Melancholic

     The Melancholic Calthryn are probably the most dependent of the Calthryn upon the proximity of their element. They are normally found travelling along rivers and amidst the seas by themselves and are wary of prolonged journeys over land. Cities built along natural harbors tend to attract them on occasion, so most seamen can readily tell you of the Water Striders and how they have helped various boats fend off attacks from various water-born monstrosities. The Melancholic Calthryn tend to be readily identifiable by people and only those who live near large sources of water show any comfort in their appearance. To this end, they are reclusive in nature, and only rarely will anyone see a Water Strider anywhere but near the water.
     In appearance, the Melancholic Calthryn are the most noticeable of all Calthryn. Their hair tends towards shades of blue and green and in this respect they resemble many of the aquatic dwelling races. Their skin coloration also tends to stay towards the various shades of blue, and more than once they have been mistaken for a form of undead newly arisen from the grave for the pale blue coloration on their skin. Their eyes are perhaps the most normal aspect of them, for the green and blues, seem almost humanlike in the midst of their strange appearance. Like most striders their new body's weight is rather unnoticeable from their old bodies, but considering their composition, they are more akin to normal humans in this manner as well.
When choosing weapons and appropriate armor, the Water Striders are reluctant to use metal items for two reasons. The first is that the metal items all bear the taint of fire upon their surfaces, and the second is that due to the opposition of fire and water, the very substance of the Melancholic Calthryn will begin to eat away the fire-tainted metal. My educated brethren and myself have dubbed this terminology as rusting, due to the unique coloration of the metal after the water begins to remove the taint of fire. Current studies are under way to determine the exact origins of the "rust monsters" but I'm certain my own research will indicate that they are from the Elemental Plane of Water. Hence, without metal weapons and armor, the Water Striders are fond of relying upon other substances. Wood is unlikely due to the constant bending and warping of the material, whilst other materials such as leather also decay over time, but remain usable for a time with a bit of care by the strider. Perhaps the most common weapons are made of bone, stone, or coral and are typically fashioned to be useful tools and weapons. The usage of the trident by several striders has been deemed quaint, in some circles, but considering the usefulness of this weapon in the water it is a practical decision. Other favored weapons include spears and harpoons for their obvious uses. When available, the Melancholic use specially treated items to withstand their very nature and preferred living areas, to this end, it is rumored by undersea mages, that the Water Striders are often traders with a variety of undersea races, both good and bad.
     The opposition water has for fire is an age old one. Initially water held sway over all things, till man came about. Up to that time, water held fire at bay as one would control a child. However, the increased incidence of man shifted that relationship and fire quickly became much more than it had been before. Where as once, water rejoiced in the arrival of man along it's boundaries, men now moved farther and farther away, moving inland to search for materials, which fire could strengthen and harden. In time a balance was struck, but the elemental forces refused to be peaceful and to this day, fire opposes water, water opposes fire and their hatred continues. For the Melancholic Calthryn, this hatred manifests in the form of dehydration. Most Water Striders constantly remain near a source of water, and few venture out away from that source without a steady supply of water on hand for their own usage. The requirements for a Melancholic Calthryn to be happy, is that at least a barrel of water must be available daily to replenish that which they lose to the earth, and the air, and of course, to the heat of fire. Few areas truly worry the Water Striders except for the merciless deserts that were created by the heat of fire. In these situations they require twice their normal amounts of water per day, to keep healthy and active.
     Over time the Melancholic Calthryn find themselves gaining new skills as they strengthen their times to their elemental bodies and learn to fully cast off their once humanity. The first skill they all attain, is the ability to alter their appearance as per the 1st level mage spell, Change Self. This ability is limited due to it's drain on the Calthryn, but as they grow older and more experienced, they are able to maintain the ruse for a longer period of time. The next ability that manifests itself is the same for all Calthryn they slowly begin to learn to attune themselves to the magical nature of the plane to produce spell-like effects. All Water Striders can picks spells from the school of Elemental Water and the Sphere of Elemental Water. The limitation to these spell-like effects is that only 2 spells total of a particular spell level can ever be completely attuned to the Calthryn for usage. An example of this is a Calthryn with 2 water spells from the School of Elemental Water, or 1 spell from the school and 1 from the sphere, or 2 spells from the Sphere of Elemental Water. In this way the maximum number of spells per spell level is preserved. When Melancholic Calthryn finally achieve their elemental form, they find themselves capable of achieving a huge degree of variance in their body. They soon discover that flowing under obstacles or around them is possible, by themselves, but their equipment has a tough time of it. Their rate of movement increases steadily in the water, to the point that they move along easily at a speed equal to that of a triton. Around this point of their life, they also tend to favor aquatic environments more intensely, since their requirements for resting on land have now doubled, and they feel less and less comfortable moving around outside of their element.