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Trelweny RosePhoenixWolf

PostPosted: Fri May 04, 2007 8:16 am


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| Nihahiel (Yantahiril) ~ ??? |
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Act One
Female
Unknown Play
Played by Trelweny.


No posting in this journal unless approved to do so by Trelweny. Click the tags to see the full version of the character's artwork. All artwork is copywrite and property of Mechanical Bird (Ahnna Jade.) Characters are apart of The Inspired, click here to visit the main thread.
PostPosted: Fri May 04, 2007 8:24 am


( 2 )

Contents:
( 1 ) Introduction
( 2 ) Contents
( 3 ) About Nihahiel
( 4 ) Current Thoughts
( 5 ) Photo Album
( 6 ) Other Inspirations
( 7 ) Others Met
( 8 ) Family
( 9 ) Home
( 10 ) Expanded History
( 11 ) ?
( 12 ) ?
( 13 ) ?
( 14 ) ?
( 15 ) Additional Credits


*Last Updated 17 July 2007*

Trelweny RosePhoenixWolf


Trelweny RosePhoenixWolf

PostPosted: Fri May 04, 2007 8:49 am


( 3 )

appliction
||| Premade Form

This is the form/prompt you will use for applying for a premade character in the post above.

Username or "Owner's" Name:
Trelweny (full username: Trelweny RosePhoenixWolf)

"Name" of Character applying for: "The Elvin Blade"

What would you name the character?: Nihahiel (nee-hah-he-ell) &/or Yantahiril (yahn-tah-here-il, Elvish "bridge lady")


Tell us about where the character is from/a bit about the play they are in/etc: I.E. This is basically like the traditional 'background' section in concept threads. Tell us what you think the characters background should be like, you don't have to have it hammered out to finalized perfection, though.
Highborn, she was intended to be the "bridge" between two "houses" in disagreement but something went wrong in that regard. Her birth name "Yantahiril" signifies that intention.
She trained as all elves in forestry & weaponry. After whatever it was that happened however she chose her new name, "Nihahiel" which has no true Elvish meaning -almost as if to symbolize how she might feel she has no meaning, or how she felt at the time. She joined the guard/army and raised ranks quickly in part from her noble training, in part from her determination.
She is afraid to let anyone close, afraid they will find out who she was born and learn of her failure (as she believes the incident in the past to be her fault though it is not).

In the play, she is in charge of those on the hunt for the protagonists. It is her decision in the final act to mislead her followers & let the lovers escape together. She only has three, maybe four walk-ons: the first she is seen only as strong, cold, & determined; the second hinting at some past fear or hurt, making her more real; the third may or may not be part of the fourth being very close together & showing her becoming "real" and making the perhaps fatal decision.


Tell us about the character's personality, and maybe even a bit about the actor: I.E. Tell us about some of the characters skills/imperfections/attitudes. If you're going to get into information about the actor, keep it light, actors are generally not cared about. (;
Actor: tended to immerse herself into characters, perhaps even researching into possible sources to get a better "feel" for her role. It did not matter if she played the leading lady, a minor character, a chorus member, or a walk-on –she put her all into her performance until the character shone through. She was the character.

Skills: excellent swordswoman, knows the Elvish spells of her family well though she has not used them since the incident that lead her to disappear. One of the top ranger/foresters of her kind. Efficient with dagger/knife. Keen shot with both long & short bow. Knows most if not all forest herbs on sight & the rest in theory & could probably figure out what they are. Trained to survive & forage.

Attitude: cold, distant. Often aloof & regal but with a sudden earthiness from having trained as she did & understanding hardships. Hard, but not unfeeling. In battle/hunt always the regal & efficient leader. When not... sometimes she will slip between being leader & being "one of them" -almost.

Imperfections: often a trace of sadness. Certainly a sense of failure, but is it only to duty/family or something more. When she is not behind her cold façade, she is likely to follow her emotions, which she does not trust. Sometimes she forgets in her distancing herself that there are useful things to learn from those she might think of as lower than herself.


Finally, show us some of your roleplay finesse. RP a moment in the character's life, (or if you prefer, a moment in the play the character is from), but keep it semi-short: I.E. The first thing that comes to mind! Expand on some of the information given to you about the character in the post above, roleplay out feelings or sights and sences. Roleplay out their entrance onto the stage, or if you already have more formed ideas in your head, roleplay out a short part of a significant moment in the character's 'life.'
I stand in the wings, light hidden from my face by long, thick black curtains. My cue comes. I step from between the curtains into the light. No longer am I whoever I was moments ago. I am Nihahiel, the Elf Blade. My skill with the blade is near unmatched among my brethren; my silence on the hunt uncanny; My mane of red hair a banner that I do not need to hide its color to succeed. Eyes turn to me but I only heed those of my group. I lead the hunt. My words pour from my lips like crystal water and they obey.

I am Nihahiel... I am.

Nihahiel tends to speak in Elvish on occasion. If you're curious about what she is saying a good site is Arwen-Undomiel.com.
PostPosted: Fri May 04, 2007 8:55 am


( 4 )

Confused, & trying to make sense of this dinner at which she finds herself.

Trelweny RosePhoenixWolf


Trelweny RosePhoenixWolf

PostPosted: Fri May 04, 2007 11:52 am


( 5 )

Act 1

PostPosted: Fri May 04, 2007 12:11 pm


( 6 )

Trelweny RosePhoenixWolf


Trelweny RosePhoenixWolf

PostPosted: Fri May 04, 2007 1:23 pm


( 7 )
PostPosted: Fri May 04, 2007 1:44 pm


( 8 )

Trelweny RosePhoenixWolf


Trelweny RosePhoenixWolf

PostPosted: Fri May 04, 2007 1:53 pm


( 9 )

Trelweny's House in Bass'ken Woods: Some light flickers through needles of the conifer trees & the branches of the deciduous trees of the woods. There is a fairly clear path though the woods, a little wider than a large draft horse. Some old wagon ruts lightly mark the edges.

Deep in the woods a clearing opens up to reveal a quaint little cottage, perhaps one and a half stories high. It looks only large enough to have 4-5 rooms inside. Smoke curls welcomingly out of the chimney bringing with it a soft, comfortable warm smell.

The cottage itself is surrounded by a lush rose garden, beautifully blooming no matter the season. Amid the roses there were Amaryllis, Morning Glories, Moon Flowers, Midnight Candy Phlox, Strawberries, Raspberries, and something that looked to be mangos. Around the corner of the house to the right there is a vegetable garden with asparagus & broccoli & spinach & sweet potatoes. All grow with health despite the weather. To the other side there was a strange, metallic looking shed beyond the garden with no windows & an odd door.

  • Main Room: The front door opens onto a communal greatroom. The room is fairly large, with a vaulted ceiling overhead. In the corner to the right of the door a television is usually on -playing either musicals or children's shows. Going to the right wall is the fireplace with a cozy fire burning brightly behind a very secure grate. Above the fireplace hangs a portrait of a human woman, the young boy, & a man who was broad of shoulders & kind of face with a mischievous crooked smile to match the child's. The name "Relm Arrowny 2006" is scrolled in the lower right hand corner.

    Across the room are two entrances, one to a short hallway; the other into what looks like a kitchen. There are often smells of a home cooked meal coming from inside.

    The left wall has but one door, which looks like it leads out to the gardens. In the floor to ceiling window to the left of the front door is a beta tank with four fish inside hung suspended four feet from the floor. There are a couple sofas as well as a dozen pillows & beanbags & cushions scattered upon the floor.

    There is a hammock about halfway up the height of the room, with another one located higher up if one cared to look.
  • Kitchen: The kitchen is fairly homey. The cabinets are wood with a simple trim painted white. The floor tiles are a soft tan with some green tones designed to resemble stones. The counter is a slightly darker version of the floor tiling, except without the square breaks -being one continuous surface. A table stands in the middle of the room that perhaps could hold 4-6 humans comfortably, but like the rest of the house is subject to change to meet the needs of those within the room.
  • Trelweny's Room: A soft moss-colored carpet covers the floor. In the middle of the room is a large fourposter, dark wood bed, covered with soft cream colored down blankets & almost too many pillows. The wall's are light & breezy, as is the cloud sky mural on the ceiling which is broken up by large dark wood beams & rafters. A fireplace is on the west wall. There are large windows with soft curtains on the north and east walls.
  • Remus' Shed: odd, metallic shed on the left of the cottage -just beyond the gardens. On all nights but those with a full moon the door is not locked or bolted though it kept shut. The large locks clearly visible against the otherwise unadorned & unwindowed exterior.
  • Equine Shed: Behind the house a small barn stands, brown & grey -weathered but in good condition. Flicking a switch in the wall a door on the barn opens.

    The interior is warm & glows warmly with circular lamps that are usually set to a low output level. Although there are a few more stalls, only two have a name about the door: Timex, and one with paint much more fresh, Eiraceyrn.

Rooms Inside Magic Door:
  • Remus' Library: The door opens onto a huge classic library that could not possibly fit into what could be seen from the front of the house. The walls are floor to ceiling with books of every sort lining them except for long, thin floor to raised ceiling windows evenly spaced throughout. The windows look thin more from their height then their width, which is enough for an average human to sit in the window seat below each with their legs pulled up to rest a book on their knees while they took on a view of the ever-blooming gardens outside. A small cozy fire flickers in a grated fireplace in front of a loveseat & a pair of large wingback armchairs, all in soft but elegant leather. Each chair is just large enough for two humans to curl into while the loveseat could easily fit up to four.
  • Rikku's Machina Workshop: Her workshop is clean but slightly cluttered. Pieces of machina in various stages of disrepair clutter every possible nook & cranny. There is a smooth, cleared spot on the silver metal workbench in front of a high stool that is clearly the Al Bhed's work area. A small closet with its door left open reveals Rikku's kimono & cowgirl outfit, as well as something fluttery & thin but not quite transparent in the same sunset hues as her scarf. A white metal birdcage stands in the corner. It showed up easily against the softly glowing blue walls reminiscent of the inside of the Celsius. Like Relm's studio there are large windows & a skylight for light, but instead of wooden blinds Rikku's workshop has a substance that was somewhat shiny -like metal or plastic. Each window has a button to mechanically draw the shades up & down. They can even be tilted to let in light in angles when shut.

    There is a bed haphazardly made with a sunset comforter positioned in front of the largest picture window.
  • Relm Arrowny's Art Studio: White walls cut from floor to ceiling with large picture windows let in every angle of sunlight from a beautiful view of the side gardens. There is even a skylight in the ceiling. Each window has a natural wooden blind hung at the top to permit the lighting to be changed at a whim. even the skylight has a blind that can be shut by a cord dangling low enough for the 5 foot Relm to reach. The ceiling is dotted with pot lights & lights run across the seem where floor meets ceiling as well. Easels, canvases & paints are set up all around the room. To the right of the door is a tidy collection of supplies in a tall shelf with a stack of what appeared to be finished paintings leaning against it. Most of the paintings on the easels bare pictures of audios in costumes, but some hold familiar hummingbird colors upon them. To the left of the door is a comfortable yet simple futon couch-bed. The coverlet is in Relm's colors with a mix of Arabic & Celtic designs. Over the bed hangs a large painting running the length of the bed & nearly to the ceiling. It is of such detail & clarity that one could almost swear they could put out a hand & step right through it. If it was any larger the audio beneath the sweeping boughs of the tree would be of a size with the original... as it was it gives the impression that the viewer was not quite close enough yet.
  • The Weasley Twins' Spell Workshop/Laboratory:
  • Ginny Weasley's Bedroom:
  • Fidelity & Mirage's Room:
  • Nimlaurë's Sanctuary: It is more of a 'suite' than a room. The floor is a soft, mottled, green-gray stone. It is smooth and looking like it was shaped either by magic or years of flowing water. It looks rather like a grotto of stone, as the same stone rises up to form walls & half the ceiling. The far wall is floor to vaulted ceiling with large windows that spill onto each of the adjoining walls & the other half of the ceiling filling the room with light. The floor is streaked with veins of gold & white gold. The walls too are almost naturally decorated with the same precious metals though in greater size & sometimes shifting to a more filigree artistic appearance. There are palates & cushions throughout the grotto of a soft, mossy green situated in both places of sun & shade, perfect for lounging. Heat lamps with dainty shades of gold & white gold reminiscent of Tiffany Lamps Hang over each spot of rest, as well as other locations about the room. The light from these catches in an abundance of mirrors, artistically placed throughout the grotto & framed by the flow of gold & white gold to the wall. Although one can stop to check appearance frequently, the mirrors are so well places & blended into the walls that it does not become haughty. Scattered throughout (especially in front of the wall of windows) there are small, practically hidden flower pots & trays. From them Jasmine & Wisteria grow & spread across the stone structure as well as the glass wall, filling the room with their delicate, sweat scent.
    There are two 'alcoves' to this main room of the suite. Both continue the mottled green-gray stone with its gold & white gold accents. The first contains a bubbling indoor hot spring bath that is nearly large enough to be a pool. There is enough room for light swimming but no heavy laps. It is deep enough in the center for someone of average height to stand in & still have their head above the water. All around the sides runs a wide shelf, perfect for laying on while being able to keep one's head on the rim of the bath & out of the water. The second contains a large mattress -king size at least- piled with silk & satin sheets, velvet & down blankets & many soft, large pillows. The bed itself is actually a huge heating pad, and warms everything very gently.


About the magic door:
  • Created by Fred & George Weasley (talaye) & Remus J. Lupin (kitsusagi) with help from Myranda (GaiaCom Witch)
  • A combination of Hogwart's "Room of Requirement", the door from "Howl's Moving Castle" and the properties of both house and door of the good witch Morwen's cottage in "the Enchanted Forest Chronicles"
  • Has the ability to open onto any room that an intelligent creature can think up
  • Multiple rooms can be used by multiple beings at the same time
  • Once a room is created it is extremely difficult to destroy or delete it completely
  • All rooms (and the door itself) have the ability to "stretch" to fit any entrants. Of course, all rooms and doors in the cottage have been be-spelled to work similarly since the creation of the door & it's obvious success
  • To get into a particular room, the one opening the door must think of that room. This can be as simple as "I want to go to my room" to imagining a mental image of the interior of the room in one's mind's eye
  • When looking for someone, it is possible to open the door almost randomly. The door will automatically take the seeker to the first room occupied of those currently occupied. Usually Remus' Library.


PostPosted: Fri May 04, 2007 3:06 pm


( 10 )

Trelweny RosePhoenixWolf


Trelweny RosePhoenixWolf

PostPosted: Fri May 04, 2007 3:16 pm


( 11 )
PostPosted: Fri May 04, 2007 3:59 pm


( 12 )

Trelweny RosePhoenixWolf


Trelweny RosePhoenixWolf

PostPosted: Fri May 04, 2007 4:08 pm


( 13 )
PostPosted: Fri May 04, 2007 4:13 pm


( 14 )

Trelweny RosePhoenixWolf


Trelweny RosePhoenixWolf

PostPosted: Fri May 04, 2007 4:20 pm


( 15 )

All The Inspired artwork is copywrite and property of Mechanical Bird (Ahnna Jade.) Characters are apart of The Inspired shop.

Any other pets are copywrite the artists of their respective shops.
All character personalities are copywrite their RPers, except in the case of cosplays where the character base is copywrite the original creators.

Journal banners & buttons were put together by Trelweny using templates given by the shop owners. Please don't take & claim as your own work.
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