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"Welcome to Meridia - where even devils fear to tread."
Common Meridian Saying (confirmed as mostly—and literally—accurate)

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  • And I Must Scream: There are worse fates than dying a horrible death in Meridia. Some of them would make you wish for it... and deny it to you.
    • Pillar Shrooms are named as such because they sporate invisible clouds of spores that cannot be seen or felt until they come into contact with a surface - any surface - or are inhaled by living things nearby. Then they germinate and grow within seconds into new millions of tiny new Pillar Shrooms within and without the unfortunate exposed creatures, overruning their bodies and leaving them little more than immobilized pillars covered in fungi growth.
    • The Bonemelter mushroom and its effects on their victims' skeletal system. See below for details.
    • Cruel Mercy, an infamous semi-emotivorous parasitic plant species, immobilizes their victims upon borrowing their tendrils into their victims' nervous system, before relentlessly torturing them with unspeakable pain and nightmarish visions while trapping their victims' minds in a mental alternate reality created from their darkest, deepest subconscious terrors and any memory imprints of previous victims stored inside its cells, feeding upon their suffering as a supplement to their diet. While most victims die within days from sheer shock or dehydration, survivors had mentioned that their ordeal could last for years, if not entire lifetimes from their perspective within the Cruel Mercy's mental-hell.
    • The Parasitic Demon Wasp - named as such because they attack ethereal demons as well as living organisms and is speculated to be part-diabolic in their biology - reproduces by immobilizing their host-prey with a paralyzing poison, lay their eggs inside their bodies, then let their young eat them from the inside out. The victims really can't do anything BUT scream in agony before they expire.
  • Awesome Aussie: The various Great Kangaroos and their Giant relatives, the Giant Kangaroos, have a greatly in-depth knowledge of Meridia that allow them to survive in such a dangerous place. And then there's the Kangeroos' mother goddess, Marlu, who was once one of the First-Age "Ponyfriends" and is a badass warrior/survivor of Meridia herself.
  • The Apunkalypse: The Death World aspect of Meridia was so terrifying that early settlers who broke instead of dying would up becoming bands of psychotic raiders and cannibalistic reavers who live to pillage, torture, violate, butcher and destroy everyone and everything they encounter, even their once-fellow colonists. They are still a problem in present day, where they threaten travel and civilization from their Meridian Routback territories.
  • Badass Normal: Meridian locals, both native and colonists, are this and HAD to be this just to survive in Meridia.
  • Bullying a Dragon: Those who pick on even the average Meridian usually found themselves on the short end of the stick... being shoved into them by their would-be-victims.
    • In a canonized drabble, a demon tried to get at a Meridian tourist. When demon-hunters finally arrived at the scene, the diabolical entity was begging them for rescue from the tourist.
    • Another canonized drabble: A trio of burglars broke into CMC member Scootaloo's house in Ponyville at night. They ran into her Aunt Holiday, who is none too pleased with them doing so. Cue a No-Holds-Barred Beatdown depicted entirely off-screen by the end of which the burglars were reduced to hysterical pleading and agonized screaming. One of the burglars even had his spine snapped in half. Even the Royal Guards and the small crowd who gathered outside over the commotion winced over the burglars getting their comeuppance.
  • Crazy Survivalist: All Meridian locals from natives to colonists becomes this by necessity. And even that is often not enough.
  • Death World: Exaggerated. While most places on Equus have their own dangers and unforgiving territories, Meridia is extremely dangerous by their standards. The oceans that surround it are home to various carnivorous worms and other sea life that prey on travelling ships and its inhabitants, as well as the Great Toxic Reef. And even if a group of adventurers manage to survive the initial ocean trek, they would have to contend with the various wildlife on land, which includes the "temperamental" and nigh-unkillable Banezards, toxic plants whose pollen can kill shortly within a single breath, and the pragmatic and domineering Giant Kangaroo natives who hunt down Tinies who aren't friendly with them for food and sport. Early expeditions and colonization of the continent was marked by outright annihilation of entire explorer groups and settlements by hostile lifeforms, natives, geography, weather and everything else, often in a matter of days.
    • To put it in perspective, even sniffing the most seemingly harmless flower can kill you. By shooting its seeds at you so hard and fast they can blow your head off. And that's one of the few NON-poisonous plant-life on the continent. And just about everything else.
    • To put it in perspective (Again): It is estimated that outside the dubious safety of the safe-zones, the survival rate of an unprepared non-native Meridian is 20% of less per hour. That means you're liable to die horribly every 12 minutes. In some particularly hostile areas, survival rate is not measured in percentages, but TIME, meaning you are almost certainly going to die, and you only have a few minutes, if not seconds at most unless you're LUCKY enough to get out or get rescued.
    • To put it in perspective (For a third time.): The Grand Primeval of Adversity, Adversus was so impressed by the place's overall situation that she deemed it worthy of being the place that would house the entrance to her domain. Said portal is small, invisible and surrounded by an ever-lastin' Flayerstorm.
  • Everything Is Trying to Kill You: No, seriously, it's REALLY that bad. In Meridia, even growing up to maturity in a safe-zone is considered an achievement, and even a single lapse in judgement can lead to a horrible death in thousands of possible ways - often dozens of them at the same time.
  • Fate Worse than Death: Dying a quick if horrible death in Meridia could be considered lucky. There are things there that can make you wish for death...
  • Fantasy Counterpart Culture: The Codexverse equivalent of Australia, though it was formerly called "Horstralia" in the Second Age. Like Australia, Meridia is also a dangerous place... except Meridia has Australia's Death World aspects exaggerated so extremely that it is said in-universe that even devils cautiously avoid the place if they can help it.
  • From Nobody to Nightmare: A country example. Princess Stitching Time who knew the place as Horstralia during the Second Age stated that while it was dangerous, it wasn't to such an extreme in present day. Of course, given the lore indicated that Horstralia/Meridia in the Second Age just so happened to be its 'most hospitable period' in Known History, it could just always had been that bad and the Ponylanders were just lucky.
  • Had To Be Sharp: Most Meridian lifeforms, natives and later colonists HAD to be incredibly durable, strong, cunning and even lucky just to survive for more than five minutes. Those who did become universally some of the most dangerous creatures and people alive.
  • Horrifying the Horror: The common Meridian saying is not exaggerating when it said even devils fear that place and everything that comes there. The fact that there are living creatures that prey on demons there is merely one of them.
  • Poison Is Corrosive: A significant majority of Meridian lifeforms are poisonous. Some of these poisons are so potent that they could literally MELT their victims inside out or from any point of contact.
  • Poison Mushroom: Literally, in this case. A statistic mentioned in the entry revealed that of the 100 deadliest exotic mushrooms in Equus, 60 of them come from Meridia, including 7 of the top 10. And that's just the exotic mushroom; 85% of all known Meridian fungi are toxic in one manner or another.
    • The Bonemelter mushroom, as its name implies, can literally melt your bones upon exposure or ingestion, as it was evolved to colonize the bony skeletal remains of enormous dead creatures. Those who had the misfortune of being poisoned by this would end up becoming little more than hapless blobs of flesh and organs.
  • Red Baron: Due to being a Death World, it's not unwarranted.
  • Riddle for the Ages: Discussed between Princess Stitching Time and Marlu the Pouch-Mother on what made Meridia the Death World it is today. Possible suggestions include the existence of magic during the Third and Fourth Ages amplifying every aspect of the place, the Grand Primeval of Adversity setting up the entrance to her domain in there or just plain bad luck.
  • Walking Wasteland: Because of the dangerous nature of the entire environment in Meridia, some species had become so deadly in themselves just to survive, in the process becoming a walking danger themselves. One example is the Radzards, a species of Banezards which, as a result of ingesting excessive quantities of radioactive/thaumatic minerals in their native habitat, had evolved to adapt and externally release the radiation from their bodies into the surrounding environment, turning them into literal fallout engines.
  • Why Won't You Die?: The infamous Banezards of Meridia are also known as 'The Deathless Menaces' because of their inability to just die, due to their incredible durability, multiple redundancy and regenerative ability. Combined with their natural aggression and strength, this makes them one of the preeminent creatures and dangerous threats in Meridia.

    Marlu, the Pouch Mother 

Divine Classification: Elemental/Ascendant

Portfolio: Metal, Survival, Parental Deity (Kangaroos)

Rank: Divine (Tier 4/Greater)

"Crikey, mate. I almost felt that."

  • Action Girl: Definitely. She's a powerful, brutal fighter, and makes her presence in Final Ragnarok by giving a Curbstomp Battle to three of Surtr's Demi-God children in under five minutes. She had to be this to live in Meridia and become the 'Queen of the Deathlands.'
  • Adaptive Ability: Marlu, as the goddess of survival, can adapt to any new attack and forms of damage and quickly becoming resistant or immune to them, making her even harder to kill with every blow that she survives.
  • Acquired Poison Immunity: She had become immune to Meridia's many infamously poisonous lifeforms and toxic environment, often becoming immune to them after regenerating from their effects. To note, she now finds Bonemelter Mushrooms a great pizza topping after having her bones melted from eating them by accident the first time. Said bones are now nigh-impregnable.
  • Awesome Aussie: Her entry. ALL of it.
  • Battle Boomerang: Uses one as one of her limited means of ranged offence. It's still deadly enough to behead one of Surtr's demi-god kids.
  • Beware the Nice Ones: One of the most cheerful and kind-hearted Deities around, thanks to being one of the Ponyfriends of the First Age prior to Ascension. She's also nigh-unkillable and can kick a Giant's spines out with one hopping blow.
  • Big Damn Heroes: Saves Eephus and a group of heroes from three of Surtr's demi-god kids, brutally dispatching the latter in under five minutes.
  • Blood Knight: She loves a good scrap, considers a good brawl to be exciting. Even without her regenerative ability, her fighting ability can more than back up that attitude.
  • Boxing Kangaroo: She's a very skilled boxer, which is made all the more effective by the ability to turn her hands into organic metal.
  • Close-Range Combatant: She has limited ranged offensive capabilities and much prefers close-quarters combat. There she is an absolute monster in battle who could kick her enemies' rip-cage out through their backs.
  • Extra-ore-dinary: She's the Goddess of Metal, and thus has the ability to turn her body into organic metal. As well as making her even harder to kill, it also makes her already deadly melee abilities even deadlier.
  • Healing Factor: While Divines have one already, hers is extremely potent even by their standards and she can regenerate from injuries that'd kill a normal god in minutes. Her page quote is from a time she got half her skull and an arm blown off, shrugged it off, and then beat down her attacker. It is believed nothing short of complete obliteration would be required to kill her, as she can potentially regenerate if even a single piece of her remains.
  • Knife Nut: Uses a Divine Bowie-knife as her main close-quarters armament.
  • Magic Hair: As the Kangaroo goddess of Metal, her mane is described to have transformed into aqua-colored liquid metal.
  • The Magnificent: Known as "the Pouch Mother" by her mortal/divine Kangaroo children, because of her role in giving all of Kangarookind their sapience.
  • Major Injury Underreaction: Because of her insane regenerative Healing Factor, her response to physical trauma and damage like having half her head blown off is a clever quip followed by a No-Holds-Barred Beatdown counterattack on the offender. It's also implied that her pain tolerance threshold is through the roof.
  • No-Sell: Things that could cripple and kill even most average gods are more or less just inconveniences to her.
  • Red Baron: While she is known as "the Pouch Mother", her other title is the "Queen of the Deathlands", which she earned by being capable of literally beating much of Meridia's incredibly dangerous wildlife into submission.


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