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The Homelands Exodus: Rough setting information

Mar 26th, 2016
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  1. Homelands Exodus Rough Setting
  2. The Homelands, a fantasy world, is falling apart because of centuries of magical warfare.
  3. Wizards create a series of portals to get the hell out of there. Some go to Earth, some go to other places.
  4. Earth was involved in a new plague causing considerable death among the population
  5. A bunch of humans, fantasy races, and mg pop into our world. They are able to help cure the plague and while there is still a lot of mistrust, they begin to integrate into society.
  6. The main immigrants are humans, elves, dwarves, and orcs. A good number of MG like species that need men to reproduce make it through the portal, though some species do have males. Non sentient species also make it through, and cause problems.
  7. Different countries have different reactions to the settlers. (Not going to write anything down just yet.)
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  9. Homeland Cultures and Integration into the Modern World
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  11. >Dwarves went into industry and mining and began to invest in mineral rights, oil, and industry. They also started bringing industry back to the US. Most of the dwarves that made it through are entrepreneurs, fortune seekers, or outcasts. The nobles and dwarf leaders choose to die in their kingdom than come to a new world.
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  13. >Elves had several different cultural groups. Sylvan elves choose to move into natural habitats and try to rebuild their naturalist society. Most decided they liked human society more. The City elves and high elves took advantage of their natural beauty and began to move into modeling and acting careers. Dark elves aren't as common, but they have carved out a niche in the porn world and bdsm market. Surprisingly, they are also very loyal, and several have taken human husbands they like to spoil.
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  15. >Orcs are very clannish. They are the ones that had the hardest time adapting. They moved into blue collar fields and became the primary groups for dangerous jobs. Unlike the others that have long since adapted to human culture, they have not assimilated all that well into human culture. They also work as hunters that track dangerous fantasy world beasts that can be harvested for magical ingredients.
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  17. >Wizards were the scientists of their world, and come from many different species. They sequestered themselves from the rest of the world and are very cautious about giving out their secrets, especially their destructive spells for fear of repeating the wars that destroyed the homelands.
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  20. Orc Clans
  21. Orcs like I said a very clannish. They typically stick to one large social group. Inter-clan marriages and bonding has become much more common in recent years. I have touched on some orc clans, especially the tusktakers. All the current orc tribes were descended from a fabled god king of the orcs. Each one of his son's fragmented a piece of his empire into a tribe that followed a belief system they championed as the superior way for an orc to live.
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  23. >Tusktakers: got their name from hunting dire boars and taking them as trophies. Most members are very strong trackers and hunters.
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  25. >Iron Scales: orc clan renown for being master craftsmen. They are one of the more militaristic tribes. They have high expectations of their young to maintain the tribal tradition of weapon and armor crafting. You are a full clan adult when you craft a full set of war gear. Now they have gone into crafting, iron working, architecture, and a couple have made headway in metallurgy fields.
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  27. >Bitter Leafs: shamanistic herbalists. They have a strong spiritual clan tradition and worship a one true God that gave they believe gave life to all the races. They are highly prized among other clans for their ability to turn herbs into poultices and remedies. On earth, many have opened herbal shops that offer unique natural remedies using plants from the homelands. Probably the most laidback clan and the ones that like humans the most.
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  29. >Gold Fangs: pillagers and greedy raiders in their past, they eventually created a massive mercantile empire in the homelands and became the face of orcish civilization. When they came to earth, they were the group that tried their hardest to act as an envoy for the orcish community, but many of the other clans consider them unorcy and dislike them.
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  31. >Scale Trackers: scouts and survivalists. They used to live on open plains and hunt bak'ta lizards. Many have integrated with tusk taker groups because they have similar social mores.
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  34. Stories in this Setting: Tusktaker's Secret(unfinished), Goldfang Enterprises(rough draft), Vani's Story(rough draft, tentative title)
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