Post by Erytheia Hellebore on May 29, 2019 4:55:54 GMT -5
[attr=class,cs-top haven]
[attr=class,cs-body haven]
For every rose, a thorn.
[attr=class,char-name]Erytheia Caelestis Amaranth Estrella Hellebore
For every rose, a thorn.
[attr=class,cs-main]
Date of Birth: 18 February 5 AV
Species: Human
Romantic Orientation: Demisexual
Aura Color: Gold
Height: 179 cm
Weight: 56 kg
Color Naming Rule: Erytheia: An old Greek name meaning "the red one." Also the name of one of the Hesperides, nymphs associated with sunset.
Caelestis: A Roman name meaning "of the sky, heavenly."
Amaranth: Amaranth is a reddish-pink flower often used in dyes.
Estrella: A Spanish name meaning "star."
Hellebore: A type of flower that comes in shades of purple, blue, and yellow.
[attr=class,title nomargin]Age 21 [attr=class,title]Gender Female [attr=class,title]Faction Haven Academy [attr=class,title]Tier Freshman [attr=class,title]Face Claim Ereshkigal from Fate/Grand Order. [attr=class,title]OOC Name Ryukai |
[attr=class,main-title-left haven]Character Traits
Date of Birth: 18 February 5 AV
Species: Human
Romantic Orientation: Demisexual
Aura Color: Gold
Height: 179 cm
Weight: 56 kg
Color Naming Rule: Erytheia: An old Greek name meaning "the red one." Also the name of one of the Hesperides, nymphs associated with sunset.
Caelestis: A Roman name meaning "of the sky, heavenly."
Amaranth: Amaranth is a reddish-pink flower often used in dyes.
Estrella: A Spanish name meaning "star."
Hellebore: A type of flower that comes in shades of purple, blue, and yellow.
[attr=class,main-title-right haven]Combat And Inventory
[attr=class,title]Semblance
Airtafae
Rank of Semblance: A
Semblance Type: Manipulator
One Sentence Summary of Semblance: Erytheia has the manipulator semblance of Airtafae which allows Erytheia to create and manipulate electricity.
Description of Semblance: Airtafae is a hereditary Semblance that is passed down through the Hellebore family, which allows the user to generate elements from their body. Airtafae changes based on the heir's genetic structure, and manifests different elements based on unknown factors, though only one element per person. Moreover, due to the way Airtafae works, it only ever manifests in the late stages of puberty in a female, and thus cannot be planned for and incorporated into an individual's fighting style until it has manifested.
For Erytheia, Airtafae allows her to create and manipulate electricity within a 75-80 meter range around her. Airtafae also allows Erytheia to sense where high amounts of electricity are concentrated, such as in cables and electrical appliances. At full power, Airtafae can burn through thick carbon steel without hesitation, such as the armor plating on various Atlesian war vehicles.
After further integrating with her Semblance, Erytheia can burn through insulators such as rubber and plastic, even manipulating the electric current within directly. She is also no longer limited to creating electricity with her own body as the focus, allowing her to extend the range where she can create the "source" of her attacks and opening up tactical options for her in combat. In addition to this, Erytheia also no longer needs to have a line of sight to an electrical source she wants to draw from - instead, as long as it is within the range of her Semblance, she can pull from the energy within. She is now also able to affect increased control over the way her Semblance travels from one point to another, allowing her to curve her electric attacks over, around, and under targets.
Drawbacks of Semblance:
Erytheia cannot draw electricity from storage sources such as batteries or charge capacitors unless they are in an active circuit and thus creating power. For example, a pack of batteries bought at the store still sealed in their packaging are inert, and thus cannot be affected by Airtafae. However, the same batteries, when put into a child's toy that emits sound and light, now create power. Therefore, Airtafae can now affect the current coming from the batteries, as they are in an active circuit.
If the immediate surroundings are slick with liquid, such as being in a flooded hallway or pool, the effects of Airtafae will be also conducted into the surrounding environment after hitting a target. All within the range of the Semblance will be affected, including Erytheia herself. This would not be a problem for a decent number of manipulators - however, Airtafae does not always grant the user immunity to their own manipulated element, and this unfortunate weakness has been inherited by Erytheia. While she can redirect flowing electricity through her own body to create active circuits and electromagnets, Erytheia's Aura takes constant damage when doing so. This does not occur when creating electricity, as Airtafae can manifest up to a few meters away from Erytheia herself.
Weapon Name: Irkalla Arali
Rank of Weapon(s): F
Category: Combatants
Description of Weapons(s): Irkalla and Arali are two large swords with no crossguard that can be wielded independently or combined to form a swordstaff like weapon with interlocking guards around her grip. Pictured below.
Name of Non-Combat Ability: Golden Rule (Wealth)
Rank of Non-Combat Ability: C
Category: Social.
Description of Non-Combat Ability: As the heiress of the Hellebore Company, Erytheia holds the position of a departmental head in the company and is provided with a monthly salary that covers her daily expenses with room to spare. She also has a large amount of untapped capital locked up in various investments which cannot be liquidated on short demand, and is working on expanding her stock trading portfolio and making good on her investments in the Hellebore Company's future projects division.
Name of Combat Ability: Radix Gloria (Durability)
Rank of Combat Ability: E
Category: Hazard
Description of Combat Ability: While initially diminished from her time spent away from combat, constant training has allowed Erytheia's body and Aura to regain some of the toughness it once had during her time at Sanctum.
Name of Combat Ability: Arbor Imperium (Strength)
Rank of Combat Ability: F
Category: Combatants
Description of Combat Ability: Years of training, while severely diminished after her time away from combat in general, has strengthened Erytheia to the point where she can lift and throw heavy items with ease.
Name of Combat Ability: Laminae Chorus (Agility)
Rank of Combat Ability: D
Category: Hazard
Description of Combat Ability: While initially diminished from her time spent away from combat when she entered Haven, constant training has allowed Erytheia's body to reach the amount of agility she had at Sanctum Academy. Her ability to avoid attacks, reflexes, and response time to oncoming threats is now just as good as any third year Huntsman Academy trainee.
Name of Combat Ability: Ramis Mila (Martial Arts)
Rank of Combat Ability: F
Category: Hazard
Description of Combat Ability: Years of training, while severely diminished after her time away from combat in general, has afforded Erytheia a small degree of experience with various weapons such as the sword and spear family.
Name of Combat Ability: Virga Augmen (Speed)
Rank of Combat Ability: F
Category: Hazard
Description of Combat Ability: While initially diminished from her time spent away from combat, constant training has allowed Erytheia's body to regain some of the speed it once had during her time at Sanctum.m.
Primary Drive: Erytheia's primary drive is proving herself worthy of bearing the name of the Hellebore family. Throughout history, females of said family have made their names in various fashions by fighting in various conflicts or otherwise affecting change in the world of Remnant. However, due to the circumstances of her upbringing and a subsequent mental breakdown, Erytheia has been treated by her mother as inept and defective, which has lead to her internalizing that viewpoint in her own psyche. Proving herself worthy, therefore, is her primary goal - a battle for her own self worth, and her ability to uphold the family name. The task that she has taken on to this end is nothing less than the wellbeing of Mistral itself - Erytheia hopes that by completing her education at Haven, taking control of her family company, and improving Mistral's safety and safety with the resources such a position offers her, she will be able to hold her head high with pride in her own accomplishments - that she has made the world a better place because of her effort.
Fears: Erytheia fears her own inadequacy - of simply not being good enough. Beaten into her by her own mother at a young age and further exacerbated by her treatment after undergoing a stress induced public breakdown in her late teens, it is deep seated enough that she may never be rid of it altogether. She dislikes demonstrations of abuse of power between two or more people where one holds a higher position than another on a societal level, and feels similarly to displays of cruelty, hedonism, or apathy to the suffering of a fellow man.
Style of Self-Expression: Much as Erytheia's upbringing has affected her psyche, it has also influenced the way she speaks. Her bearing is dignified and ladylike, and bears the hallmarks of higher Mistrallean society in the way she enunciates her words. Despite this, she also gives off a warm and welcoming air, freely mingling and interacting with those whom others in her position might balk at being seen in the same room with. That affectionate nature remains at an arm’s length, however - she shies away from casual contact where possible, avoiding anything more intimate than a handshake, and though kind, remains somewhat distant, leaning towards the elegant and mature, with a gentle politeness, as she has always done. She prizes actions more than words, but she also recognizes the importance that words can hold over the minds of men, and tailors them to fit whoever she is addressing at the moment.
Most Important Thing: To Erytheia, the most important thing is her family. Not in the sense of emotional connection she might feel with any individual member, but the weight of their history - the deeds they have performed, and the future they are working towards. From a young age, she has always been taught that as members with power beyond that of the average person, it is the responsibility of the Hellebore family to accomplish things beyond the scope of the average person. For her, the law of the jungle holds true - in every society, there will always be stratification of the strong and the weak. However, what separates man from beast is the ability to feel compassion, friendship, and love - for the strong to use their strength not to dominate, but to protect, nurture, and foster. It is Erytheia's heartfelt opinion that the most important aspect of the Hellebore clan is not the power they have on a societal, economical, or even personal level, but the compassion they bear, and the willingness to use that power to help those who otherwise cannot help themselves. As a member of the Hellebore family which possesses such a storied history, and lacking a sense of self worth strong enough to turn obsession into arrogance, Erytheia sees the deeds done by her family name as the ultimate representation of this philosophy, and thus holds it in the highest regard, seeking to improve it herself by the means mentioned above.
The Hellebores are an ancient and noble bloodline dating back to some of the earliest days of Remnant, with their lives heavily steeped in war. Many Hellebores have been warriors of great renown - Airtafae, their hereditary Semblance, has always been passed down from mother to daughter, and various members of the family have been known to prioritize finding husbands with elemental based Semblances in order to “strengthen” the version of Airtafae that their daughters would receive. Inheritors of Airtafae are characterized by their red eyes and it’s mark on their bodies, which differentiate them from other similar Semblances, and which are a mark of pride among the family. With these powers, the Hellebores initially led a mercenary company which eventually transformed into a business venture, focusing on manufacturing arms for the civilian population. This resulting venture was named, aptly, the Hellebore Company, as a nod to their mercenary roots.
Erytheia's mother, Alramadi Hellebore, fought in the Great War when it came, along with many of her extended family. Coming away from the war with a great deal of mental trauma and shame at fighting for the losing side, as well as the loss of many of her siblings and cousins, Alramadi decided to pursue power at any cost, eventually pinning her hopes on her recently conceived daughter.
Reared under the looming shadow of noblesse oblige, the belief that those of high status owed it to those they guided, that all leaders should lead from the front, a young girl was subjected to intense studying as soon as she could hold a pen, and intense training as soon as she was old enough to properly hold a sword. From day to night and night to day, Erytheia Hellebore was treated not as a person, but as a vessel, full of responsibility and utterly lacking in familial love. There was never a word of praise from her parents that did not have anything to do with her studies or training, and her schedule was not only tightly packed but also tightly monitored, with few friends to speak of and even fewer times of leisure and relaxation. Even those of her own family and of her own age were not allowed to mingle with her overlong - there was always something else to study or another way to train.
Erytheia was moved into Sanctum as soon as she reached the age of eleven, forced apart from what little friendship she had in her previous school and thrown headfirst into grueling training and forced to conform to an entirely new set of rules. Despite that, her parents bore no sympathy or even understanding, berating her for her inability to maintain the standards she'd gotten as a young girl. Even though she came in at a very admirable top 5% in the entire cohort consistently, she was never praised for her diligence or even acknowledged. If she didn't top the chart in every possible aspect, she wasn't good enough - and when she did, it was only to be expected. After all, a daughter of the Hellebore family was expected to lead in all things. This led to a public mental breakdown from the constant stress, which in turn led to Erytheia's quick withdrawal from Sanctum, spending the rest of the time until her official graduation recuperating from the damage at the Hellebore estate. She never showed up in person to get her certification - instead, it was delivered on her behalf.
At the age of sixteen, Erytheia had been written off as a failure by her own mother, resulting in her being groomed to take over a high level but ineffectual position in her father's company. A betrothal, entirely political in nature, was enacted without her consent. Her first candidate discovered her lack of knowledge and respected her unwillingness to go through with it - for his trouble, he was financially assaulted and removed from his position of power within the Cloud District by her mother. The second candidate was much less scrupulous about the whole fact, and within days of her eighteenth birthday had tried to seduce her to bed. When that failed, he thought to try more physical measures. The stress of the situation unlocked her hereditary Semblance, which manifested as control over lightning and electricity - albeit uncontrollably, and with great power. Her own Semblance tore open the skin upon her arms with charred fissures before it burnt her Aura out, and putting her would be assailant in the hospital in critical condition.
The shock from the situation, and the time she spent recovering in a hospital, interacting with others, caused something to shift within Erytheia, allowing her to finally grow and develop differently than her mother had planned, gaining some semblance of autonomy. Once she had finally been declared sound of mind and body, Erytheia pressured her doctors to allow her to participate in courses that would allow her to control her Semblance, and to keep such courses hidden from her parents under the pretext that she was still healing. It took much persuading, but the young woman’s first meaningful choice in her entire life finally went as planned - aided in no small part by the head doctor’s desire to see the Hellebores’ money keep flowing in. The courses lasted for another year as she struggled to put her Semblance under control - Airtafae was wild and unstable, much like she had been, and it was both physically and mentally demanding to wrestle it into submission.
Partway through her rehabilitation, Erytheia saw the Fall being covered on news broadcast. The loss of life shocked her, but also led to a reevaluation of her priorities, centering her decision to separate herself from her mother's desires and vision for the future by pursuing something different and proving herself just as worthy of the family name as any before her. Upon completing her rehabilitation, Erytheia submitted an application for Haven Academy and managed to convince her mother to allow her one final chance as her saving grace.
During her time at Haven, Erytheia participated in multiple missions and continued to hone her skills, eventually becoming the de facto leader of Class Green after the retirement of the previous candidate. She was present for the attack on Haven Academy, if only nominally, and also participated in the Vytal Festival with three others, though she unfortunately did not make it to the finals. Having secured her position at Haven, Erytheia is now juggling multiple aspects of her life in the Cloud and Ground District while also bringing together disparate people under the banner of her Hellebore Company faction, Ignis, all to secure a position of power for her to effect changes to the world in accordance with her vision for Mistral's future.
Rank of Semblance: A
Semblance Type: Manipulator
One Sentence Summary of Semblance: Erytheia has the manipulator semblance of Airtafae which allows Erytheia to create and manipulate electricity.
Description of Semblance: Airtafae is a hereditary Semblance that is passed down through the Hellebore family, which allows the user to generate elements from their body. Airtafae changes based on the heir's genetic structure, and manifests different elements based on unknown factors, though only one element per person. Moreover, due to the way Airtafae works, it only ever manifests in the late stages of puberty in a female, and thus cannot be planned for and incorporated into an individual's fighting style until it has manifested.
For Erytheia, Airtafae allows her to create and manipulate electricity within a 75-80 meter range around her. Airtafae also allows Erytheia to sense where high amounts of electricity are concentrated, such as in cables and electrical appliances. At full power, Airtafae can burn through thick carbon steel without hesitation, such as the armor plating on various Atlesian war vehicles.
After further integrating with her Semblance, Erytheia can burn through insulators such as rubber and plastic, even manipulating the electric current within directly. She is also no longer limited to creating electricity with her own body as the focus, allowing her to extend the range where she can create the "source" of her attacks and opening up tactical options for her in combat. In addition to this, Erytheia also no longer needs to have a line of sight to an electrical source she wants to draw from - instead, as long as it is within the range of her Semblance, she can pull from the energy within. She is now also able to affect increased control over the way her Semblance travels from one point to another, allowing her to curve her electric attacks over, around, and under targets.
Drawbacks of Semblance:
Erytheia cannot draw electricity from storage sources such as batteries or charge capacitors unless they are in an active circuit and thus creating power. For example, a pack of batteries bought at the store still sealed in their packaging are inert, and thus cannot be affected by Airtafae. However, the same batteries, when put into a child's toy that emits sound and light, now create power. Therefore, Airtafae can now affect the current coming from the batteries, as they are in an active circuit.
If the immediate surroundings are slick with liquid, such as being in a flooded hallway or pool, the effects of Airtafae will be also conducted into the surrounding environment after hitting a target. All within the range of the Semblance will be affected, including Erytheia herself. This would not be a problem for a decent number of manipulators - however, Airtafae does not always grant the user immunity to their own manipulated element, and this unfortunate weakness has been inherited by Erytheia. While she can redirect flowing electricity through her own body to create active circuits and electromagnets, Erytheia's Aura takes constant damage when doing so. This does not occur when creating electricity, as Airtafae can manifest up to a few meters away from Erytheia herself.
[attr=class,title]Weapon(s)
Weapon Name: Irkalla Arali
Rank of Weapon(s): F
Category: Combatants
Description of Weapons(s): Irkalla and Arali are two large swords with no crossguard that can be wielded independently or combined to form a swordstaff like weapon with interlocking guards around her grip. Pictured below.
[attr=class,title]Non-Combat Abilities
Name of Non-Combat Ability: Golden Rule (Wealth)
Rank of Non-Combat Ability: C
Category: Social.
Description of Non-Combat Ability: As the heiress of the Hellebore Company, Erytheia holds the position of a departmental head in the company and is provided with a monthly salary that covers her daily expenses with room to spare. She also has a large amount of untapped capital locked up in various investments which cannot be liquidated on short demand, and is working on expanding her stock trading portfolio and making good on her investments in the Hellebore Company's future projects division.
[attr=class,title]Combat Abilities
Name of Combat Ability: Radix Gloria (Durability)
Rank of Combat Ability: E
Category: Hazard
Description of Combat Ability: While initially diminished from her time spent away from combat, constant training has allowed Erytheia's body and Aura to regain some of the toughness it once had during her time at Sanctum.
Name of Combat Ability: Arbor Imperium (Strength)
Rank of Combat Ability: F
Category: Combatants
Description of Combat Ability: Years of training, while severely diminished after her time away from combat in general, has strengthened Erytheia to the point where she can lift and throw heavy items with ease.
Name of Combat Ability: Laminae Chorus (Agility)
Rank of Combat Ability: D
Category: Hazard
Description of Combat Ability: While initially diminished from her time spent away from combat when she entered Haven, constant training has allowed Erytheia's body to reach the amount of agility she had at Sanctum Academy. Her ability to avoid attacks, reflexes, and response time to oncoming threats is now just as good as any third year Huntsman Academy trainee.
Name of Combat Ability: Ramis Mila (Martial Arts)
Rank of Combat Ability: F
Category: Hazard
Description of Combat Ability: Years of training, while severely diminished after her time away from combat in general, has afforded Erytheia a small degree of experience with various weapons such as the sword and spear family.
Name of Combat Ability: Virga Augmen (Speed)
Rank of Combat Ability: F
Category: Hazard
Description of Combat Ability: While initially diminished from her time spent away from combat, constant training has allowed Erytheia's body to regain some of the speed it once had during her time at Sanctum.m.
[attr=class,main-title-left haven]Character Information
[attr=class,title]Vitals
Primary Drive: Erytheia's primary drive is proving herself worthy of bearing the name of the Hellebore family. Throughout history, females of said family have made their names in various fashions by fighting in various conflicts or otherwise affecting change in the world of Remnant. However, due to the circumstances of her upbringing and a subsequent mental breakdown, Erytheia has been treated by her mother as inept and defective, which has lead to her internalizing that viewpoint in her own psyche. Proving herself worthy, therefore, is her primary goal - a battle for her own self worth, and her ability to uphold the family name. The task that she has taken on to this end is nothing less than the wellbeing of Mistral itself - Erytheia hopes that by completing her education at Haven, taking control of her family company, and improving Mistral's safety and safety with the resources such a position offers her, she will be able to hold her head high with pride in her own accomplishments - that she has made the world a better place because of her effort.
Fears: Erytheia fears her own inadequacy - of simply not being good enough. Beaten into her by her own mother at a young age and further exacerbated by her treatment after undergoing a stress induced public breakdown in her late teens, it is deep seated enough that she may never be rid of it altogether. She dislikes demonstrations of abuse of power between two or more people where one holds a higher position than another on a societal level, and feels similarly to displays of cruelty, hedonism, or apathy to the suffering of a fellow man.
Style of Self-Expression: Much as Erytheia's upbringing has affected her psyche, it has also influenced the way she speaks. Her bearing is dignified and ladylike, and bears the hallmarks of higher Mistrallean society in the way she enunciates her words. Despite this, she also gives off a warm and welcoming air, freely mingling and interacting with those whom others in her position might balk at being seen in the same room with. That affectionate nature remains at an arm’s length, however - she shies away from casual contact where possible, avoiding anything more intimate than a handshake, and though kind, remains somewhat distant, leaning towards the elegant and mature, with a gentle politeness, as she has always done. She prizes actions more than words, but she also recognizes the importance that words can hold over the minds of men, and tailors them to fit whoever she is addressing at the moment.
Most Important Thing: To Erytheia, the most important thing is her family. Not in the sense of emotional connection she might feel with any individual member, but the weight of their history - the deeds they have performed, and the future they are working towards. From a young age, she has always been taught that as members with power beyond that of the average person, it is the responsibility of the Hellebore family to accomplish things beyond the scope of the average person. For her, the law of the jungle holds true - in every society, there will always be stratification of the strong and the weak. However, what separates man from beast is the ability to feel compassion, friendship, and love - for the strong to use their strength not to dominate, but to protect, nurture, and foster. It is Erytheia's heartfelt opinion that the most important aspect of the Hellebore clan is not the power they have on a societal, economical, or even personal level, but the compassion they bear, and the willingness to use that power to help those who otherwise cannot help themselves. As a member of the Hellebore family which possesses such a storied history, and lacking a sense of self worth strong enough to turn obsession into arrogance, Erytheia sees the deeds done by her family name as the ultimate representation of this philosophy, and thus holds it in the highest regard, seeking to improve it herself by the means mentioned above.
[attr=class,title]History Freeform
The Hellebores are an ancient and noble bloodline dating back to some of the earliest days of Remnant, with their lives heavily steeped in war. Many Hellebores have been warriors of great renown - Airtafae, their hereditary Semblance, has always been passed down from mother to daughter, and various members of the family have been known to prioritize finding husbands with elemental based Semblances in order to “strengthen” the version of Airtafae that their daughters would receive. Inheritors of Airtafae are characterized by their red eyes and it’s mark on their bodies, which differentiate them from other similar Semblances, and which are a mark of pride among the family. With these powers, the Hellebores initially led a mercenary company which eventually transformed into a business venture, focusing on manufacturing arms for the civilian population. This resulting venture was named, aptly, the Hellebore Company, as a nod to their mercenary roots.
Erytheia's mother, Alramadi Hellebore, fought in the Great War when it came, along with many of her extended family. Coming away from the war with a great deal of mental trauma and shame at fighting for the losing side, as well as the loss of many of her siblings and cousins, Alramadi decided to pursue power at any cost, eventually pinning her hopes on her recently conceived daughter.
Reared under the looming shadow of noblesse oblige, the belief that those of high status owed it to those they guided, that all leaders should lead from the front, a young girl was subjected to intense studying as soon as she could hold a pen, and intense training as soon as she was old enough to properly hold a sword. From day to night and night to day, Erytheia Hellebore was treated not as a person, but as a vessel, full of responsibility and utterly lacking in familial love. There was never a word of praise from her parents that did not have anything to do with her studies or training, and her schedule was not only tightly packed but also tightly monitored, with few friends to speak of and even fewer times of leisure and relaxation. Even those of her own family and of her own age were not allowed to mingle with her overlong - there was always something else to study or another way to train.
Erytheia was moved into Sanctum as soon as she reached the age of eleven, forced apart from what little friendship she had in her previous school and thrown headfirst into grueling training and forced to conform to an entirely new set of rules. Despite that, her parents bore no sympathy or even understanding, berating her for her inability to maintain the standards she'd gotten as a young girl. Even though she came in at a very admirable top 5% in the entire cohort consistently, she was never praised for her diligence or even acknowledged. If she didn't top the chart in every possible aspect, she wasn't good enough - and when she did, it was only to be expected. After all, a daughter of the Hellebore family was expected to lead in all things. This led to a public mental breakdown from the constant stress, which in turn led to Erytheia's quick withdrawal from Sanctum, spending the rest of the time until her official graduation recuperating from the damage at the Hellebore estate. She never showed up in person to get her certification - instead, it was delivered on her behalf.
At the age of sixteen, Erytheia had been written off as a failure by her own mother, resulting in her being groomed to take over a high level but ineffectual position in her father's company. A betrothal, entirely political in nature, was enacted without her consent. Her first candidate discovered her lack of knowledge and respected her unwillingness to go through with it - for his trouble, he was financially assaulted and removed from his position of power within the Cloud District by her mother. The second candidate was much less scrupulous about the whole fact, and within days of her eighteenth birthday had tried to seduce her to bed. When that failed, he thought to try more physical measures. The stress of the situation unlocked her hereditary Semblance, which manifested as control over lightning and electricity - albeit uncontrollably, and with great power. Her own Semblance tore open the skin upon her arms with charred fissures before it burnt her Aura out, and putting her would be assailant in the hospital in critical condition.
The shock from the situation, and the time she spent recovering in a hospital, interacting with others, caused something to shift within Erytheia, allowing her to finally grow and develop differently than her mother had planned, gaining some semblance of autonomy. Once she had finally been declared sound of mind and body, Erytheia pressured her doctors to allow her to participate in courses that would allow her to control her Semblance, and to keep such courses hidden from her parents under the pretext that she was still healing. It took much persuading, but the young woman’s first meaningful choice in her entire life finally went as planned - aided in no small part by the head doctor’s desire to see the Hellebores’ money keep flowing in. The courses lasted for another year as she struggled to put her Semblance under control - Airtafae was wild and unstable, much like she had been, and it was both physically and mentally demanding to wrestle it into submission.
Partway through her rehabilitation, Erytheia saw the Fall being covered on news broadcast. The loss of life shocked her, but also led to a reevaluation of her priorities, centering her decision to separate herself from her mother's desires and vision for the future by pursuing something different and proving herself just as worthy of the family name as any before her. Upon completing her rehabilitation, Erytheia submitted an application for Haven Academy and managed to convince her mother to allow her one final chance as her saving grace.
During her time at Haven, Erytheia participated in multiple missions and continued to hone her skills, eventually becoming the de facto leader of Class Green after the retirement of the previous candidate. She was present for the attack on Haven Academy, if only nominally, and also participated in the Vytal Festival with three others, though she unfortunately did not make it to the finals. Having secured her position at Haven, Erytheia is now juggling multiple aspects of her life in the Cloud and Ground District while also bringing together disparate people under the banner of her Hellebore Company faction, Ignis, all to secure a position of power for her to effect changes to the world in accordance with her vision for Mistral's future.
[attr=class,cs-bottom haven]