Siryl Character in Emynea | World Anvil

Siryl


Siryl is an aspect of Wylrith and is a physical aspect. It consists of the sea, but more specifically, the deep sea and forces of extreme pressure. As its counterpart, Corrust Combustion, revolves around concepts of explosive force. In this way, Siryl can be seen as a force revolving around implosive pressure. However, unlike its counterpart, it also represents the sea in general in the form of waves and brine. Corrust, unlike Siryl, generates other byproducts and effects Siryl does not including generating energy.

Syril water is differentiated from Ithisda by the presence of brine and does not contain the pressure Siryl is able to apply. Water summoned or generated from this aspect has a peculiar effect. This water exerts the same weight and pressure to anything it engulfs as if it were at the bottom of the ocean, independent of actual location and outside forces. Everything within this water is subject to the conditions of the ocean floor at varying depths. The stronger that force, the quicker any caster becomes exhausted. It can also be summoned or used with little to no pressure and, in this scenario, it is simple seawater. What degree of pressure the water exerts cannot be perceived by others without interacting with it, but those with certain blessings from Siryl are able to sense this.

Like all aspects, Siryl has a parallel plane that overlaps the physical world and connects directly where it occurs or exists naturally in the physical world. Compared to most aspects, access to this plane can only be created artificially or only occurs in seawater itself. This does allow a unique way of travel as any point of the ocean can be used as a portal or window. However, there is no oxygen present in this plane and the varying pressures can be dangerous without protection and perception of some kind.

The plane itself is two oceans zippered together. One ocean is that of Siryl's Plane, containing varying pockets of extreme brine or pressure. The second is the ocean of the physical world as one giant portal. There is no oxygen, plants or animals except for those with magic allowing planar travel. Both oceans mirror each other, a barrier running between the two that resembles the surface of a body of water where oxygen is present. Siryl wanders the waters of their sea, possessing their own consciousness. That consciousness and Siryl's behavior coincides with a part of Wylrith's own mind, which Siryl is a splinter of. Those able to wield Siryl's magic, racial or otherwise, draw from this plane and generally possess one or more quirks or tendencies Siryl possesses. The pressured water they summon comes from the plane.

Racial Manifestations



When Wylrith gifted all lifeforms with their magic, each life form was capable of receiving two gifts. Each of these blessings would grant the lifeform a connection to a specific aspect and this connection could be utilized in a given way. These gifts were passed down to their descendants as well and eventually beings came to call these gifts Racial Magic. These are named by the aspect a caster is connected to and by how they can use it, how they manifest their connection.

Manifestations

Manipulation
Able to manipulate and reshape sea water present in their environment and apply or adjust implosive pressure.

Aura
Able to summon or generate sea water with varying implosive pressures.

Movement
Able to walk, step or move on or through sea water and isn't affected by implosive pressure.

Slip
Able to allow their body to interact with physical matter similarly to implosive sea water, most matter passing right through them. These materials also behave as if interacting with water, such as becoming wet or crushed.

Eye
Able to see despite, through and able to see using sea water and can see the amount of implosive pressure present.

Sense
Able to feel their environment using sea water, feel anything interacting with sea water and sense sea water in their environment despite barriers. Can also gauge the degree of implosive pressure.

Skin
Can produce sea water, with varying degrees of implosive pressure, from their skin and expand this affect around themselves in different shapes.

Touch
Can afflict implosive pressure via touch. The longer contact is maintained, the more intense the pressure and pervasive the area of effect.

Breath
Can breath normally within sea water and exhale a pressured stream of sea water.

Push
Can generate a wave of sea water with themselves as the epicenter of varying sizes. Can also apply implosive pressure, but this can become exhausting easily.

Will
Can produce sea water which amplifies the magic of others upon contact or extend this effect into sea water already present.

Shield
Immune to negative effects and/or damage from all sea magic and naturally occurring sea water. Completely immune to implosive pressure.

Vision
Able to enter a meditative state in which the caster can explore and peek through portals or windows within Siryl's Plane.

Step
Can enter and exit Siryl's Plane via portals and travel the plane freely, without injury. Can bring another with them while maintaining contact.

Form
Can convert parts of their body into sea water or has sea water incorporated into their form. They can apply and adjust implosive pressure to this water.

Body
Can convert entire body into sea water and merge with or travel along other sea water. They can apply and adjust implosive pressure to this water.


This is the simplified explanation of these abilities. See Physical Manifestations for more details, limits and functions. Siryl and Wylrith can wield all of these abilities and some others.
 


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