Medieval & Fantasy Minecraft Roleplaying

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The Green One

Cool Text - Earthspawn 260336111764589.png

Art by Jason Chan @


This race is a legacy race, and as such is not playable at this time. Please refer to this list for a list of legacy Earthspawn characters.

The Earthspawn were created by the Greylings using foul and black magic to be their slaves and the vanguard of their army. The Eark, or Earthspawn, as well as being strong in body are strong in spirit and they would not resign themselves to slavery for long. Eventually the Earthspawn rose up and broke their shackles, freeing themselves from the slavery imposed on them by their creators.
Once they broke from their bonds, they were free to do as they pleased. Due to their lack of intelligence and up until then violent lifestyle, they remained violent and stupid in nature. They would continue to fight and war amongst themselves and other races.
It was later in this period that house Eark’doz came to power and Oguk made himself king, ruling over a great many of the Earthspawn. The only exceptions were the clans and raiders that lived outside the city and refused to acknowledge his power.

Grief’s Reign
As Oguk lived and ruled, he saw a great many things that twisted his heart. This twisting caused cracking, and it was through this cracking that Grief got in. She corrupted his heart and lifted his hand against those he and Eark’doz had called allies. He led his nation into battle for her, and killed for her without mercy. Eventually his sons rose up to overthrow him, but that was not enough to lift the corruption of Grief from the Earthspawn. They continued to fight for her, albeit headed by a new ruler. Eventually Grief was trapped, and her corruption ended. The blight that had cursed the Earthspawn was gone, and left were the war-like people who would no longer be kept stupid under the thumb of slavery or Grief. They were once more free to develop and evolve their own culture, the seeds planted in these days lasting through until the present.

Dwindling in numbers the Earthspawn of today have had to band together as best they could. Though most still prefer the quiet of isolation. With the loss of more members of their race, came new thoughts and feelings on people and things. Elves were no longer always sneered at, and Greylings were tolerated more than ever before, though this does not mean that either are generally liked. However the few that remain try to keep the old traditions alive for any future generations that come, knowing that their spawn could be the last of their race.
Cheat Sheet
Height: Males and females tend to be between 6' and 6'7
Weight: Males weight more, between 220lbs and 300lbs, with the females being between 200lbs and 280lbs.
Build: Both genders are incredibly muscular, being able to build more muscle than any other race. They tend to be toward masculine in body structure.
Eyes: Their eyes are remincent of a cat's, with slit pupils that expand so they can see in the dark. Eyes tend to be warmer hues with cooler hues being less prevalent.
Skin: Thick and durable, it is akin to elephant skin. It can be varying shades and hues of green, grey or red. Mottling on it is natural.
Hair: Hair can be of most any texture, but will always be a dark color. Most that have hair have either black or some shade of brown.
Other Traits: Their natural strength is unrivaled, and they more easily build muscle than any other race. While they tend to be slow in action, their perception in sensing movement can be acute.
Life span: If left to live as long as they can, they can live to be around 70 or 80. However there are several health and mental issues that will crop up should they become that old.
Pregnancy: A fertile female can give birth to about 3-4 spawn at a time. Pregnancies last for 6 months.


Art by Babaganoosh99 @

Height and Weight
Earthspawn were made for war, and this is reflected in their physiology. They are large, imposing walls of muscle. The average height for both genders is 6’ to 6’7. Varying heights are still likely to be seen, and shorter heights are thought to be because of large spawn litters, incest, or halfling mating. Because of the amount of muscle they have naturally, they tend to weigh in excess of 200 lbs. The average height for a male weighing 220lbs is 6', while one weighing 300lbs can reach a height of 6'7. The average height for a female weighing 200lbs is 6', while one weighing 280 lbs can reach a height of 6'7. Males have more muscle mass than females of the same size. At age 14 they have reached maturity and are considered adults. Free of Grief's influence and corruption, the size of the Earthspawn has slowly decreased over the generations. They still achieve larger feats of strength than any other race and build muscle faster than any other race.
Earthspawn, as a race overall, have thick bones and a thick skull, offering them natural protection and strength while reducing their speed. Therefore, they can be large, tough and strong, but their fault is their slowness when confronted.


Stock image
Their skin is similar to leather and is thick, tough and rough. There are areas that are looser and more flexible to allow for ease of movement. This is around points of articulation, mainly the joints.
Skin is mottled and can be a shade of either red, grey, or green. Skin color is hereditary and it is not uncommon to see a clan that has only one skin color or tone. That said, it has become usual to see different colored individuals in clans from clans and tribes mixing. In the case of children, the child will have skin color somewhere on a gradient spectrum between the two parent’s skin colors. Extended family will have no bearing on the child’s skin color.
Earthspawn bodies produce more heat and are prone to give off heat faster than the other races. This is why they can usually be seen shirtless in warmer or milder climates and it is why they do not get cold easy in these types of climate.
However, it is in cold climates that their bodies rapidly transfer heat to the cold environment, causing them to quickly cool down.
It is because of this rapid transfer of body warmth that Earthspawn are (almost) never seen wearing a full suit of metal armour; for the cold metal will attract the heat while their bodies do not cease producing it’s own. This horrendous heat build up would make wearing this type of armour highly uncomfortable if not highly dangerous.
Leather, chain and gambeson do not give these problems, however.
For their skin is like leather already it is no feat for them to wear these types of armour. The chain rings still allow for heat to leave while a gambeson would require them to drink frequently. While a gambeson does also retain their heat like any insulator would it will not draw heat from the skin because of it’s warm touch.

Earthspawn hair is oily black, sometimes dark brown, and mostly worn loose, in a ponytail or pigtails. The texture of an Earthspawn’s hair depends on their clan. Texture can be altered through a clan’s traditional hairstyles if there are any, examples being dreadlocks and coating hair with clay. Natural hair texture is otherwise based on genetics.

Their ears are large, pointed and exceptionally keen, allowing them to pick up the slightest sounds like branches breaking. Their hearing surpasses that of a human though it is not quite as sharp as an elf’s. They can detect noises outside the normal range of hearing, high and low frequency sounds being able to come through where it would not for other races. The high pitch detection was used when they were slaves of the Greylings, so that they could take orders in the Greyling’s native tongue. They are fully incapable of truly mimicking the sounds that Greylings are able to. Earthspawn have been known to make garbled noises in making fun of the noises Greylings make. The low register hearing is so that they can hear other members of their own race, as they are capable of making deep, low frequency noises.


Art by Kamaoe
Their eye colours range from dark and earthy tones to dull ambers and oranges. Their pupils are large when in a dimly lit or dark environment to allow for Earthspawn to see in these conditions as if it were daytime or dimly lit respectively, leading to some believing that their eyes are black.
Their vision is superior to that of Humans but not as good as that of Elves or other sharp races. Whereas they can see effortlessly in the dark due to years of living in caves, they have trouble seeing the details in the distance Elves can still pick out.
Earthspawn eyes, however, are more sensitive to even the slightest bit of movement. Having been a race of fighters and hunters while being attacked by the other races all the time has allowed the Earthspawn to survive with their skill.

Their voices are deep, raw, rumbly and naturally loud. Without practice they have a hard time whispering. Because of their deep voices they are able to make sounds deeper in their throat than other races, these noises will occasionally click and growl through while they are speaking. This gives their voices a unique sound and has been incorporated into their language.

Earthspawn pregnancies are generally mild and lasts for 6 months. The to-be mother will find herself craving lots of fresh red meat and earthy tubers. Occasionally she will be known to crave and eat dirt. For first-time mothers the birthing can be difficult and painful, but the births after the first are said to be easier. Giving birth is traditionally called and known as ‘spawning’.
This along with the fact that they typically give birth to a litter of three or four spawn would lead one to believe the world would soon be overrun by Earthspawn.
However, the infertility disease has claimed a great many Earthspawn women and is the leading cause, along with the fact they are a race of hunters and fighters, that there are not a great many left.

Aging and health

Art by IvanStan13 @
Due to their origins in war their physical form tends to decline swiftly after 50 or so years of age. After all, Earthspawn physiology was not constructed to endure time as much as that of the other races, as they were first created for battle and thus an early death during their prime. Fortune and circumstance permitting, however, a healthy Earthspawn may live a good 70 or 80 years, though they will begin to grow far past their prime from the age of 50 and onwards.
As an Earthspawn becomes older in age they begin to face a series of health problems. At around 65 their spine will begin to curve more and they will walk with a more pronounced stoop than in their prime years. The older they become, the more dramatic this becomes until they are forced to walk with an aid, such as a staff or cane, as walking upright would cause them far too much pain. They will begin losing muscle mass as they decline in energy, and it is from 60 onward that the lazy are prone to going to fat. The fat gained brings it’s own sets of risks, as if one gets too obese, they are at greater risk of heart attack, gout and blood clots. Nearing the end of their lives they might develop a slight dementia or Alzheimer’s, the risk of this setting in from 65 onwards. Though it does not always develop, it is always a fear for the elderly as they wish for a clear head when they move from this life.
Because of their thick, leathery skin they are generally hardy and prone to overheating in an overly warm climate. To combat the overheating in the summer they tend to wear less and expose a lot more skin to dissipate heat. The most prevailing disease that severely limits the population is the disease which kills a woman’s womb, often referred to as “stone womb” or “dead womb”. The vectors through which it travels are not known and it is undetectable. However, once a woman can bear a full litter it is assumed that she is immune as she can continue to bear offspring. Her daughters are believed to still be vulnerable to the illness.
Because of their past as hunters and gatherers they are more prone to develop some form of lactose intolerance or allergies to processed foods.
(OOC rules for Dead Womb: In an instance where two characters have taken measures to produce offspring, staff should be contacted via a forum message so that they can conduct rolls that will determine success. A 1d5 will determine how much (if at all) the female Earthspawn in question has been affected by the illness. A 1 indicates no illness, a 2 or 3 indicates total infertility, and a 4 or 5 would indicate only early stages of the illness, meaning that a single birth may be successful before the effects of the illness take hold.)

An Earthspawn’s brain is slightly bigger than that of others, purely based on size difference. The brain of an Earthspawn is, however, distributed in a different manner than that of the other races. Their brain focuses on perceiving and processing their environment as well as muscle memory and control, while there is less mass dedicated to things like normal memory. Their intelligence is less than that of other races and while they are not completely stupid, they tend to have a simple way of thinking and viewing things. They are not able to fully grasp complex concepts and will usually just pretend they know what’s going on if something too complex happens, if it does not confuse them to anger. They are still able to problem solve but have trouble making leaps of logic. They can learn to read, write, speak multiple languages and do basic maths. The smartest of them will be have an intelligence on the low average side of the scale. It does take a great deal of work for them to get to be that intelligent, and most are happy to enjoy a life where they do not need to know how to read or write any language but their own, or do math beyond counting.
It is because of this shift in focus that mental diseases like Schizophrenia and Alzheimer’s are more prone during old age in Earthspawn than they are in the other races.

Differences in sexes and Miscellaneous

Art by huldahuoleton @ (Half of a whole piece)
Sexual dimorphism in Earthspawn is not always readily apparent, as the differences between male and female are small. Generally females will have fewer tusks, though they will not always be smaller. Their brow will not be as prominent as a male's and their muscles smaller than a male's. Males will be larger in proportion to a female his own size, and have proportionally larger skeletons than females to allow for more muscle to be built.
Because of the high amount of activity in an Earthspawn's lifestyle, there is little to no fat unless the Earthspawn cuts activity out of their life. One of the reasons it can be so difficult to identify a male from a female, is because their bodies very muscular and fairly androgynous leaning toward male.
Their faces are blunt, hardened, and usually unpleasant for other races to look at. They are far from attractive in the way humans and elves think, but their standard of beauty is different and based on their race. Earthspawn value strength of body, mind, and spirit in their mates. For looks, the stronger the features, the more beautiful they are believed to be. Their jaws jut forward and their brow stretches forward and slopes back, their noses are generally short and sometimes have no bridge at all. They have wide jaws, and their chins are almost never narrow. If an Earthspawn is born beautiful the way humans and elves would describe it, they are typically shunned or ignored for mating. Because they have ‘weak’ features, they are perceived as weak and not a good choice for making offspring with.

Not as fierce and aggressive as they used to be in order to preserve their race, they are more likely to wave off lesser insults. However, insulting one’s; honour, tusks, mate or offspring will usually still lead to a fight. In general, Earthspawn tend to be blunt, stubborn, and seemingly uncaring, as they are usually raised to hide their emotions. Some emotions can be seen as weak, so they generally keep a stoic expression and can be difficult to read. They are still very aggressive, so it is still unwise to anger or upset them. Each individual has their own boiling point though no matter how short a fuse they have, their anger is generally explosive. The Earthspawn value self reliance, strength, freedom, and honor, often following moral codes based around these virtues. Earthspawn also love a challenge, whether it be a fight or a game. They will always see a challenge through to the end and only very very rarely will they turn one down. Because of this, they are often seen as competitive and their attitude backs that up. They do not care about winning, more often than not it is more about accepting the challenge and rising to meet it. They tend to harbor a fatalistic or futile view of the future, given their numbers and lack of fertile females. While not overly negative, they have difficulties thinking of a future where they exist. Very few hold out hope that things can be changed, and these few put their beliefs into actions to help further their race.
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The Green One
Tribe and Clan Information

Clan and Tribe Skin Colors
Skin color is hereditary, and because of that clans and their tribes tend to have similar colors of varying shades. Behavior and belief vary from tribe to tribe and clan to clan. And there are several behaviors that are clearly defined and divided by skin color. This does not mean that tribes with mixed skin tones do not exist, they are simply more rare than those with a singular color. All the colors tend to exhibit warlike tendencies and varying levels of aggression.

Art by Laurel D Austin @
Red: Red skinned tribes take great pride in their ability as warriors and huntsmen. More so than other tribes, they will keep trinkets and bones from their hunts and victories. They are elusive and tend to be aggressive to people outside their race that they do not know. Because of their seclusion they tend to fight amongst themselves more often. Despite enjoying seclusion like the Greys, they are not as isolationist. Being welcoming to those of their own race, and wary of the other races.

Unknown artist, World of Warcraft concept art.
Green: Likely the most populous and common color, green skinned tribes have become a sort of bridge between their kind and the other races. Unlike the elusive reds and the isolationist greys, they have learned to trade and have discourse with other races. This has given them skills and resources unthought of before and aided their survival thus far. Because of their interactions with other races they are seen to be the most friendly of the three colors. They hold a special warmth for their own race and will almost always give them preferential treatment over other races.

Ignore the magic, the image just fits.
Unknown artist. From the D&D Games.

Grey: Grey skinned tribes typically think of themselves as closer with the Earth than those of other tribes. They like to be close to the soil and earth, and carry deep beliefs and reverence for the ground which spawned them. Because of this very few wish to be near other races and have been known to isolate themselves within their own race, sometimes shunning or having difficulty trusting others of different skin colors. This said, they are approached by a group of their own race, they will follow social protocol. Though this will often seem to be lip-service, they will listen and consider what the other group has to say. Their stark isolationism extends to the other races, they will often refuse to speak with those other races.

Relations between tribes
With the recent lack of different tribes and clans, most of this information is regarded as historic tradition.
Between the tribes and their clans there are distinctions and differences that make them unique. Some are as basic as a united skin color or hairstyle exclusive to that group. Some tribes have their own unique beliefs or hierarchy. Despite the differences, groups meeting one another would very rarely begin aggressively. When meeting a new groups for the first time, they are treated with mutual respect until a consensus is made and the group parts amiably, as enemies, or just passing with neither positive or negative views.
Not all meetings were chance though, as at several times during the year tribes with like beliefs would gather and mingle. This forged alliances or feuds and allowed for familial ties to be formed between tribes and clans. These meetings were generally peaceable and held with an understanding that fighting would only be permitted to settle scores or for fun with the participant’s fists only. Any and all fighting was to be done in an appointed space for fighting and under the watch of a representative of each tribe. After the fight, no matter the result, it was considered the end of the matter.
Permanent tribal and clan mixing was historically rare, as numbers would have been high and more people is more mouths to feed. This was when a clan could be a horde unto itself and tribes could darken the horizon. With the recent onset of Dead Womb and lack of offspring, this group mixing was embraced to bolster group numbers.

Clanless were generally disregarded or pitied. Historically, they tended to be the cast outs from clans as those who had broken a rule, or those deemed too weak to carry the clan or tribe name. More recently however, most Earthspawn find themselves clanless and tribeless, leading solitary lives apart from their kin, if their kin still live. In these times, if one wishes for a clan or tribe they must build it themselves.

In the past most Earthspawn gathered in smaller groups as war parties, camps or villages. Now most Earthspawn live among the other races in camps, villages, towns or cities. Because they are surrounded by the weaker races they do not consider it necessary to fight everyone in the community to prove they are far superior.
The clans or families of Earthspawn are led by either or both a patriarch and a matriarch or sometimes even by a shaman of old. While the others in the clan or family have a voice of their own it is often the matriarch, patriarch or shaman that makes the decisions because of leadership and experience. Tribes are clans that have banded together because they were not large enough to live on their own. Tribes are led by chieftains who have been selected as the best leader from among the patriarchs and matriarchs of the clans that form the tribe. If a single chieftain can not be agreed on, there may be more than one. If there is more than one they will act as a council to make decisions for the tribe. In a tribe the Shaman is often looked to for wisdom and guidance. Often being used to settle disputes between chieftains. The top and final rung of the ladder is the Dera’Ko or Dera Qurk’Qa, the King or Queen of the Earthspawn. Should an Earthspawn individual be favored by the Earth or Murkztob, they will declare themselves King or Queen. Given the scattered nature of the earthspawn, the King and Queen generally have little actual power unless they prove their strength or use and forge alliances with other tribes, clans, and individuals. Once they have proven themselves worthy to enough Earthspawn, their word is absolute and they are capable of making race-wide decisions.

Culture and society

Roles within the Earthspawn society

  • Shaman

Art by Spinebender @

These are the mystical Earthspawn who are believed to possess great power and mysterious abilities. Shamans are often dedicated to either Nature itself or Murkztob while it is also possible for the shaman to be dedicated to both.
It is because shamans are believed to have a special, strong link with nature or Murkztob that they are generally deeply respected until they bring dishonour upon themselves. Even though Earthspawn believe that shamanism runs within the blood, not every descendant of a shaman desires to or is capable to take the role themselves.
When an Earthspawn leaves this world they are escorted to Gwamith by the closest available, respectable shaman.
In the event of a recognized and respected shaman passing from this world their spirits will choose any spawn with shaman blood as their successor before making their journey to Gwamith by themselves.
In some Earthspawn clans or communities the shaman’s standing is above that of the chieftain because of their link with nature and/or Murkztob.
This, however, often is different for each clan and community.

  • Matriarch/Patriarch

Unknown artist, art from the Thea the Awakening game.

The matriarch or patriarch, is the eldest and often leading member of a clan or family. They are in charge of making decisions for the family, such as whether to ally with other clans or who would make a good mate for their spawn or grandspawn.
It is however also possible for a matriarch or patriarch to exist while one of their relatives possess the title of chieftain.
In some clans or communities, the shaman is often seen as the matriarch or patriarch while their mate fills the other role.

  • Chieftain

Art by Danny Beck

A chieftain is the leader of a settlement or tribe and makes the important decisions for that settlement or tribe. Chieftains often still get chosen for their superior strength and
prowess in battle, though it has recently become popular for a chieftain to be respectable and honourable.

  • Dera’Ko and Dera Qurk’Qa

Artist unknown, from Pathfinder RPG wiki

They are the king and queen of Earthspawn.
Like other monarchs they are believed, by themselves and others, to be chosen by Murkztob himself to rule over the Spawn in his stead.
These titles pass on through the strongest and wisest, only be revoked if gruesome acts against Spawn kin are committed. If recognized by a majority, they are able to make race-wide decisions.

Gender Equality:
Females are treated as equals, those with any role generally being as competent as their male counterparts. They are expected to pull their own weight and be able to do anything a male can do. The only time a female would be given special treatment or held back from a fight is if she is fertile, and definitely when she is pregnant.

Beliefs on certain matters

  • Family; Because of the rash of infertility, spawn are highly prized and well cared for. They love their spawn, and if adopted, the child is loved as much as any blood spawn.

  • Life; valuable and a gift. Take only if absolutely necessary and even then, do it clean. If you hunt, use as much of the animal as possible before hunting again.

  • Death; an Earthspawn’s passing either when your time is up and Murky needs you or you die with honour. They do not fear the passing itself for they will meet their loved ones in Gwamith (The Ground; Earthspawn heaven). Death is instead mourned for being the time until one reunites with their loved ones. “An honourable death is it’s own reward.” Upon slaying a foe they shall not mutilate the body more than it already has been as a result of the battle and they will see to it that the body is burned, returned to the earth from whence they came or returned to their loved ones in a timely fashion.If those who are proc-kin (almost kin) or have fought well but are not actual Earthspawn are slain they will be laid to rest with their weapons in their grasp and both the flowers of the land of passing and nearby prey either in the ground or on a cart, to be brought to their kin for a burial according to their chosen god’s preferences.It is these proc-kin and worthy warriors that often get remembered for an eternity when the Earthspawn take a small or big token of their presence in this world. Be it a bone or skull or a prized possession of theirs all depends on whether they need to be laid to rest by their own religion as well or not.

  • Dishonourable grave robbing disrupts the spirits and the dishonour and shame of doing this is believed to taint your spirit. It is often allowed for one to, under Shamanistic guidance, borrow something from one’s grave if it is needed to save another one’s life, as long as it is honourably returned once whatever deed needed to be done is done.

  • Funerals; returning what the earth once gave the soul back to the earth. Bodies are usually returned to the earth from whence they came or spent most their life, accompanied by a tree or sapling. Or else they shall be buried surrounded by nature.

  • Magic; A great many Earthspawn are wary of it but it is a tool or weapon like any other. Used right it can be good like the shaman’s spiritual powers while, if used incorrectly or for evil, dark magic leads to dark things.

  • Love; Deeply felt and most prominently displayed in actions as opposed to words. Marriage is rare and often seen as an odd thing as it is believed that love and actions bind more than words do, but those that choose to marry are congratulated nonetheless.
The Earthspawn speak a language known as Eark’zian; a language they developed while still enslaved to the Greylings, as a means of covert communication.
They consider their language a racial treasure and are fiercely protective of it, only teaching those they truly trust. Whenever someone is honored with the opportunity to learn, it is taught with the strict understanding that the learner will never teach it to anybody else. Anyone who does teach it and is discovered to have taught it, will earn the ire of the entire race. The student of this betrayer will be looked upon with pity and anger. There are several sounds in this language that can not be fully articulated by other races because they are not capable of making the deep, low frequency noises that an Earthspawn can.
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The Green One
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.

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.

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.



  • 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 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.

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.


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.

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.
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.


  • 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 @
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.


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.


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 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.


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​
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