
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.


Leviathans
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:
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Leviathans can only be defeated through Celestial Weapons, Sea Dragons, or Sea Emperors
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Leviathans are best to be left alone if small, but colossal leviathans are actively aggressive and territorial, therefore must be eradicated
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Merfish must seek shelter to hide, then run at the opportune time and report to the nearest soldier

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:
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Merfish are to avoid swimming close to Sunland surfaces and shores. If captured, any bystanders must report to the nearest soldier for assistance
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Dwellings are to avoid known Winged Dragon territories and to stay in highly populated areas. Seek cover if unavoidable

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:
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Demons and ghosts in the same vein are random and rare encounters, but it is advised to avoid known areas of supernatural activity
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Utilizing protective wards or reporting sightings to the nearest soldier is advised

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

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:
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Merfish are to avoid swimming close to Sunland surfaces and shores. If captured, any bystanders must report to the nearest soldier for assistance
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Dwellings are to report pirate factions and to steer clear of known pirate ships on the seas

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:
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Sirens only target Dwellings and are usually avoided in Merfish society for their behaviors
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Dwellings are advised not to talk to strange Merfish. Protections to see-through disguises are offered

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:
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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
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Suspicious criminal activity must be reported to the nearest soldier