[IC Book] "On Demons"

Go down

[IC Book] "On Demons"

Post by Feral / Blackfall on Wed Aug 27, 2014 3:48 pm

The following book can be found in stacks here and there throughout Stormwind City. Many can be found stacked in the guards' headquarters, particularly the Stormwind Regiment Command Center. Others are scattered in among the books of the Mage Tower, stacked in the Royal Library, and left by bored readers in various taverns of Stormwind. A bookmark stuffed into each reads, "Originally penned for the Order of Nature's Grasp. Transcribed into the common tongue on behalf of the Minister of Magic. Free."

The book is ornately illustrated (perhaps useful for those poor humans who cannot read), each sporting a red cover with gold embossed text reading, "On Demons." The pages are of gold leaf, and thin, the writing fancy but easily legible, in black ink; each image is contained in an ornately-drawn box of fanciful golden lines and curves. The book appears to be nothing if not ridiculously flashy, as if made with looks in mind almost more than content.

((To get an in-game copy, poke me on Anhagath. They are copyable; the GHI code is too long to post on the forums even as its own message. If anyone sees errors, grammatical or factual, please bonk me in-game for a swift resolution, or post here though I'll be fixing it more slowly. Everything is, as stated ICly, as accurate as I can get.))

"On Demons":

Table of Contents:
1. Introduction
2. The Burning Legion
3. Combatting Demons: An Overview
4. Satyr
5. Felsworn
6. Doomguard
7. Dreadlord
8. Eredar
9. Wrathguard
10. Felguard
11. Mo'arg
12. Gan'arg
13. Felhunter
14. Imp
15. Pit Lord
16. Succubus
17. Shivarra
18. Nightmare
19. Void Hound
20. Voidwalker
21. Observer
22. Infernal
23. Closing Remarks

Within this text you will find a list of demons, basic information upon them, and then details on their combat abilities and how to fight them. It is not recommended that you ever engage any demon in one-on-one combat; the infusion of fel blood grants great power, even with the horrors it inflicts. However, it is best to be prepared regardless.

Some of the text is taken from the Exodar holographic displays. Other information has been gleaned through long years of experience by the author, gathered either firsthand or through relatively reliable accounts. Nothing can be guaranteed as factual, particularly speculation about the Titan Pantheon, but to the best of my knowledge, it is as correct as it can be. First, a brief summary of information on demons themselves.
The Burning Legion:
The Burning Legion

Not all demons are Burning Legion, nor are all Burning Legion demons; the Legion is comprised of Void creatures, mortal servants and more. Many demons are independent, and many existed before the formation of the Legion.

The Legion is said to have sprung up when one of the Titans became corrupted by the twisting shadows and cruel manipulation of the Nathrezim. He defected from the Pantheon, releasing the demons he had previously imprisoned and turning them to his will. The Doomguards (previously his servants) left with him, and many more demons were created or recruited along the way. Rather than maintain order, the Legion's purpose is now to destroy it--to sow fire, death and chaos throughout the universe.

The Titan--Sargeras--went first to Argus, corrupting and destroying the Eredar people. The Eredar now figure prominently in the Legion: the demons have adopted the Eredun language, and the Man'ari demons serve as both honor guard and powerful warlocks and strategists on the battlefield.

Sargeras then thoroughly enslaved (or perhaps gained the loyalty of) his old enemy, the Nathrezim; next, some millennia later, he turned his eyes upon Azeroth, drawn by the reckless Highborne use of magic, and subsequently by the Well of Eternity's power. Though Queen Azshara embraced this, in the end the invasion was repelled.

Since then the Legion has set its sights solely upon Azeroth, or so it would seem. Multiple invasion attempts--some partially successful--have wrought havoc on our world.

The destruction of our World Tree, the opening of the Dark Portal and the invasion of the orcs, the Scourge--nearly all evils scarring our land can be traced back, in some way or another, to the Burning Legion.

Even repelled, the Legion draws ever closer, its demons finding ways into our world, the masses making their way slowly here for an inevitable confrontation. Again... it is best to be prepared.

((A lavishly-illustrated, gold-bordered image of a white-haired, golden eyed female night elf is placed here, a beautiful smirk on her lips. The painter has managed to capture the faintly sinister gleam in her eyes. There is a caption beneath.))

The Former Queen Azshara.
Combatting Demons: An Overview:
Combatting Demons: An Overview

((Here, there is an illustration of a broad, spiked blade.))

Firstly, know that knowing a demon's true name--if you can find such--may give you some power over it. Wards on it may be dispelled, or illusions; it is claimed that you can call a demon to reveal its true form if you know its name. However, any name you hear applied to a demon is very likely a lie, a false name--so use this with caution, and multiple backup plans.

Know the types of demons. Not only by appearance, but also by tactics. I do not refer only to combatting that particular demon: but rather, knowing the demon's stance in their organization (be it Legion or otherwise) may save your life. For example, knowing that a Nathrezim is highly cunning, one would realize that happening upon one helpless and alone is almost certainly a trap. Likewise, a single felhound often means many more hunting nearby; and the presence of a Man'ari Wrathguard means a far more powerful demon somewhere nearby.

Know the powers of the demon you face. Know, also, your own powers. One cannot approach a pit lord singlehandedly and expect to walk away unscathed; one cannot hope to hold a conversation with a succubus at any length without falling under their charms. If you know that you are weak-willed, marching off to fight a succubus alone will end in your agonizing death, rather than a trophy to return with.

Speaking of trophies, do not take them. A demon's body is quite corrupt. Blood, flesh, horns, skulls--do not take trophies. Should felblood touch your skin, wash it--but do not allow the waters to become corrupt. After fighting a demon, one should always be checked by a Priestess or Druid for corruption, and cleansed thoroughly. Never ingest demon blood under any circumstances.

Holy relics and divine magics will work against any demon or Void creature with astonishing results. Blessed arrows or blades, or these dipped in moonwell water, can prove a devastating edge in combat. Blessed or moonwell water; a Priestess's light, or that of the Human paladins or Draenei Vindicators; nature's wrath as channeled by a druid; even the divine magics wielded by a shaman or witch doctor, when pure, are said to repel demonic influence. Arcane, however, can be corrupted by it. That includes Moonwells; while a Moonwell's water can (and is used to) cleanse fel corruption, the reverse can occur.

Satyr of great power, when given time, can taint the waters to spread the satyr curse, for example, rather than purify. Should you find a sacred pool in such a state, turn to the Priestesses for aid in cleansing it.

Wards, particularly against felflames and shadow, are recommended. The blessing of a Priestess will suit this task admirably. Likewise, one ought not to tackle the combat-oriented demons without proper armor, equipment, shield and so on. Many demons should not be faced head-on or in close quarters at all. Many more should not be faced without a small group, or even an army.  Know where the demon will be, and have a plan.

Now follows the information on individual demon types. These are not strictly alphabetical, but rather organized by demon "type," power and so on. Use the index page to navigate the book.

((An image rests here, vines twined around a leering satyr with a wicked dagger in one hand.))

Species: Night Elf, Others
Affiliation: Burning Legion, Azshara, Illidari, other
Function: Sorcerers and Fighters
The Satyr are generally corrupted night elves, with an elven upper body (with some alterations), goatlike legs, and a lion's tail.

Entwined irrevocably in our history and perhaps a terrible reminder of our arrogance, and our potential fate at the hands of corruption, are the Satyr. I write of Satyr first for two reasons: first, the Satyr are the "demon" most likely to be countered. Second, the nature of the Satyr is not simply demonic corruption, but rather it is a curse, handed down from one member to another. The satyr are almost all night elves--or rather, were--but the curse can be passed down to others as well, though it is rare. Equally rare is it to see a female satyr, though it is said that they do exist.

Satyr are exceedingly sadistic, enjoying nothing more than long, drawn-out torture of any victims they can find, particularly intelligent beings able to suffer intellectually as well as physically.

The satyr can be recognized by the aforementioned lower body, as well as long, goatlike horns and beard, and long claws upon the hands. In combat, they might be either casters (many were ancient Highborne, or have been trained by them) of arcane, or darker (shadow or fel) magics; others are skilled in close combat, utilizing the shadows for stealthy movements. In general, they are larger, swifter and more agile versions of night elves, as well as delivering powerful kicks with their hooves.

Use common sense in your assaults, and know that when near a Satyr encampment, it is possible that a sect of dozens or even hundreds of Satyr may lurk nearby. They will use ambushes and stealthy cunning, and they are well-known as trickers, so be warned.

((A carefully-outlined image depicts a red-skinned fel orc in spiked armor, snarling in bloodlust.))

Species: Any
Function: Infiltration, Worship, Soldier, Other
The term "felsworn" refers to any mortal who has sworn themselves to demons and their blood in return for demonic power.

That being said, the boundary between felsworn and true demon is as yet unclear. Those such as Illidan Stormrage or the fel elves may be considered either, in different texts. It may be that one becomes a "demon" when redemption is no longer possible--ex. the return of the orcs to a relatively normal state.

Felsworn might display obvious physical changes, for example hooves, tails, flames, fangs, claws, scales, spikes, wings, larger size, a tainted (often red) skin tone, and so on. They may also have adaptations: the ability to see in the dark, for example, or to breathe fire or even fly, if they have wings.

In terms of combat, be aware that most fel-sworn were powerful warlocks in life. Thus, fight them as you would a warlock: a mortal caster.

Some bear skill with weaponry, as well, so be warned: size up your enemy before leaping in. You may face powerful shadow and fire spells, manipulating mind magic, the summoning of lesser demons or the scything of a blade. Use caution, and common sense, and attempt to swiftly destroy the body to prevent the soul from being captured by necromancy (not unheard of amongst warlocks).

((This image portrays a basic doomguard: winged, red of skin, the face alien and menacing.))

Species: Ered'ruin
Affiliation: Burning Legion
Function: Shock Troops, Enforcers
Powerful and deliberate, these winged aberrations are known across the cosmos for their brutality.
The Doomguard are utterly devoted to their Pit Lord masters and revel in the destruction of worlds.

Doomguard, Doomlord, Terrorguard and so on are various names for the Ered'ruin troops loyal to the Pit Lords. Though they are associated with the Legion, it is said that they do not consider any their master since the destruction of Archimonde. It is rumored that the Ered'ruin were once protectors of life, and slayers of those who would use magics that feed from the sacrifice of life--essentially, the very definition of fel magic. Upon Sargeras's corruption, he drew them into the Legion to serve him as corruptors and killers instead. They are often the overseers of Felguard armies, directing the Felguards' movements with cracks of their great whips, hovering above to better see the battlefield.

At first glance, it may seem that a Doomguard is intimidating, yet easily slain; they seem, in appearance, much like a huge Felguard, yet with the ability to fly using their massive wings. Do not be so fooled.

They bear a natural near-immunity to magic; if you are a caster, focus on shielding your allies, and upon trickery. Focus also upon assaulting the Doomguard with inanimate objects (or animate if that is your preference) flung with magic, rather than assaulting with magic directly. As for the Doomguard's own abilities, they are not only skilled with a blade, and able to fly, as well as massive in size; they also wield powerful magics, from incinerating shadows to molten rains of felflame. Some bear a magical aura that cripple or blight all who would enter melee combat with them--a foolish choice, given their skill with various blades.

Variations on Doomguards include Doomlords: exceedingly large, powerful and high-ranking Ered'ruin; and Terrorguards, who bear a second, gape-mouthed jagged-toothed face upon their chest. Do not attempt to enter combat with a Doomlord unless extremely prepared and accompanied by at group. With a Terrorguard, there is the added danger of the second face's spewing of flames.

It is best to avoid combat where possible. Where you must, bring allies, and many of them; focus on avoiding the Doomguard's magical attacks, while inserting ranged damage in the form of arrows, bullets and spears, and the like, wherever you can. Great nets, dropped from above, if done by surprise and using a difficult-to-melt metal, may stop them flying away and entangle them long enough to provide a surprise in combat. It is a great risk, however, with a high likelihood that the air troops will merely be a temporary distraction while the doomguard knocks them from the sky.

Again, casters should focus on shielding and warding, as well as removing curses from their allies, and attacking using telekinesis and inanimate objects (i.e. flinging boulders, rather than arcane blasts). As ever, a beheading is the best option--though it is possible that with the Terrorguard, the "true" head is in fact the one in the chest. Utter destruction is recommended.

((A detailed but no-frills image is painted here: a winged, horned Dreadlord, claws splayed forward.))

Species: Nathrezim
Affiliation: Burning Legion
Function: Secret Police, Interrogator
The Nathrezim are merciless villains who feed upon the energies of mortal creatures.
They utilize terror and subterfuge - often turning brother against brother as whole worlds fall before their dark influence.

If you know that you are fighting a dreadlord, then you face one of two options: first, that you have fallen into his trap, or second, that you have finally drawn him from hiding and he is entirely unprepared. Know also that the latter almost never happens. The reputation for cunning and trickery that demons bear is almost solely thanks to the Nathrezim.

They call themselves, in the demonic tongue, "thal'kituun" - "the unseen guests." They have the capability to mask their presence, even from those who can sense it most easily, bar perhaps true demon hunters. They do this to hide among mortals, twisting their society and even destroying it utterly through clever politics alone. And they do not die--not truly; bar entirely incinerating the body, or destroying the soul, immediately after the creature's death. Even these are no guarantees, and may merely slow their regeneration. The falsehood that all demons simply "respawn" in the Nether stems from this ability of the Nathrezim--perhaps linked to their skill in necromancy.

Most of you will likely never see a dreadlord, let alone meet one in combat. Should one engage in combat directly, it is likely that he has spent a great deal of time thoroughly studying you, and your abilities and tactics, and has a plan prepared already.

So should you run into one seemingly at random, be more on guard than you ever have in your life. Aim for a swift, decisive kill, and never listen to one speak, under any circumstances. All they have to offer is lies. And they can lie in any language; the Nathrezim are capable of comprehending and speaking any tongue through the dark magics of the mind.

All in all, as you will see, the Nathrezim are one of the more powerful classes of demons, and never to be taken lightly.

They are heavily armored, and generally trained in all things regarding warfare and magic.

They are capable of great feats of dark magic: swarms of shadow-infused insects, the ability to simply cast you to sleep, the power to drain your life away even at a distance. They are capable of necromancy, even on a larger scale--sometimes creating doomguard from fallen enemies. Some can summon Infernals. And, they can fly, for at least short distances.

If you should be so lucky to find a dreadlord unaware--or more likely, pretending to be unaware--and not hiding behind an army of minions, then apply any shadow wards you might have, any barriers you can find. Use an ambush or ranged attacks. Destroy or remove its head as swiftly as possible. Damage the wings to keep it grounded. Silence it to stop its casting, if you can. The instant it falls, burn the corpse, and should you have any method of cutting a soul from the body permanently, use this. Even then, though some slain in this manner have never returned, we cannot be entirely certain that it does not merely slow their return.

((Portrayed here is a tall, red-skinned Eredar, much like a Draenei but somehow more sinister, with broader headplates and extra horns.))

Species: Eredar
Affiliation: Burning Legion
Function: Overlords, Strategists
The cunning, powerful eredar warlocks were once the noble Draenei. Yet they fell to the lure of Sargeras' evil - and now they have become the Draenei's most stalwart enemies.

Once kin to the Draenei (or Exiled Ones), the Man'ari Eredar--or simply Eredar--are relatively similar in appearance. Some still bear blue skin and differ only in size; others sport red skin, larger horns and so on.

The Eredar are generally considered overlords of the Legion, present in large numbers behind the front lines, aiding in guiding the battle's strategy as well as adding their astonishingly potent magical abilities to the front. Most Eredar are very accomplished sorcerers, wielding a variety of dark, fel, and other magics, raining chaos down on a battlefield from a safe location.

You are unlikely to encounter one alone--most are found only at wartime, and even then, behind a great deal of protection. Yet like the Nathrezim, simply fight with common sense. Ward yourself or avoid remaining in the demon's sight, while aiming for as swift a kill as possible. As a sidenote, Eredar can levitate, or levitate other demons, so be wary of them merely flying off despite their lack of wings. And do not underestimate them.

Of all the casters of the Legion, the Eredar warlocks are perhaps the most powerful; a single flick of the fingers is said to be able to bring fel-flame torrents which can sear away flesh and bone in an instant. Like all casters, however, they require concentration; startling an Eredar while he is casting, or counterspelling his assault, are both useful tactics.

((Potrayed here is a Wrathguard: clawed of foot, with huge spiked armor on its shoulders and a long, bladed tail.))

Species: Eredar
Affiliation: Burning Legion
Function: Honor Guard
Cunning and precise, the Wrathguard often protect the Legion's eredar masters.
Their skill in battle should never be underestimated.

Man'ari, like the Eredar, the Wrathguard share similar origins to the Eredar warlocks. Instead, however, these are essentially warriors--an honor guard for the higher-ranking Eredar warlocks. With clawed feet, long tails and heavy armor, wielding blades or glaives, they are generally considered warrior-like in nature. However, many are still capable of casting vicious fire or felfire spells, particularly a notable ability that, after a brief spellcasting, sends a torrent of flame in a directional wave--often leaving scorching flames licking the ground.

Avoid the flames, and the scything blades, when confronting a Wrathguard. As with most demons, it is best not to engage them alone or even in a small group. Wrathguard are, like all Eredar, intelligent opponents--nothing like the dull, vicious Felguards beneath them.

((Here, a felguard is shown: tall, muscular, reddish, with heavy armor and a huge blade.))

Species: Mo'arg
Affiliation: Burning Legion
Function: Standard Soldiers
Conscripted from the mo'arg race, these warriors serve as the Legion's rank and file soldiers.
They are fearless and unwaveringly loyal to their master's will.

The Felguard are a widely-variable subclass of Mo'arg, but they have more similarities than differences. They no longer resemble their other Mo'arg brethren in any way: they are as tall as or taller than a night elf, and far more muscular. They are foot soldiers, large, brutal, and efficient, as well as generally fearless, with some exceptions. They are heavily-armored, spined, and fight with a large and heavy blade, sometimes chained to their bodies. They are highly-disciplined, working well together: essentially, the perfect soldier.

You are likely to encounter one or more should you take your fight to the Legion: they are relatively common soldiers, the rank-and-file minions of the demonic army.

Luckily, for all their strength and numbers, they have not delved into magic. It is recommended that you simply do not engage in melee combat.

A strike even upon a shield is likely to break your arm. Observe the area, create an escape plan before engaging, and then assault with either magic, cunning or speed. Watch your sides at all times; the Felguard are skilled at flanking their enemies. Should you become overwhelmed, flee, and recalculate your odds and strategy. Fighting to the death is what they want from you: your death. Do not be so foolish as to give it to them in the name of "courage" or "honor." They care not for those things: only for your blood upon their blade.

As a final note, should you be fighting alongside a group of allies, be warned that the multitudes of Felguard, having apparently been attacking different targets, may have in truth been seeking and abruptly all focus upon a single target: one viewed as valuable, weak, or both. Should you have unarmored arcanists or Priestesses among you, keep them protected, and be prepared to close ranks to guard them.

((This image depicts a huge, vile green creature with deformities, pus, green goo, limbs replaced by mechanical weaponry and tools, and a huge tank on its back.))

Species: Mo'arg
Affiliation: Burning Legion
Function: Engineers, Scientists
Brutish though they may seem, these iron-stitched horrors are exceedingly brilliant engineers and forge-smiths.
Their black iron constructs have sown death across a thousand worlds.

The Mo'arg are an interesting paradox: they create, in order to destroy. They sometimes appear exceedingly intelligent despite their outer appearance, and very cunning, as they must be to build as they do. Should you see one, destroy it, as should go without saying; it is these who power the dark constructs of the Legion, for example the mechanical demonic gates, and the towering Fel Reavers. They are not particularly difficult to destroy: avoid the spewing of dark magic-tainted oils and so on, and the spinning blades, and slay them as you would any enemy. Beheading is perhaps the safest measure, as always.

As an interesting sidenote, it is believed that the Mo'arg were once of the same race as the Gan'arg and the Felguard, despite current physical differences--perhaps warped into other forms in the same way that Wrathguards were from the Eredar.

((This image shows small, hooded creatures, like the Mo'arg but less intimidating, still with clawed weapons and jutting fangs.))

Species: Mo'arg
Affiliation: Burning Legion
Function: Tinkerers, Machine-smiths
These stunted mo'arg are very clever, and are often employed as helpers for their larger brethren.
Mischievous by nature, they are fond of employing their own hastily-constructed technologies.

The Gan'arg are essentially small Mo'arg, focused on being aides and masterminds behind the engineering and construction of the Legion's--and other--dark constructions. Handle them as you would a Mo'arg. They are far weaker than their larger brethren, though they will sometimes attack in small groups.

((A canine-like creature is shown here, with thick, scaly red hide, tusks, long claws and a long tail, and long, black tentacles waving from its head as if seeking something.))

Species: Felhound
Affiliation: Burning Legion
Function: Similar to dogs
Devastating if unexpected, yet easy to defeat with the correct knowledge and skill, these demonic hounds unerringly seek out and slay casters of all kinds.

Felhunters, also known as fel stalkers (a term sometimes reserved for the elite) or felhounds, are the hunting hounds of the Legion's Pit Lords. They are sometimes guided by a houndmasters, or at other times found in service to warlocks.

Regardless, these are one of the most common demons we face--and one of the ones where knowledge will mean the difference between a brutal death or an easy kill. Felhunters are much akin to very large dogs, with a reddish, leathery hide, large claws, small white eyes and long, black tentacles atop their heads. A mane of shaggy black, smaller tentacles runs down their back; two long, pale horns jut forward, and a long tail juts out behind to balance them. A large mouth is filled with sharp teeth, and they move with a bounding, leaping hop. These creatures are used--either singly or in groups--to seek out enemy spellcasters and destroy them.

Their eyesight is poor, and likely other senses. Instead, they sense the latent arcane energies in the air, and arrow to enemy spellcasters. They will also attack non-casters, but highly prefer arcanists instead. Their method of attack is as follows: to leap upon, often in ambush or after a pursuit in the manner of hounds, a caster.  To fix the two main tentacles into the arcanist's flesh. And then to, through these tentacles, drain every bit of mana from the caster until the victim is dead--a light, dry husk, emptied of life and magic. For non-magical enemies, the felhounds employ their powerful jaws and sharp teeth, to good effect.

As a note to arcanists: striking a felhunter with magic of any kind will not damage it. Instead, the creature will feed from the mana, merely gaining in strength and size and growing more hungry. When "fed" enough, they split, reproducing in such a manner, creating two smaller versions.

In combat, therefore, never ever under any circumstances attempt to strike a felhunter with magic of any kind. Instead, if you are a caster, rely upon your surroundings: cast your fireball not on the felhunter but on the heavy dead tree branch above it, or the earth below it. Throw weapons at it with your magic, but do not use your magic itself as a weapon. Illusions may work, if they sense strongly enough of the arcane, to distract the beast long enough for a kill; or they may not.

For non-casters, and for casters skilled with a blade: slay it as you would any beast. Do focus on lopping off the two tentacles first, if possible and when there are friendly casters about. Otherwise, "kill it": stab, crush or shoot it in the head or chest.

((A dancing, grinning, flaming green imp is shown here.))

Species: Imp
Affiliation: Burning Legion, unaffiliated warlocks
Function: Familiars and servants
These small, irritating enemies are relatively easy to handle alone, but in large numbers can become a dangerous swarm.

Imps are most often seen in the service of warlocks, be they Legion-affiliated cultists, neutral, or other. Imps themselves are small, cunning and loud, generally regarded as a nuisance, and irritating. They are often strongly-opinionated, putting some in mind of flaming little goblins. They are generally used as a warlock's familiar: an assistant, servant, messenger, and as aid in minor combat situations.

As a rule, their abilities include basic fire and fel magic, as well as the ability to remove enchantments, for example curses and the like. As a whole they are not very powerful, relying on their agility and speed to escape direct combat. Most powerful strikes from a blade will end them. Do take care to avoid the fireballs; they are relatively weak, yet fire is still fire. Warding spells set up in advance can negate much of an imp's danger entirely. If confronted by a swarm of imps, or more dangerous, larger "fel imps," keep an eye on your retreat. and do not grow overconfident. A volley of arrows works wonders.
Pit Lord:
Pit Lord

((A massive, stunted-winged pit lord, wielding a huge glaive, and with heavy armor hanging beneath the curving tusks, is shown on this page.))

Species: Annihilan
Affiliation: Burning Legion
Function: Generals, Ground Commanders
These colossal destroyers serve as the Legion's military commanders.
They are as cruel as they are powerful - and revel in the destruction of all that exists.

You are very unlikely to ever view a Pit Lord in person--let alone on a field of combat. They simply rarely engage in it, though when they do, rage and bloodlust overwhelm them. They delight in violence and death, be it another's or their own, and as a result will tackle any enemy with fearlessness. If, that is, they wind up upon the battlefield. They are the generals of the Legion's army, operating behind the front lines in a commander capacity.

Should you be so unlucky as to find yourself in combat with a Pit Lord, do not tackle one alone. They are massive, and though they cannot fly, they are capable of crippling an enemy with dark curses, as well as calling rains of felfire from the sky to fall upon you. More importantly, perhaps, they are simply enormously physically powerful, wielding a great, massive blade or glaive, wearing exceedingly thick armor, and so on. However, they can be killed: a strike that bypasses the armor into the chest, or decapitation, will kill a pit lord as surely as it will kill a night elf.

((A slender, bodiced female demon with split hooves, a long pointed tail, and curled horns is shown here, smiling seductively whilst wielding a whip, wings half-raised behind her.))

Species: Sayaad
Affiliation: Burning Legion
Function: Intelligence Agents, Torturers
The cruel sayaadi temptresses exemplify the subtler side of the Legion's nihilistic crusade.
They revel in causing anguish and pain - and their murderous interrogations are the stuff of nightmares.

The succubi use both natural and magical charm to seduce and manipulate those of lesser willpower. Train yourself against such manipulation, and do not draw close. When controlled by a warlock, often they seem to emotionally bind to him so tightly that they will kill any female attention he gets in jealousy--or attempt to. Lastly, they sometimes conceal themselves with illusionary magic, so be on the alert for the sense of fel nearby.

When their charm and invisibility fails them and they are forced into combat, they are very agile. They will attempt to get beside or behind an enemy, and use shadow magic or a long, sharp whip when at longer range. Common sense is recommended, but a succubus is not a particularly deadly foe in combat when approached with caution. Do be warned not to move to close to a cliff's edge while fighting one; their wings, whip and blasts of shadow have been known to knock soldiers flying.

((A tall, six-armed demon wielding multiple blades is shown here, barely-clothed, her gaze imposing. What little clothing she wears appears to be highly-ceremonial.))

Species: Shivarra
Affiliation: Burning Legion
Function: Priestesses, Military Chaplains
Devout and exceedingly charismatic, these priestesses live only to evangelize the power of Sargeras' dread vision.
They are the driving heart of the Burning Crusade.

Not much information is known on Shivarra. They are quite tall--two to four times a night elf male's full adult height--and possess six arms, often with each wielding a wicked blade.

They have been rumored to be able to use healing magics, at times; more often, they are said to blast their foes with shadow.

However, resorting to magical means at all seems to be rather uncommon. In general they simply attack in a scything whirlwind of blades. As one might imagine, it is best to avoid this. Slay the demon how you wish, otherwise; options include entangling her limbs, knocking her down, using magic or ranged weaponry, and so on.

((A demonic horse is depicted here, dark and dull of coat, with flaming hooves, eyes and nostrils. It looks somehow both pained and furious.))

Species: Xorothian Dreadsteed, Corrupted Horse
Affiliation: Burning Legion, Various
Function: Mounts
Tortured and corrupted horses, or summoned demonic steeds from Xoroth, these creatures burn with eternal fel flame.

There are two types of demonic warlock steeds. The first, a simple dark-coated horse with flaming hooves, eyes and nostrils, were once wild horses which roamed Desolace. The mortal Shadow Council of warlocks tortured and corrupted them into a demonic state to serve forever as what are now commonly known as felsteeds.

The second, known colloquially in the common tongue as Dreadsteeds, are beasts native to Xoroth. More powerful, armored, more fierce and said to serve as the steeds of the Dreadlords themselves, these beasts are a horror to behold. Like dark and twisted horses, filled with malevolence, yet not considered intelligent, the Dreadsteeds--and Felsteeds, for that matter--can be relatively easily slain. One must avoid the slashing of their flaming hooves, and do not strike for their missing heart, but instead cleave the head from the body, or remove the spine. Should they be mounted, combat as one would a warhorse--but one with fire.
Void Hound:
Void Hound

((An obviously hulking, menacing creature is portrayed here, with dark skin, two heads, a great number of eyes, four legs and massive jaws on both heads.))

Species: Unknown
Affiliation: Burning Legion
Function: Guards and Sentries
Powerful, with a startling variety of magics and large in size, yet low in intellect, the Void Hound should be tackled with care.
They do not seem to be intelligent, but rather bestial, despite their innate magical abilities.

Not a great deal is known of these. They appear to be as Corehounds: large, two-headed beasts, dark of skin and canine in overall appearance. However, they bear multiple eyes, a nearly unending supply of fel power, and the ability to cast an unusually wide variety of spells.

Their magics include dark hexes akin to troll magic, spewing of flames, of poison; a variety of weakening diseases and demonic curses, infected bites, the summoning of magical demonic "eyes" that will attack and hamper arcanists, and so on. In truth, their abilities appear so chaotic that it is possible that a Void Hound could conceivably call upon and cast--perhaps at random--any dark or fel magical spell. They are also likely to drop their massive weight upon the ground beneath them, shaking it to throw enemy combatants off-balance, or attempting to trample them: near-harmless if expected, deadly if a surprise. So expect it.

Whatever their mysterious source, they have been present for at least ten thousand years; as many will know, the powerful beast Immol'thar was kept captive within Eldre'thalas, albeit shielded against corruption, to serve as a power source to the Shen'dralar. It is best to avoid standing in front of them, at all costs; a shieldbearer in front will be quickly melted by the flaming breath.

Combat them as one would combat a core hound, yet bear the dark magics in mind. Aim for a swift kill from the side or behind, and use your speed against the creature's powerful but slow movements. Casters should focus on protecting allies and snatching a quick death for the demon. Be sure to check over a platoon of soldiers after combatting a Void Hound; residual curses and dark magics, some subtle and draining, may linger and require dispelling.

"Fel Beasts" are a subcategory of Void Hounds, or potentially truly corrupted Core Hounds. They are equally large, though tend to use simply flame attacks and claws and fangs, as well as their great weight, against their enemies. Treat them as you would a Void or Core Hound: avoid melee combat, avoid the flames from their twin heads, and strike from a distance, or from the side or behind. Be wary of the flames that lick along their backs.

((This image depicts what appears to be a corrupted core hound, green fire coursing over its hide.))

((A voidwalker is painted here, black with a blueish haze, an ornate and heavy bracer over each wrist.))

Species: Void Creature/Unknown
Affiliation: Burning Legion, Void
Function: Soldiers and Bodyguards
A voidwalker is formed of pure dark energy, and wanders the universe consuming all light.

The hulking shadow creatures known as Voidwalkers are not true demons. Like Observers, they hail from the Great Dark Beyond. They are made of coalesced shadow energies, and are able to feed on natural darkness to regenerate themselves. They can also create a faint violet light in full darkness. A voidwalker is generally black, but may appear with a deep blue, violet or even reddish tinge.

Voidwalkers, regardless of whether summoned or arriving of their own free will, enter Azeroth with physical bracers on their bodies to contain and focus their energies. When these bracers are broken, the creatures are greatly weakened--sometimes even sent straight back to the Void.

When summoned by a warlock, the voidwalker is suicidally obedient, and will sacrifice itself if ordered to. They are not particularly vulnerable, or indeed may be truly invulnerable to physical weapons; yet some magics, particularly light magics, or the power of nature or shaman, can disperse them when strong enough. However, the best course of action is still to attack the bracers first, and what void remains afterward.

Be warned that some wear heavy or even spiked armor atop their shadowy forms. Do not allow a Voidwalker (or the various variations, such as Void Lords and Void Gods) to strike you; their very touch is said to inflict massive pain, sometimes even going so far as to fill the mind with painful memories or the like.

((This image shows a leering, floating face: one enormous eye, many smaller ones, and a gaping, sharp-toothed mouth.))

Species: Observer
Affiliation: Burning Legion, Illidari, Neutral/Other
Function: Observing; guards, sentries and combat
Large, floating eyes with dangling tentacles suspended below, the Observers are powerful users of magic.

Like Voidwalkers and so on, Observers are native to the Great Dark Beyond. If this is true, then they may not be true demons. That being said, they offer their services to powerful warlocks, to the Legion, and to others, or simply roam independently, in order to always bear witness to the use of magic--and to consume new forms of it, possibly somehow learning to use it by devouring it. As such they are frequently associated with and found in league with demonic forces or demonic sympathizers.

Observers often use a great deal of magic against their foes, in the form of powerful beams striking out from the eyes. Various other magics, such as curses and mind-manipulating terror, can also be used; it is pointless to attempt to list them all here. However, the best course of action is to attempt to blind the creature's multiple eyes. Always avoid standing unprotected in its sight, and strike from behind where possible, and from long range.

((This image shows an Infernal: a body made of flaming boulders, towering and glowing green.))

Species: Artificial Construct
Affiliation: Burning Legion
Function: Chaotic Weaponry
Large constructs akin to stony flame giants, which are summoned by other demons to slam down from the sky in a rain of chaos and fire.

The Infernals are believed to be constructs; they are extremely unintelligent, said to be created by the fusing of tainted fire elementals with fel-touched stones by the Mo'arg. So stored, and then bound to dreadlords, pit lords, shivarra, eredar and other demons, they can be summoned on the battlefield to sow terrifying and chaotic destruction, often with the intent of scattering enemy troops.

And truth be told, there is little recourse; the presence of an infernal means a great deal of flame and fel magic charring all in a wide space around it. In addition, the creatures are often summoned as a comet, slamming down from a great height in an explosion of fire and earth. Imagine a great boulder, set aflame, slamming into the ranks of an army, then standing upright and scorching all nearby, and you have some idea of how an Infernal operates.

It is best never to draw close, but rather to focus on containing and destroying it through the arcane, or powerful ranged weaponry such as glaives, which may shatter the body apart, tahus deactivating it.

Abyssals are a higher category of Infernals. They are created with darker, more jagged stone, and are generally larger, sometimes exponentially so, with red or blue flames rather than green. They ought to be treated as more powerful infernals, and avoided in melee, to be attacked with heavy weaponry from afar.

As with most of the more powerful demons, it is highly recommended that an Infernal, and even moreso an Abyssal, be assaulted only with a capable group large enough to handle it.
Closing Remarks:
In closing, I urge you to study demons as best you can, here and using any other sources you can find. Slay them wherever you find them. Seek them to slay them if you must. Fight their corruption, and prepare for the final battles that will inevitably come.

Do not let the lust for demon death drive you, lest you become a zealot; but do not fall into the foolish complacency of others. Do not assume that others will kill the demons and protect your world for you.

You are Kaldorei, and it is your duty to defend this and all the lands of Azeroth. Do so. And do not do so unprepared.

And remember: never, ever speak with a demon. Their words are only lies, and nothing good will come of it.

- Anhagath Moonflame
Feral / Blackfall

Posts : 575
Join date : 2010-06-05
Age : 35

Back to top Go down

Re: [IC Book] "On Demons"

Post by Seymoore Butts on Fri Sep 19, 2014 1:24 am

Lovely read, not only for fighting demons, but also for general information about them.
Seymoore Butts

Posts : 22
Join date : 2014-03-20
Age : 24
Location : Denmark

Character sheet

Back to top Go down

Re: [IC Book] "On Demons"

Post by erwtenpeller on Fri Sep 19, 2014 6:15 am

Finally another in-character tome to reference in role-play, nice one, Moonflame!

This book is now under Delidah's pillow. Or something.

Posts : 6481
Join date : 2011-06-03
Age : 32
Location : Netherlands

Character sheet

Back to top Go down

Re: [IC Book] "On Demons"

Post by Aklana on Thu Oct 30, 2014 5:22 pm

Very useful. Laughing


Posts : 4
Join date : 2014-10-17

Character sheet
Name: Aklana Forthwind

Back to top Go down

Re: [IC Book] "On Demons"

Post by Mallucis on Tue Nov 18, 2014 8:34 am

[You must be registered and logged in to see this image.]

Posts : 302
Join date : 2013-08-02
Age : 30
Location : Wroclove, Poland

Character sheet
Name: Aramal Blackstone
Title: Knight of Stormwind, Lord of Blackwood


Back to top Go down

Re: [IC Book] "On Demons"

Post by Feral / Blackfall on Wed Nov 19, 2014 2:15 pm

Hit me up in-game again Mallucis, and don't let me forget this time,I'm so sorry x_x My memory is like a sieve these days...
Feral / Blackfall

Posts : 575
Join date : 2010-06-05
Age : 35

Back to top Go down

Re: [IC Book] "On Demons"

Post by Mallucis on Thu Aug 18, 2016 5:26 pm

I lost it (GHI wise). If you ever decide to reappear, I'd love to take one more copy.

Posts : 302
Join date : 2013-08-02
Age : 30
Location : Wroclove, Poland

Character sheet
Name: Aramal Blackstone
Title: Knight of Stormwind, Lord of Blackwood


Back to top Go down

Re: [IC Book] "On Demons"

Post by Sponsored content

Sponsored content

Back to top Go down

Back to top

Permissions in this forum:
You cannot reply to topics in this forum