Showing posts with label pirates. Show all posts
Showing posts with label pirates. Show all posts

Sunday, September 25, 2016

Templeton Cove Pirate Maze


By Bixyl Shuftan

Monday September 19 was "International Talk Like a Pirate Day," an informal holiday made up about two decades ago that gained publicity thanks to a syndicated newspaper humor columnist. Those taking part are encouraged to speak a little pirate lingo. In real life, there are occasional stunts, such as the "Krispy Kreme" stores offering a free doughnut for anyone willing to talk like a pirate. In Second Life, there's no shortage of ways one can have some pirate fun. One can grab a pirate outfit from a store, some of which are free such as this one. And one can usually find some pirate events somewhere.

In the past, the Newser has done a number of articles such as how to talk like a pirate. We've also reported on some pirate-themed places, as well as some pirate parties. This year, I did find one thing a bit different: a pirate maze. It was located underneath the piers in the Templeton Cove sim.

"Enter if ye dare!" challenged a sign with skull and crossbones just over the entrance. Going about the maze, the way was marked with the occasional red sword pointing the way, with the way through usually where the piers were widest apart. Barriers, either resembling glass or invisible, were there to block people from taking the wrong path. There were also a couple "no drowning zone" signs where one could pick up a steampunkish diving helmet and wear it.

Along the way, there were occasional sea creature facts on the glass panels between piers. There were also occasional obstacles such as pits, one of which had to be crossed with a rope bridge by "sitting" on it in a certain spot. At least one obstacle would teleport you out of the maze and you'd have to start all over.

Finally at the end of the maze, about in the middle, there was a rec "X" on the ground. There was a nearby shovel rezzer one could touch for a spade, and start digging. And what I found underneath was ... nothing? Arrrrrrr! Seems a scurvy pirate beat me to th' booty, shiver me timbers. Oh well, I had fun navigating the thing.

Templeton Cove (82/60/15)

Bixyl Shuftan

Wednesday, August 17, 2016

Trade Winds


By Becky Shamen

 Long before becoming a SL Newser Reporter, we had already developed the skill of finding new areas to explore, by scanning the World Map. Our previous article, about Antiquity, turned out so well, we decided to test it again, this time a bit closer to our home in Sunweaver Bay. Zooming out, we located an area of interest, about 7.16 miles West from home. The first thing we notice about the area is that there are over 20 small islands, scattered around the 12 sims, which are arranged in the shape of a cross. It was a safe bet that some type of boat would be needed to explore this area. Zooming in closer on the map, we find the centrally located Trade Winds sim has docks for large ships, all along it's West side. Starting our adventure here will tell us what kinds of ships are used by the local residents and there will probably be merchants of ships. This is also a good place to learn the local rules that must be followed.

 We set a target on the dock and TP, landing, you guessed it, right in front of a shop that sells ships. Before we can get our "land legs" working, several notecards are given, stating the rules and which ships are allowed. The rules inform us that these 12 sims are dedicated to 18th century sailing and warfare RP. While here, your clothing, speech and means of transportation must fit the 18th century. Of important note, your avatar cannot fly here. If your boat sinks, you will either walk out or TP to a dryer location. Since this area is dedicated to 18th century RP, your appearance must fit the period. Gorean and Fury is not appropriate here.


 If you are going to get involved in sea battles here, you must use one of the ships that has the latest SPD damage meters. A list is provided giving all the approved ships.

> SPD Corsair III (on SPD2 mode only) > SSS Sloop > SSS Polacre > SSS Goelette > SSS Junk
> SSS Norfolk > SSS Gunboat > SSS Frigate > SSS Grand Galleon > SSS Sampan > SSS Hercules > AT Colossus > AT Xebec > AT East Indiaman > AT Shu'ai > AT Wicked Wench > AT Gunboat > AT Revenge > BRS Avventura > BRS Fortuna > BRS Dorey > BRS Pinace > RSS Alert > RSS Requin > RSS Lorcha > RSS Philadelphia > RSS Mystique > RSS Mercury > Terrada > MTM Xebec > MTM Statenjacht
 
Non approved ships can be used, but not in battles, as long as they are 18th century wooden ships. If you are thinking of buying one of the approved ships, there are some rezzers, on the dock, that let you see the full ship. We found an open slip and rezzed our own, non approved Armed Merchant ship and headed out to sea to see where the winds will take us. Keep in mind, ships used here actually use SL winds to sail. Often, the shortest distance between two points is not a straight line. It can only be done by tacking a zig-zag route. We enjoyed getting in some sailing practice and will likely return for more. On the other side, it was hard to pilot and sight-see at the same time and we had to kedge our way out of a few tight spots. At the North end of the docks, you can find a rowboat rezzer. This is a fun way to get from island to island and it stays rezzed as long as you stay on it. Hint: you can also get around by using the World Map to TP to other islands, but good luck on where you land.

 The islands are dotted with towering rock spires and, by now, we all know that Sha loves getting into higher perspectives [double entendre]. If zooming the cam to the peaks reveals man made structures, we would find a way to blaze a trail to the top. 

 Oddly enough, 18th century churches also seem to like these lofty locations. Our favorite was the Goth church on Cayo Hueso. The long and winding road to the top is very enjoyable and best done in "mouselook". We have a passion for architectural wonders and climbed every stair and opened any doors that were not locked. 

Below the goth church, we find an older, simpler fortified church. Wishing for a view from the watch tower, we find a rope that lets the user do an animated climb to the roof top. After taking in the view, we set course for the interior of the church. Belay them plans, matey. All the church doors inform us that we don't have a key to this sacred place. A parting zoom look through the upper Celtic cross window reveals that this be a secret hang out of a pirate gang.

 While it is true that the pirates are friendly, keep in mind their interpretations may vary widely from yours. In one pirate pub there is a metal grating in the floor, where the gang can drop you down to cages below, where they keep the guest that they will be extra-friendly with. Sha managed to get herself in a cage, in a room full of BDSM furniture. The cage door won't open, unless we enter a code that picks the lock. That would take too long to guess and, there were no guards, seeking x-rated entertainment, so she takes out her notebook, for clues on how to escape. Remembering having already made LMs in other islands, she becomes enlightened that "the Poof will set you free."

Free again, Sha heads for the nearest church, to increase her share of good luck. Spotting a confessional box, she goes in to get a clean slate.
Sha: Bless me Father for I have sinned. I have plundered a fortune by shaking my booty around a pole, at club Cutlass.
Priest: The church forgives you my child. Now, for your penitence say three OMGs and put a sack of 10% of your booty in the door by your knees.
 
We begin to sense a mystery to unravel here. Pirates and priests, how are they connected? Is it even possible to imagine a congregation made up of pirates and wenches? If they're into the 10 commandments, do they have their own interpretation of the rules to a good life?  

In an open book, we spotted "The Pirate Code".  It seems they have done the 10 commandments one better. The Code has 11 articles. Remind you of the rock band that had custom amplifiers, with volume knobs that go all the way up to 11? In fact, article 11 states that all musicians have the Sabbath off, by right and any other days, by favre only.

  During our adventures at Trade Winds, we talked with and befriended a high ranking region manager, called Matisse. Learning that we were there preparing a story for the Newser, we were invited to join the local group, with the title of "Rogue Photographer". That would protect me from those that would hinder my progress. Hopefully, that would also stop stray cannon balls from taking seat in my row boat.

   Now, pay no attention to the 15 port side cannons, pointed in your direction. Just be takin' our word on it, there be plenty of adventure here. Come set yer keel in the water and thrust the sails to the skies. There's magic in the air and the Pirates Code entitles you to a fair share.

 "Sha"

Wednesday, March 5, 2014

Trade Winds


By Joshua Xaxier

Back from Davey Jones' locker, Josh was feeling keelhauled by his search for a new adventure, until he decided to weigh anchor and search for new seas to sail.

Praise Neptune! We found "the Sea Serpent mk5" and it was free. Surely, this was the perfect, "one of a kind", mode of transportation for a showman that would be hidden beneath the waves. Returning home, he thought it wise to take it for a test run in Sunweaver Bay, before heading for open waters. As luck would have it, Rita had just drained the bay, to locate property lines for the placement of the new Club Infinity, the reincarnation of Little Dove. Albert, the captain of the bay's fire department, was in a panic, because his beach was now high and dry. We assured him that work was being done and the water level would return on the next day. We opened the world map, to see if there were any nearby water sims, that might have space and allow us to rez the submarine for a test drive. About seven and a half miles West of Sunweaver Bay, there is a group of water sims, dotted with small islands. Zooming in, we noticed one of the isles was named Cartagena. Long before becoming a reporter, Sha had visited an island by that name and had made friends with a pirate there. The pirate took her for a ride on his ship and planted the seed that would, one day, lead her to sailing the Blake Sea. She had forgotten where Cartagena was located and hoped to re-discover it.

 If this was the same, lost island, it would surely make Josh's adventure a double hitter. If it was the same island, we knew that the area's administrators had set rules that would need to be followed, including only using ships from the 17th and 18th centuries, dressing in period clothing and talking like a pirate. Knowing there were no submarines back then, we hoped that, being beneath the waves, would keep us below the administration's radar.
Knowing that Sha had spent a week exploring the Blake Sea and reported finding interesting places on the sea floor, he goes to the Marketplace to see if they had any unique underwater vessels that could be purchased with his limited budget.

We selected the Sabres Edge sim to begin a zig-zag course that would take us through all 11 sims. Ultimately, we found that rezzing ships is allowed on all the sims, but within the first 300 meters of the stealth voyage, we received an IM from Amber Murfin, one of the Estate Administrators. Somehow, she knew I was an outsider and piloting a forbidden vessel. I explained that I was a reporter for the Newser and researching for an article. I said, if required, I could switch to my HMS Phoenix, an 18th century frigate, with 18 cannons, or, with her permission, stay beneath the waves for this one time to finish my research. She granted permission and provided me a notecard with rules of the estate and the web site that listed approved ships http://flotsamnjetsam.net/index.php?topic=500.msg713#msg713

I covered the majority of the sims, using the mk5 sub, but then had it returned to my lost and found, when I lost my connection and got knocked off SL. On returning, I TPd to each of the remaining sims, to confirm that all of them allowed rezzing objects. I enjoyed sailing the estates and will likely return using my frigate.

When going to RP sims, it is polite to follow rules regarding staying in character, based on known history. Keep in mind though, history, like all sciences, is not completely known. If only humans are allowed on these sims, that does not mean there were no furry pirates. It only means the historians didn't write about them or the readers skiped those chapters. After all, how many pirate fans know that the skull and crossbones was used on ships in the Americas, before Columbus got here or that, before they were called pirates, they were Knights of the Temple?

Josh X 

Editor's Note: It looks like officially the rules state "humans (and mers) only," but it seems this rule is seldom enforced. I had gone about the Trade Winds grounds myself as an anthro mouse in a buccaneer outfit ("I be a pie rat") without complaint. That is until Monday March 4 when the place was being filmed for "Designing Worlds" when exactly one resident IMed me saying my avatar was a problem. This could be an issue to some furs, whom would rather take their avatars, and money, somewhere else where their presence is no problem. On the plus side, Trade Winds group chat is full of lively chatter and jokes with playful banter and not an ounce of drama.


Monday, September 9, 2013

Pirates at Snug Harbor Maratime Museum


 By Grey Lupindo
        While I was sailing a few days ago, I found an interesting pirate exhibit on a pier in Snug Harbor.   I quickly learned that the exhibit is part of a larger museum being constructed at Snug Harbor Maratime Museum, SH 2 (92, 188, 22).   The landmark describes the site as "A mini course in boating history and real life facts about boats."   
         The exhibit is a huge outdoor museum that is still under construction.  However, there is already a wealth of material about every aspect of ships, from the mechanics of engines and anchors to the people and how they lived aboard these ships.   There’s even a 16th century Galleon that you can board and explore.  

         I found the pirate exhibit to be the most interesting.   This exhibit has drawings and notecards with information about many different pirates, both male and female, from many different countries.  Some of the names were familiar, but there were many pirates that were new to me.   Sometimes one country’s “pirate” is often another country’s hero.    

        The museum gives an interesting explanation as to why a person would turn to piracy as a career.   A sign explains that "In the 1700s for many sailors the prospects of sharing in a big haul was overwhelming.  When a man could be a pick pocket and be hanged for stealing a shilling, why not be a pirate and steal a fortune?"   Sometimes, it seems, crime did pay.

          One of the famous women pirates was Lo Hon-Cho, a Chinese woman who is said to be the inspiration for the Dragon Lady pirate in the comic strip "Terry and The Pirates."   In 1921 she became a pirate when her husband died and she took command of his pirate ship.   She was very successful and grew the business into a fleet of 60 pirate ships.  She was also very ruthless and took women and girls as prisoners to sell as slaves. 

          An American woman pirate from an earlier era was Rachael Wall.  She went into the pirate business with her husband, George Wall.  Her skills are detailed in the notecard available at the site.  In 1782 her career as a pirate ended when their ship sank in a storm.  Later, after being arrested for robbery, she admitted she had once been a pirate.  As a result of her confession, she was the last woman to be hanged in Boston.

       Piet Hein was a Dutch hero but considered a pirate by other countries.  In his early 20s he had been captured by the Spanish and held as a slave for four years.  After his release he became a privateer for the Dutch West India Company and captured many ships.  Later he became an Admiral and captured a Spanish treasure fleet loaded with silver from the American colonies and the Philippines without any loss of life.  Following the Dutch policy, Hein gave the Spanish crews enough supplies to reach Havana and released them. The treasure Hein captured was the company's greatest victory in the Caribbean.

        The Maratime Museum has informational notecards about all of the pirates, including Englishmen Sir Thomas Cavendish and Sir Francis Drake, Indian Kanhoji Angre, and many others.  The notecard about Jean Lafitte offers an interesting look at a man who was a pirate, a hero, and a savvy businessman who chose piracy even when other options were open to him. 

        There are exhibits on modern day pirates, too, and the U.S. Navy’s reaction to it.

         When you visit the museum, be sure to turn on your music.   The site plays shanties and sea sounds.  I heard "Whiskey Johnny", "Wild Goose", "Blood Red Roses", and "Hilo Jonny Brown".  There’s even a notecard that explains the different types of shanties and why they were sung.

        Of course no pirate exhibit would be complete without rum.   Located on the pier is Barnacle Ben's, the place for you to “rest your timbers” after a hard day of sailing.  

          For sailors, Snug Harbor can be reached by water.  The dock at Snug Harbor also allows you to moor your boat for an hour or so while you visit the museum. 
Grey Lupind

Thursday, August 8, 2013

Reader Submitted: The Blake Sea


By Becky "Sha" Shamen

This is my third article, in a series of reports on adventure tours in SL. Since starting SL, over three and a half years ago, I have always enjoyed discovering new things to do and see here. One of my favorite viewers is Nirans. On each start up, while the program loads, they post "tips." One of the tips says that Chuck Norris has completed SL 3 times. This always makes me ask, how is this possible. Every time I think I've done everything there is to do in SL, along comes something new, to me. There seems to be no end to what you can do here. I once wrote, in a song, "Each time I do discover is like love to me. By the time there's nothing left undone, what a lover I'll be". And so, with love, I offer my report on the Blake Sea.

I mentioned, in a previous article, the Blake Sea is a collection of sims which connects the continents of Satori and Nautilus and extends eastward from there. This eastern portion contains 195 connected sims, covering 12.78 million square meters. We will confine this report to the eastern portion. My expeditions began there after I got a free sailing ship from the marketplace. The ship is a large privateer, called Minerva, with three masts, stay sails and square sails and 18 cannons. It is propelled by the winds in SL.


I needed an area with lots of room, in which to master it's use. Checking the Destination Guide, I found a number of ports in the Blake Sea, from which I could rez my ship and set sail. I found a port, called Diego, which had a pirate theme, which seamed to go well with my ship's design. It didn't take long to discover a couple of drawbacks that came with this choice. For one, there is a sea monster, called Kracken, that frequents the western end of the harbor. Once I found my way around him, I immediately discovered the next peril.

There are four sims, on the West side of Diego, which when entered, announce, in the title bar, their sim name and the warning, "Caution-Pirate Zone!" Later, I learned that these water sims, Kendra, Beaufort, Cannonade and Thunderer, are part a 13 sim group involved in the "All Seas Battle Group." In the shopping area, on Diego, you can join this group, check the schedule of planned battles, as well as buy pirate clothing, ships and other accessories. If you are sailing in the area, in a period ship and have cannons aboard, you are fair game for any ship that wants to use you for shooting practice. Cannon balls are objects that must be rezzed and many of the other water sims don't allow them. On the dock, bellow the shops, there are a number of ship merchants that provide docked show models, so you can see before you buy.

If pirates aren't your thing, you might consider hooking up with the United Sailing Sims, which has numerous yacht clubs in the Blake Sea and hosts regularly scheduled sailboat races, for all classes and sized boats.Want to just sail, without racing or battles?  Blake Sea is open to all and there are many places where you can rez your boats, be they wind, gas or steam powered.  I should mention here, there are rules to follow on the sea. Mostly, they are based on the SL TOS rules, but there is one I should mention. Sailboats have the right of way. Also, you must power down or steer clear of any races in progress. There are hundreds of islands to visit. Some have towns. Many are small and have only one or two homes on them. If you are interested in living by the sea, there are many places available.

Travel on water is not the only way to get around. The Blake Sea is also a great place to fly and there are a number of airports to be found. I even visited an aircraft carrier, just west of the pirate sims. The skies are full of planes, seaplanes and helicopters. I turn heads, when I fly in my Tesla UFO or my H.G.Wells time machine. If it flies, it's allowed. In most areas, you can also free fly, like Superman.
Look in the title bar, at the top of your viewer, for the icons that tell what is not allowed at any given location.

In addition to travel, Blake Sea also has a number of sites of interest. At the South end, you'll find the largest ship in all of SL, the SS Galaxy. The Galaxy is host to many events and, if you are laden with a chest or two of doubloons, you can rent a suite there. In my travels, I came across a large sim, called "Greenhouse", which features every imaginable plant, flower and tree under the sun. When I plan a trip to places, I often use the world map to pan around looking for unusual features. Unlike when you are on the surface, the map lets you see the sea floor. While preparing a map, for this article, I kept noticing an un-natural looking sea floor, just west of the Galaxy. I finally decided to go explore the cause of the appearance. I placed a marker on it and teleported there. On arrival, I found myself under water, surrounded by ancient stone buildings. A glance up at the title bar told me I was in a place called, "My Atlantis". One of the buildings seamed to be a home, was unlocked and nobody on the whole sim, so I went in for a quick peek. Signs revealed that this was connected with "Bloodlines", so I was all the more rushed to get back out. Never the less, it was all a very attractive build and worthy of mention here.

I spent the better part of a week exploring the Blake Sea, in preparation for this article and will surely go back many more times. I could tell you more, but want you to have the joy of discovering it yourself. There are still many islands I have not visited yet and, like many, I find it's just fun going sailing and flying on the Blake Sea. I've provided a map, showing some key places, to help plan your visits. The map shows only the East end of the sea. It continues at least three miles to the West, but that will have to be another story. Have a bon voyage, keep a lookout for me and please don't point any cannons in my direction.

Sha

Monday, September 19, 2011

Morgan Straits

"Aye, There Be Pirates Among Us"

No you haven't fallen through a time portal and landed in the age of the rebellious, but you're darn close.

On Morgan Straits you'll find role players from the United States, France, Spain, Canada, Brazil, Ireland, Scotland and England. The original five sims were created January 2010, by owners/founders Dizz Darkstone and Migizi North, who according to Julia had an idea to create a place, with few rules, but common sense.

"It's a place where logistics disappear. You can see what's over the horizon and obtain it," explained JuliaThePirate Buccaneer, a role player member who is deep into the magic of what the 19 sims offer. "Anything you can imagine you can execute. The only thing we require is that you dress pirate, navy, native or mer."

"The people here are friendly and fun. They take care of their own and are open to anyone who wants to visit," said Leessens Mistwalker, a pirate, merman and owl, who "sails fer the pirates, fights fer the pirates and swims in the seas with the mer." He runs two of the sims in the NE and just rebuilt them.

"We wanted to have an estate that was built for sailing. There were more than two of us in the beginning, five or six, each bought a homestead, and Dizz bought the full sim for the estate," Migizi explained. "Now there are 19 sims which are owned individually. We sell to people and they pay tier to Diz. Morgan Straits is the main sim.”

Roni Foxdale added that it’s a pirate infested region, but the New Brunswick Navy does its part to keep the waters safe.

“And if you stumble upon people sitting down and having a drink they'll scoot over and find a crate for you to sit on, pour you a drink and have you join in. I like it here because there is always room for one more,” said Renate Marchionne.

Here you'll find the marketplace, which has a collection of vendors where you can get everything from clothing, weaponry, TSS, SCS and SSS ships, furniture and there's even home rentals.

Roleplay is everywhere, but isn't forced 24/7 in this estate which follows the Golden Age of Piracy 1650-1750. Dizz does most of the historical research in this pre-steam ship era. There are two Harbor Masters, who are battle coordinators: Kayseer Voss and Peeble Oh. A special note of recognition is that Chandra Pelazzi of Shack N Chateau Designs, has worked for a year rebuilding nine sims in the estate, and welcomes custom build requests.

The following is Morgan Straits Event Schedule

Battles:

Monday:
Alternate Monday 11 AM Events
Ship Wreck Battle Race 11 AM SLT
Rum Race 11 AM SLT

Navy vs Pirate 8 PM SLT

Tuesday:
Blood Bath Tuesday 3:30 PM SLT
Cargo Shipment from NB 7 PM SLT

Thursday:
Alternate Thursday 2:30 Battles
Defend Yer Arses Ye Bastids! Melee/Sea Battle
2:30 PM SLT
FFA Sea Battle 2:30 PM SLT

PE - Defend the Tower Melee 4:30 PM SLT

Weekly Events:
Tilted Kilt - Open 12 PM SLT Mon - Friday, closing times are determined by battles.

Sea Shanty Tuesdays! 5-7pm SLT -Nobody's Inn
New Brunswick with DJ Alleykat

Morgans Market - Wednesdays 12-3 PM SLT

Special Events:
Men In Kilts - Saturday, September 24th 3 PM SLT @ Salty Crab -Morgan Straits
DJ - Flamia

Halloween Costume Party - Saturday, October 1st 2 PM SLT @ Morgan's Docks

Mer Ballet Performance Sunday, October 16th 1 PM SLT @ Morgan's

Formal Ball - Saturday, November 5th 2 PM SLT
@ Pirates Keep
Bosun DJ

Here's Morgan Straits Points of Interest!

There are beautiful sims and caves for you to explore freely.

The Tilted Kilt - Saber Point:
A pirate tavern with a Scottish theme. Live dancers to entertain you, with a feisty
bartender to keep yer mugs filled.

Hours of Operation

Monday
12-4 PM SLT
Tuesday
12-3:00 PM SLT
Wednesday 12-3 PM SLT in the Morgan Straits Market
Thursday
12-2:15 PM SLT
Friday
12-4 PM SLT
Hours reflect Morgan's Battle Schedule. The Titled Kilt often stays open longer, if yer there, we are!

Morgan's Market Day Wed 12-3 PM SLT:
Wednesday's 12-3 PM SLT. There are free stalls for your items, come in before 12 to set up, 50 prims, remove all items at 3, and remain on site during market hours. Dance with the Tilted Kilt gals, 'ave a pastry from the baker, get a free hat from the hat maker, or a bath if ye smell a bit off! All welcome! Cheers!

The Salty Crab - Morgan Straits:
A pirate pub located on Morgan Straits Docks
Without regular hours of operation, but used for parties and gatherings by anyone in the estate. See Migizi to book dates.

Dead Man's Tales - Skeleton Reef:
Thursday Nights 8 PM SLT
An evening around a Rebel campfire, listening to pirate stores that will tingle your senses and tantalize your mind.

Teagues Tavern - Dead Man's Reach:
A feisty tavern where the Rebel Pirates and friends dance the hours away. No set hours of operation.

The Tatr'd Sail - Pirates Keep:
A open air venue for live music located on Pirates Keep Docks. Event notices sent out for events.

Morgan Straits Battles:
Most battles start in Morgan Straits Sim. Battles are announced through group notices.

Sacred Lake - La Dominique:
The heart of Dominica is a little lake called "Sacred Lake" by the Kalinagos the last Caribbean native tribe! Take care and be respectful, in character you'll be savagely hunted! Never a pale face that has seen the Sacred Lake has sailed away alive!

Smilla Fredriksson, Artist - La Dominique
Visit our island and keep your eyes open, you will find some of the more than 1,000 pictures she’s done so far in SL.

Native Area - Shanshara
Shanshara offers a message of peace and tolerance! For the Sanatos tribe, even if Kalinagos allied, the Shanshara (mother earth) is open to everyone who come in peace!


Aztex Palace:
You are also welcome to visit a realistic Aztec palace!

Mer Art Gallery - Ashlands
A beautiful underwater tour through tunnels, which feature artwork. It leads to ancient ruins and private hideaways. A must see.

Blood Red Flamia - Pirates Keep
In a remote little house in the swamp, the owner has a den and artistic studio.

Netera Landar