Fel-Slingers
"In my blathering rage, I succumbed to the boon amongst my arm... only to awaken to a fire blasting amongst the entire forest in which I presided. Blue Flames rolling across the entire landscape as the cries of the world writhed in sorrow."
History
Introduction
At the dawn of time, when the World Drake smashed together his hammer amongst the anvil of The World Tree, sparks flared throughout the illimitable cosmos. Being a Primordial Entity with the posit as to ascertain order and structure across the multiple planes he engendered, this rippling force that emanated from Naezeiros seemed to surprise him. The Celestial Conclave was created, and alongside this burning flame, the Demonic Steppes came into being as well. The scourges of pristine evil surged amongst the many different Steppes as pristine unrelenting chaos pounded along the war-torn dimension of absolute rapture. However, despite the words written in the Writ of Balance not all the Infernal Princes were made categorically for the damnation of the Steppes. Before the times that we all know, there used to once live beings designated plainly as 'The Titans'. Creatures of unimaginable wit, vigor, puissance, and deific prowess. There lived an entire array of this legendary species, however, their purport and exact inception seem to have been a story lost to time. Aggromaraphar, originally named Pharma, was one such of these beings. Enlightened and ever steady in his subsistence, this Titan held the sparks of the World Forge deep within his very soul when first made. Despite his orders, a deep ire always held firm right within the Titan's heart, for, amongst the people who revered him and the control kept upon him, he believed his race to be the true leaders. However, despite the ingrained sense of righteous fury which held deep within Pharma’s soul, he never could truly understand the exponential leagues upon magnitude which the universe could crash down upon him. An air enriched of pride, began the seeds of one’s fate. Pharma led a revolution, the first to rebel amongst the confines in which he believed to be fair. Whether this was for a just cause or due to his burning hatred in his soul, the specifics remain unknown for the eons after such. However, Pharma’s regime alongside his peers and allies ultimately led him down a path of unbridled war and deceit, where the very pillars of Titan culture and influence turncoat upon themselves in a fantastical display of raw enforcement. Nearly every Titan was slain, however, Pharma was spared for one express purpose. Retribution from his very creator, the powers of The Deceiving Titan were harshly stripped away as the being was chained amongst the center of the most secure Stronghold in the depths of the nether. Shedding his name and orderly coil, Pharma became Aggromaraphar, the Bloodburnt Titan. His skin melted from burns into a sickly tinged red, and the corruption of the Steppes slowly forged him into by far one of the most powerful Daemonic Prince within its confines. This rage built up within the newly transmuted demon into a welling ball of rage. In a burning cry, the Primordial Flame within the Titan burst into a blistering inferno. True Flame surged across the entire Steppe in which Aggromaraphar was housed, killing all who lived amongst it instantly. His reign and terror singed into the mind of even the most gruesome Daemonic Overlords. The sickening ire of one’s rage is a motivation akin to pure justified virtue and grit for the sake of their vengeance. Trapped due to his bounds, Aggromaraphar is confined to this very day. Said to be a creature who could bring forth destruction in apocalyptic bounds if ever released to any of the major planes, The Betrayer’s influence carries like a forest fire to the vengeful and psychotic of existence. His Primordial Flame burns true, and like a wicked beacon of hope, it calls out to grasp at those who feel their self-constraint slip away from their consciousness. Giving forth that level of wrath to that of the corrupted who can handle such, The Titan merely sits in wait. Infernally tortured due to the restraints which pull and tear at his very existence, no matter how many eons of immeasurable visceral plight are struck among the entity he merely grits his teeth and waits in pure indignation. The only minds spreading his influence being that of the Withered, Incinerator Daemons, and all Fel-Slingers who call upon him. Locked away for a possible infinite existence, the Titan is stuck with nothing but time. Moments and time as to meticulously plot justified revenge.The Flames of Aggromaraphar
A mostly unknown facet of existence lies in the simple history that Aggromaraphar was not always a Daemonic Entity, sprung forth from the bellowing underbelly of the Steppes. No, Aggromaraphar, as his title suggests was once a Titan. The stories of Titans have since been lost to time via the multiple experiments and meddling hands of the Taliurdian race- however, one general facet was that these beasts held divine power in their grasps. Capable of both creation and destruction on a level nigh stronger than that of The Seven Mortal Gods, Aggromaraphar’s story left him chained to one of the Steppes in the Daemonic Plane, where despite his imprisoned state the Divine Beast’s influence spread across his Steppe in a blasting display of sheer ire and rage. The heart of this power lays within the Titan’s soul. Forged by the tools of Naezeiros the Great Drake, the sparks of his work alight the very power inside Aggromaraphar. These sparks were coined the name ‘The Primordial Flames’ and are considered to be symbolic of the destructive prowess which The Creator of the planes held within his deck of influence. This pure enlightened fire holds a heavily condensed saturation of cataclysmic energy in its bounds, allowing the destruction of most all creations in the known existence, and this very eternal source of eradicative energy was the framework of the Divine Titan’s soul. Through corruptive influence, an unbridled range of betrayal, and assistance from the Elemental Lord of Flame, many different levels of fire spread amongst the planes.Mechanics
The Titan's Subjugation
Hundreds of thousands of demonic entities pull from Aggromaraphar daily to attain his influence over Fel-Flame, however, the ability to Fel Sling is not without its price. The magic is considered a privilege by that of the Higher Daemonic Princes, and as such, they call for the many beings of the Planes to set forth and act in their stead as to expand influence. The Bloodburnt Titan usually requires an intensive right of passage to that of regular Blooded in order to originally gain their connection to the Primordial Flame which lingers in his soul, however, Withered have always held an innate ability to channel this intensive power from that of birth, as they are born with a Sigil of Wrath. Scholars often theorize why this is, however with the exact origin or even the total purpose of Witheredunderstood, it leaves many stumped. One common belief, however, lies in that alike Daemonic Corruption, the Primordial Flame constantly looks for vessels to bring forth its influence to. Randomly grasping and asserting the sickening blight upon children in the womb, this is said to be the help Aggromaraphar slowly ascertained an army from The Prime Materia and other such planes for the day when he may free himself from his bonds. Despite the theories, however, the simple fact lies in that Withered control this ability of Fel-Flame manipulation since birth, and regular Gaians do not. RedlinesThe Titan’s Concord
In order to attempt and strengthen the connection between a Fel Slinger and a Titan, a more private ritual is done in the proximity of an altar to Aggromaraphar. Those who set upon this Concord are able to attain an extra 10 base Essence to their Essence level. As such, a Rank 4 Fel Slinger could have 25 + 10 Essence, aka 35 maximum Essence. In order to begin this deal, braziers alit with Fel-Flame are put in the corners of a stone table and the user recites a prayer above a live subject, before ripping open their chest and pulling out their heart; sacrificing the very soul of the subject to Aggromaraphar. Seemingly accepting the sacrifice, Aggromaraphar bestows a new type of sigil onto the user, known as the Sigil of Flame. After having completed such a ritual, the base temperature of the Fel-Slinger would rise to double its temperature. Their mental state would feel as though it were slipping from them, as their mind goes maddening with the constant cries of war from that of the Bloodburnt Titan. As such, a perpetual state of blathering rage reels along with them wherever they go. In addition to this, the one boon that those who partake in this ritual obtain, apart from the truth of fel flame, is that their age is reset to the cusp of adulthood if they’ve already reached beyond such. Redlines:The Blood Of The Wicked
Upon first receiving the Sigil of Wrath, one’s physiology becomes immediately alike that of a Withered. All Fel Slingers are required to have this boiling blood, for otherwise, their very body would be unable to expend any form of Fel-Flame without melting their own body into a sickly puddle of viscera and gore. With a consistently burning body, the ichor of these wicked beasts leads to an array of natural crippling effects upon the body of the soul. The following applies to both Withered, and whoever ascertains a Wrath Sigil. Redlines:Fel Flame Properties
As explained previously, Fel-Flame is a toned-down form of True Fire, which has been corrupted in such a way over time that the Daemonic Scourges have been able to naturally use such magical thermal energy without much tire via pulling from the ever-present influence of Aggromaraphar. The light blue blob of nearly incorporeal fire is in most physical ways the exact same as the regular blue fire in terms of how it spreads, however, differs in a few noteworthy instances.The Four Ranks
To judge the progression of a Fel-Flame Truthseeker, four Ranks are given in accordance with the base magic rules. Basic, Adept, Expert, and Master spellcasters. A Truthseeker must abide by their Rank for a minimum of Two Months, allowing them to become a Master Truthseeker at six. Each Rank achieved grants the Spellcaster access to a new list of spells: Basic Spellcaster | 0 Months | 10 Essense At Maximum | Fel-Flame Freeform, Slinger’s Ball Adept Spellcaster | 2 Months | 15 Essense At Maximum | Inferno Stream, Withered Trail Expert Spellcaster | 4 Months | 20 Essense At Maximum | Adrenaline Surge, Flame Shroud Master Spellcaster | 6 Months | 25 Essense At Maximum | Wicked Snare, Hellfire Dome, Pharma’s Rage The only exception to maximum essence is if one has gone through The Titan’s Concord to gain another 10 maximum energy. Regardless of maximum energy, one may only learn the abilities given to their specific rank. -=-Magical Abilities
The Truth of Fel-Flame grants the user to use Fel-Flame. When cast, embers will begin to manifest from the forearm and drift toward the palm and fingertips. These embers are no ordinary embers as each individual one is in the shape or form of demonic lettering. They will manifest shortly after into an array of abilities. Each spell has a specific emoting counter which a Slinger must properly channel through before they can cast an ability. When channeling a slingers ability to move is reduced down to no more than 2 blocks per turn regardless of race. If they attempt to dodge or move suddenly for any reason they will lose all effort put into the spell and must start again from the beginning of casting. Should their spell be interrupted (before it is actually cast), then they keep the essence put into it; however if it was interrupted in the midst of casting then the spell ends and they do not keep any of the essence put into the spell.[ Fel-Flame Freeform ]
Rank: 1 | Emotes: 2 | Essence: 0 Description: The most common way of starting fires and if cast with the intent to light a fire in corrupted lands it will not go out. Mechanics: A Fel slinger may summon more amounts of Fel-Flame and it may be hotter under the circumstances that the slinger in question is not under the intense stress of combat or other stressful situations. Assuming this is true a Slinger may summon Fel-Flame up to the size of a massive forge once they have mastered their truth. -A T1 Slinger may summon a candlelight sized flame that is easily capable of starting medium sized mundane fires. This flame lasts only mere seconds once summoned and is used to light fires, candles, and other easily lit material that isn’t dense. -A T2 Slinger may summon a palm sized amount of fire that can be used to easily light large fires and can scorch and slightly heat up dense materials. This flame can last no longer than 5 narrative minutes once summoned. -A T3 Slinger may summon a cubic meter of fire (1 MC block of fire) that may act as its own fuel and is very likely to catch any nearby material on fire if not properly guarded away from the Fel-Flame. This fire can last up to one narrative day on its own. -A T4 Slinger may summon up to 5 cubic meters of fire (5 MC blocks of fire). This fire is easily enough to fuel a forge all on its own and can be used in forging metals and other materials; however it also can quickly spread and cause massive fires and easily burn down anything if not controlled correctly. This may last up to 3 narrative days before requiring to be summoned again. Redlines:[ Slinger’s Ball ]
Rank: 1 | Emotes: 2 | Essence: 4 Description: The most basic of Fel-Flame weaponized is the fireball, a baseball-sized mass of flame that can be hurled towards an opponent or target. Mechanics: Conjuring a ball of Fel-Flame that takes on the size of a baseball, this sphere of magical flame is the standard ability that those who understand the Fel-Flame Truth wield. It inflicts second, near third-degree burns when it comes into contact with the recipient of the spell. It does not, however, cause immediate death due to the burns lest it strikes a naked head (unarmored/unprotected), In which case, after 12 emotes without medical attention/treatment, they will perish. Starting at the lowest of ranks Fel-Flame Balls travel up to 10 blocks, and for every rank above the distance increases by 5. Fel-Flame ball inflicts first degree burns to people in plate and second to those in non-metallic or chain armor. If they are struck in the same place by a second time their burn wounds will go up a tier. (i.e first to second). If they hit third degree burns and do not seek medical attention immediately after combat they will succumb to infections and perish. Redlines:[ Inferno Stream ]
Rank: 2 | Emotes: 3 OR 4 | Essence: 8 OR 14 Description: A stream of Fel-Flame that if concentrated is maintained on a recipient it will prove deadly. Mechanics: The Slinger must prepare over 3-4 emotes to summon Fel-Flame and proceeds to have a jet of Fel-Flame erupt from their hands, lasting up to three emotes on a focused area. This has a range of 8 blocks and can be cast for 2 emotes by default, covering a 2 block wide cone. When struck by Fel-Stream burn wounds start at first degree, and for every emote after that the recipient is in the fire, then the burn wounds increase. I.e on the second emote: second degree burns, on the third: third-degree burns. The Inferno Stream may be cast for an additional emote (3 emotes max) if one were to spend one extra emote preparing and expend 6 extra essence, but this can only be used at Tier 3 and above. Redlines:[ Withered Trail ]
Rank: 2 | Emotes: 2+ | Essence: 10 Description: Summon forth a trail of Fel-Flame, wherever the caster moves the trail will remain burning in the ground left behind until the duration of the spell is over. Mechanics: The Caster will spend 2 emotes preparing to cast, after those two emotes wherever the caster moves it will leave a trail of Fel-Flame. The Caster may leave flames behind them wherever they travel for three emotes and the whole trail itself lasts for four emotes before dissipating. Regardless of armour all will face second degree burns as soon as they enter the trail of Fel-Flame and their burns increase by one tier for every 2 emote after the first that they spend in the blaze of fire. Redlines:[ Adrenaline Surge ]
Rank: 3 | Emotes: 3 | Essence: 12 Description: The Titan’s Rage burns within each casting of Fel Flame, able to be harnessed by those who know the Truth of Fel Flame, allowing them to increase the physical capabilities of themselves or others. Mechanics: Over the course of 3 emotes, the Blood within a Fel Slinger slowly begins to boil, heavily circulating throughout that of the Blooded before then increasing the physical prowess amongst that of the caster. This amplifies the strength of the Fel Slinger, giving the caster strength akin to a regular Rehk-Ur for the subsequent 3 emotes. Redlines:[ Flame Shroud ]
Rank: 3 | Emotes: 3 | Essence: 20 Description: The Caster begins to call forward a manifestation of Fel-Flame, focused on their form an area will be enveloped in Fel-Flame. Mechanics: A spell developed for a highly defensive move in terms of combat. Over the course of three emotes a Slinger focuses intently and begins to shroud themselves in Fel-Flame. Once the third emote is complete the following four emotes involve the caster being consumed in a blaze of fire that cannot stop projectiles but extends out one block in each direction from the caster. Once fully cast the slinger may move around freely as though they weren’t casting. Wherever the slinger walks it will burn and scorch the ground severely, leaving massive burn marks. Redlines:[ Wicked Snare ]
Rank: 4 | Emotes: 3 | Essence: 12 Description: The Caster places down a Runes upon the ground, anyone or anything that passes upon it will cause the stored Fel-Flame energy within the Rune to burst out, covering an area in Fel Flame in a flash. Mechanics: A 1x1 or 2x2 area is marked out in Fel Runes, taking 3 emotes to set up and once the runes are laid out should anyone or anything come within a meter of the rune, then the trap will set ablaze for three emotes in a 3x3 area. It is impossible to attempt to hide the rune in any form, magical or otherwise. The rune itself burns at the maximum temperature of 1100c meaning that trying to cross it will give severe third burns if one were to attempt such. Redlines:[ Hellfire Dome ]
Rank: 4 | Emotes: 5 | Essence: 22 Description: Surround an area in Fel-Flame to protect it from outsiders, it burns hot enough to melt most projectiles passing the swirling heat. Mechanics: Over the course of 5 emotes a Fel Slinger may prepare a large area to be covered in a swirling mass of Fel-Flame. This fire extends out 5 blocks in every direction from the caster and burns at the height of Fel-Flames range. This is used primarily to melt projectiles that were to enter the area and causes most everything nearby to be set ablaze. Any flammable items inside would also be set ablaze and melted. The dome itself lasts for 5 emotes and does not require the concentration of the caster after it is cast. Anyone entering the dome will face immediate second degree burns followed by a degree up for every two emotes spent in the fire. If 5 total emotes are spent within the confines of the dome and the person in question has no resistance to fire they will certainly perish; following suit they will be nothing but a pile of ash by then. Redlines:[ Pharma’s Rage ]
Rank: 4 | Emotes: 5 | Essence: 26 Description: The Caster begins to bring forth a storm of Fel-Flame Embers, requiring those under the Storm to seek cover lest the Embers burn them. Mechanics: Considered the ultimate ability of a Fel Slinger, this ability requires immense concentration and practice to use. Over the course of 5 emotes a caster must stand completely still as smoke leaks from their body into an overhead cloud that churns with firey chaos. After the fifth emote is completed the Fel-Flame will begin to rain down for the following 4 emotes and anyone caught in the large storm will face burns equivalent to the amount of emotes spent in the fire. This means on the first emote they gain 1st degree, 2nd emote they gain 2nd degree, etc. If they are inside of the storm for all four emotes they will certainly perish and be nothing more than a melted pile of goop. The size of this spell is 10 blocks in every direction from the caster, meaning effectively this has a diameter of 21 blocks and it effects in a circular area. Redlines:Summary
The Truth of Fel-Flame exists as a lesser form of Extra-Planar truth-seeking gifted to that of the struggling Blooded Withered of Gaia as a result of the Daemonic Princes which rule over The Steppes. Calling upon the wrath of Aggromaraphar via expanding Essence from his acts, a Blooded is able to call forth a magnified form of blue-striated fire throughout their form before expelling it outwards in a rapturous fury. Whether it be a simple ball, mastery over the control and manipulation of the fire, or expelling forth a corrupted inferno across the battlefield, it acts as heavily damaging and uncontrollable magic to both the user and neighbouring environment.General Redlines
Artwork by Unknown
Type: Magic
Rarity: Rare
Danger Level: Medium
Related System
Essence
Related Myth(s)
Divine Daemons
Related Species
Blooded
Related Ethnicities
Withered
Rarity: Rare
Danger Level: Medium
Related System
Essence
Related Myth(s)
Divine Daemons
Related Species
Blooded
Related Ethnicities
Withered
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