Dejuza, Salt Hill Tribe, Great Dune Sea (South of Drasilian Lands)
Irriro is a lithe young man, who shows much of his southern heritage; bearing the light hair and dark skin of his people. He is well toned from a life of hardship, but does not bear the stout muscle that many of the other men his age achieve; though he is half a head taller than most of the others in his village. His eyes are a steely gray, situated beneath a brow perpetually covered by a battered half-helm from which long, loose, crimson cloth tapers back giving his youthful, angular face an adventurous look. Favoring simple clothing with loose, long sleeves; as do most people of the Great Dune Sea, he is wrapped in elegant simplicity.
It is a small earthen thing, jagged and chipped; bearing the Rune of Water, a droplet cresting into a wave. Irriro wears it around his neck, on a simple metal chain.
Controlling the current of water is a simple task for one gifted with the Fragment of Aperi. Though Irriro can not yet force the water to do his bidding in an instant, he can easily manipulate the directional flow of whatever water is present with a little time; allowing him to gather it, even from the surrounding air. This ability is precursive to the others, and requires a few moments of concentration. The water will begin to condense around him, beading on his skin or on nearby objects; though the amount of water that is visible is rarely relative to the amount he has gathered.
Shaping water takes far less time than gathering it and can be used for a variety of tasks. Strangely, though, the two most accessible to Irriro at this stage are Healing and Wounding. Healing involves charging the gathered water with his own energy and then directing it, carefully, to knit wounds and drive out poisons. This is a lengthy process that requires great concentration; thankfully, this enhanced water does have some localized numbing properties to ensure that healing won't be interrupted by the one he attends. Wounding is a more vicious process. By strengthening the surface tension of the water, the gathered water can be made into any kind of vicious implement; though Irriro prefers spikes for ranged combat and thin daggers for close combat. The size of the weapon can not exceed his own height and will not survive a clash with a non-elemental weapon. It is possible for weapons, while breaking, to be shaped again for another attack.
It is possible, for Irriro, to glide on an earthen surface...or to tread upon water. Though that is not to say that there is no trade off. Gliding requires Irriro to be in complete control of himself and his surroundings, being aware of every obstacle in his path; while it does increase his speed considerably on land, it also leaves him easily unbalanced and with a minimal ability to turn on a whim. Certain kinds of terrain can not be traversed using this kind of movement, such as sand, ice, or vertical surfaces.
Gathering becomes second nature to Irriro, at this point, becoming exponentially more powerful than the previous incarnation of this skill. His ability to gather water is impressive, able to conjure up rain or even form large blankets of fog after just a moment; allowing for more potent attacks.
Simply removes the restrictions stated in the first tier of the Movement skill, allowing Irriro to traverse difficult terrain and vertical surfaces by changing the way this ability works. Instead of coating his feet and gliding along the terrain, Irriro has gained enough mastery of water to travel on waves of his own creation. This ability is now able to be used in conjunction with the Shaping ability, allowing Irriro to turn his mobility into a weapon...or defensive wall at the cost of a sudden stop. Turning is improved to allow near perfect mobility and it is considerably more difficult to disorient him during his movements.
Shaping becomes nearly instantaneous and is not nearly as restricted as before. Weapons no longer dissipate after contact with a non-elemental weapon and can become much larger than Irriro himself; the increased surface tension also allows for more damaging attacks, making these water weapons capable of flowing easily around defenses or parries while still maintaining their shape. Healing is more efficient, becoming a fast process and can now be used to treat more serious wounds.
Guardian of Aperi;
A creature of colossal proportions, directly under Irriro's control. This creature towers over most mortal made buildings, and contains enough water to fill a sea; churning and raging. It appears to be vaguely humanoid, bearing a head, torso, and long arms, with a whirling base of water forming what its legs would be. Those who come close to the creature are in danger of being pulled in by it, doomed to drown within. This creature uses overwhelming strength to destroy, crashing down with its body to engulf entire cities and wipe away entire armies. It is largely unaffected by elemental attacks, unless, of course, these attacks are just as massive as the Guardian is. However, if hit by a non-magical source of damage large enough to cause the creature to lose water the falling droplets become smaller versions of the creature; who immediately attempt to rejoin with the parent body. Despite its impressive power and destructive capabilities, the creature will disperse after ten minutes...creating a massive, radial wave as it breaks apart.
So acute has Irriro's mastery become that he may begin to slay his opponents with a simple layer of mist. This mist uses similar principles to his Gathering ability, albeit that the water is gathered in a different manner; using nearby living creatures, instead of just the surroundings. Anything that passes into the mist will have the blood drained from their body, liquified organs and tissues being pulled out through the skin, as well. It is not an instantaneous process, but it is one that occurs within a matter of moments. Whoever happens to pass into the mist has about fifteen seconds before the blood is completely pulled from their body. Exiting the mist will negate this effect. However, it should be noted that the mist can be moved by Irriro; though at slow pace. If the mist does become engorged with blood, it will become even more sluggish and heavy; creating a sprinkling of crimson vitae where it drifts. These blood droplets can be used by Irriro, using his Shaping ability.
A shell crafted from a roaring tempest, Irriro wraps himself and others, in a massive dome of water. This shell repels oncomers, bucking against them as they attempt to pass through the turbulent curve; tossing back foes. Those inside are shielded from elemental and non-elemental attacks, and recieve healing from the mist that fills the center. The Tidal Barrier remains so long as Irriro maintains concentration. When released, it spirals outward, turning into a whirlwind of water that can cut with the force of a sword; the mist contained within also spreads outward, but loses its healing properties. This ability can be stacked, to create mutliple layers of the barrier, but requires intense concentration.
The son of a little known, now dead, adventurer and medicine woman, Irriro was born into the Salt Hills Tribe of the Great Dune Sea. He spent most of his young years as many others of his tribe did, playing amidst the salt pans that surrounded his home, exploring the myriad caves that dot the Salt Hills...and listening to the stories told by Elders. He lived in peace with his mother and two sisters, attending to his duties as a man of the Salt Hill Tribe tentatively at best; earning himself a reputation as a slacker and ne'er-do-well.
The Fragment he carries was given to him by his grandfather, in lieu of his father's death, and though it's importance was never explained to him; he has kept the artifact close to his heart since. In Dejuza, he spent most of his days womanizing and lazing about...working only when necessary, or when forced into it by his mother or sisters; often as a performer, showing off his acrobatic abilities in the nearby Drasilian outpost of Dustwatch, scraping out an acceptable living. It was only recently that he begun hearing the voice of Aperi, the Goddess of Water, a spirit believed to have abandoned his people long ago, urging him to leave home; into the dangers of a world unknown to him.
A calm, matronly Goddess; Aperi is thoughtful, but stern. She tends to speak in plain terms, though she favors hidden meanings, and enjoys the occasional joke. Seemingly unpredictable, sometimes Aperi becomes enraged at a perceived slight.