population density increases close to water, be it the coast or the central lake. Protected Land is represented by the roads. Inside the Central Lake, roads are replaced by waterways.

## Access

The best way to visit the subcontinent is by road. Beware that vehicles usually cannot pass over the missing bridge of route 8 (unless they can fly). Still, there is a LL Mole script that can help small vehicles drive across the bridge *with enough speed*. The branch route 8C has rezz zones for boats and cars for the sector where it crosses the lake. A small airstrip including a GTFO Hub can be found at the end of route 8 here.

YavaScript pods visit the area frequently. SLGI Fleet has scheduled service too.

## See Also

* Second Life Geography
* List Of Subcontinents
* Satori
Xander Passage

Xander is a sim located in Nautilus, the Northermost sim of Dire Strait. It allows vehicles to travel between Dire Strait and Nautilus North-East Coast.

## Geography

Xander is entirely Protected Land. It is over 90% covered by water. Usually, water is deep enough for any ship, but there are places where only boats can sail. It is connected to other parcels of protected land only by its corners, in South-West and North-East. This is a major problem for incoming traffic, because there is not enough land to allow vehicles to pass. However, land owners from the corner of nearby sims usually allow traffic to enter their land, to continue the route.

## Transit

Xander is a crucial point along Nautilus Strait Project. The only alternative way that can be used for ships and airplanes is by a complex route through Seychelles Subcontinent.

Automated vehicles use Xander as a bypass over Nautilus. Both Yava Script Pods and SLGI Fleet move along this passage route and teleport across sim corners.

## See Also

* Second Life Geography
* List Of Geographic Structures
* Nautilus
Shermerville

Shermerville is a Subcontinent that, together with Nova Albilon, forms the suburbs of Bay City. SLGI team gave it the transitory name **B169**.

## Etymology

The origin of the name is not clearly known. There is a place called Shermerville in Illinois, USA, but it is not clear if the Linden officials have chosen the name because of this. What is known is that the area was, from the beginning, developed to look like North American suburbs.

## History

Shermerville was built near the beginning of Second Life, in the early 2003. At some point it consisted of nine sims. In 2005, it was limited to only 3, with the fourth one being added a bit later. Since 2006, when Heterocera started to be built, the area remained mainly unchanged. Around 2010, after a griefer attack, all public land was set to restrict object entry.

Shermerville predates Bay City. It was part of an experiment the Lindens tried to see what kind of sims are more popular. It was not intended to be part of Bay City, as the city did not exist and was not planned to be built at that time, but, now most residents agree that Shermerville is a suburbs of Bay City, being connected to the city both by roads and waterways.

## Structure

Shermerville consists of 4 sims grouped in a square. Land slightly extends further from the sim borders into the Gulf Of Lauren, which surrounds the subcontinent on 3 sides. To the East lies the Sansara Void.

## Geography

Shermerville is flat, with average elevation of 26 m. The only depression is the central swimming pool. There are no hills or depressions. The four sims forming Shermerville are equally divided by roads and alleys into rectangular parcels that are for residential use. There is buffer land separating the suburbs from Gulf Of Lauren. Conventional roads span East-West and alleys North-South.

The South-East sim, *Shermerville Central*, hosts one large roundabout that surrounds the common area. There, one can find a children playground, an arena and a swimming pool.

## Sims

* Shermerville Central
* Shermerville NW
* West Haven
* Blumfield

## Land Status

Shermerville is a residential area by deffiniton. It is not a place for commerce or parties. It is a place where small residential houses can be built and found. Because land is divided into small parcels, large buildings don't exist. Some rental corporations operate within the area. Land is expensive.

## Access

There are two large docks, one in West and one in North, which allow access to the Gulf Of Lauren. A huge suspended bridge in South links Shermerville with the Nova Albilon and rest of Bay City through Bay City Road Network. One can drive a car from Bay City or come by boat from other parts of Sansara or Heterocera.

Because land does not allow vehicles to enter, both the Yava Script Pods and the SLGI Trains only visit the border areas.

## See Also

* Second Life Geography
* List Of Subcontinents
* Sansara
* Bay City
UUtopia Microcontinent

**Important:** The February 2023 survey found UUtopia composed of only two sims, too small to be ranked as a microcontinent.

**A289** is the transitory name for **UUtopia**, a Microcontinent located at Coordinates 582-585/1387-1387, Grid Sector H13, Northern Ocean.

## History

According to Gridsurvey, central sim (UUtopia) was built in 2010.

## Structure

UUtopia is made of 4 sims placed in a row.

## Geography

UUtopia is made of a few large islands, separated by water channels. It resembles of a Tropical Beach Paradise. Buildings are not always as you would expect to find on a tropical island. Some islands are flat and covered by sand, while others are higher. Overall, it is an interesting place to visit.

## Sim Examples

* UUtopia Alcott
* UUtopia
* UUtopia Thoreau
* UUtopia Nightingale

## See Also

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

A254 or Thassa is a Microcontinent found at Coordinates 646-648/1082-1084, Grid Sector F10, Far Western Ocean.

Visitors will have a major problem here. The language used is sort of German-related.

## History

Data from [www.gridsurvey.com Gridsurvey] shows that this microcontinent is old and was created in 2008. SLGI team identified it only in June 2015 and gave it the transitory name A254.

## Structure

It is made of 5 sims. 4 of them don't allow people to see details on the map.

## Geography

It is a very interesting place, with a lot of water, historical sites and many landscapes. Even a cave exists there.

## Sim Examples

* Thassainsel
* Thassaland
* Talunaland
* Vier Palmen

## Status update

The microcontinent was successfully identified during February 2023 survey.

## See Also

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

**Important:** The February 2023 survey failed to identify this microcontinent or any of its component sims.

**A365** is the transitory name for **University Idaho**, a Microcontinent located at Coordinates 1114-1115/1136-1138, Grid Sector K11, Eastern Ocean, A188 Sim Cluster.

## History

Data from Gridsurvey confirms that the microcontinent is old and was bilt in 2009. SLGI team noted the existence of many teen estates within the area, but only in august 2015 added A365 as a distinct microcontinent.

## Geography

Land is not flat. Small hills exist, together with some waterways. There are many buildings, most probably replicas of a real university.

## Sim Examples

* Idahonia
* University Idaho CBE
* University Idaho HDC
* University Idaho VTD

## See Also

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

Versailles is a Microcontinent identified at Coordinates 533-536/1125-1128, Grid Sector E11. SLGI team gave it the transitory name **A372**.

## History

It appears this microcontinent is new, created in 2020.

## Structure

It is highly disconnected, formed of 9 sims with a shape somehow similar to letter H.

## Geography

Access is denied, so there is no way to know what is inside.

## Access

The microcontinent is not opened for public access.

## Sims

* Versailles Grand Canal
* Versailles Jardin
* Trianon Jardin
* Versailles Petit Venise

## See Also

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

Volterra is an island located along the Linden Pathway, an important waterway in North-West of Nautilus. It is placed close to *Balena*, a sim that provides a shortcut towards Turara - Corsica, one of the Transcontinental Channels linking Nautilus with Corsica.

The island is heart-shaped. It has a central river that almost separates it in two. The shores are covered with brown rocks. The river springs from a big brown cliff where it forms a waterfall. A log allows avatars to cross the river without getting wet.

Left from the river, the cliffs continue, surrounded by vegetation. There are many flowers. Further left, there is the *tiki shack* with many wooden barrels, two buckets with water and bowls with fruits. By clicking on the barrels and on a chest, you can get freebies. There is also a strange statue and close to it there are chairs to sit on. A yellow dwarf holding two balloons roams around. More to left, there is a panel that allows you to play tyrah. Beyond it, there is a fire with many cushions around it, a good place to relax. There are many things around (only decorative) like bananas hanging to a palm tree, a big chest and coconuts. The last thing to see, close to the river's mouth, is a big tree with two chairs in front of it.

On the right shore, near the waterfall, blue flowers grow between stones. Further to right, there is a building with a table full of fruits. There are a few barrels and a statue outside. Next to right comes a lamp that can be turned on or off by clicking on a starfish. Beyond it, there are some supplies (only decorative) in the form of a barrel, an opened sack and a chest. Next to right come some stairs that lead to a higher platform where one can relax on cushions, enjoying a coconut cocktail or a vodka watermellon. More to right you will find beautiful flowers and a sign to play tyrah with a suspended chair behind it. Butterflies can be seen flying around and have various colours. Close to the river mouth, there are more flowers and a tree.

Volterra Island is a place of outstanding beauty. It is worth an extended visit.

The island does not have a dock. Still, the Yava Script Pods and SLGI Fleet stop here.

## See Also

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

**Important:** In February 2023, this microcontinent could not be located. Some of its sims have vanished, while others have migrated to West.

This is a Microcontinent, placed at Coordinates 1102-1105/1244-1246, Grid Sector K12, Eastern Ocean. It has the temporary name A008.

## History

The transitory name A008 means that TAMHSC was the 8th grid structure discovered by SLGI team. At that time, it was made of 10 sims.

## Geography

Overall, land is almost flat, with a few rivers. There are many institutional buildings, surrounded by large parks.

## Land Status

Name comes from **Texas A&M Health Science Center**. Almost all sims share this common name. So, this is an estate owned by an institustion. It doesn't look like a young people estate. Maturity rating is set to *moderate*. Places are named like *College of Nursing*, *School of Biomedical Sicences* or *School Of Rural Public Health*.

## Sim Examples

* TAMHSC Care
* AgriCulture
* Chemistry World
* 12th Man

## See Also

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

Ignyris is the large island located in North-West of Zindra, between the two branches of the river. The Northern part of the island is also part of [Kama City]]. A small part of the island, located along the South river, together with the landmass on the other side of the river, forms the Subcontinent of South Ignyris. [[SLGI team gave it the transitory name **B136**.

## History

The river was built among the first Geographic features of Zindra. Land, South from the river, was built in 2009 and 2010. From the beginning, this land was cheaper and less developed then the much richer Northern urban land.

## Structure

South Ignyris consists of 22 sims and has an almost rectangular shape. To North, its border is defined as the Southern limits of Kama City. To South, the subcontinent extends to a road.

## Geography

The altitude map reveals some features found in this area. There are no mountains and no hills. The land is basically a large plateau. To West, the plateau is very low and ends-up with a large and flat coastal plain. To East, the plateau is higher. The river flows to a canyon, much higher in East and smoother in West.

The Western coastal plains are low and can easily be transformed by terraforming. This explain the presence of a lake on the altitude map. The lake later changed its shape, as a result of repeated terraforming. The Eastern plateau reaches to 80 m high. There is a smooth transition between the lowlands in West and the highlands in East.

The river forms from two sources. One source is a large spring in Keroo sim, the other one is a branch of the river flowing through Kama City. The two sources meet in Norf Haven. The river flows towards West and reaches the sea at Villareal. It is navigable on its entire length. Water is usually shallow (4 m deep).

## Land Status

The land is almost entirely Inhabited Land and is far cheaper then the land in Kama City. One can also find Land For Rent Or Sale. There are only small parcels of Abandoned Land. There are some parcels of Land With Restricted Access, but in lesser amounts then on the other continents.

Protected Land is in the form of the river, the coastal waterway to West and the road in South.

## Access

The river is entirely navigable, but completely lacks any rezz zone. One can rezz a boat in North Vulcyris and travel along the river to Keroo. To South, there is a road which run in an East - West direction, but which is not connected to the road network of North Zindra and does not have any rezz zones. One would need to go to the South end of the road and rezz a car there.

Automated transport does not exist in the area, as land does not allow objects entry.

## See Also

* Second Life Geography
* List Of Subcontinents
* Zindra
Sylvhara

Sylvhara is a Microcontinent located at Coordinates 860-863/992-993, Grid Sector H9, Western Ocean. SLGI team gave it the transitory name **A434**.

## History

Sylvhara did not exist in 2020. There is a high chance that Sylvhara is a product of the fragmentation of Uhre Microcontinent from the time it was a Continent. The area North to Uhre has a high sim density.

## Structure

Sylvhara is a land of magical fairytales which remembers of Uhre. It is a place of beautiful nature landscapes and where modern technology is absent. It is a place covered with forest and lush vegetation. It is a medieval fantasy roleplay.

The microcontinent consists of 4 active sims. However, the map shows that other sims were recently active.

## Sims

* Sylvhara Anar Isle
* Sylvhara Elen
* Sylvhara Tari
* Taure Ru

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Oceans
University Sim Cluster

A006 or University is an unofficial name of a Sim Cluster located inside Coordinates 1147-1153/1294-1302, Grid Sector K12 and Grid Sector K13, Northern Ocean.

## History

As the transitory name suggests, this was the 6th grid structure identified by SLGI team in spring 2013.

## Structure & Geography

The sim cluster is made of 23 sims placed at random. Only two sims are connected, the others are at a significant distance.

In most cases, land is flat or with small hills. Water is present and surrounds a central island. A central building (university) can be found.

## Land Status

This is a place where teen estates own land, majority of them owning a single sim. Access is restricted on majority of these sims.

## Sim Examples

* Virtual Training Partners
* STEMmED
* Teacher Innovator
* CLIVE

## Status update

In February 2023, this sim cluster has increased in size and expanded North.

## See Also

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

**Important:** A356 was destroyed when Bellisseria was built.

**A356** is the transitory name for **Shopping Sim Cluster**, a Sim Cluster located at Coordinates 1086-1100/942-985, Grid Sector J9, Central Ocean, close to Shopping Continent.

## History

A356 is an old grid structure. Its component sims were created in 2008 and 2009. Only in 2015, when sim density decreased in West, the sim cluster became visible and SLGI team gave it a transitory name.

## Structure

A356 is made of 50 sims, placed at random or with mathematical disposition. Some sims are close to Shopping Continent (where is a higher sim density), while others are placed far to South. The borders of this sim cluster are less visible.

## Geography

Land is usually flat. No mountains have been detected during our survey. In many places, land is divided into many parcels by using water channels. In majority of sims, land is flat and has water access.

There is a significant difference between the sims in North and the ones in South. In South, many places resemble a Tropical Beach Paradise, while in North, this is more rare.

## Land Status

Half is Land With Restricted Access (and also residential land).

A very interesting fact is that the sims near Shopping Continent have short, themed names, just like the sims on the continent. They are owned by different estates, but their short names suggest that once they were part of the continent or at least owned by the same estate.

There are many estates in the area.

## Sim Examples

* Eyes
* House
* Plants
* Seawind Cove

## See Also

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

Vipiteno is a Sim inside Northwest Nautilus Sea. It hosts a few small islands connected through bridges made of bamboo nets.

There are five islands. The Southernmost of them hosts the rezz zone and a campfire. The following islands are very small. Palm trees and tropical vegetation are present. The last island has a navigation lamp.

A racing line can be seen to right.

A strange object can be seen further North rising above the waves. It is called *sea prison* and has a central platform with shiny wooden spikes around it. There, you can see on a barrel. If you see and wait patiently, you might see a sea creature rising from the waves and falling back in water.

Sea floor is full with algae and a few sea creatures swim there.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Nautilus
Toretto Isolated Sim

**Toretto** is an Isolated Sim located at Coordinates 610-610/860-860, Grid Sector F8, South - West Ocean. it has the temporary name **A101**.

## History

Toretto as been here since the first survey made by SLGI team. Its inner structure and Geography have changed over time.

## Structure & Geography

The sim is divided into 4 parcels by high mountains. One parcel is for sale. Land is usually flat.

## Update status

In February 2023, the sim is still there and is still divided into four parcels.

## See Also

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

Spurlock is a sim located inside Bay Of Space Pigs, Sansara. The island is long and narrow, with a maximum elevation of 29 m. It is partially covered with palm trees. There is no dock and the shores lack any beaches. The lighthouse is white and short, with a powerful reflector on its top. The door is opened but there is no stairway to the top.

The lighthouse is one of the attractions of Bay Of Space Pigs.

## See Also

* Second Life Geography
* Parks And Recreation Areas
* Sansara
Pooley

The Pooley Infohub (land name *Pooley Stage*) is an infohub located inside a corner of *Pooley* sim. It is sometimes named *Borrowdale Infohub* because it lies close to *Borrowdale* sim.

The infohub is placed in a low-lag area with many sims having plenty of Protected Land. It is located on an island that is separated from most inhabited places. The access road crosses through nearby *Borrowdale* sim and uses two bridges to reach the other islands located East and West. Waterways flow towards East Rivers in south and the Linden Village in North. As of secondary interest, there is a network of roads inside Borrowdale that look like an unfinished project. It is not known if the Lindens initially planned the construction of a city within this area or there was something else in their minds. Because most land is not inhabited and the area hs of low-lag, the roads are good for testing vehicles.

There are four large info kiosks on the stage, as they are in all infohubs. Between them, there is a binary digital clock. The stage has a central, oval platform.

Spectators have plenty of space to sit and watch. Their sitting area is protected by a large roof and well illuminated. In front of their sitting area, there is a bog Second Life logo on the ground. Another info kiosk is behind. A huge billboard advertises that this is the *Pooley Auditorium*.

Moving away from the Pooley Stage, inside Borrowdale, one will find, at the end of some stairs, a large platform with info panels that date from 2005. The platform offers a good view on the roads.

## See Also

* Second Life Geography
* Infohubs And Welcome Areas
* Sansara
Starfish Wetlands

South from the protected Starfish Lake lie a low-altitude area, where terraforming can, at anytime, change ground level above or beneath water level. The area, a buffer zone between Dire Strait and Starfish Lake, is the *Starfish Wetlands*. SLGI team registered it as a Subcontinent and gave it the transitory name **B090**.

## History

The wetlands were built soon after the Starfish Lake. It appears that, at first, the lake was not connected to the waterways found East from the continent. Also, it appears that one of the largest gulfs, which mostly lies in Aruana sim, was a separated lake. Repeated terraforming altered the initial Geographic features. From time to time, connections formed and vanished between the lake and the ocean. These connections were only allowing water to pass, not boats, since a navigable channel will have to pass over many types of parcels.

As for 2020, there is a large connection through Searobin sim. Again, this only allows water to pass, not boats.

## Structure

The subcontinent consists of 34 sims and is about 3 times larger then the Starfish Lake. It incorporates all non-protected sims located between the lake and Dire Strait, as well as sims located Sough from the lake where most of the land is covered by water.

## Geography

Most of the land is between 16 and 24 m high (between 4 m below sea level and 4 m above sea level), which means that it can be transformed through terraforming. So, new islands, peninsulas, gulfs and ponds can appear at anytime. The highest parcels in East appear to be 35 m high, while the lowest submerged places seem to be only 1 m high.

As for May 2020, SLGI team counted 26 small islands (sometimes parcel-sized), 5 isolated ponds and confirmed that Starfish Lake is connected to the ocean.

## Land Status

Land corporations exist in the area, but still, most of the land is divided into small parcels and owned by various residents. There is no Protected Land. Small parcels of Abandoned Land do exist in certain areas. There are many parcels of Land With Restricted Access.

## Access

There are airports and docks in the East sims. There is no safe passage between Starfish Lake and East waterways.

## See Also

* Second Life Geography
* List Of Subcontinents
* Nautilus
Sutherland Abyss

The Sutherland Abyss is a Subcontinent located inside Sansara Highlands, another subcontinent in the South-East of Sansara. The name is not official and was proposed by the SLGI team after completing the altitude survey of the region. It also has the designation number **B172**.

## History

The highlands were one of the last part added to the continent and the only part which is a large continental mass of dryland. Until then, most of Sansara was rather an archipelago. In this place with high altitude, two massive dams were constructed, the Sutherland Dam and the Sugarloaf Dam. As a result, they flooded a large surface, creating the three abysses that are the main bodies of water inside Sansara Highlands. Because overall Altitude is high, the three abysses have their water surface at high elevation and are the deepest bodies of water inside Second Life.

The only place that got an official name is *Sutherland Abyss*. The other two bodies of water never gained an official name. They are all Protected Land.

## Structure

The Sutherland Abyss consists of 7 Water sims and is easy to be delimited as a Subcontinent. However, water, as coastal waterway or as rivers, spread to other 17 border sims.

## Geography

Water surface is at 80 m high. Surrounding landmass is higher, usually above 100 m high. The abyss is very deep. Its bottom lies at below 5 m. There are a few points where ground elevation is zero, making it the deepest water body. There are no objects and no signs of vegetation on the abyss floor.

The abyss is linked through Bear River with the Central Abyss. To North, the great Sutherland Dam blocks water from flowing into Sea Of Fables.

There are three large water basins located in the Highlands. They all share a common feature as water level is 80 m high, compared to oceans, where it is only 20. The abysses are named so because water is very deep (lowest point is 1 m high). Two of the abysses are formed behind dams, while the third one is separated. All three are connected through deep rivers. The wate rnetwork further expands into the Snowlands Subcontinent.

Because of its depth, sunlight barely penetrates the deep water. Down on the bottom, one will have problems guessing if it is day or night.

## Access

The entire surface of the abyss is Protected Land and allows objects entry. Unfortunately, rezz zones are rare. There is one at Whitlock, at the end of a canal. There, a road advances down into the abyss and leads to the bottom. It is an interesting experience driving a car down to such depths. Because of this, Sutherland Abyss is the only body of water where one can drive a car on the bottom.

Sailing is possible and is practiced especially by locals who have docks along the shores.

The Yava Script Pods usually go along the shore roads and reach Sutherland Dam. The SLGI Trains have a dedicated vehicle, *SLGI Train Dams*, who acts like a submarine, exploring the depths of the abyss.

## See Also

* Second Life Geography
* Sansara
* List Of Subcontinents
* Sansara Highlands
MultiScene Sim Cluster

**Important:** The entire sim cluster, with all its component sims, have vanished from the grid in 2023.

A233 is the transitory name for **MultiScene Sim Cluster** a grid structure located at Coordinates 521-535/1320-1326, Grid Sector E13, North - West Ocean.

## History

This sim cluster has a dim blue color, similar to the intersim void, making it hard to be detected. This is why, even if it existed for a long time, it was not mapped until May 30th 2015.

## Structure

The sim cluster is made of 13 sims with mathematic (linear) distribution. Except for one, they are all aligned, forming a square.

All 13 sims are ranked *Adult* and offer skyboxes for rent. All share the same Geography: a flat green plain, flooded by water. The action actually takes place above water surface, in a big number of skyboxes.

## Population

MultiScene has by far a great number of inhabitants, then all nearby sims. Residents are found at various altitudes, in their platforms.

## Land Status

Land is divided in many parcels. Flying and building is not allowed (except for established residents). No ban lines exist. Entity orbs, if they exist, are rare.

## Sim Examples

All 13 sims share *MultiScene Rentals* in their names.

## See Also

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

The Viper Isles form a Microcontinent located at Coordinates 668-669/1375-1377, Grid Sector F13, Far North - West Ocean. SLGI team gave it the transitory name **A421**.

## History

The microcontinent was identified during the February 2023 survey.

## Structure

It consists of four sims that don't form a rectangular figure. The land resembles a Tropical Beach Paradise.

## Land

Viper is ranked *adult* and is a male gay place. However, as a woman, I had no problem entering. Nudity is not mandatory.

## Sims

* Viper Isles
* Viper Isles 2
* Viper Isles 3
* Viper Isles 6

Another sim, Viper Isles 4, is located further West and unconnected.

## See Also

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

A037 or Seduction is a Microcontinent identified at Coordinates 760-762/928-934, Grid Sector G9, Western Ocean.

## History

Seduction was discovered by SLGI team in spring 2013. At that time, it was made of 14 sims and was long and thin. Until July 2015, it has doubled its size and got a different shape.

## Structure

Seduction is made of 24 sims. What is the most interesting fact about it, is a large gap in its center. It is a Tropical Beach Paradise.

## Geography

The microcontinent can be divided in two parts. The North-west part is an archipelago created around *Seduction Isle* and is the oldest part of the microcontinent.

In South, there is a long river that stretches through 14 sims. Its width is not uniform. There are larger basins along its route. Also, a lot of channels extend into the land. However, a traveler will not consider it a river, but a sea channel between tropical islands.

It is composed of a high number of islands. There is more dryland then flooded land. All sims look like a tropical beach paradise, with excesive vegetation. Land is divided into parcels both by water channels and by elevated land. There are low mountains between parcels and also between channels. Every sim has access to water.

In central sim *Seduction Isle* there is the highest Altitude, 98 meters. It is the most compact mass of land.

## Land Status

Land is owned by a single estate and is available for sale. Also, there is Protected Land. Land With Restricted Access is present, but the entity orbs allow you to move in time.

## Status update

In February 2023 Seduction consisted of 15 sims and was *L* shaped.

## Sim Examples

* Seduction Isle
* Seduction Sunset
* Seduction Surf
* Seduction Reef

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Grid Sectors
* List Of Oceans
Tohl 777 Microcontinent

**Important:** The February 2023 survey failed to identify this microcontinent.

Tohl 777 is a Microcontinent with transitory name A186, Coordinates 1050-1054/1163-1166, Grid Sector J11, Little Northern Ocean.

## History

SLGI team discovered this microcontinent in winter 2013-2014. Since then, no major changes have occurred.

## Structure

It is made of 8 sims and has not a compact shape. All sims share a common name (Tohl777).

A similar place is Tohl 702 Microcontinent.

## Geography

This is a Tropical Beach Paradise, with more Water surface then dryland. Unlike other tropical islands, Tohl islands have replaced palm trees with other types of trees. In many places, between islands water is not deep, so you can travel from an island to the other one just by walking. Ground texture is sand for islands and coral for submerged land. Inside oceans, fish is abundant, including sharks and dolphins.

This is a good place for sailing, but beware of submerged mountains.

## Land Status

Almost all water is Protected Land. Islands are Inhabited Land, with a few exceptions that are for sale or for rent. Except for a few ban lines, no access restrictions exist.

## Sim Examples

* Tohl777
* Tohl777B
* Tohl777F
* Tohl777G

## See Also

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

Its temporary name is A200. The sim's complete name is TAMUCC 2nd Education. Coordinates are 1162-1330, Grid Sector K13, Northern Ocean.

## History

TAMUCC was discovered by SLGI team in 2014 and was the 200th grid structure identified.

## Structure & Geography

Unfortunately, access is restricted, so there is no available data for this place. Baed on the name, the land should be owned by a teen estate.

## Status Update

In February 2023, TAMUCC is still active, but the surrounding area is more populated. As a result, TAMUCC is no longer an isolated sim.

## See Also

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

WWII Central is probably the smallest Subcontinent. It is located in Northern Jeogeot, with access to Jeogeot Gulf. SLGI team gave it the transitory name **B052**.

## History

The subcontinent is a late addition to the continent. It was created sometimes around 2015. The two sims that form it were not added at the same time, too.

Since its formation the subcontinent went through repeated episodes of rebuilding. Even Geographic features undergone massive changes from time to time. At some point, the area was named *WWII - Alied Camp*.

As the name suggests, the place is themed from world war two.

## Structure

The subcontinent is made of two sims, Tulagi and Guadalcanal.

## Geography

Average altitude is low. The highest terrain rises to 35 m. Almost all land is covered with buildings. It has an airport located to North. large harbors in East, a city in the middle and many industrial facilities. An extensive network of railways, doubled with some roads, give access to almost all parcels.

## Land Status

Surprisingly, the two sims that form the subcontinent are not Linden-owned. They are private-owned sims.

## Access

Flying is not allowed inside the subcontinent, except for airplanes. Access is easy by teleporting. One can also come by boat or airplane and land or dock at the harbors or the airport. The subcontinent can be explored by foot easily.

## See Also

* Second Life Geography
* List Of Subcontinents
* Jeogeot
Wank Microcontinent

**Important:** The February 2023 survey failed to identify this microcontinent.

**A350** is the transitory name for **Wank**, a Microcontinent located at Coordinates 1098-1099/1069-1071, Grid Sector J11, Central Ocean.

## History

A350 was identified by SLGI team in August 2015. Gridsurvey is tracking at least some of the component sims back to 2008. Since it is so close to Nautilus, A350 have appeared many times on continental maps, but without being identified as a microcontinent.

## Structure

A350 is made of 4 sims, two of them sharing the common name *Wank*. A 5th sim is nearby, in contact with the microcontinent by its corner.

## Geography

Many surprising places are found inside this tiny microcontinent. In the center, *Lake Wank* is a large delta, with low terrain and slow-moving rivers. Many trees can be seen on the river banks. By contrast, *Wank Island* has some infrastructure (a central road) and mountains. There are Caves used by the road as tunnels, as well as waterfalls and paths. *Cabaret Island* is a place covered in darkness, where a dark fog makes orientation hard. In its center, there are ruins and crystals. By contrast, *The Maya* is a sunny Tropical Beach Paradise hosting a modern and luxurious building.

## Sim Examples

* Lake Wank
* Wank Island
* Cabaret Island
* The Maya

## See Also

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

Mythos is a Microcontinent located at Coordinates 805-808/1315-1317, Grid Sector H13, North - West Ocean. SLGI team gave it the transitory name **A488**.

## History

A488 is a new microcontinent (as for 2023).

## Structure

It consists of 7 sims. Four sims appear to be very new, while one seems to have been recently made offline.

## Geography

Visitors might find it difficult to come here, as it is an adult, restricted residential area.

## Sim examples

* Sensual City
* Morningwood Valley
* Sweet Seekers
* Pure Pleasures

## See Also

* Second Life Geography
* List Of Microcontinents And Sim Clusters
* List Of Oceans
Vampire Systems

A vampire system is a system of wearable objects (usually a HUD and some accessories), created for a vampire roleplay game. This includes, but is not limited to Bloodlines.

## Reason to study

Demography is a part of Geography that studies populations (residents for Second Life): structure (based on ethnic, age, gender, religion or other criteria), density (for a specified area) and fluctuation (for a specified period of time). Since the creation of Bloodlines, a big segment of population has joined vampire systems, so much that they are a large sector of grid population.

## Overall

A vampire system is made for interactive use. Some of them are made for combat and some only for roleplay. Despite naming them *vampire systems*, they might be created for other types of mythological creatures: lycans, ghosts, dragons and not only.

What is common to all (or almost all vampire systems) is the use of a large database, usually hosted on an external server. This allows a good way to store ratings for all players.

A third feature of vampire systems is the use of *blood* or another source of energy (strength, lumens, humanity and others, usually referred as vital fluids). Vital fluids might be collected from other players, might be purchased from vendors and are important in rating. They are consumed during roleplay or they can become *fuel* to keep the player alive (in this case, they are slowly consumed). So, a player will need to get vital fluids to stay alive and to get ranked.

## Examples

The examples are listed in alphabetic order, to avoid discrimination.

* Bloodlines Vampire System [1]
* Empower Immortals Vampire System [2]
* Hunger (First Blood) Vampire System [3]
* Netherworld Vampire System [4]
* Progeny Vampire System [5]

Other vampire systems might exist.

**Pain Of Death** is not a vampire system [6], but a tool created to detect and attack vampires.

The following vampire systems appear to be shut down:

* Vitae Vampire System [7]
* Sangre Vampire System.

## Confusion

A vampire system requires an external database, where all statistics are displayed. However, you might find on marketplace many HUD devices that can work exactly as (or even better) then a vampire HUD. It can attack others and create massive spam around, but it will not grab souls from unregistered players. There are many examples on marketplace: [8], [9], [10] or [11].

## See Also

Second Life Geography

Opposition To Vampire Systems
WideWorld Sim Cluster

A016 is the temporary name of a Sim Cluster located at Coordinates 529-547/1014/1028, Grid Sector E10, Far West Ocean. Current name is **WideWorld**.

## History

One of the first grid structure identified by SLGI team, A016 was noted as a distinct structure in the far West. At that time, it was estimated to host 80 to 90 sims.

In June 2015, since majority of sims share *WideWorld* in their names, the microcontinent was renamed *WideWorld*.

## Structure

This sim cluster is visible since it has a high sim density, much higher then the nearby Unassociated Sims. Very interesting that it is actually a cluster inside a cluster. In its center, there is a smaller sim cluster, where sims are placed in contact one to the other at their corners. They are surrounded by sims with mathematical disposition (they form squares), placed at a distance of one void sim one to another. There are 105 sims.

## Geography

There are a few similarities between the sims found here. Ground has a light-green texture (except for very low land, that is sandy, white). There are low and wide mountains, but you can always find large plateaus. It looks like this is more a residential land.

## Land Status

As usually in the far West sim clusters, land is owned by a single estate. There is land available for sale. Land With Restricted Access exists, with the use of entity orb teleporters or whole sims have restricted access.

## Sim Examples

* WideWorld Santorini
* WideWorld Miami
* WideWorld Tranquility
* French Island

## See Also

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

Snug Harbor Islands form a Subcontinent inside Blake Sea. SLGI team gave it the transitory name **B112**.

## History

Snug Harbor was one of the first members of the Blake Sea private-public partnership, but did not grow in size as much as the other estates did.

## Structure

They consist of 11 sims, located close to the end of Blake Sea Passage and sharing a large common waterway with Second Norway.

## Geography

The altitude map reveals that most islands in this area have low elevations. There are many small islands, separated by water channels.

## See Also

* Second Life Geography
* List Of Subcontinents
* Blake Sea