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Citizen of the World
Joined: June 2nd, 2014, 4:23 am

June 2nd, 2014, 4:43 am #1


Name • Glede
Age • ???
Gender • Male
Alignment • Lawful Evil
Social Class • Outcast
Occupation • Inquisitor
Race • Construct (Human soul)
Nationality • Ashokan[/right]
Weapons •
  • Hands • While perhaps somewhat redundant, it is worth noting that Glede’s massive gauntlets serve as a potent weapon. His long fingers, once dulled, are filed to the sharpness of a blade and come to wicked, jagged tips.
  • Khopesh • Glede possesses a particularly large (around 71cm in length) khopesh, specially-weighted for his level of strength.
Glede is a human soul bound to a “necromantic” metal chassis around which a suit of armor has been fused. In all, he is a little under 7’ (2.1m) tall and weighs over 300lbs.

He strikes a rather imposing figure. His armor is beetle-black across the board and, while scratched-up in places (including a rather noticeable dent on his breastplate), relatively well-cleaned at this point in his life. He “wears” a helmet from which two wicked horns curl upwards, and beneath it a hood of crisp black cloth cascades down to gather around his pauldrons and the top of his breastplate. He usually wears a mask over the hollow where his face should be -- a bronze likeness of an impassive face, the lips quirked only slightly with something like amusement. The mask is heavily cracked on one side, owing to a shrapnel blow during battle.

His “hands” are wicked black claws that clink and hiss when he flexes his fingers. He once despaired over them -- even to the point of intentionally dulling them -- but now he finds them useful, albeit alienating, and keeps them sharp.

His deep, rasping voice carries well, though it sounds as if it is coming from deep within his chest and often has a hint of an otherworldly hiss. His accent is noticeably Ashokan, but unique and difficult to place; he lived and learned to speak Old Ashokan hundreds of years prior to the current era.

Finally, a number of queer engravings can be seen crawling along the edge of his pauldrons, the lines of his breastplate, the edges of his armored skirts, etc. They are in some other tongue and, if examined too closely, have a “feeling” of having been terrible and profane.
Dysmorphic • Glede used to be a man, and was placed in his current body by a cruel necromancer. For a long time he saw himself as a meek, gentle man trapped inside a killing machine; having been a healer by trade many years ago, his memories of being used to power a butcher on the battlefield are still distressing and traumatic. He harbors intense rage at the violation his master committed against his body and his soul; and, on top of that, he feels alienated from his peers as well as his own body, dissociates often, and feels a deep and intense envy for those around him (who can smell, touch, taste, and feel pleasure in a way that he cannot).

Worse, sometimes the vestiges of his former master talk to him through the bindings, giving him disturbing and uncharacteristic thoughts and behaviors.

Rigid • By nature, he doesn't like to stray from what he knows; he's set in his ways and cautious about accepting new ideas. While gifted with language and occasionally prone to dry humor, many a joke has gone over his head. You could almost certainly call him neurodivergent. His mind sees complex ethical situations through black-and-white lenses: if he sees someone as “good”, then they are all good; if he sees someone as “bad”, then they are all bad. He falls in and out with his peers constantly based on his own judgments and disappointments. He's also prone to fixations, in that he can't let go of certain ideas, people, and rituals; he's constantly treading the same ground, obsessing over the same mysteries, unable to leave old grudges behind.

Conflicted • He was once very spiritual and optimistic, but his relationship with the gods has shifted toward a watery, thin reverence that can only be described as going through the motions, and his world-view is grim. He believes that his beloved goddess, Nailah, has failed him; he believes himself to be a monster that does not breathe or have blood that runs, whose only purpose is in the service of others. He often invokes Khalid and takes comfort in the idea of sins being weighed (and punished). The awfulness of the world overwhelms and angers him to the point of wanting to do terrible things. As an inquisitor, he has done both good things and bad things, but he's often guilty of harshness and cruelty in the name of justice. In many ways, he uses his job and his desire to make wrong situations “right” as an excuse to exercise his desire for violence and payback.

All that said, he still has an inclination to help those in need, and he’s still geared to think about the welfare of his fellow man, when he isn’t too busy processing his own issues and following the spasms of his heart’s desires. He’s not a bad person to have around if you’ve been wronged and you need protection or vengeance.

Gentle • Glede has had to be incredibly careful: because of his size and make, he can harm fragile things easily. When he's not trying to intimidate others, he treads as softly as he can and (despite his shaky hand) has the delicate touch of a physician. He's always one to close doors behind him and push in chairs. He also has a soft spot for children.

"Fun" Facts •
  • He’s frightened of cats, particularly those with piercing yellow eyes.
  • He's gay.
  • He has an eidetic memory and can recall passages and scenes exactly after he's seen them.
  • In life, he played the çeng excellently; his hands make this difficult now. Nevertheless, he's taken up the study of it again at the behest of a fellow inquisitor. (It does help.)
Glede "awoke" in the desert in the spring of 7 AR; he did not know who or what he was, only that he inhabited a giant armored chassis buried in the sand. He began following nomadic tribes for awhile, eventually coming to reside in the Xeric. He knew only a collection of details about his background: in life, he'd been a healer, because he had visions of studying the healing arts and treating many patients. Occasionally he had waking dreams about slaughtering many men, and he sometimes heard a deep, gurgling voice fill up his mind with wicked and strange commands.

[+] spoiler
In the Xeric, he met Phaedrus, who had just escaped from a near-"death" experience with an undead sorcerer called a skin-changer. He felt that Phaedrus was familiar, but he could not guess why. They both had escaped wicked masters and had roots in a place called the Bay't Ifrit, a ruin somewhere north of the Ikioi where a red star shines ceaselessly in the sky. Regardless, he helped Phaedrus banish the skin-changer and then, emboldened by his new friend's acceptance of him, set out to join civilization.

This went well for awhile. For some years he became a banisher, devoted to the vanquishing of the undead (despite being undead himself). He was wildly idealistic, and the idea of good vs. evil, of being a paladin in the service of the goddess of life, fueled him almost completely. Despite the jeers and ill treatment of some of the people he met in his travels, he became a competent banisher. This also afforded him some time to learn more about his background.[/size]

Charon (or Nasir al-Din, as he was called back then) was a priest who dwelt at the Bay't Ifrit at its height, thousands of years ago; he was privately a necromancer, and he had aspirations to power. Namely, he wanted to bring Ashoka to order under his command, starting with the House. He betrayed his own master and began mustering an army which was chiefly composed of the undead and of creatures like Glede. He was a master binder, and he used human souls to fuel his servants; Glede had simply been unlucky.

Fueled with thoughts of trying to find the Bay't once again, he went to visit his banisher-friend from the Xeric, who had a dwelling in Madrid. But Phaedrus was not pleased with his idea; the Bay't, he said, was an evil place, and to open it would be folly. As it happened, Phaedrus had once been a homunculus in the service of Charon's own master, and this was why they were familiar to each other. Glede "gave up" his endeavor in exchange for Phaedrus to study his memories magically and attempt to conjure something that would help him be at peace with himself.

This was not what Phaedrus did. Fearing Glede's bull-headed optimism, he removed from Glede's mind all knowledge that the Bay't was not simply buried in the sand.

Glede lived with Phaedrus in Madrid after that for the better part of a year (8-9 AR), meeting many colorful people and doing his banishing work on a smaller scale -- dealing with minor poltergeists and wailing ghosts in the houses of wealthy Sotoan nobles. He met Ylsabet Troy there, who was a great influence on his life and philosophy. Then he went north, studying in the desert until he learned of the Bay't again, and learned that his memories had been tampered with.

At this point, Glede and Phaedrus became enemies (at least, to Glede). Something came loose in him; he began to feel yet more alienated in his body, yet more obsessed and unable to make peace. He frequented temples, but it did not help.

[+] spoiler


This profile has been approved by Ephie!

Citizen of the World
Joined: June 2nd, 2014, 4:23 am

June 2nd, 2014, 4:44 am #2


Simple Abilities
  • Immortality – He "lives" as long as his armor and framework lasts, though he has no idea if his soul will come unmoored and wander afterward. In addition, he needs no sustenance, and only prefers shelter because wet cloth/caches of rainwater weigh him down.
  • Metal for Flesh – Glede is a construct made entirely of necromantic metal and bindings, but he's nowhere near an empty suit of armor: there's a very complex framework underneath and fused with his armored "facade" (though there's really no difference). He has no organs to pierce, and so running him through would do him little harm. So long as they do not hinder his movements (obviously being struck with a heavy weapon will cause recoil, joint-locking, etc.), he's unaffected by most physical blows in the long run. There are some good ways to get at him:
    • He's extremely weak to anything that rends or confounds the soul. Also, any attempt to "exorcise" him will fail but be immensely painful -- his bindings snare him in, so it's a bit like forcefully compelling someone away from a thing they're chained to.
    • There are three special bindings across the inside of his outer mail -- one in the small of his back, one at the nape of his neck, and one in the middle of his left palm. If these are all damaged, it will obliterate him. He doesn't know about these, interestingly enough.
    • You could physically tear him apart. That'd certainly slow him down.
  • Immense Physical Strength – Precisely what the name implies. In a marionnette-esque, automatic way, he can lift quite a bit, and his bulk makes it easy for him to get the better of a weaker opponent. This is, of course, at the cost of some flexibility and maneuverability; his joints have a tendency to lock, especially in the midst of extreme physical stress.
  • One-Handed – Glede specializes in the wielding of one-handed weapons, and in fact carries a large khopesh at his belt at all times. What he lacks in speed, he makes up for in strength and persistence; he's no agile dueler and he would scarce know what to do with a thrusting weapon like a rapier. In the thick of combat, his experience is with cutting, chopping, and even bludgeoning, all things for which the khopesh is relatively practical. In a pinch he could most likely use a falchion or any large knife meant for carving meat and bone, but given that his khopesh is specially-weighted to account for his strength and size, it's doubtful.
  • Death-sense – Due to his experience with exorcism as well as his own Dead nature, Glede is gifted with a sense for where the veil between life and death is thin. This means chiefly that he can "sense" the undead, as if he were smelling them; if there are zombies, (undead) vampires, liches, or any other undead creature in the circular area of around twenty yards, and he can recognize these individuals for what they are simply by seeing them. With necromancers the "scent" is more ambiguous, but still present: if a living individual has been recently using necromancy, tampering with dead souls, or entering Death (even in spirit), Glede can "smell" it on them. Of course, the potency of his sense is proportional to the potency of the undead creature and the strength and frequency of the necromancer's spells. If a man had dabbled with necromancy for the first time one year ago and hadn't touched it since, Glede would be none the wiser. (Much of this is up to player discretion and used for story/plotting purposes.)
  • Haruspex – In his time wandering with the nomads and observing sacrifices in Eldahar temples, Glede became acquainted (and skilled) with the art of haruspicy, or divination by reading the entrails of a sacrificed animal. Now, though he knows he is no priest or bārû, he retains much of his spirituality and faith in this practice. In addition to a rather extensive knowledge of ceremonial practices surrounding ritual sacrifice and divination, Glede's haruspicy works, to an extent, though to what one might attribute this ranges from magic to intuition to the gods themselves. Regardless, by cutting into a sacrificial animal -- usually poultry or sheep, though sometimes a bull -- in a precise way, Glede can beseech the oracle gods to write portents on its intestines (especially the liver). These interpretations of the future are often indistinct and sometimes misleading. For example, he might sacrifice a sheep at the beginning of a thread and discover that he will face a giant soon, only to find that the giant is a massive statue and has very little to do with the thread. (Much of this is up to player discretion and used for story/plotting purposes.)
  • Healing I – With some minor magic recalled from his mostly-forgotten past life, Glede can heal minor/temporary wounds (scrapes, bruises, some small broken bones, the occasional concussion) with magic, provided he can touch the area that's injured with his hands.
  • Area-of-Effect Healing – Glede's grasp on healing magic allows him to transmit a sort of 'healing energy' to up to 4 people in an area of about 20 yards. While it will not go so far as to stop bleeding, correct fractured bones, or even close smaller wounds, it works to clear the mind and lessen pain that might otherwise be inhibiting. In general, this 'aura' of healing magic makes chosen people in the surrounding area feel more envigorated, clear-headed, and capable of handling pain.
Intermediate Abilities
  • Healing Slumber – Glede can lull and enchant a patient into a deep sleep that benefits him/her/them in a number of ways:
    • Gashes, broken bones that have been set, and similar non-fatal injuries will heal 50% faster and better while their carrier is sleeping.
    • If suffering from a fatal injury (i.e. crucial organ pierced or failing) or illness, such sleep can slow and even halt its process while the patient is sleeping, allowing for more time.
    • The patient feels no pain, anxiety, or grief while under; typically, they have pleasant dreams or no dreams at all.
    The sleep is actually induced via a mixture of methods. On the one hand, he must coax his patient to sleep via the usual methods -- his Area-of-Effect Healing channeled into one person, a strong herbal concoction (the ingredients of which he carries on him at all times)... but once asleep, he must paint a symbol on the person's skin, allowing him to amplify the person's energy/soul with his own. Over time, it gnaws away at him and makes him weary and dissociative. Without harming his own soul, he can only do this to two people at a time, and can only keep it up for around a week and a half. (Naturally, the person has to be moved around to keep from bed sores, fed, watered, etc. somehow, which is another time consideration.)
  • Spirit Trap – Old Ashokan exorcism practices -- especially among the nomads, for whom evil spirits are a realistic, day-to-day concern -- involve a rudimentary sort of the very same bindings that trap Glede in his own body. In order to create a "trap" for a spirit, a small animal must be sacrificed. In theory, this is to appease Fukayna, Teremun, and Aten, such that the spirit cannot flee into Death or any realm under Aten's eye; in practice, the souls provide the fuel for the bindings that follow. Runes may be drawn (in either ink or the blood of the sacrifice, or even in sand; all that matters is that they are drawn and enchanted with the proper rites) around a circumference of no greater than 150m and no smaller than 5. If a Dead creature is within that circumference, it cannot leave, not even using the First Gate of Death to teleport. Physical Dead like zombies are burned and caused pain by the barrier, as it rejects the Dead soul but not the body, in effect straining the soul from the flesh. As goes without saying, Glede could potentially misstep and trap himself. Let us hope he does not.

    The greater the sacrifice, the stronger the barrier. A chicken or a rabbit could hold any sort of weak Lesser Dead creature, like a Shade or a zombie, back; a bull might even hold a weak Greater Dead. In dire circumstances, nomads have even been known to sacrifice men, which would create a potent shield indeed. For the average poltergeist or evil spirit to be trapped, one or two chickens will suffice.
  • Unheal I – A (more powerful) extension of Glede’s ability Healing I. If the healing of a wound (whether by natural or magical means) is like sewing up a hole in a scrap of fabric, then to undo that healing is as simple as pulling on the thread and watching the hole come open again. Glede's use of this ability is contingent upon a few variables:
    • The wound must have been attained within the past three weeks.
    • The wound must be healable by Intermediate or lower level healing spells. This includes gashes, broken bones (not spine/neck/anywhere causing permanent damage), minor internal injuries, stab wounds in places that aren't fatal, etc.
    • The older and more serious the wound is, the harder it is for Glede to break it/open it back up again. If someone were stabbed in the shoulder two and a half weeks ago, it would take Glede a great deal of undivided attention for three or four minutes to reopen it; if someone were cut yesterday, Glede could open it back up with little trouble in a few seconds. For obvious reasons, this makes wounds that have been magically healed easier to unheal.
  • Soul-rend – Glede's experience with exorcizing evil spirits (as well as with his own condition) has given him an intimate knowledge of the relationship between body and soul. Glede may attempt to “exorcize” the soul of a creature from its body, and, due to the forces that bind the soul to the body, fail; however, the attempt itself -- the forcing of the soul away from the body, as if tearing and stretching it to wring it out -- causes the object of the magic a number of unpleasant symptoms, including excruciating pain and an out-of-body sensation. If the target's psychic defenses are of less than Intermediate quality, this is enough to stagger them for either the duration of the spell or until (through some other means) they can fight back; if the target has Intermediate or higher psychic defenses, they can work through the pain immediately, but (depending on the player's choice and the circumstances) there may be a struggle.

    Glede can keep this up for as long as he can focus, but as it requires a great deal of focus, it is fatiguing. Much like his Healing Slumber, Soul-rend can cause Glede himself to dissociate and begin to experience pain; suffice to say that he can only use it on a single target for the duration of around seven or eight minutes at the absolute most, and only with undivided attention.

    As goes without saying, this only works on characters with souls. As far as technicalities go (concerning the strength of a soul's binding, a phylactery, an unusual soul, etc.), players are to be consulted.
  • Hook – The hook on the end of Glede's khopesh is good for more than just the destruction of property. If he has an opening, he can try to use the hook to do one of two things:
    • Under ideal circumstances, his opponent is wielding some sort of one-handed blade or chopping implement. If this is the case, he can try to hook it with his khopesh and rip it out of his opponent's hand. If the opponent has average or below-average strength, then it will most likely succeed, with a 10% chance of the tactic just simply falling through.
    • Somewhat more messily, Glede can use the hook to grab an arm, a leg, or any other exposed body part. At worst, this could lead to limbs getting torn out of their sockets, but most often he uses it to knock an opponent off-balance or to try and wrench their legs out from under them. The result of this is largely up to the other player, but if the opponent is less physically robust than Glede, it will likely at least cause a stumble or a sprain.
    By necessity, if an opponent is physically stronger or heavier than Glede himself, there's a large chance that Glede himself could be disarmed (or worse).
  • Hemorrhage – As with his ability Unheal, Glede uses his knowledge of healing magic and of the body to manipulate the flow of a target's blood. Due to the spell's nature, it is taxing on his concentration and it can only be used once per three posts; it can also be used only on creatures of which Glede has anatomical knowledge (such as humans, humanoids with humanlike venous systems, and most non-mythological animals). He can use it to do the following:
    • Ideally, the victim has an open wound, whether inflicted by Glede or not. Glede can compel the blood to flow more aggressively from the wound, i.e. make blood jet from a papercut or (more destructively) gush from a gash like a waterfall. This ability can obviously be used in concert with Unheal I: his modus operandi is often to reopen a previously-closed wound and, depending on the severity of the wound, cause destructive amounts of bloodloss.
    • Less dangerously, Glede can compel blood to jet from any exposed orifice, including eyes, nose, mouth, ears, etc. This is slower and less destructive, but has benefits: he could, for example, briefly blind a target in this way, or stifle the magic words of a spellcaster by making them cough up blood.
    Those with healing abilities can attempt to staunch the blood-flow with varying levels of success: someone with Intermediate or Advanced healing talents may be able to nullify Glede's unhealing abilities, but someone with Simple healing abilities might be able to practice only minimal damage control. As with Soul-rend, if Glede is significantly distracted during his casting of this ability, it can be nullified completely. He can only focus on the blood-flow for around three or four minutes, and only on one target.

Non-Slot Abilities
  • Scripture-Literate – Glede is well-versed in almost every facet of Ashokan religious literature; the names of the gods roll off his proverbial tongue like water, and if you ask him about some obscure figure or half-forgotten text, he will probably at least know the name/a little of the context (if he can't directly quote it and give some historical background on top of that). If anything has been added to the Scripture in the last ~300 years, however, he tends to be a bit mystified by it. He's not certain in which era he was originally alive, but he knows that religion has changed a bit since then.
  • Medical Knowledge – He can fairly well diagnose an illness by examining the symptoms, and he's fairly Learned with regard to at least moderately contemporary cures. He's read quite a bit of medical literature (think Hippocrates) and can usually recall what physical, practical medicines and wound-binding techniques go with which illnesses and wounds. This is somewhat hindered by the fact that he's incapable of feeling for a pulse. His knowledge is also a little out of date.