Heterocera Inner Waters
NOTE: THIS ARTICLE IS BEING CREATED. ESTIMATED FINISH DATE: MARCH 20TH 2014 The old continent of Heterocera hosts some unique Geographic places. It is a world of contrasts, from the high Mountains Of Heterocera to the complex maze of channels in the delta.
Overall
The wetlands in center are inhabited places, with enough Protected Land to allow access to almost all percels. They also host a huge biodiversity, not found in other places. Altitude is usually low, only 1 meter above sea level, while in the flooded area, Water is not deep. There are places with shallow water where a conventional avatar does not need to swim. By contrast, in the voids, altitude drops close to zero.
Unlike almost any other places, ground texture is that of a coral structure. Corals can be found anywhere. Vegetation is also present, with many algae below water level and trees and swamp plants above sea. Fauna is also present, with stocks of fish, dolphins and even sharks. This is important for any Geograph. Even if we name some parts of the wetlands Inner Delta or Outer Delta, they are not actually deltas. A rl delta is created by sediments carried by a river into a lake or an ocean. Ground is soft, muddy or sandy. Big stones are only carried by human activites, to stabilise waterways. Usually, water is not clean, it is also muddy and it's almost impossible to walk on water bottom, since you will find yourself trapped in mud. Heterocera deltas are of coral origin, with clean water and solid ground, not sedimentary origin.
Still, it is not clear if the water is salty or not. Is it sea water or not? There are no informations about the subject.
Abandoned Land is not often found, but land for sale can be found occasionally. Land With Restricted Access is rare. Majority of residents are friendly.
Transportation
There is a lot of protected land, covering a complex network of navigable channels. The main way of transportation is by water. Heterocera is, however, not a recommended place giant ships. A transatlantic will not find its way through the sharp shwllow channels. There are also private-owned parcels where residents allow boats to enter their land. A high number of docks exist along the coast, the vast majority of them are private-owned. Still, there are not many connections over the coast line.
Road transportation is also developed. In South, there is a long wooden bridge over the inner delta, with passages for boats. The fact that this bridge crosses over many water channels and it also has a few rezz zonex boosted the local economy, so there are almost no parcels of abandoned land along it. Another bridge connects the inner atoll with the inner plain of the outer atoll. There are two important border roads, one close to the coast (accross the inner plain) and the other one creates the road system of the inner atoll.
Railway access is at border locations, in Tuliptree and Bhaga - Busiris. In past, the West Atoll Railroad gave access to Hera and Rustic sims, with their own docks, but currently this rail system no longer exists.
Automated transportation exists and is developed as follows:
- In the outer delta, the VRC ferry connects Tuliptree and Bhaga docks.
- Along the bridges and the border roads, there are automated vehicles (scheduled or roaming vehicles) like on all roads of Heterocera.
- There are a few Yava script pods in service, both along border roads, bridges or the inner channels. These high-tech convertable vehicles become boats while moving on water, pods on road and trains on rail. The most easy way to find them is in Tuliptree rail station.
- Two SLGI Trains fly above the delta every 6 hours.
Until now, no free-moving boats exist in the delta.
Structure
The inner waters can be divided into a few distinct places: the inner lake, the outer lake, the inner delta, the outer delta and the multitude voids. Also, water surface has an important effect on coast communities. This is why the inner delta and the inner atoll must be described here too.
The Inner Lake (Zygaena) is small, the size of two sims. It is not connected to the ocean. The bigest part of the lake is inside Zygaena sim. The lake floor is smooth, gray and populated with a small number of sea plants. In the center of the lake, there is an abandoned notecard giver. Even if the lake is small, it has its own port and even submarines. Also, the inner lake is 40 meters above sea level. It looks like a lake with sweet water.
Inner Atoll has a circular shape and is formed of a ring of low mountains (or hills) around the inner lake. To the exterior, the mountains are smaller and are replaced with smaller hills. The inner atoll has two roads that form two rings, one close to the inner shore and one near the outer shore.
The Larger Lake has a circular shape, around the inner atoll. Water is not deep, but navigation is not a problem. The lake is usually one sim wide (in East), but expands up to more then two sims in some parts in West. The lake is full of polders (artificial islands). Also, there are many coral islands that usually don't rise more then 1 meter above sea level. To create an island is sometimes very easy, since in many places water is less then 4 meters deep, so an island could be easy created by terraform. The lake floor is covered with corals. The local fish and algae population is not high. The outer lake has many big and small ports.
The Inner Delta is the water structure that connects the outer lake with the ocean. Usually, the water is not deep (sometimes less then 4 meters). Many wooden bridges connect the shores with the parcels inside the delta. These bridges are usually about 50 cm above water, but sometimes they are higher, to allow ships to pass. The navigation ways are protected land. On the map, they are visible as channels inside the delta. There are some places called Void. These are protected waters and usually are deeper. The temple of Isis is the center of the delta.
The Voids are places with deep water, always protected land. They cover entire sims and separate inner and outer delta. They are good places for navigation.
Inner Plains are close to the shores of the atoll. They are a very good place to build. It is not a real plain. Altitude raises slowly from lake shore. There is a road that follows this plain at some distance to the shore. Since land has direct road and water access (and indirect railway access), the majority of parcels are busy. There are a lot of ports and other coast constructions, but there are only a few connections of protected land accross the shore.
The Outer Delta is at the continent exterior. Its waters are deeper then the inner delta. It consists of many low islands (coral islands) and submerged parcels, connected with protected waterways. It doesn't look like a classic sedimentary delta. The islands are made of corals and the sea floor is also of coral origin.
Tourist Ways
The following material is edited in the same way a touristic guide is usually made. Second Life Geography Team propose a few tourist routes that might be of interest. It is recommended that you have a boat and that the boat is small, to fit in the chanels and below the bridges.
- Tourist route 1: from Tuliptree to Bhaga along the VRC ferry
- Tourist route 2: from Tuliptree to Bhaga along the wooden bridge
- Tourist route 3: along road 1 (border route)
Tourist Route 1
This is not an easy way to visit the outer delta, using the VRC ferry. Adventurers can use their own boats.
Like in a real delta, the entrance points are the nearby places with higher infrastructure. Railway terminals in Tuliptree and Bhaga are exactly what we need. The best place to start our expeditions is Tuliptree dock. When the train arrives to Tuliptree, the station is to left, while the dock is to right. Every 30 minutes, the ferry comes and takes passengers en route to Bhaga. There is an interactive pannel in the station where nearly all trains are visible and where you can see current ferry position. The journey to Bhaga takes 30 minutes. Since the ferry needs 15 minutes to reach its destination, it means that only one ferry is in service. The vehicle itself is yellow and large enough to host a car.
The ferry leavs Tuliptree dock after staying one minute. It finds its way around the shore through a few sharp channels. We enter the delta now. The change is almost instantly. First thing to observe is a multitude of islands. Altitude is much lower then at the railway station. Unlike rl, sea level is at 20 meters high, not at 0. Altitude zero is in fact 20 meters below sea level. Railway station is at 30 meters high, so 10 meters above sea.
We enter a maze of channels and islands that looks very confusing first. And it really is. Many protected waterways meet in this place. The ferry makes quick turns between channels. Now we can clearly see how sharp these passages are. Vegetation is anywhere around us. There are many small buildings on the islands and also unbuilt surfaces. Vegetation is present too, from palm trees to garden flowers.
The channel takes us to a larger open place, a void. Here, water is a bit more then 5 meters deep and water bottom is completely flat, unlike the channels where is anyhow but smooth. This is close to the border with Void Ocean, where nothing exists. Nothing can be seen here as far as the horison. Only on left side, we will see a few constructions, not islands.
The ferry takes us closer to a few islands. This is Hyles Swamp Infohub. This place has limited ground surface and is surrounded by water. It is almost impossible not to get wet here. The ferry stops one minute here, enough time to take a look. Then, we continue our journey along the void. For a few minutes, there will be nothing to see except endless waters. Then, we see again some islands in front of us. Another channel, this time wider, allows us to continue our trip. Buildings are on both sides, protected by a wall of vegetation. And again, we enter a void, this time smaller. For a long time, we will only see the ocean.
Then, in front of us a large ground surface is visible. This time it is the continent surface. It is a plain, but higher then any island and more compact. Ferry turns left along the coast. We are getting closer to the destination. Soon, we see a moving bridge. To left, there is Busiris sim, with its unconventional station, the only railway station beyond Bhaga. To right, we see Bhaga ferry terminal. Here if we leave the ferry and climb the stairs, we will find the railway station with its rezz zone for trains.
Ferry returns to Tuliptree on a different route, so it is a good iea to continue the trip by ferry. From Bhaga, we continue on a straingt line and enter another void (the third void entered). Main difference is that this time we follow border of the void. To left, we can see islands and buildings, some of them with elevated platforms and much vegetation. To right, we see nothing but the sea.
Then, we enter on a channel. The ferry moves much slower because of a double sim crossing. We turn right and enter the next channel, sharper. Again, we see a lot of islands and waterways between them. Main difference is that this time there are not so many turns left and right. We follow a single waterway to the continent shore, even if seen on a map, this channel is not in a straight line.
Then, we see a piece of high land. This is the continent, again. We arrived in Hera sim, on the Western side of Heterocera. Still, there is much way to tuliptree. Unlike all we seen until now, in front of us there is a massive dock, recently built. This place has suffered many changes. In past, there was a dock with railway access for WARR. Ferry stopped here. Now, it just turns left near the shore, to reach Tuliptree. To left, we see massive urban bildings, while on right there is a castle. We have entered one of the only straight-line channels in the delta. After a double sim crossing, we enter Tuliptree sim and reach back the dock. Our trip ends here.
Tourist Route 2
This route is made for those who don't want to get wet or don't want to get in direct contact with water. It includes only roads and so, it is a good alternative for those who love automobiles, motorbikes or even horses. Also, there are Yava script pods on this route.
We start our journey in Tuliptree sim, at the railway station. From here to Calleta sim, the railway is built on a paved road. So, we can drive a vehicle without problems. even more, we can take a train and rezz a car in Calleta. For this, we will pass over a few sims in the plain: Columbia and Sweetbay. Now, they are almost unpopulated, but it was not the same situation in spring 2013. Finally, we reach Calleta sim, the heart of Calleta City. Some trains enter the new railway station Calleta Sim, others continue to the old, abandoned, official station. From here, we take the first road we see on right. The road is visible near the end of the sim, where we enter Lebeau. A good orientation spot is the Lionheart Lebeau train depot, visible to right and connected to the main railway by a small rail.
If you know the place, you can take a shortcut. From Tuliptree, through the abandoned land of Sweetbay, you can get to Calleta without entering Columbia.
There are many buildings and gardens along the road. To left, we see hills and altitude rising, while to right we see water. Structures of the delta are not visible. Then, we enter Hera sim. In past, this was a railway maze that hosted a tunnel. Now, the rail is gone, but still the area remained populated. Next sim, Imperial, is less populated, but clearly not abandoned. Parcels to left communicate with the railway. Majority of residents allow us to visit their land. This is a good solution. If we continue by rail from Calleta, we can stop in Imperial station (unofficial station) and from there we can go down by stairs to the road.
Once we entered Didugua, we see a road to right, changing to Rustic sim. This is the way we must go. First thing we will see, is the abundence of vegetation on both sides of the road, together with sculpted rocks and a few homes. It looks like an endless exposition.
After a while, we enter the bridge. Gardens continue to be seen on both sides, but they are water gardens and the surface is not far from us. And then, we climb a bit. Below us, a waterway passes. It is clear that big boats cannot pass through, but there is enough room for a boat. Not far from here, we meet a second waterway and a third.
We are now in the middle of the delta. Residents here have built anything they could on every parcel of dryland or even directly on water. We can now see a lot of homes and even a sky-scrapper. Some of these houses are connected with bridges to the road. Vegetation is present under the form of a few palm trees. Then, finally, after a fourth crossing with a protected waterway, we see the end of the bridge. We are in sim Telea, with a double rezz zone, both for cars and boats. Unlike the lush vegetation from Rustic, Talea is a sim with less inhabited land and a plain covered with bushes. Not much to see here.
From Talea, we take the first road to right. This will take us closer to Bhaga. Main road turns left. If we go forward, between roads, we can reach the railway close to Aglia sim. We have left the delta. Water can no longer be seen. This place has much more abandoned land then the Western coast. Things then change when we enter Velox sim.
Almost at every point, the railway is left to us. If we want, we can leave the road, climb the hill and reach the railway in Celerio, Velox, Tenera or Crumbi.
In Tenera, the road is more elevated and we can see far. Water is not visible, but a large smooth plain with some vegetation. The road continues to climb a bit and takes us through some unconventional buildings. Finally, it enters Fishii sim. Here, if you know the place, you can go right by foot and take a shortcut to Bhaga over the plain. Then, finally in Mocis, we meet the railway.
To continue our journey, we must leave the road and go right, along the rails. We can do this by waiting a train, by walking or by rezzing a train in nearby sim, Zale. Some road vehicles can move without problems on the rialway. The most interesting point is in Zale, left to the railway, where we can see an unconventional art exposition, including a wish fountain with electroshocks in genital organs.
The railway takes us to Bhaga station (or Busiris if we continue), end of our journey.
Tourist Route 3
Road 1 connects Calleta and Mocis. Basically, it follows all the coastline and surrounds the inner waters. It does not have direct access to the delta, but allows us to see it from nearby. Since houses here have both road and water access (and indirect rail access), the area is highly populated.
We start our journey in Tuliptree railway station and follow the same path with tourist route 2, to didugua. There, we continue forward. Soon, we see a zebra crossing sign. To left, this sign takes us through a lovely garden to the railway. To right, after visiting another garden with a cental lake, we reach the inner lake. There are many gardens separated by walls. Next, we enter Achemon sim. Here, we can see to left the green Achemon Railway. This rail takes you to SLGI (Second Life Geography Institute) and to House Of Freedom, home of homeless agatars. This is a good place to visit Mountains Of Heterocera and to access the railway network. Next sim is Modest, with its forests and gardens.
Then, whwn we wnter Obscure sim, we see to left the inner low mountains and to right the inner lake. And again, in Miata sim, pavement changes. The road is guarded on both sides by a big number of trees. Behind them, depending on where, you can find abandoned land, rural landscapes and even multi-floor buildings. In Menophra sim, an unpaved road invites us to see a lovely landscape. Residents are friendly and even allow you to rezz staff on their land. Then, a small road is seen to left. It is continued with a slice of protected land to the railway. Next sim is Sociaria, with a natural spectacle of colors. Trees are anywhere near the road and behind the trees there are many other plants. Then, in Cleora, vegetation is not so dense and we can see the mountains far to left. Ribeata sim comes with other landscapes and with a large truck stop. To left, we can see a mountain of stone. Inside it, there is a mine with railway access and an underground railway station. Then, we enter Cryphia, another sim with many trees along the railway but with much abandoned land.
The following sims have more abandoned land. This allows us to clearly see the inner mountains to left. If we climb them, we will find the railway. To right, the outer lake is hardly visible. And soon we enter Spini sim without even noticing. Here, to left we will see the Spini reservoir, one of the Dams of our world. If we continue climbing, we get to the railway. And even more, if we continue climbing, we get to the great wall and start point of the central mountain range.
We enter Athetis sim. Here, land is much sharper. The mountains are closer to left and the lake is visible to right, closer then it was before. In Mormo, we find a statue, while in Parva, we get even closer to the mountains. A waterfall is visible to left.
Lunula sim comes with its forests. Here, we can forget for a while about the nearby waters and feel like in a mountain sim, but it also hosts a gay place. Next sim, Rivula, also covered with forests, is a large intersection with a round in its center (and a park for children). To left, we will climb up to the railway. To right, a bridge takes us th the inner atoll (see below for the tour giude). We continue forward and soon we see an amusament park.
The next sims we enter (Lunalis, spinosa, Concinna) are an alternance of vegetation (trees and other plants) with high buildings, all in an incredible harmony. There are trees with green and red leaves, but also trees with white leaves. There is almost no slice of Unused Land here. Things change when we enter Astarte sim, with almost no inhabited land. Now, we can clearly see that the lake is far from us, close to sim border, while the mountains are close. In this part, the road separates inner plain from inner mountains. And again, if we decide to climb, we soon get to the railway. And also, very interesting is that all the way, almost every sim has a rezz zone for vehicles. And again, in Tischeriidae sim, we see the lake and the mountains at the same time. There is more abandoned land here, partially masked by vegetation along the road. And finally we reach Immidae sim, where the lake is closest to the road and the inner plain is sharper. A sculpted mountain is on right, in simmetry with the mountains on left.
Leaving the mountains, we enter Peach sim, with a lot of vegetation and a restaurant to left. Vegetation continues through Sabre and Clearwing sims. Now we have a chance to stop and rest a bit at a wooden bench or have fun in another amusament park. And finally, we reach Leafminer sim. This place is important because it hosts an intersection, with Mole Mart in its center. To left, we can climb to Crenulate station on a slice of protected land (and from there to Pavonia and Bembecia City). To right, we can go to the lake (to a dock and a boat rezz zone). Or, we can stop at Mole Mart, a gas station that gives road construction freebies. Also, this is a place where we can find if we are lucky, one car of the Nowhere bus lines.
We leave Mole Mart behind. Then, soon after this, we enter Bagworm sim, with something completely unexpected: a giant space ship and a spaceport. In next sim, Lyonet, we can see to right, Arcadia Asylum, the living library, a great place to get freebies. This institution was built (and its freebies) to help people and brihg happiness to everybody. Next sims, Pini and Agirus, are inhabited only on land between the road and the lake. After Agirus, we enter Telea sim. Here, we meet tourist path 2. We will follow instructions from there to get to Bhaga railway station.
Even if we were at some distance from water surface, this route gave us incredible landscapes.