Threats

### The Wilds

The Wilds regard pretty much any territory that isn't directly settled. The Wilds, as their called, is the source of most dangers in the world. Mutants, demons, blood wisps, and more all seemingly creep out of the Wilds at night, attacking settlements of the living.

### The Ashen Storm

A perpetual meteorological phenomena. Allegedly, the Ashen Storm has been raging over the globe for centuries, ever since the bombs first fell. This storm carries radioactive dust which effectively blocks out light from the sun or moon. While the radiation is mostly a minor hazard, the lack of sunlight invites monsters to attack during all hours of the Ashen Storm. Lack of preparation before an Ashen Storm has lead to the demise of many a human settlement.

### The Setting Sun

As the sun lowers each day, monsters crawl out from the darkness to terrorize the living. Generally speaking this includes the Blaqkened, various other undead such as spirits and zombies, and many species of mutant that exist in the wilds.

### Blood Moons

Blood moons are particularly frightening, as the powers of darkness are amplified on these nights. Undead are stronger during these events, and the air itself is charged with primal magic. Be leary of who you fight during a blood moon, as it could very well be your last should you be caught unaware.

### Demon Swarms

Demons travel is generally limited by how many demons are traveling together at once. The more demons in a swarm, the farther they can travel before having to "refill" with radioactive energy. Demon swarms leave large swathes of wastes in their path, killing nearby vegetation and wildlife simply from their radioactive aura. While this is uncommon, it does mean that when there are signs of demon activity outside of the wastes, there's generally going to be a lot of them.

### The Wastes

As stated before, demons leave wastelands in their wake. Most of the recorded, permanent wastes are locations which the demons have fortified from the first invasion. However, as demons travel from one area to the next, they leave wastes behind them. The damages caused leave the land itself radioactive, often taking years before vegetation can grow there again. This corrupted land is toxic to most non-mutants, and as such must be traversed with care.

### Blood Wisps

Blood wisps are more of a nuisance than an actual danger, but being caught outside at night when blood wisps are around spell certain death for most mortals. These seemingly incorporeal beings that appear as patches of crimson fog wander aimlessly most nights, looking for flesh to feed upon. Whenever they find a victim, they drain all the blood and leave nothing but a dry husk in their remains. Easily dispelled using electricity, which is why most defense systems include a static fence that "pops" blood wisps before they can even enter.

### Monsters

Most of the monsters in the wilds are actually mutated animals or beings from the few things that survived the nuclear ice age. While many of these monsters are animalistic in nature and appearance, there's some genuinely freaky shit living in the Wilds; crossbreeds with demons and animals or other mutants as well as primordials awakened from the atomic apocalypse from centuries ago. Any mutant that isn't deemed "civil" (capable of speech and adherence to the authorities being the primary benchmarks imposed by the Vampire Courts) is often referred to as a monster, and thus are treated without mercy.