Syher, God of the Oceans

(Sigh-her) Divine God, Syher was born from the Titan of Water and is the overseer and protector of the oceans, seas, lakes and rivers on Aether. Mostly venerated by sailors and overseas merchants, they pray for safe passage and good weather while out at sea.

Syher spends most of his time in Silia but when he comes to Aether he is unable to leave the water. A prominent shapeshifter he will often take the form of sea creatures to traverse the waterways of Aether, even taking the form of some amphibious creatures to spend some time on land.

Syher sees the waterways of Aether as his domain, his kingdom and thus he sees everyone using the waterways as travelling through his realm. He has no qualms with the people of Aether traversing the kingdom as long as they pray to him for safe passage. He sees this as them asking permission, he’d never deny permission to anyone. However Syher has a tendency to be spiteful, those that travel without seeking his permission will be punished, by either bad weather, sea monsters, mutiny etc.

This has garnered him a dutiful and strict following amongst the sailors of Aether as they all fear the wrath Syher can bring down on them for trespassing his watery dominion.

SyherSyher's Rune
## Evoking Syher

Evoking Method: (This is not required to travel the seas safely, only basic prayer is)

~ Evoker must submerge themselves in salt water that is at least 20ft deep minimum completely and last for 1 minute without aid. Needing to breathe or breaching the surface will result in an automatic fail. They need not bring anything with them or offer anything but their love and loyalty to the sea.

~ Ooc dice roll, 1-10 success, 11-20 failure.

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Evoking Result (1 of):

~ For one entire journey across a body of water, a pod of 3 giant, 15ft long squids will actively follow the vessel the character is aboard and guard it.

These squids will stay within 30ft of the vessel, will secrete ink to mask themselves and the said vessel and use their tentacles and maws to attack. Their skin is smooth and squishy, essentially making them more akin to glass cannons.

~ The evoker will develop odd gills down their sides, allowing them to breath underwater for 5 posts max at a time , will also develop a thin webby film between their fingers and toes for swimming speeds in the water of 15mph max, being able to dive up to 200ft before feeling the effects of water compression and density. These amphibian extras last out of water as well, the new skin and gills can become irritated when dry and are fragile in and out of water.

The effects last for 3 days before painfully reverting.

No post cooldown between coming out of the water and going back in, upon going back in the 5 post limit will be renewed.

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Evoking Failure (1 of):

~ The evoker will constantly feel as though they are drowning (think akin to asthma) despite being able to breathe, they will not get used to this feeling and they will feel a sense of weightlessness and dizziness for 2 days, along with the sensation of being compressed in deep water, constricting the body.

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## Syher's Shrine in the Aramoor Cathedral

The following altar can be found in the Aramoor Cathedral. It is public access 24/7 and upkeep is regular.