Post by Seraphina Celosia on Feb 27, 2014 8:33:02 GMT -5
Name: Seraphina Celosia (Human), Hineia (current name used when asked in main human form)
Age: 25 years all up; only a mere 6 years as a Shadow, and 19 years prior to that.
Date of Birth: Born on December 3rd; became a Shadow on December 26th
Birthplace: She was born in a quaint but homely village in the Tuscany region, but she travelled a great deal during the last few years of her human life across Europe and Asia.
Gender: Female
Sexual Orientation: Varies depending on personality (will make more sense soon~)
Face Claim: Riven from League of Legends (property of Riot Games), though this particular piece is fanart
Appearance:
Height: 5'10
Distinguishing Feature: Seraphina's main human form (Hineia) has a lattice of scars on her back, hidden beneath clothing generally - a remnant of the human's past.
Class: Shadow
Arcana: Aeon
Occupation: Each of her forms tends to have at least one skill that can be utilised for making money, normally odd jobs or performing. However, this all relies on her being stable enough to carry out such tasks without slipping into a severe emotional change.
Weapons (Optional): In all of her human forms, Seraphina is likely to bear some sort of sword or blade, though the shadow forms differ somewhat - many are armed only with natural weapons. There are some assorted other weapons, depending on the form.
Personality: The most important thing to know about Seraphina is that she suffers from Dissociative Identity Disorder (DID), or at least, a variant of it now that she's a Shadow (known as Hineia); her psychological shifts are tied to her emotional state but they encompass her entire being - not only does she adopt a completely different identity but her physical form shifts as well. Having suffered from the more normalised version as a human, her emotions are very intense -like a bottling effect- and so Seraphina has had to learn to reign in a lot of her emotion in order to function. She is aware that there are other identities (her parents having told her, plus a little logic from her blackouts), but has no empirical grasp on the other personalities and as such, desperately struggles (even as a Shadow) to understand herself, and the world around her.
In her main state of mind, in that of the original Seraphina, she is a calm, almost monotonous person, having had to put almost all of her emotion on the sideline in order to keep control; she is still susceptible to surprising triggers, and indeed, stimulating situations will still be able to pull out an emotional response from her, though that then risks an identity shift - her mental safety has essentially become compromised the moment her emotions aren't reigned in. Anyone engaging with Hineia will have to either put up with a near-emotionless companion or try very hard to tip her over the edge.
Identities
The Brute: The basest of her identities, one born from fear of physical harm. In this form, Hineia becomes Denise, an overtly masculine woman who doesn't take no for an answer. This form harnesses deep-seated fears and responds to them with anger and all the brute physical force she can muster. That being said, she can be...a little civilised, enough to work in most on-the-spot-hire labour jobs provided its not too stressful. Piss Denise off however, and she's very much likely to start wailing on whoever dared do such a thing.
The Child: A fragmented piece of her mind, this form is in essence all the bubbly joy and curiosity that a young girl with wanderlust possesses. Known as Carly, this is perhaps one of the few identities not born of some sort of trauma or negative emotion. Whilst still encompassing Seraphina's inborn restlessness, Carly is a more common sight within Mosaic City, as she explores the wonderfully strange civilisation with fascination and a warm smile. It is noted that this form can also be triggered by strong familial connections, but anything resembling romance leads elsewhere.
The Woman: Known as Lily, this is perhaps her most mature facet, and is triggered by numerous factors - if she requires intelligent solutions, this is who she becomes. If she is targeted by another's affections, or begins to harbour such feelings herself, this is the form that holds onto those. She is a witty seductress, and readily manipulative if she needs to be. Lust, desire and love all fall under Lily's domain, and this is also probably her most capable form when it comes to civilisation, as only Lily seems to be able to draw upon knowledge from all of the identities, not just her own. This gives her a wide range of skills and information that can be used to make money or simply fit into the crowd.
The Watcher: Sybil is a quiet face amongst the noise, though perhaps not as much as Hineia's (the main one) personality. However, Sybil's quietness is a result of sorrow and contemplation rather than forced emotional control. Triggered by varying degrees of sadness, this solemn identity is morose and mostly silent. In order to cope at all without resorting to self-harm, Sybil is an avid reader, absorbing information constantly if she is the one manifested - it is from her that Lily derives a lot of the knowledge-based skills and general information.
~More to come as they appear IC~
Likes:
Hineia Hairbands, rabbits, gardening & video games
Denise: Physical labour, fighting, metal/woodworking & archery
Carly: Flowers, exploring, chocolate & drawing/drawings
Lily: Gambling, psychoanalysis, drinking & painting
Sybil: Poetry, reading, video games & music (very eclectic taste in)
Dislikes:
Hineia: Stressful environments, physical contact, illness (in herself and others) & loud music
Denise: Poetry, long conversations, overly energetic people & drinking
Carly: Aggressive people, being cooped up for any decent period of time, bitter foods & snakes
Lily: Heavy Metal/Screamo/Death Metal etc., pushy males, brute force methodology & butterflies
Sybil: Physical labour, loud environments, long periods of social interaction & violence
History: As a young girl, Seraphina lived with only her parents in their small villa in Tuscanny; it wasn't an unpleasant place to live, and there was always plenty of things for her to do; she could roam the hillsides or explore the numerous gardens and plantations. She could stay inside, cosied up in bed with a good book. Heck, she could even go and play with the friendly neighbourhood animals like Mrs. Finalia's cats or Mr. Chevalier's Labrador. Her parents were moderately wealthy - enough that she had no worries about poverty or other similar hardships. On paper, it should have been a perfectly healthy environment for a young italian girl to grow up in.
Unfortunately, that paper left out a few key details; her parents were two-faced psychopaths, who revelled in their ability to manipulate those around them to whatever end they needed. No one suspected the seemingly in-love couple of any ill-doing, as they were practised actors, easily able to fool the other residents into believing them to be happy & harmless. They often received gifts from the villagers, who welcomed the couples' intuitive knack for business when it helped the village's economy with some intelligent reorganisation. Indeed, those gifts were even more common when the couple produced a child - a bubbly little girl who enjoyed so many things in life, but was also prone to intense emotion; her crying would seem as if she knew nothing but the grief of the world, and her laughs as if she were floating on clouds.
There seemed little off about the new family, and true enough, there wasn't a problem until Seraphina became more and more curious about her parents. They were careful not to show too much of their true nature in front of her once she started to ask questions, but it still did not stop her from inquiring as to why they seemed so different at home. Eventually, when it seemed the young girl would not be silenced by firm words alone, Seraphina's parents decided to enforce their edict with physical embellishment. They were careful though, so that the beatings did not leave marks in places she could not easily hide. Sound was no issue, either, since they were on a more or less secluded property and simply had to make sure no one had come to visit - eventually that issue solved itself as well when Seraphina stopped wailing & weeping and simply took the physical punishments with looks of utter misery and pain.
For a time, the pain kept her quiet, and with that silence came a brief reprieve in the punishments, as she was no longer asking questions or threatening her parents' bubble of power. She distracted herself with school, with drawing, exploring - anything that she could do to keep to herself and away from her parents. This behaviour didn't go entirely unnoticed however, and her parents pondered the possibility that it would alert others to an issue in the household. They observed for awhile yet though, and were contented with the fact that due to their seclusion outside of occasional visits and Seraphina's schooling, no one was really around enough to notice the strangeness.
Her reprieve lasted almost 3 years - enough time for Seraphina to form some semblance of stability. Sadly however, it was also around this time that her parents wished to continue 'moulding' their daughter into someone who could continue the family traditions, but aiming even higher and broader. Lessons began at home - information was thrown at her, far beyond what a girl her age should have been dealing with. However, she was forced to learn and comprehend, as failure led to punishments far worse than simple beatings; psychological tormenting, coupled with lashes from an actual whip across her back, was a good combination for forcing obedience. Still, her parents knew they risked breaking their daughter and undoing the entire process, and as such, had to take further control of her life to ensure proper attendance to her condition - Seraphina was subsequently un-enrolled from public schooling and continued full tuition under her parents. Stability was a hard thing to manage under such conditions, and her innate emotional issues had underlying factors that her parents failed to take into account; after multiple years of abuse, she snapped fully, her psyche undertaking the best response to the danger that it could manage - a new identity emerged, full of anger, grief, sadness and extreme hostility towards her parents.
The identity (which adamantly corrected Seraphina's parents about its name) referred to itself as Denise, and it did not respond kindly at all to any approach from the couple. Isolating Seraphina/Denise in her room, they stayed at a distance for a time, carefully waiting out the change in circumstances to see how things developed. Without any social contact, the girl's psyche began to unwind certain emotions, primarily the anger and hostility; the sorrow remained, and the girl's identity shifted again, becoming someone sullen and afraid of almost any noise whatsoever, including her own breathing. Scurrying into a corner, this new identity hid, slowing her breathing until she eventually passed out from a mixture of oxygen deprivation and lack of sustenance. With their daughter now incapacitated, the couple moved in and set about making restraints and the like, securing the girl to her bed and leaving some food and water to be consumed when she awoke. Retreating, they poured over the information they could find and came up with a single answer; their daughter had developed a case of dissociative identity disorder. After a couple more weeks of observation, their theory was confirmed by the additional symptoms of anxiety, insomnia and amnesia, among repeat performances from multiple identities.
Several attempts were made to restore some stability, and most failed until the parents showed some genuine acts of kindness, giving Seraphina some space and whatever it was she asked for, including the ability to visit the garden out the back - she couldn't escape from there anyway. What they didn't know was that she had been gathering wood splinters and anything sharp she could get a hold of, forging a crude weapon she could keep concealed with ease. In fact, it wasn't even Seraphina at this point - the newfound stability and intellectualism was yet another identity that had emerged in order to find a solution to her predicament. Careful planning over two weeks resulted in the best opportunity the girl would get - unleashing fury that had bottled up over years, she brutally stabbed both her parents numerous times, even after they were well and truly dead. The sudden exertion left her weak however, and she took a couple days to actually recover, feeding herself from what she could simply take out of the fridge or cupboard and eat. When her strength returned, Seraphina's mind tried to orient itself - she was aware of her condition, which made things even more confusing, but she had to find a way to get moving. She honestly doubted there was any way to fix things here, and she was forced to rely upon the ingenuity of one of her identities to come up with a solution; collecting all cash that was on hand, she packed together some clothes, food and valuable to pawn, fleeing her home and heading far away from the village.
Travel was hard, but the extra tuition from her parents proved handy, as did some of the solutions that her other identities enacted. A few incidents occurred, as she was a young girl, trying to backpack and sneak across borders illegal - there were times when she was forced to lie, manipulate and even kill. She self-trained with small weapons, mostly knives and the like, as self-defence was a key priority, and over the course of a few years, Seraphina and her identities managed to survive. Her wanderlust was sated to some degree, but there was always an edge on life - she could never stop moving, never stop watching her back.
Mosaic city was like a dream, when she heard about it - even moreso when she began to read about it. If she could go there, if she could settle down, there would be plenty of space in such a multi-cultural society for her to blend in. Of course, getting in wouldn't be easy; she had no way to set up in the city legitimately; it would be too suspicious to just waltz in and try to buy a place, young as she was. Hell, she didn't even have any kind of documentation. She was forced to rely on shady services if she wanted to get there - a forged passport as well as some other documents would go a long way. It would also cost a lot of money - she had to work for a good deal of time, moving around to avoid losing control, until she had enough to even try bartering for such a thing. Then she had to research, gather information of any sort that would help put her in touch with people who could help her with the forgery task. She knew it was dangerous, but she had to try nonetheless, and her determination paid off eventually - she managed to set up a deal with some chinese smugglers who agreed to forge some papers and get her across the borders into Mosaic City.
Unfortunately, no one had planned on the Shadows.
Her chinese escorts tried in vain to protect themselves, firing their weapons and managing to scare off some lesser ones...only to attract the attention of bigger, more threatening creatures. Frightened beyond all belief, Seraphina cowered in the corner of the closest building, practically squeaking at the sounds of the chinese men's bones being crushed and their flesh squelched. Hyperventilating, she barely noticed when a figure drew close, drifting towards her and towering over her. Almost unaware of what was happening, all Seraphina knew was that she couldn't breathe properly, and her sight was filled with nothing but darkness. The one thing that stood out was the faint, calm voice in her head.
Be with me child. I am you, and we will be safe now.
With little choice anyway, the girl surrendered to the smothering darkness, and the human known as Seraphina Celosia ceased to exist. The Shadow that absorbed her being changed in the process however, becoming larger and splitting into a multiple-figure being, though the bodies were tied together intricately. Calling itself Hineia, the being retreated into Mosaic City, hiding once more and assimilating itself into the society. It owned multiple houses, both in the inner and outer circles, and travelled frequently - the wanderlust Seraphina had experienced was not lost on the Shadow being. Travel welcomed trouble, and Hineia dealt with it accordingly, strengthening itself with every battle - both physical and mental. Unfortunately, it also seemed to tap into the instability that the girl possessed, and over time, began to experience a bizarre form of DID - rather than solely mental shifts, the Shadow's entire being shifts along with each identity, both in human and shadow form. Like Seraphina, it tried to control its emotions as best as possible, to minimise the effect of the shifts. With a little more success than the human, it managed to continue on, utilising the shifts to its own benefit at times, confusing enemies enough to give her more of an advantage.
Several years as a shadow has helped a great deal in that control, but even now Hineia slips up, or purposely allows itself to shift in order to work a better angle. Having dealt with civilians and users alike, it is constantly on the lookout for more information, stalking amongst the humans in a guise that would befit a slightly older Seraphina (somewhere in the region of her early twenties) or one of her identities' human form and feeding as well. Hineia will fight if it comes to it, but anonymity is still a good defence, and one its main priorities after feeding and information gathering.
OOC Name: Aphy here
Shadow Form:
Note that all her forms share the same skills and resistances, despite the changes in appearance. (Not that the enemy will know that straight away, however)
Hineia: Idrjana (also known as simply Idra)
~Others will be put up when revealed IC~
Skills:
Diarama (4700)
Hexalaic Destruction (10000): All 5 heads of the hydra creature spout vicious beams of energy, damaging a single enemy for severe Almighty damage. The commanding woman atop fixates the target with an inhuman gaze, bombarding them with wave upon wave of emotion, attempting to scramble their senses and inflict the confusion status (25% chance)
Gale Slash (1500)
Seal Bomb (1800)
Upgrade Fire and Ice resistance from neutral to resist (2000)
Strengths and Weaknesses:
Null: Dark, Light
Weak: Strike
[li]Riven from League of Legends played by Aphyria[/li]
Age: 25 years all up; only a mere 6 years as a Shadow, and 19 years prior to that.
Date of Birth: Born on December 3rd; became a Shadow on December 26th
Birthplace: She was born in a quaint but homely village in the Tuscany region, but she travelled a great deal during the last few years of her human life across Europe and Asia.
Gender: Female
Sexual Orientation: Varies depending on personality (will make more sense soon~)
Face Claim: Riven from League of Legends (property of Riot Games), though this particular piece is fanart
Appearance:
Height: 5'10
Distinguishing Feature: Seraphina's main human form (Hineia) has a lattice of scars on her back, hidden beneath clothing generally - a remnant of the human's past.
Class: Shadow
Arcana: Aeon
Occupation: Each of her forms tends to have at least one skill that can be utilised for making money, normally odd jobs or performing. However, this all relies on her being stable enough to carry out such tasks without slipping into a severe emotional change.
Weapons (Optional): In all of her human forms, Seraphina is likely to bear some sort of sword or blade, though the shadow forms differ somewhat - many are armed only with natural weapons. There are some assorted other weapons, depending on the form.
Personality: The most important thing to know about Seraphina is that she suffers from Dissociative Identity Disorder (DID), or at least, a variant of it now that she's a Shadow (known as Hineia); her psychological shifts are tied to her emotional state but they encompass her entire being - not only does she adopt a completely different identity but her physical form shifts as well. Having suffered from the more normalised version as a human, her emotions are very intense -like a bottling effect- and so Seraphina has had to learn to reign in a lot of her emotion in order to function. She is aware that there are other identities (her parents having told her, plus a little logic from her blackouts), but has no empirical grasp on the other personalities and as such, desperately struggles (even as a Shadow) to understand herself, and the world around her.
In her main state of mind, in that of the original Seraphina, she is a calm, almost monotonous person, having had to put almost all of her emotion on the sideline in order to keep control; she is still susceptible to surprising triggers, and indeed, stimulating situations will still be able to pull out an emotional response from her, though that then risks an identity shift - her mental safety has essentially become compromised the moment her emotions aren't reigned in. Anyone engaging with Hineia will have to either put up with a near-emotionless companion or try very hard to tip her over the edge.
Identities
The Brute: The basest of her identities, one born from fear of physical harm. In this form, Hineia becomes Denise, an overtly masculine woman who doesn't take no for an answer. This form harnesses deep-seated fears and responds to them with anger and all the brute physical force she can muster. That being said, she can be...a little civilised, enough to work in most on-the-spot-hire labour jobs provided its not too stressful. Piss Denise off however, and she's very much likely to start wailing on whoever dared do such a thing.
The Child: A fragmented piece of her mind, this form is in essence all the bubbly joy and curiosity that a young girl with wanderlust possesses. Known as Carly, this is perhaps one of the few identities not born of some sort of trauma or negative emotion. Whilst still encompassing Seraphina's inborn restlessness, Carly is a more common sight within Mosaic City, as she explores the wonderfully strange civilisation with fascination and a warm smile. It is noted that this form can also be triggered by strong familial connections, but anything resembling romance leads elsewhere.
The Woman: Known as Lily, this is perhaps her most mature facet, and is triggered by numerous factors - if she requires intelligent solutions, this is who she becomes. If she is targeted by another's affections, or begins to harbour such feelings herself, this is the form that holds onto those. She is a witty seductress, and readily manipulative if she needs to be. Lust, desire and love all fall under Lily's domain, and this is also probably her most capable form when it comes to civilisation, as only Lily seems to be able to draw upon knowledge from all of the identities, not just her own. This gives her a wide range of skills and information that can be used to make money or simply fit into the crowd.
The Watcher: Sybil is a quiet face amongst the noise, though perhaps not as much as Hineia's (the main one) personality. However, Sybil's quietness is a result of sorrow and contemplation rather than forced emotional control. Triggered by varying degrees of sadness, this solemn identity is morose and mostly silent. In order to cope at all without resorting to self-harm, Sybil is an avid reader, absorbing information constantly if she is the one manifested - it is from her that Lily derives a lot of the knowledge-based skills and general information.
~More to come as they appear IC~
Likes:
Hineia Hairbands, rabbits, gardening & video games
Denise: Physical labour, fighting, metal/woodworking & archery
Carly: Flowers, exploring, chocolate & drawing/drawings
Lily: Gambling, psychoanalysis, drinking & painting
Sybil: Poetry, reading, video games & music (very eclectic taste in)
Dislikes:
Hineia: Stressful environments, physical contact, illness (in herself and others) & loud music
Denise: Poetry, long conversations, overly energetic people & drinking
Carly: Aggressive people, being cooped up for any decent period of time, bitter foods & snakes
Lily: Heavy Metal/Screamo/Death Metal etc., pushy males, brute force methodology & butterflies
Sybil: Physical labour, loud environments, long periods of social interaction & violence
History: As a young girl, Seraphina lived with only her parents in their small villa in Tuscanny; it wasn't an unpleasant place to live, and there was always plenty of things for her to do; she could roam the hillsides or explore the numerous gardens and plantations. She could stay inside, cosied up in bed with a good book. Heck, she could even go and play with the friendly neighbourhood animals like Mrs. Finalia's cats or Mr. Chevalier's Labrador. Her parents were moderately wealthy - enough that she had no worries about poverty or other similar hardships. On paper, it should have been a perfectly healthy environment for a young italian girl to grow up in.
Unfortunately, that paper left out a few key details; her parents were two-faced psychopaths, who revelled in their ability to manipulate those around them to whatever end they needed. No one suspected the seemingly in-love couple of any ill-doing, as they were practised actors, easily able to fool the other residents into believing them to be happy & harmless. They often received gifts from the villagers, who welcomed the couples' intuitive knack for business when it helped the village's economy with some intelligent reorganisation. Indeed, those gifts were even more common when the couple produced a child - a bubbly little girl who enjoyed so many things in life, but was also prone to intense emotion; her crying would seem as if she knew nothing but the grief of the world, and her laughs as if she were floating on clouds.
There seemed little off about the new family, and true enough, there wasn't a problem until Seraphina became more and more curious about her parents. They were careful not to show too much of their true nature in front of her once she started to ask questions, but it still did not stop her from inquiring as to why they seemed so different at home. Eventually, when it seemed the young girl would not be silenced by firm words alone, Seraphina's parents decided to enforce their edict with physical embellishment. They were careful though, so that the beatings did not leave marks in places she could not easily hide. Sound was no issue, either, since they were on a more or less secluded property and simply had to make sure no one had come to visit - eventually that issue solved itself as well when Seraphina stopped wailing & weeping and simply took the physical punishments with looks of utter misery and pain.
For a time, the pain kept her quiet, and with that silence came a brief reprieve in the punishments, as she was no longer asking questions or threatening her parents' bubble of power. She distracted herself with school, with drawing, exploring - anything that she could do to keep to herself and away from her parents. This behaviour didn't go entirely unnoticed however, and her parents pondered the possibility that it would alert others to an issue in the household. They observed for awhile yet though, and were contented with the fact that due to their seclusion outside of occasional visits and Seraphina's schooling, no one was really around enough to notice the strangeness.
Her reprieve lasted almost 3 years - enough time for Seraphina to form some semblance of stability. Sadly however, it was also around this time that her parents wished to continue 'moulding' their daughter into someone who could continue the family traditions, but aiming even higher and broader. Lessons began at home - information was thrown at her, far beyond what a girl her age should have been dealing with. However, she was forced to learn and comprehend, as failure led to punishments far worse than simple beatings; psychological tormenting, coupled with lashes from an actual whip across her back, was a good combination for forcing obedience. Still, her parents knew they risked breaking their daughter and undoing the entire process, and as such, had to take further control of her life to ensure proper attendance to her condition - Seraphina was subsequently un-enrolled from public schooling and continued full tuition under her parents. Stability was a hard thing to manage under such conditions, and her innate emotional issues had underlying factors that her parents failed to take into account; after multiple years of abuse, she snapped fully, her psyche undertaking the best response to the danger that it could manage - a new identity emerged, full of anger, grief, sadness and extreme hostility towards her parents.
The identity (which adamantly corrected Seraphina's parents about its name) referred to itself as Denise, and it did not respond kindly at all to any approach from the couple. Isolating Seraphina/Denise in her room, they stayed at a distance for a time, carefully waiting out the change in circumstances to see how things developed. Without any social contact, the girl's psyche began to unwind certain emotions, primarily the anger and hostility; the sorrow remained, and the girl's identity shifted again, becoming someone sullen and afraid of almost any noise whatsoever, including her own breathing. Scurrying into a corner, this new identity hid, slowing her breathing until she eventually passed out from a mixture of oxygen deprivation and lack of sustenance. With their daughter now incapacitated, the couple moved in and set about making restraints and the like, securing the girl to her bed and leaving some food and water to be consumed when she awoke. Retreating, they poured over the information they could find and came up with a single answer; their daughter had developed a case of dissociative identity disorder. After a couple more weeks of observation, their theory was confirmed by the additional symptoms of anxiety, insomnia and amnesia, among repeat performances from multiple identities.
Several attempts were made to restore some stability, and most failed until the parents showed some genuine acts of kindness, giving Seraphina some space and whatever it was she asked for, including the ability to visit the garden out the back - she couldn't escape from there anyway. What they didn't know was that she had been gathering wood splinters and anything sharp she could get a hold of, forging a crude weapon she could keep concealed with ease. In fact, it wasn't even Seraphina at this point - the newfound stability and intellectualism was yet another identity that had emerged in order to find a solution to her predicament. Careful planning over two weeks resulted in the best opportunity the girl would get - unleashing fury that had bottled up over years, she brutally stabbed both her parents numerous times, even after they were well and truly dead. The sudden exertion left her weak however, and she took a couple days to actually recover, feeding herself from what she could simply take out of the fridge or cupboard and eat. When her strength returned, Seraphina's mind tried to orient itself - she was aware of her condition, which made things even more confusing, but she had to find a way to get moving. She honestly doubted there was any way to fix things here, and she was forced to rely upon the ingenuity of one of her identities to come up with a solution; collecting all cash that was on hand, she packed together some clothes, food and valuable to pawn, fleeing her home and heading far away from the village.
Travel was hard, but the extra tuition from her parents proved handy, as did some of the solutions that her other identities enacted. A few incidents occurred, as she was a young girl, trying to backpack and sneak across borders illegal - there were times when she was forced to lie, manipulate and even kill. She self-trained with small weapons, mostly knives and the like, as self-defence was a key priority, and over the course of a few years, Seraphina and her identities managed to survive. Her wanderlust was sated to some degree, but there was always an edge on life - she could never stop moving, never stop watching her back.
Mosaic city was like a dream, when she heard about it - even moreso when she began to read about it. If she could go there, if she could settle down, there would be plenty of space in such a multi-cultural society for her to blend in. Of course, getting in wouldn't be easy; she had no way to set up in the city legitimately; it would be too suspicious to just waltz in and try to buy a place, young as she was. Hell, she didn't even have any kind of documentation. She was forced to rely on shady services if she wanted to get there - a forged passport as well as some other documents would go a long way. It would also cost a lot of money - she had to work for a good deal of time, moving around to avoid losing control, until she had enough to even try bartering for such a thing. Then she had to research, gather information of any sort that would help put her in touch with people who could help her with the forgery task. She knew it was dangerous, but she had to try nonetheless, and her determination paid off eventually - she managed to set up a deal with some chinese smugglers who agreed to forge some papers and get her across the borders into Mosaic City.
Unfortunately, no one had planned on the Shadows.
Her chinese escorts tried in vain to protect themselves, firing their weapons and managing to scare off some lesser ones...only to attract the attention of bigger, more threatening creatures. Frightened beyond all belief, Seraphina cowered in the corner of the closest building, practically squeaking at the sounds of the chinese men's bones being crushed and their flesh squelched. Hyperventilating, she barely noticed when a figure drew close, drifting towards her and towering over her. Almost unaware of what was happening, all Seraphina knew was that she couldn't breathe properly, and her sight was filled with nothing but darkness. The one thing that stood out was the faint, calm voice in her head.
Be with me child. I am you, and we will be safe now.
With little choice anyway, the girl surrendered to the smothering darkness, and the human known as Seraphina Celosia ceased to exist. The Shadow that absorbed her being changed in the process however, becoming larger and splitting into a multiple-figure being, though the bodies were tied together intricately. Calling itself Hineia, the being retreated into Mosaic City, hiding once more and assimilating itself into the society. It owned multiple houses, both in the inner and outer circles, and travelled frequently - the wanderlust Seraphina had experienced was not lost on the Shadow being. Travel welcomed trouble, and Hineia dealt with it accordingly, strengthening itself with every battle - both physical and mental. Unfortunately, it also seemed to tap into the instability that the girl possessed, and over time, began to experience a bizarre form of DID - rather than solely mental shifts, the Shadow's entire being shifts along with each identity, both in human and shadow form. Like Seraphina, it tried to control its emotions as best as possible, to minimise the effect of the shifts. With a little more success than the human, it managed to continue on, utilising the shifts to its own benefit at times, confusing enemies enough to give her more of an advantage.
Several years as a shadow has helped a great deal in that control, but even now Hineia slips up, or purposely allows itself to shift in order to work a better angle. Having dealt with civilians and users alike, it is constantly on the lookout for more information, stalking amongst the humans in a guise that would befit a slightly older Seraphina (somewhere in the region of her early twenties) or one of her identities' human form and feeding as well. Hineia will fight if it comes to it, but anonymity is still a good defence, and one its main priorities after feeding and information gathering.
OOC Name: Aphy here
Shadow Form:
Note that all her forms share the same skills and resistances, despite the changes in appearance. (Not that the enemy will know that straight away, however)
Hineia: Idrjana (also known as simply Idra)
~Others will be put up when revealed IC~
Skills:
Diarama (4700)
Hexalaic Destruction (10000): All 5 heads of the hydra creature spout vicious beams of energy, damaging a single enemy for severe Almighty damage. The commanding woman atop fixates the target with an inhuman gaze, bombarding them with wave upon wave of emotion, attempting to scramble their senses and inflict the confusion status (25% chance)
Gale Slash (1500)
Seal Bomb (1800)
Upgrade Fire and Ice resistance from neutral to resist (2000)
Strengths and Weaknesses:
Null: Dark, Light
Weak: Strike
[li]Riven from League of Legends played by Aphyria[/li]