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1 | Humanity has largely banded together regardless of their differences into an alliance known as the Coalition, meant to protect them from eradication by the other, more advantaged races by means of a mutual agreement to retaliate with full force to any attack on a Coalition tribe. They are the most populous race, with settlements all about Midland, and also the most accepting race, being on mostly friendly terms with almost every other race. Skin colour is entirely irrelevant in Array - humanity is too busy worrying about the giant spiders who live in the nearby forest to infight based on colour of skin - but tribal differences are still important. | |
2 | ||
3 | - | Name: |
3 | + | Name: Diedre Dornain |
4 | - | Age: |
4 | + | |
5 | - | Tribe: |
5 | + | Age: 24, technically dead right now but we'll assume she's been running around for about a month/week as an undead. |
6 | - | Appearance: |
6 | + | |
7 | - | Backstory: |
7 | + | Tribe: Northerner |
8 | - | Equipment: |
8 | + | |
9 | - | Magical affinity (if any): |
9 | + | Appearance: A few striking features that discerns Diedre from the living is her rather pale complexion, along with the obvious line of stitches that form along the neck. Overall her face is a bit soft, if not somewhat haunting. Her bright green eyes are perpetually outlined by darkened circles due to chronic lack of sleep. Body has a variety of different jagged scars across it, particularly around the torso. |
10 | ||
11 | - | Humans gain a bonus to their Persuade rolls, and a slight bonus to their mana pools. Humans also begin on friendly terms with every race but Halflings, whom they are neutral towards, and Orcs, whom they are currently at war with and have been for a very long time. |
11 | + | Diedre has a somewhat messy mop of orange hair reaching down to her shoulders. Though she will groom it, she often doesn't 'find the time' to do so. She stands at about 5'9 in size, somewhat toned in muscle, particularly the arms. |
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13 | ||
14 | - | There are several human "tribes" that the majority of humans fall into. To give a detailed description on each one would take too long, so please ask if you are curious whether something is done differently in a certain tribe if it isn't listed in the summaries - otherwise, assume they are similar to their rough equivalents in the real world. |
14 | + | Equipment: Thrusting dagger designed specifically for slipping through thin gaps in armour. (Misericorde) |
15 | ||
16 | Will almost always wear two things to hide the stitching at her neck; generally a simple black choker worn beneath a matching scarf. Prefers hooded, heavy leather clothing, with thick boots and a heavy jacket with an assortment of different pockets for storage purposes. | |
17 | ||
18 | - | The Ascetics are a group of people who live semi-isolated in the mountain ranges of the upper continent, devoting their time to worship of the Pantheon at large as well as continual self-improvement. Becoming a monk is a common career path for the Ascetic peoples, with basic duties like farming and child-rearing delegated to those who choose not to give their lives over to service of the churches. |
18 | + | Two small pocket grimoires that she uses for short personal notes. |
19 | ||
20 | - | Northerners similarly live on the upper continent, in the frozen tundras and storm-rocked islands of the Great White North. A seafaring people at heart, Northerners are distinctive in their stature and bearing, having a tendency to be large, loud, and rude. While the Northerners that have come under the wing of the Coalition have ceased much of their aggressions, rogue bands of Northerners still plunder the high seas and coastal towns, seeing piracy and raiding as the "true" way to survive. |
20 | + | Heavy tome she usually keeps strapped to a utility belt. General research book, really. Strapped with leather bindings. |
21 | ||
22 | - | Dawners live in the forests on the southern end of the upper continent, with a capital city of sorts on the eastern coast. Isolationism and a symbiotic relationship with the sea and forests around them has led to a ritual and tradition heavy culture, along with prior feudal times impressing upon them the importance of knowing where you come from. Familial honour is important to the Dawners, and individual glory is discouraged in favour of the collective identity. Dawners are easily the most racist of the human tribes, but the need for the Coalition and increased reliance on trade has slowly been changing this perspective. |
22 | + | Scalpels. |
23 | ||
24 | - | Shakers live in the deep jungles in the northern centre of the lower continent, settling spread out villages amongst the trees. Once extremely savage and aggressive, Shakers have slowly become one of the more friendly Coalition tribes, though old traditions remain very strong in their societies. Hunting and gathering was once their sole way of life, and as a result a Shaker's worth and position is often based on how useful they are to the village as a whole. Shakers are the only peoples in all of Midland who do not distrust Shamans, seeing them as those given the curse of power instead. While a Shaman is still considered unlucky, their usefulness in hunting and war has given them a pass of sorts in Shaker society, even leading to a few Shamans in positions of importance - the current Shaker Ambassador to the Coalition is capable of curses and hexes. |
24 | + | For the sake of convenience we'll say she doesn't really have any magical plants quite yet, but she usually keeps two satchels anyway. (One for gold, other for ingredients.) |
25 | ||
26 | - | Colonials are by far the most common humans - the tribe lives all across Midland, but predominantly on the lower continent. Colonials are, as the name implies, former conquerors. Spreading about the continent by force and numbers, the Colonial tribe took advantage of the near perpetual state of war that most races once existed in to invade and conquer despite humanity being at a general disadvantage against other races. That time has long since passed, however, and Colonials mainly maintain their presence in Midland via diplomacy in the present day - the Coalition was originally conceived by a Colonial king, and though the monarchy has long since been dissolved, they are the de facto 'leaders' of the Coalition as a result. |
26 | + | Magical affinity (if any): Runic |
27 | - | The Colonial capital city of Vimeford is the political capital of the Coalition as a whole, with ambassadors from each tribe representing their interests convening there regularly in the Council of the Seven. The city is extremely large and extremely diverse; not only does it house humans from all seven tribes, but it's gates are open to all other races but the Orcs. It's identity is as a human town, but life in Vimeford is good enough that it attracts many nonhuman visitors and sometimes even permanent residents. |
27 | + | |
28 | Background: Everything past her death is a pretty big smudge in her past. Even then, Diedre's selective memory pretty much ignores everything she doesn't deem 'important' enough. Regardless, Diedre seems to accept that she's always had a keen interest in runic magic -- something that she definitely ended up developing due to being raised from the Northern academy at birth. Her mother was a teacher of the academy, while her Father was an undertaker tasked with making the bodies look pretty before sending them six feet below. | |
29 | - | The Nomadic Peoples wander the lower continent's plains and deserts - they are not considered one specific tribe of humans, but instead assume a collective identity shared by all of those that take temporary homes in the same general location. Big devotees of Garithos and the Mapmaker, the Nomadic Peoples have been known to make crusades into the lands of other races on occasion - much of the friction between humans and other races is due to the consequences of these. |
29 | + | |
30 | Naturally, growing up with a bunch of people that were capable of chucking spells around like candy inspired Diedre to end up enrolling at the academy herself. Her mother was very pleased at this, and eagerly paid for whatever small fee that they'd given her, but she made up a lot of her work by doing most of the grunt work that her father made her do! Diedre didn't really mind this, after all, she didn't really like the idea of becoming a frail skeleton of a human being, and tried her best to keep as fit as she could. | |
31 | - | Arisans were once an offshoot of the nomads - human traders that had decided to set up in one of the more hospitable sections of the desert for an extended period of time, creating a bazaar of sorts centring around a bountiful oasis. This bastion of merchants and water slowly grew more and more as the years went by, eventually becoming a permanent fixture and evolving into a full-on city. The values of those who live in the city of Arisa reflect it's origins as a marketplace - money and trade is what turns the cogs of the city, and it's almost as active during the night hours as it is during the daytime. It's something of a trading mecca - if you need something, you can probably find it in Arisa... for a price. Arisans are not exclusively human - similar to Vimeford, it is an extremely diverse city, but unlike Vimeford, anyone who lives in Arisa for an extended period of time is considered Arisan regardless of race and species, and the politicians of the city work with this in mind. |
31 | + | |
32 | Anyway Diedre had befriended a few rather shifty dudes in the academy, nothing she thought would end up being too bad. To her, they were just a few fellow students that happened to enjoy the thought of finding the...quirkier parts of magic. | |
33 | ||
34 | For the sake of not fluffing it up from the start we'll just skip the years and onto the day of the 'big event'. Diedre just happened to be close to a commotion going on about the reliquary. Nothing as serious as she thought it would be, given how silent the apparent burglars acted. Naturally, her curiosity guided her to find that not only was a certain artifact missing, but the guards tasked with watching over the place were all either dead or bleeding out, crumpled at the ground in pools of their own blood. | |
35 | ||
36 | Rather than report the murderers and risk them getting away, Diedre had made the bold and unwise decision of taking the matter into her own hands and followed the trail of bodies. It didn't take long before she found a door suspiciously close the moment she entered the next room, and from there, she was already hot on their trail. She rushed to open the door...then found a club smashing her upside the head, knocking her out cold in an instant. | |
37 | ||
38 | When she woke up, it was too dark to really see anything, the skies were empty, and all she could make out were the stars and vague outlines of the mysterious figures and academy buildings nearby. The only sound she can recall was the droning hymn of the men's mysterious hymns. | |
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40 | Diedre tried to move, but only struggled against the ropes binding her into a kneeling position. | |
41 | ||
42 | Something sharp and cold slashed open her stomach, leaving a horrible, jagged wound that wasn't quite deep. Diedre tried to scream, but was muffled by the rag shoved down her throat. | |
43 | ||
44 | Diedre's muffled pleads only seemed to make the man with the knife only get progressively crueler as time went on, slicing her for what seemed like hours, and by the time her vision was beginning to fade from the blood, something fascinating happened! A massive blast of energy erupts from the ground beneath her, and everything goes black once more. | |
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47 | With Diedre now finally suffering the second (not-so) sudden loss of consciousness, she finds herself waking up in a much more familiar setting with her body nestled into the bed. A discussion was going on in the room just outside of her bedroom, but when she tried to get up...she suffered the most awful case of dizziness ever, her head rolling and spinning off to the ground, cracking against the floor. She stared towards her body in confusion, before noticing the obvious stump of where her head should be. With a loud shriek, Diedre realized that her life had changed forever. | |
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50 | And that brings us to now! Diedre had received plenty of weird and shift looks as she walked around the academy -- especially with the peculiar scar that showed itself on her body. A few people even out-right refused to associate with her as a person, and as much as her mother wanted to love her, even she showed signs of uneasiness when nearby her daughter. Feeling unwelcome, Diedre packed up her things and abandoned the academy. In her eyes, she learned just enough magic anyways, and that would give her plenty space to research and improve herself through a life of adventure. | |
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57 | PREPPED SPELLS: | |
58 | ||
59 | Sickening Frost Ray(Beam+Frost+Poison+Sickness): Channels a powerful beam of frost that also sickens and weakens the target over time. | |
60 | ||
61 | Projectile+Frost+Shield | |
62 | ||
63 | Projectile+Frost | |
64 | ||
65 | Touch+Curse+Rot | |
66 | ||
67 | Mark+Trigger on step+Curse+Rot | |
68 | ||
69 | Mark+Trigger on step+Frost+Explosion | |
70 | ||
71 | Arc Blast: (Projectile+Blunt+Slice): Creates an arc-shaped concussive force that smashes into the target. | |
72 | ||
73 | Chains of Frost((Beam+Frost+Chains)): Channels frigid chains to ensnare Diedre's target. | |
74 | ||
75 | Projectile+Ensnare+Melt | |
76 | ||
77 | Point+Frost+Wall | |
78 | ||
79 | Imbue+Frost | |
80 | ||
81 | Humans gain a bonus to their Persuade rolls, and a slight bonus to their mana pools. Humans also begin on friendly terms with every race but Halflings, whom they are neutral towards, and Orcs, whom they are currently at war with and have been for a very long time. |