Seven Mermaids, some of them living their lives in the deep ocean, others, willingly or otherwise, on the land.
The Liathghorm salmon is prized not only for its flavor, but the unique psychic properties of its flesh.
The Hydra Anemone is a powerful ambush predator found off the hidden Isle of Manjoo. The sorcerous energies there undoubtedly spawning this submarine horror.
The Neo-Soviet marine biomods
The Black Leviathan from the eastern sea is a greater hazard in legend then in fact, as it only infrequently preys upon man. At least, as far as can be told, for many are taken by the sea with no record of their passing.
"Cities in the deep? I've never heard such foolishness. A talking lobster? Rubbish!"
Wild beasts of the imagination — untamed spirits of the quick and unfettered waters of this world. These steeds of the fast-flowing rivers are never to be captured, never to be controlled; to stop is to die — to be stopped is to be turned to droplets which return to the fast-flowing waters. Yet, while free they are things of pure beauty; mystical bringers of the gods' good will.
Before Final Fantasy turned Bahamut into a dragon, it was a fish
-"He's dead, Jim. Drowned, from the looks of it."
-"Cramps? Swimming too soon after a meal?"
-"No, but something got a meal alright."
Greentails, sirens, mermaids, merfolk, the creature you think of when you hear these names is a Tangaroa.
I try to avoid them if I can. I see them sometimes herding their flocks of flabby grey creatures into and out of Boston harbor, and it always gives me the chills. Briano tells me that they brought me back to life, but I can't remember it. I can't remember a lot of stuff. He also tells me that I was good friends with one of them once. One of the ones that begs outside of Grand Island Bank for nickels or blood. I can't tell you why I'm uncomfortable around them. They're just fish.
"Ye've ne'er heard of the Shnickels? Ye must 'ave not grown up in yonder country. The Shnickels are pests. Varmints. They move in, and you're done, son."
-Old Gerald, man in the pub.
Not all of the mermaids and sea sirens are half fish, there are other things that live in the sea
In the strangest parts of The Ocean, the Lojcreltians are born. Beings of weirdness and cosmic balance so profound they can alter reality.
A response to Dragonlordmax's Freetext Friday. Specifically, Exotic Mounts.
Thanks to axlerowes for help fleshing out the details and helping me tie it in further with the rest of the setting.
Vastids - man-maimers who live in contaminated water areas and Balrin Algae.
Toltep walked slowly along the avenue, it would have been easier to swim along in the viaduct, but he had made it a point to not do the easy thing. All to often the easy path lead to ruin, and he had not survived so long by taking shortcuts, or the easy road. The market, what was above water, was abuzz with conversation. A large school of blood-crazed lurdi had been diverted into an ambush where the brave people had slaughtered the monsters. There was some worry, Toltep gathered, as a few had escaped.
Welcome, Lads, to Thunder Reef. A marvel of magical energies existing in harmony with the local fauna. Here, in Thunder Reef, you can find a large variety of oceanic creatures just overflowing with sonic energy. From the lowly Cacophony Crab, to the mighty Thunder-Squid, we will be taking a look at all of them today.
Classified as a category 4 threat, the Elib is somewhere between a vampire lord and Godzilla for limits of escalation. Yes, I would consider using a nuclear device to kill just one. I am that sure that I want it dead.
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).