[IC: Book] Fel Magic, Demons, and How to Combat Them (2nd Edition)

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[IC: Book] Fel Magic, Demons, and How to Combat Them (2nd Edition)

Post by Skaraa on Mon Feb 03, 2014 11:16 am

Howdy,

This is an IC book written by my own and a friend's characters (from another server, you probably won't have heard of us). The text itself, OOC, was written by myself using WoWpedia, in-game content, and official lore sources (novels, etc;) as sources of information. I also included both my own extrapolation and speculation and those of some of WoWpedia's editors (some of the more interesting speculation sections). Because this is an IC text, it also includes the personnal opinions and prejudices of my author character (Skaraa), sometimes presented as fact. The information is supposed to be as accurate as is possible for an IC character - I presumed where the Legion were concerned that 25,000 years of fighting/fleeing from them would have given interested individuals an insight as to how they operate and interrogating demons/warlocks would also provide a decent amount of information. Although I have omitted certain things; such as the origins of a few races and so on that would probably be going too far for anyone to really know about.

I hope people like it and make use of it IC. The whole concept was for my guild, who I have set up against demons in a storyline before - so the tactical sections are a mix of lore and my own perception of how I would RP that demon attacking someone; these ideas may prove useful to someone else, hence why I have posted it.

Enjoy, and remember before critiquing any information held here that some of it is speculation and others the prejudices/ignorance/personnal opinions of my character.

- Skaraa

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Dear reader, this book is not designed to be an academic treatise nor a research publication and is instead written for the lay-person. The purpose of this book is to inform military personnel and other interested parties of different types of demons that they may encounter, and need to combat, in their travels. Likewise, we presume tactical knowledge and experience is present in our readers and as such refrain from walking the reader through combat encounters of demons in most cases, instead offering the knowledge required for a reader to make informed decisions in battle. Should any readers find themselves interested in anything written here, they are advised to find research papers of; Archmagister Skaraa Mikolaas in the case of magical or scholarly information, or Exarch Valir in the case of combat and tactical information against demons examined within this book.

We shall split this text into three main sections; the first focussed on Fel magic itself, then a chapter on Warlock-summoned demons and finally one upon the races of the Burning Legion. Following this will be a small chapter of other note-worthy demonic enemies that one may come across.
It should be noted that whilst this book should be considered as accurate as possible, some speculation on behalf of the authors (which may be supported by their own scholarly work) is also present.

Fel Magic

Fel magic is a form of tainted and inherently corrupting Arcane magic. It is not entirely known whether the Burning Legion created or discovered Fel magic, but it is no secret that the Legion would not be what it is today without it. Blood Elves, Orcs, Man’ari Eredar, Mo’arg, and Fel Stalkers – what all these species have in common is Fel magic corruption, in varying doses and from varying sources.

At the most basic level, Fel magic can be produced by the consumption of demon blood. Upon this consumption, the next Arcane spell cast within twenty-four hours will be a Fel magic spell. Demon Blood, itself, is highly addictive – the withdrawal symptoms have been described as an agonising pain in the chest and lower abdominal region, sometimes also in the head. Withdrawal symptoms can also include shortness of breath and, on occasion, respiratory depression resulting in death if left untreated. If this were not reason enough to cause addiction to Fel magic, the experience of casting a Fel magic spell is extremely euphoric – far more so than any natural narcotic substance. It is for this reason that Warlocks become almost entirely dependent upon use of Fel magic, and addicted to demon blood consumption. A Fel magic user, even one with little exposure, is a being that thrives on destruction – much like the demons that they employ.

The chief danger to all Arcane users is longing for power. Fel magic is, without doubt, the pinnacle of Arcane power and mastery, it is normally for this reason that Arcane users first indulge themselves in use of Fel magic. Fel magic itself corrupts the body and soul of the caster – leading to the Man’ari Eredar, as a primary example; their current form was not caused by a one off event but by severe and long-term exposure to Fel magic. Short-term exposure can be cured and rarely causes any adverse effects other than that of the withdrawal symptoms.
As a minor note; some of you may have had encounters with the so-called Fel Fire. Entropic Fire, the correct terminology, is a green-yellow flame which burns like normal fire but also attacks the very life force of both the target and its caster. It is a combination of both Fire and Fel magic, difficult to cast and even more difficult to fully control.

Defensive measures against Fel magic should be confined to Abjuration spells designed specifically for the purpose of combatting Fel magic; there was much research done on this by the Draenei after the exodus from Argus and therefore there should be plenty of academic work detailing these spells. The work of co-author Archmagister Skaraa Mikolaas was devoted entirely to Abjuration magic for much of his career and so tracking down his work in Dalaran is advised for spellcasters not familiar with these wards.

Finally, we wish to clear up a popular misconception. Shadow magic and Fel magic are not the same thing. Shadow magic is not inherently evil nor is it, technically, related to Fel magic in any way – other than the fact that many Fel magic users also tend to use Shadow magic. This is the only correlation between the two, many cultures use Shadow magic without demonic worship or any use of Fel magic. A Troll Shadow Priest, or ‘Witch Doctor’, is a prime example.

Warlock-Summoned Demons

The following is a brief rundown on common Warlock minions and how to combat them. It should be noted that killing a Warlock will break the magic binding his minion, expelling it to the Nether; if you face a summoned enemy that you feel you cannot reasonably defeat – aim for the Warlock who summoned it.

Imps are a demonic creature, which Scholarly work suggests may be a corrupted version of the Fey creature known as a Grell. Imps are often granted by the Burning Legion to Warlocks as a familiar and are capable of storing tremendous amounts of Fel energy within their bodies. As such, they are capable spell casters. The most obvious weakness of the common Imp is its small frame and build, the authors have even seen a Draenei Paladin crush one under his hoof. As such, they make every attempt to stay at range, and when not in combat are capable of phasing out entirely from our plane – preventing detection and avoiding attacks. This ability to phase out also makes them ideal scouts and messengers, because they are capable of bypassing traditional defences and can only be detected by magical means.
Fel Imps are an offshoot of normal Imps and, whilst normal Imps do store Fel energy, they should not be confused with Fel Imps that are, in fact, a more powerful demon. Fel Imps are most commonly found in the Twisting Nether, sometimes also in Outland, and have abilities very similar to those of normal Imps. They can store much larger quantities of Fel energy, and use Fel spells rather than fire spells – making them a more dangerous adversary. Whilst they are more powerful, it should be noted that they are trivially easy to discover the names of and then to summon; they will likely be the most commonly found of the more advanced demonic companions.

Voidwalkers are a type of elemental shadow, created in the chaos of the Twisting Nether - ironically they have no legs, and therefore cannot walk. It has been suggested, controversially, that Voidwalkers are created by a side-effect to the darkened state of a Naaru, although the evidence for this is anecdotal at best. The typical Voidwalker is a melee combatant and serves as a distraction for the Warlock’s adversaries; they are strong and capable of taking many hits before finally being put down. They are also the single most commonly summoned Warlock minion. The most effective way to combat a Voidwalker is to banish it back to the Void this, however, requires a skilled magic user. Alternatively, much like other bound elementals, destroying the binding bracers will release the creature and cause it to dissipate. Voidwalkers, perhaps due to being made of pure shadow, are notoriously difficult to hide from and are occasionally used as checkpoint guards for this reason. It should be noted that whilst Voidwalkers are technically elementals of a type, they do not respond well to Shamanistic practise; talking them down is not a viable tactic.
Void Lords are less commonly found alongside Warlocks but, it should be noted, are stronger versions of normal Voidwalkers. Employed tactics remain the same, but caution should be maintained. Void Lords are known to feed off of magic and life, the most powerful of them all, Dimensius the All-Devouring, destroyed the Ethereal homeworld of K'aresh. Void Lords are also known to employ Shadow magic spells, and are generally armoured in plate metal. Banishment is highly recommended as a tactic against these foes.

Sayaad can be broken into two distinct sub-groups, very similar to the genders of a normal species. The Succubi (Female) and Incubi (Male) – both are masters of seduction and are used to obtain information or otherwise take advantage of sexual desire. They also serve as the Burning Legion’s interrogators. The more common Succubi appear as stunningly beautiful women and are capable of ensnaring either gender with but a glance, they also have the ability to turn invisible and strike before being noticed. They are extremely agile in open combat and tend to attempt to flank their opponent. One of their most well-known weaknesses is, not to mention a fragile frame, is their not uncommon tendency of falling in love with their masters. This leads to deadly jealousy and down-right recklessness when their master is attacked directly.
Felguards are members of the Mo’arg species and are the rank-and-file troops of the Legion. They are typically only used by adept demonologists and primarily serve as armoured troops. Obviously, the most immediate threat is their size and large axes which they are capable of wielding in only one hand – however they are reckless and generally rely on allies for coordinated attacks. A single Felguard, typically what you’d encounter from an average Warlock, lacks the ability to coordinate with other Felguards and is thus easy to outwit and outmanoeuvre. Needless to say, its lack of chest plate makes that region the most favourable target in a fight.

Felhunters are a trained Fel Stalker – a tainted species which were originally no doubt found on conquered Legion worlds. Once trained by an Annihilan, they have a golden band placed around one of their horns to indicate their completion of training and status as a Hunter. They are capable of absorbing magical energy and generally look at a mage like a Human might look at a delicious chocolate cake – only with flesh on the outside and magic on the inside. Felhunters are so well trained that they ignore melee fighters entirely in combat and focus solely on spell casters – an obvious weakness. However, it is to be noted that they are remarkably intelligent, despite their dog-like appearance. Simply not using magic is not enough to avoid a Felhunter, they have an innate ability to sense the magical aura given off by a spell caster and as such make perfect Mage-Hunters.

This concludes the most common demons employed by Warlocks, there are however rarer minions which should be mentioned.

Wrathguards are a mutated member of the Eredar species, sporting features such as clawed feet seen in Lost Ones and the Krokul, or Broken. They serve as honour guard for other, important, Man’ari Eredar – the leaders of the Burning Legion. Wrathguards are normally heavily armed and armoured; serving as melee combatants who duel-wield swords and axes. Inspection by smiths of defeated Wrathguards suggest that their equipment is made of Felsteel or other materials native to alien worlds in the Twisting Nether, it should be considered inadvisable to salvage these weapons and armour. Wrathguards also have a limited set of spells to call upon in battle; most often a fire-based spell that creates circle or line of fire upon the ground – used to trap foes in close combat or to prevent enemy flanking manoeuvres. Wrathguards are known to respond poorly to binding and compulsion magic, instead somewhat willingly serving masters who present a freshly summoned Wrathguard with displays of personal strength. It is not entirely uncommon, therefore, for a Wrathguard who is shown a significant display of strength from his enemies to instead turn upon and slay his summoner, such that he is returned to whence he came with his life intact.

Shivarra are six-armed female demons employed as the ‘Priestesses of the Burning Legion’. They do all that they can to bring Sargeras’ dark vision to fruition, and rally demonic forces with promises of power and the sweet taste of destruction. Shivarra are difficult to control, and despise their summoners with a passion; more so than normal demons. It should be noted that Shivarra are both competent spellcasters and melee combatants; making use of their multiple limbs to attack from multiple angles or engage in both melee and spellcasting simultaneously. Engaging one in one-on-one combat is considered by the authors to be an incredibly stupid idea; engage these demons only when you outnumber them, or you will likely be overwhelmed by their ability to multi-task in the extreme. You may find Shivarra difficult to flank effectively as a melee fighter; in the experience of the authors, an effective tactic has been to attack with melee troops from the front and sides whilst magic users attack from behind.

Observers are floating creatures with multiple eyes and tentacle-like appendages. They are incredibly intelligent and are notorious for wandering across the universe; baring witness to all things and ‘tasting’ magic that they come across. Observers, due to their nomadic lifestyle, are also very difficult to summon and are therefore not the most likely enemy to be set against in battle. It should be noted, however, that once found Observers may willingly pledge their servitude to a Warlock – making them a significant exception to normal demons who are generally unwilling minions. The surprising intelligence of Observers, and the fact that they spend their lives baring witness to events and powerful forms of magic, make them very deadly opponents and spellcasters. Observers can shoot magical ray attacks from their eyes; these should not be confused with a gaze attack – it will hit you regardless of whether or not you look at it. It should be noted that current scholarly work suggests that Observers may not even be a demonic race; they appear to have little connection to the Burning Legion and sport biological features such as gills which suggest an aquatic origin, it may be that Observers were once a magically superior race, such as the original Eredar, who were not subjugated by Sargeras (although this is speculation). The authors have witnessed a battle with an Observer only once, and our limited experience suggests that one should concentrate on defensive magic during such an encounter – due to their intellect and apparent non-demonic origins, it may be worth attempting to parlay with an Observer rather than simply engaging it in battle.

Infernals are constructs brought to life and empowered by Fel magic. They are crafted in great magical laboratories and workshops by the Tothrezim – a species closely related to the Nathrezim. They typically use Fel-empowered melee attacks to crush their foes, they also have an aura of Entropic Fire which can be deadly to melee opponents. They are typically resistant to both Fire and Fel attacks, making them a dangerous adversary even for a Warlock. Needless to say, they should not be engaged in melee combat under any circumstances; a magic user is a requirement to tangle with these foes. The authors highly recommend running should you find yourself without magical reinforcement. The Holy shields of Vindicators may hold against the immolation aura of these creatures, but the authors would not advise taking such a risk.
Abyssals, it should be noted, are the creatures made by more jagged materials and that glow with a red or blue flame. Tactics remain the same, a lack of scholarly work on the difference between Infernals and Abyssals would bring us to conclude that there is, in essence, no difference. It may be that Infernals are bound up with Fel magic, whereas Abyssals are instead more fire magic based. Although this remains no more than speculation at current.

Ered’ruin are a species of demon associated with the Burning Legion and can be split into two subpopulations; the Doomguards and Terrorguards. Demonologist scholarly work suggests that the Ered’ruin were once under the employ of the Titans before being recruited into the Burning Legion by Sargeras, it is likely that Doomguards are most similar to this uncorrupted ancestral group.
Doomguards are very competent spell casters and can fly. During combat they typically will target the enemy they consider to be the most troublesome, which is often an Arcane user, and will use a mix of Shadow, Fel, and Entropic Fire spells to bring down their opponents as quickly as possible, and one-by-one. As such, a reasonable tactic would be for magic users to employ defensive tactics and for their allies to swarm and flank the Doomguard as quickly and effectively as possible. Within the Legion they serve as captains and generals – as such, the authors do not feel the need to stress how very dangerous an opponent that they are.
Terrorguards are a much more highly Fel-corrupted form of the Doomguards; recognisable by the face and mouth in their torso, along with their Fel-green skin. Terrorguards are very difficult to control, but are also incredibly powerful beings and should not be engaged lightly. The tactics that they employ remain much the same as with Doomguards, though their use of Fel magic is significantly more likely.

This concludes all demons that have been observed as serving Warlocks in battle, note that the above is meant to be nothing more than a brief rundown; made as understandable as possible for those who may have to fight these beings. This book is not supposed to be a scholarly treatise, although anybody who is interested may wish to look up the research papers written by the authors on this subject in the libraries of Dalaran.

Races of the Burning Legion

The primary races making up the Burning Legion are covered here; with the exception of those that are summonable by Warlocks and therefore have already been covered (the Shivaraa, Sayaad, and Ered’ruin).

Man’ari Eredar are the Fel tainted members of the Eredar species, with their non-tainted counterpart being the Draenei, or Exiled Ones, – it may be noted that the correct terminology here would be Draen Eredar (omitting the ei; or ones/one), although most ‘Exiled Eredar’ refer to themselves only as Draenei. The Eredar, as a whole, were once a highly magically adept species who lived in great prosperity on the mountainous planet Argus, both forms of Eredar continue this legacy of magical prowess to this day. The Man’ari Eredar serve as the leaders of the Burning Legion under Sargeras, along with other highly magically adept species such as the Nathrezim. It should be noted that whilst the Man’ari Eredar are Fel tainted, they are not demons, and should be treated as incredibly powerful Warlocks when encountered in battle; many of their number have likely been practising Fel magic for the past twenty-five thousand years. It has been recorded that mortal Warlocks have attempted to summon Man’ari Eredar before; the most well-known example being Wilfred Fizzlebang who, in actual fact, was attempting to summon a Doomlord. These attempts nearly always end in much a similar manner; it is likely impossible to bind a Man’ari Eredar to ones will, certainly with the methods used to bind demons, and due to the fact that they are powerful Warlocks they do not require the binding of a summoner to keep them on the planet upon which they find themselves – should a Warlock come to be reading this book we say only this; do not bother trying. Engaged in battle, Man’ari Eredar will likely summon multiples of the far more advanced and powerful demons covered previously – note that they can do this rapidly; they require only a portal, being the leaders of the Burning Legion they do not need to go to the effort to entrap a demon in a circle and bind it to their will. It is highly recommended that, when faced in battle, these beings are flanked and slain as quickly as possible.

Nathrezim, or Dreadlords, are masters of deceit and trickery, working behind the scenes to sow the seeds that lead to the fall of kingdoms and entire worlds. The Nathrezim have already played pivotal roles in the history of Azeroth; serving as the Lich King’s jailors and commanding the first plague that swept across Lordaeron. Nathrezim act as the tacticians and intelligence agents of the Burning Legion; and as such are rarely encountered on the battlefield, they are also known to be able to understand and speak any language. When encountered in battle, Nathrezim are most likely to be wielding magic, they excel at Necromancy and summoning magic, although some have been noted as seemingly preferring the martial arts of a ‘rogue’ or ‘warrior’ archetype. It should be noted that the Nathrezim have wings and therefore self-powered flight, that they have occasionally been seen to make use of in battle; positioning themselves out of melee range or even making swooping attacks against their foes. An important thing to bare in mind, once a Nathrezim has been defeated, is that Nathrezim are considered to be immortal; destroying their physical form only send them back to the Twisting Nether. How they came to be this way has long baffled scholars, and how to permanently destroy them is even more of a mystery. Nathrezim have been known to use their immortality as a tactic to fool enemies who are unaware of their apparent indestructability; letting their foes slay them and think them defeated, only to return later. Tichondrius the Darkener, the first Lord of the Nathrezim, was slain by Illidan Stormrage after consuming the power of the Skull of Gul’dan and has yet to be confirmed as having returned; it may be that this highly concentrated Fel energy was enough to destroy him utterly. Many other such theories of how to destroy a Nathrezim have been suggested, although all remain untested to the knowledge of the authors.
Tothrezim, it should be noted, are a race related to the Nathrezim. They serve as the businessmen and researchers of the Burning Legion and are even more rarely encountered in combat. Tothrezim, as mentioned previously, are the creators of Infernals and therefore are likely to be found with Infernals, or with access to summoning them. Also to be noted are the fabled ‘Adamantine Stalkers’ creatures rumoured to serve as guards and henchmen to Tothrezim debt collectors; they are supposedly Felhunters encased in full-body Adamantine armour, melted into their skin. These creatures currently exist only in rumour, having never been witnessed by any living individual but having been spoken of by interrogated demons. Whilst it is unlikely that anybody reading this would ever face a Tothrezim or their fabled pets in battle, the authors thought it to be a noteworthy point, if only for the interest of the reader.

Annihilan, or Pit Lords, are huge lizard-like demons with six-limbs (four of them legs), a spiked tail, and vestigial wings – it should be noted that Annihilan cannot fly due to their weight, and instead use these wings to shield themselves from ranged attacks. Annihilan are creatures that thrive on slaughter and suffering, and serve as generals of the Burning Legion’s forces. The blood of an Annihilan has in the past, with Mannaroth the Destructor as a primary example, been used to enslave and demonically taint other races, this enslavement ends once the Annihilan in question has been slain, although the Fel taint is more long-term. This trait of Annihilan blood, it has been proposed, may be a magical effect only known to more powerful Annihilan, although the authors disagree with this assessment. Annihilan are very rarely seen in battle, the Legion is known to hold them back behind the scenes rather than to waste them on combat roles; although in combat they tend to lead large armies, almost never being found alone. They can summon large numbers of Infernals and have limited magical ability, the ‘Fel Firestorm’ spell being the most commonly observed. They wield large double-bladed swords in battle, and primarily fight in melee – trampling and crushing their foes, whilst using their swords to swat both ground and flying enemies aside. Engaging these foes in melee combat is not a viable tactic; the defeat of Mannaroth the Destructor in melee combat by Grom Hellscream should be considered the exception to this rule, sheer dumb luck is not a good rule of thumb. Annihilan are not, in fact, the most capable spellcasters and as such should be targeted with Evocation spells as they do not seem capable of erecting effective wards; whilst they are resistant to magical attack, their typical inability to use wards means that combat spells are a guaranteed hit. Ranged martial attacks should also be used, and Abjurational shielding where necessary.

Mo’arg serve as the blacksmiths and engineers of the Burning Legion, and are known to augment themselves with mechanical implants and extensions of their body. The Gan’arg are small, Kolbold-like creatures, and are the main engineers of the Legion – designed not for combat but for labour. These creatures are subsequently not difficult to defeat in battle. The larger of the Mo’arg, on the other hand, augment themselves with combat-orientated devices such as automatic saws in the place of their arms and craft muscular forms onto their bodies in a way reminiscent of the Scourge’s  Abominations. It is not known whether the Gan’arg or the Mo’arg are the ‘normal’ version of the species, although given the large quantities of augmentation on the Mo’arg, it is presumed that the smaller Gan’arg are more representative of the original species. Mo’arg, whilst they have combat ability, serve more as the blacksmiths of the Legion and are generally only encountered in Legion workshops or inside Legion fortifications such as the ‘Forge Camps’ and ‘Invasion Points’ seen in Outland. As neither of these subgroups (Felguards aside) are designed or trained primarily for combat, they generally do not hold well in battle against experienced fighters and are thus normally easy to bring down with minimal allied losses.

Other Notable Demonic Adversaries

The following are a few final enemies that may be encountered under Legion control and how to combat them effectively.

Fel Reavers are not demons but are huge mechanical constructs created by the Gan’arg. These constructs can cover long distances over rough terrain rapidly and are supposedly powered by hearts that ‘beat’ and burn with Entropic Fire (inhaling the smoke emitted by these constructs is therefore highly inadvisable). These constructs are very large and very powerful, capable of destroying fortified positions and tearing down walls. It should be noted that some work of spies and adventurers in Outland suggests that these creatures may be controlled by Mo’arg/Gan’arg with consoles located inside Legion fortifications. It may therefore be a reasonable tactic to strike these consoles via aerial assault in order to render enemy Fel Reavers inactive, although the range and universality of these consoles is unknown, as is the extent to which Fel Reavers may be automated. Tactics against Fel Reavers themselves should be use of explosive devices and ranged combat; these are very large constructs and can easily crush melee fighters underfoot. It should also be noted that they are made of some kind of metal, and therefore that the practical use of melee weapons is questionable anyway.

Void Terrors, or Void Hounds, are huge two-headed demons that are likely native to the Twisting Nether. Scholarly work would suggest that they are not just corrupted Core Hounds, although Fel Beasts (Fel-tainted Core Hounds) do exist. They are likely, in fact, demons – as introduced above – and appear to be capable of storing large quantities of Arcane and/or Fel energy within their bodies. The Shen'dralar reportedly summoned and bound one of these creatures, and managed to siphon Arcane and/or Fel energy from it in order to power their own spells and research. These creatures are likely to utilise spell-like abilities in combat, but are rarely encountered and therefore information on their combat ability is both highly limited and speculative.

Satyr were originally Kal’dorei Highborne who allied with the Burning Legion, although some reports of other races being transformed into Satyr exist. The Satyr typically have a common form; large hairy beings with hooves and claws, and a forte for Shadow and Fel magic. These creatures also have rogues and other melee fighters among their number, some using Shadow magic to blend with their surroundings. Satyr are most commonly encountered in Felwood, and should be treated as one would treat any spellcasting or melee-fighting enemy. Whilst some are very powerful they appear to be no different to other Fel-corrupted races such as Fel Elves or Chaos Orcs, other than the fact that their transformation is more acute and that they appear to not die of old age (although it is unknown in Fel Elves or Chaos Orcs are also immune to ageing). They have little real organisation, and seem to exist in tribe-like groups.

This concludes all notable demonic races that may be encountered in battle. The authors hope that this book serves military personnel and other interested parties sufficiently, and remind readers that this is not an academic treatise, but it designed to provide information useful to those intending to do battle with demons.

Authors

Archmagister Skaraa Mikolaas1* - Fel Magic Chapter, and other scholarly/magic-related text.
Exarch Valir2* - Combat tactics to be employed against demons.
Anchorite Yazmulia3 - Editor.

1 - Affiliated with the Hand of Argus, and Kirin Tor.
2 - Exarch of the Hand of Argus, Affiliated with the Sha'tar and Aldor.
3 - Affiliated with the Hand of Argus, Sha'tar, Aldor, and Church of the Holy Light.
* - It should be noted that both Authors are deceased, although their works are still accessible. All future queries should be forwarded to the editor, who will also be responsible for future editions.

Skaraa

Posts : 236
Join date : 2012-04-30
Age : 24
Location : Portsmouth, England

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Re: [IC: Book] Fel Magic, Demons, and How to Combat Them (2nd Edition)

Post by Skaraa on Mon Feb 03, 2014 11:38 am

For the Author information, given that the characters are not present on this server, it may be worth me saying the following; Azeroth is a big world, it is conceivable that the listed authors/editor are minor characters (like the many NPCs in the world) who happen to have published this particular book. I don't see any problem with this explanation, maybe somebody here will, but that is my excuse and I am sticking to it. Razz

Also, before anyone says "But Draenei don't have last names" in response to 'Skaraa Mikolaas', I'll go ahead and explain that he was taught by a Mage named Mikolaas (the more observant Draenei levelers will know where I stole the name from) and when he was faced with Orcs who have clan-names and races on Azeroth who have surnames he decided to pretend to have a surname, and introduced himself as Skaraa Mikolaas, in order to seem a little less alien. It was a character quirk.

I know that, by length, it isn't really a 'book'. But neither is any IC book that exists in the official lore. Besides, I'd not expect anyone to read a full-length IC book, let alone for there to be enough lore with which to write one.

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Re: [IC: Book] Fel Magic, Demons, and How to Combat Them (2nd Edition)

Post by Guest on Mon Feb 03, 2014 1:48 pm

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Re: [IC: Book] Fel Magic, Demons, and How to Combat Them (2nd Edition)

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