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Warning Seal.png

Worldly Threats

Worldly threats are vast and differing, but a common warning symbol is used by both threats and innocents to give caution to others. Usually, it is 2-3 claw marks raked down together in a V shape, the easiest way to mark a place dangerous.

 

A list of common worldly threats is below. Details on the history of each one may be found on their designated Denizens page.

Image by Naja Bertolt Jensen
Leviathans
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Leviathans

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Threat Level:

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Attacks: Anyone in the ocean

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Avoids: Sea Emperors

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Location: All oceans, especially deep trenches. Glacier Forest is a hot spot.

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Protections: N/A

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Detail:

  • Leviathans can only be defeated through Celestial Weapons, Sea Dragons, or Sea Emperors

  • Leviathans are best to be left alone if small, but colossal leviathans are actively aggressive and territorial, therefore must be eradicated

  • Merfish must seek shelter to hide, then run at the opportune time and report to the nearest soldier

winged dragon warning.png

Winged Dragons

Threat Level:

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Attacks: Everything, mostly if provoked

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Avoids: Sea Dragons and Sea Emperors

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Location: Sunland

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Protections: Dragon-repellent scents are given as protection for the common individual. Weapons of magical potency are effective.

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Detail:

  • Merfish are to avoid swimming close to Sunland surfaces and shores. If captured, any bystanders must report to the nearest soldier for assistance

  • Dwellings are to avoid known Winged Dragon territories and to stay in highly populated areas. Seek cover if unavoidable

Winged Dragons
demons warning.png

Demons

Threat Level:

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Attacks: Anyone, though usually those of lesser power

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Avoids: Sea Emperors

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Location: Anywhere

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Protections: Celestial or holy items and spells

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Detail:

  • Demons and ghosts in the same vein are random and rare encounters, but it is advised to avoid known areas of supernatural activity

  • Utilizing protective wards or reporting sightings to the nearest soldier is advised

Demons
rogues.png

Rogue Warriors

Threat Level:

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Attacks: Anyone, though usually those of lesser power

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Avoids: Sea Emperors

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Location: Anywhere

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Protections: N/A

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Detail:

  • Highly capable warriors or magic practitioners who utilize their power for illegal or violent dealings. Are currently labeled as criminals and may be in exile

  • It is highly not advised to confront a rogue warrior of any ocean

Rogue Warriors
pirates warning.png

Pirates

Threat Level:

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Attacks: Anyone, but mostly merfish

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Avoids: Highly populated waters

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Location: Sunland, Glacier Forest, Speckled Isles

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Protections: N/A

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Detail:

  • Merfish are to avoid swimming close to Sunland surfaces and shores. If captured, any bystanders must report to the nearest soldier for assistance

  • Dwellings are to report pirate factions and to steer clear of known pirate ships on the seas

Pirates
sirens warning.png

Sirens

Threat Level:

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Attacks: Dwellings

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Avoids: Highly populated areas

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Location: Deep sea areas and trenches. Certain shores and areas in Sunland such as Siren's Sinkhole.

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Protections: Clear Sight Protections

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Detail:

  • Sirens only target Dwellings and are usually avoided in Merfish society for their behaviors

  • Dwellings are advised not to talk to strange Merfish. Protections to see-through disguises are offered

Sirens
bandits.png

Bandits

Threat Level:

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Attacks: Anyone

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Avoids: The law

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Location: Anywhere

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Protections: N/A

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Detail:

  • Common criminals and bands of bandits, usually hide among popular trade routes of both land and sea to attack innocent travelers. More sophisticated operations may be in cities

  • Suspicious criminal activity must be reported to the nearest soldier

Bandits
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