Beliefs
Earthspawn have two main types of beliefs: nature and Murkztob.
Firstly, there are those who only believe in shamanism, reading bones and dirt, lucky weapons or charms and the bones of ferocious beasts of bested foes giving you their strength and knowledge. Then there are those who believe in shamanism and in Murkztob, the God of Earthspawn and, lastly, there are those that believe neither.
Murkztob the Warrior
He is depicted as a brute warlord who only cares for his Earthspawn and not at all for the mortals and is the Earthspawn god of brutality, strength, toughness and of the warrior spirit. His symbol is a bleeding axe and his colours are blood red and obsidian black. “Our enemies bathe in fear, it makes a home in their hearts.” is the motto of Murkztob’s followers.
Those that follow Murkztob believe that, when their time has come, their spirit will sit in front of Murkz’ golden throne where they shall be judged. They shall only enter Gwamith (The Ground; Earthspawn heaven) if they have saved at least one Earthspawn in their life, died in the name of Murkztob and beat at least one non-Earthspawn in a fair and honourable duel. The more duels you win and kin you save, the deeper into Gwamith, the ground, you go.
Shamanism
Those that purely follow shamanism believe that, when their time has come, a shaman will guide their spirit through many dangerous lands until you reach a gate.
If you get approved, you will re-unite with your body in Gwamith.
The more Earthspawn you save and duels you win, the deeper into Gwamith you go.
According to Earthspawn myths, getting into Gwamith means you will have the best life possible. Food and drinks as far as the eye can see and true warrior games to entertain and excite. It is said that if you get into Gwamith you can be reborn as a prince or even a Dera’Ko. However, those who do not get get into Gwamith are said to either be reborn as a Human or Elf.
Non-believers
Like believers, there are also non-believers.
They don’t believe in Shamanism or Murkztob and rather believe they themselves can decide what they do and how they do it or they follow (a deity of) The Pantheon.
Non-believers are often frowned upon by the Shamanists and followers of Murkztob and might be excluded from communities, settlements or events or even challenged to a duel. The non-believers are said to not be allowed into Gwamith, causing other Earthspawn to try and convert them.
A warrior’s attire
Earthspawn are a simple and practical race, not understanding why one would wear uncomfortable clothes to impress others. They do and will take the comfort or others into account and cover up areas that no one wants to see. They tend to wear little in overly warm climates and generally under-dress in their own homes. In colder climates they will bundle up and wear the thicker pelts of animals they’ve killed.
Casual wear consists of rough leathers, hide, and bones draped across the body. Level of workmanship can be indicative of rank or status, though often it is enough that the clothing provides protection from the elements.
Because of the time spent amongst other races, cloth has entered Earthspawn wardrobes. More and more started wearing cloth and proper clothing. There is an odd kind of equality among clothing, as men are just as likely to wear skirts and loincloths as women are pantaloons and trousers. They just tend to wear whatever is most comfortable for the individual, whether that be cloth or hide.
Earthspawn generally do not care for posturing and will therefore rarely wear jewelry for such reasons. They do, however, wear jewelry for spiritual or personal reasons.
Be it the fangs of a hunted beast or the tusk of a close friend, member of the family or mate. One simpler reason for them to wear jewelry is simply because the jewels are shiny.
A warrior’s diet
Unknown artist of unknown source
As hunter/gatherers Earthspawn traditionally and will still usually hunt and forage for their own meals, generally not buying things unless it’s something they can not get for themselves by going out to get it, or if it is an import. They eat a lot of meat, nuts, berries, mushrooms and root vegetables. Depending on availability and location they will eat eggs, fruit, and fish. Because of their hunter-gatherer lifestyle for so many generations, their bodies have trouble breaking down processed grains and foods like bread, cake and dairy products.
Traditions
Superstitions
- Among Earthspawn it is considered a bad omen to receive flowers or plants containing dead insects for the unbalance of nature signifies the presence of dark spirits.
- Upon besting a foe, killing your prey or having blood kin or close friends leave this plane Earthspawn often gather a trophy like a bone, tusk or skull. It is believed that these trophies carry the strength and skill of their original owners and will therefore aid the with these trophies adorned Earthspawn in combat and hardships.
- When things involving spirits or mal influences are thought to be about, hand gestures thought to ward off evil influences are made.
- Spitting after something bad has been said is believed to ward off what was said.
- Tokens of good fortune are usually carried around. In most cases, if asked why they bring good fortune, an Earthspawn will express that it feels right or ‘It feels lucky.’.
Holidays and Celebrations
Murkday
Murkday is the day upon which those who follow him celebrate the patron god of the Earthspawn; Murkztob. It is upon this day that grand feasts will be hosted; tables filled with spoils of the hunt. Each clan will bring the spoils of that day’s hunt, placing it upon the mighty table. The gathered food and drinks will be divided into as many portions as there are clans, going from least to most. It is then that Murkday will truly commence. Each clan nominates a champion to fight for their keep.
A circle the size of two Earthspawn will be drawn in the sand with the Shaman’s bone staff. It is within this circle that each champion will fight for their clan’s part of the spoils. The fight will last until one champion is either knocked out or knocked out of the circle, granting the champion of all champions and their clan the biggest cut of the spoils. With this they celebrate the everlasting prowess of Murkztob and the freedom of their race.
Doq’Ne (pronounced ‘Doc-Nay’)
The literal definition of “Doc’Ne” is “Day of rest”.
During Doc’Ne Earthspawn will refuse to fight under any circumstance and will enjoy themselves at huge feasts and drinking halls. This holiday is practiced to remember all the years Earthspawn were dormant and when the Earthspawn freed themselves from their bonds of slavery.
Igryt
The Igryt are a highly competitive set of different games and sports that are ‘organized’ amongst the remaining Earthspawn. To compete in these games is the highest honor and winning any of the events is a high achievement. The Igryt are held every other year, with all clans and tribes being allowed to compete and attend. The Igryt are highly sacred and any who attend are able to go free of fear of being attacked by anyone else. The only fighting to be seen is the fighting between the highly trained warriors who participate in the Igryt. For all groups participating in the Igryt, any animity is set aside. The spirit of competition and the need to prove their clan or tribe is the best stands above all. The winner of the competition receives adulation, a medal, and bragging rights.
Emotions
Art by Jana Kilianová on Twitter @ Jana Kilianová
Even though the Earthspawn of now are less likely to fight because of insults they still have similar ‘social’ traits. They do not understand why one would say “I am sorry” to justify a bad choice. If you make a choice you stick to it whether it gets bad or not and are never to apologize for it. “Forget it” is the usual replacement for “I am sorry”, for the choices of the past do not matter in the present.
While Earthspawn are an open book when dealing with some emotions they are masters at hiding others. Some emotions are not to be showed to anyone one doesn’t truly trust, for it could show signs of weakness and invite challenges of one’s authority. Sorrow and guilt are to be held within and to be shared with only the mate, sometimes also extended to proc-kin (Those considered to be family or held as kin). There is no shame in mourning but it is done in private, only to be shared with the mate and maybe even proc-kin.
Anger is a natural reaction to them, to their mate or their spawn being wronged but it should never be taken home for taking it out on mate or spawn will poison the bond.
No vulnerability can be shown from parent to the spawn because to them their father and mother should be as stable as the earth from whence they came.
Happiness is an emotion that is shared freely.
Courtship and mating
Earthspawn are generally monogamous and depending on the couple, can take a lifetime or a day for them to court. Courtship is long or short enough to find out if the other party would make a good mate and whether they have the desired character and strength to defend their claim. The pair are usually referred to as mated when either children come from the pair, or one claims the other. Once a close relationship is formed, the pair will become highly protective of one another, though only stepping into a fight of their partner’s if they require assistance.
Marriage
While it is believed to be highly unnecessary to be married, there are a few traditions associated with marriage rituals.
- Marriage scars are common amongst married couples. They are matching scars somewhere on the body that claim the other as their own.
- Slaughtering an animal is usually done during the ceremony to try and bring forth fertility and the blood is given to either Murkztob or the earth to sow the seeds of a good bonding.
- Breaking things is done to get out any frustrations between the couple so that it will not poison the bond between them.
Politics
While not a race fond of politics and drawn out strategies a few have been known to dabble in the political world, rising in station. It is through merit that they have made their opinion known and respected. Outside of that lies the internal politics of their own race, either in private or public. Earthspawn as a race tend to recognize respect from others and will give back what they get if not more, recognizing strength where others see weakness and weakness where others see strength. A favor will rarely go forgotten and will be repaid in full when the time is right.
Taboos
- Dishonor is seen as something as bad as death, for a clean, strong and earthed spirit is required to enter Gwamith.
- Cheating brings dishonour and, through false strength and prowess, death.
- Lying brings dishonour because it is better not to breathe than to breathe a lie, for a lie can cost the lives of the innocent.
- Murdering and assaulting innocents and those who do not fight back is the worst of all crimes. It shows both weakness and a rotten spirit. It ensures you will never enter Gwamith for a spirit is required to venture there.
- An assault of the innocent or those unable to fight is usually dealt with through complete exile while the lives of the innocent and weak are paid for with the life of the murderer.
- Cannibalism, Earthspawn eating another Earthspawn’s flesh not out of necessity to survive but because of any other reason, is a great sin and those guilty of it are believed to forfeit their soul.
- Tusk touching is seen as taboo and similar to groping. It is considered cheap to try and disable an opponent in a fight by going for their tusks. The tusks may only be touched if asked to do so or in special circumstances.
- Even though Earthspawn numbers have hit rock bottom all members insist on keeping the line pure and strong. To create spawn within the same family is to corrupt the very blood and earth itself. It is believed to bring severe and horrid illness upon any spawned this way.
- Upon murdering another Earthspawn outside of war and it not being an act of self defense it is believed one will not forfeit their spirit. Instead, upon reaching the gates of Gwamith, Murkztob himself smites you and shatters your very spirit. These spirits will never again return.
- Because of their past as slaves, Earthspawn despise any form of slavery. They believe that everyone deserves equal chances, even though not everyone will try as hard as others.
- Earthspawn view wearing shoes as a form of protection against attacks.Therefore they do not always wear shoes and even if they do; they rarely do so at home.
- Infidelity- While it has been known to happen, it is just as taboo in their culture as any other. To go to another in a mating way is to betray the trust and love of one’s mate or partner, and this betrayal brings great dishonor
Crafts and Miscellaneous
Art by Kevin McDowell @ kevinmcdowell.deviantart.com
The Earkzian, while a rough and crude people, take great pride in their crafts and ability to create objects and weapons for themselves. From a young age, each Eark is taught basic crafting skills, as well as how to use each part of their kill. Very few Eark choose to dedicate their lives to crafting, but those that do are capable of creating some intricate and skilled crafts. Unless an Eark chooses to take up a hobby on the side, the extent of their crafting skill is being able to patch up holes in clothing, replace buttons or beads, and being able to strip or braid roots and branches for crude wooden clubs. In general, crafts can differentiate clans and tribes from one another if nothing else can, each symbol and pattern having a language of its own.
Beadwork
From an outside point of view, beadwork on clothing is of surprising importance to the Eark.Beads are crafted of horn, bone, and hoof, and are used on many different articles of clothing. Skilled craftspeople are able to create intricate geometric patterns on all manner of things, which are used or worn only for important times in an Eark’s life. These items are kept for holidays, funerals and other ceremonies. The most intricate of these crafts is what an Eark will be buried in; with different patterns denoting prowess in battle, social status and skill in crafts.
Metalwork
The Eark find themselves as capable as any race when it comes to metalwork, as long as they devote the required amount of time to learn this form of craft. Their items will generally be shaped in a crueler way, and have quite some weight behind them. An Eark’s metal work will usually be plain, with decoration being in the form of talismans hanging off the item in question. If any decoration is on the blade, it will never be done over making a good, functional weapon. This often means different runes and patterns inscribed on the item, which are believed to bring good fortune in battle.
Baskets and weaving
An Eark dedicating themselves to the art of weaving will generally use different materials, the variety of which depends on where the Eark lives. Depending on tribe and clan, they shall adorn their baskets and blankets with different patterns as they weave them. It is said that a tribe and its clans can be told apart by the weaving style they use. Children are taught to weave, while the older generations hunt, fight and prepare the younger Eark for other responsibilities. A weaver who has devoted their life to weaving is usually one of the best at that particular craft, as they began at a very young age. While it is not unusual for all weavings made to be more utilitarian, they can also have some beautiful geometric patterns and shapes on them, to keep things interesting for the weavers. Simple looms do for blankets and bags, while baskets are made of grasses or reeds using no support to make them.
Pottery
Pottery is taken very seriously by the Eark, as they greatly value their connection to the very dirt and stone of the lands they roam. Each piece of pottery is considered a work of art. The best of these crafts is therefore kept for funerals and other important ceremonies. The lesser ceramics used to store food and other essentials within. Even so, these pots are still beautifully decorated with geometric patterns or stories from the clan, tribe or even the race itself. A common story to be found in any Eark camp is the tale of how the Eark became their own masters and broke free of the Greyling’s rule. Pottery is made of clay or stone, and is one of the few reasons besides war paint that a clan or tribe would acquire pigments or glazes. Because of the importance of pottery, potters have a high place among craftsmen, second only to weaponsmiths.
Jewelry
Although not often worn, Eark do hold a certain love and respect for handmade jewelry. By using colorful stones, metal and animal parts, the Eark can make some complex pieces. Simple pieces are usually worn every day, while the more meaningful or intricate pieces are to be reserved for special occasions. An Eark will nearly always gather their own materials for each piece of jewelry then they will either take it to a craftsman, or craft it themselves. Warriors and hunters will take pieces of their best, most ferocious kills to show off their prowess. Craftsmen will use simpler materials with higher levels of intricacy, to showcase their skill. Jewelry is a favored way to curry favor with the strong and powerful members of society, and thus shamans, priests, matriarchs/patriarchs, and chieftains will have gathered a great many pieces by the time they descend to Gwamith.
Use of animal kills
When an Eark desires something that requires gathering or hunting, they will nearly always do so themselves. If the kill is exceptional, a portion of the spoils is set aside for the craftsmen, so that they may create something for all hunters involved.
After a successful hunt, the Eark strive to use all they can. Flesh and other edible parts will be consumed, entrails will serve as bait and bones will be used for Shamanism, ceremonies, trophies or crafting (jewelry, clothing, weaponry). Skin, fur, bone, horn, hoof and oil are examples of that which Eark crafters most often use. Although skin and fur are desired, its ability to be used for many diverse things make it rarer for craftsmen to work with. As they are highly desired, craftsmen will often have to either trade for it, or go get it themselves. Amongst the skins, that from fish is commonly used due to its pattern and how easy it is to obtain. Feathers are a difficult spoil to reserve for crafting, as the majority is to be used for fletching. Only when the feathers themselves are special, or they hail from an especially fearsome foe, will they be reserved for aesthetic crafts.
Handling of weapons and fighting
Because of the might of the Earthspawn they often use heavy and big weapons like greatswords, claymores, warhammers, poleaxes and clubs. The hunters among the Earthspawn tend to use bows with high draw weights to give their prey a clean death. Even though hand-to-hand is deemed favorable it is often deemed necessary and deserved for one wearing full plate to be shot from afar.
Poison is considered cowardly and not fit for real warriors. Not even for women, unlike what other races believe.
Because of the traditionally violent tendencies that Earthspawn have been known to display, children are taught to use a weapon from an early age. Male or female does not matter, as the child should be able to defend themselves, their home, and family. This teaching is only on a basic level, and serves to allow for self defense so the child is not helpless. Only if the child becomes a warrior will they receive further training. Most Earthspawn are proficient hunters, generally being taught from a young age how to find and hunt for food.
Credit to:
Jazzper and
Kamaoe
Thanks to:
Solus for the Moor format
King Oguk for the history
Frankieba5 for some of the cultural ideas and inspiration
And to all the past and present members of the lore teams who contributed to the original lore