Tanith ran away from home to escape House politics, found a group of friends to travel with, and never looked back. Rebellious and headstrong, she used her middle name to further escape detection, and found that she liked the sound of it much more than her first name.
An uncomplicated person who prefers truth to falsehood, she hates evasions and petty backhanded insults. Despite her distaste for House politics, she easily discerns when people are being less than genuine. Blunt to the point of rudeness, she is unafraid of insulting people, especially when she believes they deserve it. This means that she gathers rivals and enemies wherever she goes, but can also lead to friendships with those who agree with her stance.
Tanith is unafraid to get up in people's faces and fight, and will throw the first punch if she thinks it's justified. This translates into her Pokémon training style as well, as she favours risky, aggressive plays that sometimes translate into big payoffs.
Her fierce loyalty makes her a dear friend to those who are fortunate to call her one.
Frustrated with the restrictions and expectations placed on her, Tanith ran away from home at thirteen, and managed to get as far as Johto, where she met some friends that would go on to become her travelling companions. Delighted by the adrenaline rush of battle, she decided to participate in the League challenge.
A couple months in, Tanith and her new travelling companions crossed paths with Cassia, who had gone looking for her with aid from Will's Iphigenia (Xatu). A tense confrontation and a lost battle later, Tanith contacted her parents to let them know of her location and plans. With persuading from her grandmother, her parents allowed Tanith to continue her journey.
Tanith's psychic abilities are sporadic and uncontrollable. They tend to come out in times of great negative emotion, like stress, frustration, and anger, and often manifest as rogue telekinesis. This is a source of frustration for her, and as a result she feels apart from the rest of her family and her House. Most of the time, she passes as someone who is affinity dormant.
However, she is proficient at channelling mana manipulation into her limbs, to enhance things like running speed and jump height.
Tanith knows how to throw a punch and fight properly. Her grandmother saw her restlessness and took it as an opportunity to teach her to fight, or at least get her to exercise until she dropped. She dislikes using bladed weapons, and prefers clean fights with just her fists or a quarterstaff.
Felix and Miriel (parents): Distant. Tanith was a bit of a troublemaker as a child, and her parents didn't know what to do with her.
Sophia (older sister): Tanith's closer to her sister than she is to her parents by virtue of their close ages, but as much as they're close, Tanith finds it hard to understand her sister's decisions and ability to obfuscate.
Tiberius (younger brother): She likes her younger brother very much, and looks forward to sending him souvenirs of her travels. She finds him easier to interact with the rest of her family, because he is at the moment an uncomplicated child who does not understand much of the things that go on around him. She also greatly appreciates that he was too young to judge her for her decision to run away from home, and can only accept her decision as the norm.
Bellona (grandmother): Her combat instructor, and probably the person she respects most in her immediate family circle. Grateful to her for being the one person who didn't look at her like they didn't know what to do with her, and letting her work out her frustrations by running laps or doing exercise.
Cassia (second cousin): Cassia and Tanith used to get along much better as children, but their relationship is a bit strained after Cassia found her in Johto after she ran away from home. Tanith is rather annoyed at her insistence that she keep in touch with her family and parents, and wishes that she would stop. Once they grow up a little, and Tanith starts understanding a bit more of the reasoning behind it, they get along better - she's always down to tease Cassia for being the poster child legacy baby.
Ruth: Travelling companion and occasional rival, Ruth is Tanith's introduction to battling. They click rather well, and Tanith is sometimes surprised by the feats of athleticism that Ruth can do in her dress. Tanith plays peacekeeper between Ruth and Salvia's constant bickering.
Salvia: Tanith and Ruth's other travelling companion, Tanith is alternatively amused and annoyed by Salvia's insistence on looking nice. On occasion, she's her reluctant fashion advisor, since she has good taste.
Mira: A gift from her great-grandfather on her 10th birthday. Mira is rather timid compared to Tanith's confidence. The voice of reason and caution on Tanith's team, she slowly grows into a leadership position by virtue of being the most level-headed individual out of her teammates.
When Tanith is nervous, she fiddles with the wraps that are wrapped around her hands, or in her pockets. In the absence of that, she'll fiddle with her watch and wristband.
Tanith can play the violin, although she'd rather not.
Tanith's goal is to carve out a place for herself where she's not stuck at the mercy of someone else's beck and call. She wants to be the master of her own life, but still serve some sort of higher purpose and give back to the community.
Likely, her future trajectory will involve Maylene and the Veilstone Gym, as her protegée and future successor.
Her Pokémon are mostly fighting type, not by concious decision.
Daphne is the name of a naiad who turned into a tree to run away from Apollo. In some respects, the name represents things that Tanith does not want - she does not want to be in a position where she is trapped into making impossible choices, or being sedentary, and she's not the type of person to run away from a challenge.
Key Stone: Tanith's key stone is set into a wristband that she wears on her left wrist, with her watch.