Medieval & Fantasy Minecraft Roleplaying

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The Green One


The Half-spawn are the result of Earthspawn ritual and magic. They are furthered by propagation with either Earthspawn or humans. As the oldest of their kind say of their creation; “Our forebears, when faced with extinction cried out for help. And their plea was heard. And so the Half-spawn were born.” The Half-spawn stand as a halfway point of Earthspawn and Humans, holding characteristics of both but knowing their superiority comes from the Earkzian blood, rather than any human blood. They were stronger than humans, and weaker than Earthspawn. Smarter than Earthspawn, and less brilliant than humans. They follow the Earthspawn traditions and hold their values, with the only changes being that humans are more accepted into households than they were when the blood was pure.
Those souls of Eark newly born into this world, changed forever, sailed from the island of their creation and into the world once more. The Eark, unable to fully prevent their destruction, settled on a half-measure. Preserving their blood and ways of life as the could. Now a new race walked the surface of Altera, their path to be forged by their own hands.


Both men and women can be between 5’7- 6’3
Weight: Either man or woman can be between 165- 230lbs
Build: Nearly all have a muscular build, though this is dependant on diet and exercise
Eyes: They tend to have warmer colors, but can take their human parents eye color. Their eyes are slit-pupiled like their Earthspawn ancestors.
Skin: They take after their Earthspawn ancestors, being either Green hued, Red hued, Grey hued, or Brown hued.
Hair: Their hair is usually black or brown, though it is possible for them to have their human parents hair color
Other Traits: The have lesser night vision than pure blooded Earthspawn, lesser strength than pure blooded Earthspawn, greater intelligence than pure blooded Earthspawn, and better agility than pure blooded Earthspawn. Their tusks are still a great pride among their people.
Lifespans: They can live to be around 80 years old, reaching adulthood at 14 like the Earthspawn
Pregnancy: Pregnancies last around 9 months with twins and single births being common. They can have children with either human or Earthspawn, however, all offspring will be Half-Spawn.
Languages: They can speak Eark’zian and common in the same measure, having been raised on both

Ethnicities: Like with Earthspawn, there are multiple different ethnicities of Half-spawn
Green hues; Those with green skin, they are among the more civilized of the half-spawn ethnicities and are prized for their abilities as soldiers and bodyguards. They are said to have had more tears mixed in when they were made.
Red hues; Those with red skin, they fluctuate between the wild and civilization. They are prolific hunters, and often fight within their territory. They are said to have had more blood mixed in when they were made.
Grey hues; Those with grey skin, they are the most tribalistic of the half-spawn. They follow tradition and rarely deviate from it. They are said to have had more stone mixed in when they were made.
Brown hues; Those with brown hues, they are said to be the ideal mix of the other hues and carry traits of each of them. They are said to have been a near perfect mix of the three elements of creation. Being new, they are able to forge their own ethnic identity.
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The Green One
The Halfspawn were made by those last few Earthspawn in desperation in hopes of the survival of their race. They are a race who is more flexible than their creators and a step between Earthspawn and human, their history is just beginning. For now, they have picked up where the Earthspawn left off, picking up the Eark culture and carrying it forward with them.

Like the Earthspawn, the Half-Spawn were created by a mixture of stone, giant’s blood, and tears of a mother giving birth to still borns. Unlike their full blooded counterparts, however, the magic that made them was not Grief’s. This magic is not understood, not even by the Eark and other races who helped to make them. It is theorized that this magic has made them as they are.

Stepping onto the mainland, they spread out. The majority of their population takes up in Zuk'thar and Bol'tn'thar. Some go to establish smaller settlements, and others still go to established settlements and cities. Some remain on their home island, and build up the colony outside the wards, a place where no non-spawn can go. They begin to integrate themselves into the general population and begin to make their way in the world.

Tribe and Clan Culture

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.

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.

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.

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.

Brown: Brown skinned tribes and individuals are new, and as such have no expectations attached to them. They tend to fall in with one of the above ethnicities and live with them, following their ways. Were they to band together and forge their own path would further define them.

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 Spawn 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 Spawn gathered in smaller groups as war parties, camps or villages. Now most Spawn 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 Spawn 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 Spawn. Should a Spawn 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 Spawn, their word is absolute and they are capable of making race-wide decisions.

Culture and society

Roles within the Spawn society
  • Shaman: These are the mystical Spawn 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 or Half-spawn 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: 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 other 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: 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: They are the king and queen of the spawn. 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 hands of the strongest and wisest, but will be revoked if gruesome acts against Spawn kin are committed. If recognized by a majority, they are able to make race-wide decisions.
Views on Gender:
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 various matters
  • Family; Because of the rash of infertility, children are highly prized and well cared for. They love their children, 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; a Spawn’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; Spawn 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 Spawn 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 Spawn 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; it 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 Spawn 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 Spawn speak a language known as Eark’zian; a language the original Earthspawn developed while still enslaved to the Greylings, as a means of covert communication.

The Spawn 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 a Spawn can.


Earthspawn have two main types of beliefs: nature and Murkztob. These beliefs coexist and blend in different ways and vary from tribe to tribe and down to individual beliefs.

Nature and Shamanism
Those that 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. Nature has close ties with shamanism, and takes on various forms of ceremony and ritual.

Murkztob the Warrior
He is depicted as a brute warlord who only cares for his Spawn and not at all for the mortals and is the Spawn 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; Spawn heaven) if they have saved at least one Spawn in their life, died in the name of Murkztob and beat at least one non-Spawn in a fair and honourable duel. The more duels you win and kin you save, the deeper into Gwamith, the ground, you go.
Some Spawn have attributed various aspects of this god to Valiant, and now follow Valiant as one who was Murkztob. Or see Murkztob as a piece of Valiant.

According to Spawn 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 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 Spawn 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 Spawn 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. They have begin to include small glass beads into ceremonial garb from greater contact from other races.

Spawn 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

As hunter/gatherers Spawn 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. The effects of milk, dairy, and processed grains is lessened, but not gone, in Half-Spawn.

  • Among Spawn 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 Spawn 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 Spawn 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 Spawn will express that it feels right or ‘It feels lucky.’.
Murkday is the day upon which those who follow him celebrate the patron god of the Spawn; 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 Spawn 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 Spawn 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 Spawn. 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 animosity 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.

Even though the Spawn 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 Spawn 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
Spawn 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.
Marriage versus Mating
Marriage is a more formal form of mating. Whereas Mating brings a single person into a clan or tribe, a marriage is made to bring two entire clans together to strengthen one another. Because of their pride in individualism and their own strength, Spawn will only go through with marriage in times of great stress and hardship. These marriages are used to keep blood and traditions alive when facing what looks to be certain doom. In general, the smaller clan becomes part of the larger clan, gaining a more stable foothold in the world. Both clans benefit from this, as often they are in need of more hands to take on various jobs. Marriages, unlike mating, are not often based on love, but on the need of the family. Those being married are often not consulted, and a shaman will determine if the match is favorable enough to be viable to the survival of the clans. For if the couple do not stay with one another, it can mean the end of both clans.

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. Spawn 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, Spawn eating another Spawn’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.
  • Incest is frowned upon. 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 Spawn 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.
  • Slavery; Because of their past as slaves, Spawn despise any form of slavery. They believe that everyone deserves equal chances, even though not everyone will try as hard as others.
  • Shoes; Spawn 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.
The Spawn, 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 Spawn is taught basic crafting skills, as well as how to use each part of their kill. Very few Spawn choose to dedicate their lives to crafting, but those that do are capable of creating some intricate and skilled crafts. Unless an Spawn 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 Spawn. 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 a Spawn’s life. These items are kept for holidays, funerals and other ceremonies. The most intricate of these crafts is what a Spawn will be buried in; with different patterns denoting prowess in battle, social status and skill in crafts.

The Spawn 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. A Spawn’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
A Spawn dedicating themselves to the art of weaving will generally use different materials, the variety of which depends on where the Spawn 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 Spawn, 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 Half-spawn camp is the tale of how they were brought into this world and came into being. 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, Spawn do hold a certain love and respect for handmade jewelry. By using colorful stones, metal and animal parts, the Spawn 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. A Spawn 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.

Because of the might of the Spawn they often use heavy and big weapons like greatswords, claymores, warhammers, poleaxes and clubs. The hunters among the Spawn tend to use bows with high draw weights to give their prey a clean death. Even though hand-to-hand is deemed favourable 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 Spawn 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 defence so the child is not helpless. Only if the child becomes a warrior will they receive further training. Most Spawn are proficient hunters, generally being taught from a young age how to find and hunt for food.

Thanks to:
Solus for the Moor format
King Oguk for the history
Frankieba5 for some of the cultural ideas and inspiration​
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