xeriko's attic

Looking the Second Life metaverse through the eyes of reality

Rezzing zones for sailing: Bellisseria edition

It’s easy to have multiple hobbies in SL (a hobby within a hobby, let’s be clear). It’s cheaper than in RL too (they can quickly become expensive in that other dimension), and can be equally rewarding.

For fun, I used to do landscaping… when I had enough land to get in the right mood. However, some time ago I decided to reduce my land use fee consumption and keep only a comfortable plot that could also serve well for my other hobby —sailing. So I started to mix both interests and save some lindens in the long run.

When land was less expensive, I usually kept two plots in protected waterfront areas, preferably on different continents, so I could sail from one port to the other. It gave travel a purpose, and me a second chance to try some extra landscaping. Whenever a neighborhood became “too noisy”, it was feasible to find another suitable spot to move into for a “fair” price and in a short while. That had to stop when the virtual (un)real estate business became the livelihood of a few, and land prices soared uncontrollably to current rates as they hoarded the coastline solely for profit (a shame). Hence, I now rely on public or group-designated spaces to complete a run or initiate an exploration session. It’s the only choice left. There’s no sense of “going home” anymore, but at least I don’t bleed myself dry.

Sailing on the Snipe

For many folks, the watery regions between Satori and Nautilus, and beyond that, the public-private partnership spaces comprising the so-called Blake Sea, have been the go-to zone for seafaring for years. The unobstructed and almost security-orbs-free shoreline provides more stability during the trip, without the fear of constant sim border crashes (a couple will happen inevitably), unavoidable ban-line collisions, or untimely forced returns from parcels whose owners are rarely online (if ever) or in need of such extreme privacy anyway.

When the vastness called Bellisseria was born to… to… hmm, let’s put it this way: to offer SLifers an alternative way of living (more like when the Lindens saw everything their laissez-faire made to old mainland, and, behold, it wasn’t good at all —I tend to disagree though), navigation by sea, air, and land was taken into consideration. So thankfully, a new venue for sailing fans emerged, with multiple well-mannered watercourses, and an active covenant police that keeps rogue neighbors in check. It also comes with a wealth of rezz zones everywhere you go, for any kind of vehicle.

So lately I’ve been cruising the (nonexistent) belliwaves more often, for which I have picked up several rezz zones to set sail from. They aren’t special in any particular way (you rezz a boat, and please be gone). Most on the list are on water, but several combine more than one travel option in the same spot. Those are marked with a bookmark next to the region name.

Rezz zone list

slurl – http://maps.secondlife.com/secondlife/Chiffre/192/49/22

This pier shack the moles left to rot in southwestern Satori includes a crumbling dock from which to set sail. It’s pretty close to the eastern water strait connecting Bellisseria to Satori.

slurl – http://maps.secondlife.com/secondlife/Bergheim/98/148/23

This one is divided into two areas. A channel separates the north side, with boat and land vehicle rezz zones (plus several picnic tables), and the south side, with an aircraft landing strip and a fuel pump. Very close to the northeast, there’s also a hot air balloon rezzer, so you can take a trip around this chalet homes area. It’s only missing a train station, but there’s no railroad nearby.

slurl – http://maps.secondlife.com/secondlife/SSPRum%20Tug/108/71/22

This region has not been released yet (it has SSP before its name), but it matters not since there’s only a small islet with a lighthouse and a rezz zone for boats or other water-enabled vehicles.

slurl – http://maps.secondlife.com/secondlife/Lost%20Caves/14/159/23

A region with a very apt name: the caves are so lost that they are nowhere to be found. The rezz zone is also small, being a corner between stilt homes, but it’s very convenient nonetheless.

slurl – http://maps.secondlife.com/secondlife/BelliHub/169/159/23

Quite a large name for a pretty small rezz zone. At least this one offers visitors two sailboats for free (none of which is particularly appealing), mind you (and newcomers).

slurl – http://maps.secondlife.com/secondlife/Springhurst%20Gulf/202/170/22

A small islet inhabited by a giant hermit crab and its smaller minions. It is located on the eastern side of old Bellisseria.

slurl – http://maps.secondlife.com/secondlife/Plafil%20Waters/15/138/22

A moderate-size rezz zone in “Crater Bay”, inner Bellisseria. It is next to a lighthouse. By “Crater Bay”, I mean that central, roundish bay that looks like the aftermath of a meteor impact in old Bellisseria.

slurl – http://maps.secondlife.com/secondlife/Norse%20Auk/150/103/22

An even larger rezz zone in the northwestern tip of Bellisseria. It sits below another lighthouse. Good for extra large vessels.

slurl – http://maps.secondlife.com/secondlife/Coral%20Waters/130/79/22

It is located several regions south of the previous one, in western Bellisseria, and north of the Galaxy cruiser. The bone-shaped islet also has a landing strip for aircraft, and a fuel pump if your transport needs that sort of thing.

slurl – http://maps.secondlife.com/secondlife/Baxby%20Gulf/253/54/22

An almost exact copy of Norse Auk, with lighthouse and all, the difference being the islet is actually located in the region next to the rezz zone (the the east). Directly to the west is the colossal Galaxy ship.

slurl – http://maps.secondlife.com/secondlife/Port%20Cullis/117/129/22

This is one on the large side of the scale. It’s going south from Baxby Gulf and bordering the southwestern edge of Bellisseria.

slurl – http://maps.secondlife.com/secondlife/Oukranos/117/129/22

This is a replica of Port Cullist. I was going to skip this one because it’s not far from the previous and the next one, but it could come in handy.

slurl – http://maps.secondlife.com/secondlife/Zippity/132/130/22

This one is probably the southernmost rezz zone in Bellisseria, almost at the mouth of the Gulf of Jeogeot. It’s also one of the largest on this list too.

slurl – http://maps.secondlife.com/secondlife/Lake%20Hali/142/145/22

An L-shaped- rezz zone southeast of Jeogeot’s black island (probably not its real name; central sim is Pyri Peaks). Will update once I find out its true identity.

slurl – http://maps.secondlife.com/secondlife/Knebworth/62/115/21

This rezz zone is more secluded than the rest on this list, being a small inlet in south-central Bellisseria. Yet it’s mid-size, comfortable enough for mid to large size boats.

slurl – http://maps.secondlife.com/secondlife/Salmon%20Eddy/149/145/22

This is another L-shaped rezz zone (the exact same copy of Lake Hali visited earlier) right in the middle of the sim, so it has plenty of space around it.

slurl – http://maps.secondlife.com/secondlife/Eyrie/192/211/27

Two rezz zones at the entrance of the so-called Fantasseria region. This place isn’t my cup of tea, but in case of emergency, there are a couple of safe spots around here.

slurl – http://maps.secondlife.com/secondlife/Shobu/181/74/22

The Sakura region is full of narrow channels, so it’s no wonder the rezz zone is equally petite. There’s a small land vehicle one to the south.

slurl – http://maps.secondlife.com/secondlife/Cache%20Flow/191/231/22

When taking the route south of Bergheim, you come across a small rezz zone in Cache Flow, suitable for emergency stops. Don’t be tempted to cross beneath the nearby bridge to keep going because you’ll find yourself at a cul-de-sac pretty soon.

slurl – http://maps.secondlife.com/secondlife/Buffalo%20Springs/151/81/23

This one is close to the second Bellisseria-Satori connecting strait, at the southern tip of Satori. It somewhat mimics Bergheim, except every rezz zone (air, land, and water) is on the same and only side. The landing strip is also the largest, practically crossing the whole region. There’s also a fuel pump, but this one has no air balloon rezzer.

slurl – http://maps.secondlife.com/secondlife/Shallow%20Passage/73/142/22

A small rezz zone in an apparently privilege one-unit-only islet.

slurl – http://maps.secondlife.com/secondlife/Pegleg%20Channel/194/114/21

On the opposite side of Shallow Passage, there’s another lighthouse with a rezz zone. The scenery is pretty much identical to that of Norse Auk in northwestern Bellisseria. So if you need more space, skip Shallow Passage and head for this port instead.

slurl – http://maps.secondlife.com/secondlife/Echo%20Cove/201/230/22

At the northeastern tip of old Bellisseria, lies another islet with a lighthouse and a rezz zone overlooking the northern sim limit. If you happen to be in the area, this one may come in handy.

slurl – http://maps.secondlife.com/secondlife/Olive%20Branch/119/133/22

A small dual water and land rezz zone in the yet-to-be-completed Newbrook style region. At this time, it’s probably not worth the trip to that point, but in case of need here is this spot.

slurl – http://maps.secondlife.com/secondlife/Clearwater%20Shoals/151/113/21

This looks like an improvised rezz zone in a little sandbag close to where the stilt homes, the Mediterranean villas, and the American ranches meet in an area still heavily under development. Taking that channel will eventually lead to the second strait to Sansara.

Lost Again slurl – http://maps.secondlife.com/secondlife/Lost%20Again/26/66/22
Seaweed slurl – http://maps.secondlife.com/secondlife/Seaweed/66/95/24
Kersplash slurl – http://maps.secondlife.com/secondlife/Kersplash/53/163/23

Three rezz zones in the Ranch subcontinent. Although they’re still under development, there are marks over spots where rezzing vehicles is (apparently) allowed: one for water vessels, and another one, over the railroad tracks, probably for trains and such. The land ends at Kersplash for now.

I still have plenty of water to explore in Bellisseria and whatever name all other added areas will eventually take. The Mediterranean shoreline has a rezz zone almost every other coastal region for both boats and land vehicles next to each other, but not all of them seem to be active right now. On the other side of the channel, the ranch subcontinent shows rezz zone marks along the railroad track on various points; though they are identifiable on the minimap (if you have the Show Property Lines option on), only the boat lots are properly marked already. As with the Mediterranean, not all of them seem to be active. Thus I conclude the trip here since both sides are too crude to review.

More to come then…

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