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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.
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Name:
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Age:
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Tribe:
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Appearance:
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Backstory:
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Equipment:
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Magical affinity:
9+
Magical affinity (if any):
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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 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.
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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.
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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.