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Itbarak


(Itbarak are a CA race, and may not be played without making an application.)
(The contents of this page are NOT common knowledge.)  
“...I'm telling you! I was standing there, the moon half full in the clear night sky above me. My hands trembled as I aimed Betsy at the trees and bushes that swayed in the cool breeze then...there. Two golden eyes peered at me from behind the oak tree, its body that of man but mixed with a beast.”
— A retired hunter recounting his tale at the local tavern.
 
 

Appearance

In their human form Itbarak look just like any of their base would be, practically indiscernible from another person of the same race besides slightly more hair that can simply be shaved. This all changes once an Itbarak shifts their forms, becoming more like the beast they take upon aspects of. In these non-human forms they typically take on fur colorations of the closest type of wolf to the individuals appearance, or defaulting to the region their lineage comes from.  

Racial Abilities

Shifting: An Itbarak can take four emotes to shift into any of their forms from whatever current form they are in. During this shift the Itbarak cannot move more than half their movement speed rounded down due to the immense pain of the shifting process. This shift can be done in combat, but they are unable to dodge or otherwise protect themselves during the emotes in which they are shifting. Clothing and armors made of leathers or fabrics will be absorbed into the new form, not restricting the process, but also no longer being worn. When shifting into anything but your human form you lose any markers of gender or reproductive organs.   Human: While within their human form Itbarak look much akin to everyone else and are able to quite easily hide their nature. They do hold their innate regenerative properties in this form, though this can be affected by silver and platinum or Paladin/Cleric magics, causing them moderate discomfort but not as much as if they were shifted. Apart from this the Itbarak also maintain their Keen Hearing and Smell.   Hybrid: Upon the gruesome shift into their hybrid form, Itbarak will grow about 2-4 inches in height, and claws that are 5 inches long and are akin to iron, disabling them from wielding any weapon with adeptness. Their elongated mouths forming something more akin to a wolf’s, have slightly less biting power than wolves. Their sense of smell is also greatly improved in this hybrid form, allowing them to detect smells within 10 blocks of them. The hair along their body becomes fur and grows denser as a form of natural armor, able to stop bludgeoning attacks from lighter weapons with an increased vulnerability to slashing attacks. With this enhancement, an Itbarak’s hybrid form also empowers their regenerative abilities, allowing them to regenerate cuts, bruises, and minor wounds in a matter of 6 emotes after receiving them. Their form is also capable of moving 1 block faster in this form, and an Itbarak can lift at what would be considered peak for their base race without looking like a muscle-bound monster. The force behind their attacks is equivalent to that of an average Rehk-Ur's. This doesn't translate to feats such as lifting heavy objects among others that purely rely on strength. This form can be maintained for 7 emotes before reverting to their human form or falling into their wolf form, chosen on the 7th emote.   Wolf: As a Itbarak shifts into their wolf form, they become a quadruped and are akin to any other wolf in looks, but stand about 4 foot tall at shoulder length and are about 6ft long from tail to snout. The claws in their wolf form are about 6 inches in length and are as durable as steel. Their sense of smell is greater than even their hybrid form, allowing them to track down the source of smells within 20 blocks of them. Due to their quadruped nature in this form, Itbarak is able to move at a base speed of 8 blocks.   Full Moon: During the Full moon, Noble Xulzsei, Itbarak transform into their wolf form regardless of whether they wish to or not. While this forced shift occurs, the Itbarak will be EXTREMELY agitated and aggressive, attacking living creatures around them (not of their pack) and attempting to eat their flesh raw.   Keen Hearing and Smell: Itbarak have senses that well surpass those of their peers. From their Lycanthropes ancestors, they have strong hearing and smelling abilities, because of this Itbarak have incredible tracking abilities. An Itbarak can accurately pinpoint the location of any living creature within 6 blocks of them, even if there is material in the way or they are invisible/camouflaged.   Werewolf Pack: Over the course of the Epoch’s Itbarak and Lycanthropes have formed Werewolf clans composed of packs. These packs each have different abilities that must be gained via ritual and then taught.
  One Pack - A Werewolf can mark a creature in any of their forms via a howl round action. They move an additional half their block speed (rounded down) if they will end their movement closer to the marked creature than when they started their turn. They may mark 1 creature per IRL day and they may only ever have 1 marked creature at a time.
  Dire - Naturally bigger, enough to be used as mounts while not attacking their rider. The claws in their wolf form are about 7 inches in length. When they hit a creature with a melee attack in wolf form, they shove the creature back 2 blocks on hit.
  Ichor Claw - A Werewolf’s natural attacks in Hybrid or Werewolf form count as platinum against supernatural creatures.   See Cold Resistance.  

Redlines

-When shifting the Itbartak’s clothing or armor will not shift with the individual, needing to be shed, be torn off in the process and breaking or absorbed with no added benefits of doing so.   -Itbarak are highly aggressive during the full moon phases and are forced to shift. This lasts until the moon fades again.   -A Itbarak’s sense of smell doesn’t extend to tracking down things outside of it’s range. For example if a creature was 40 blocks away, they wouldn’t be able to smell them.   -Only natural Lycanthropes can create Itbarak by having kids. Otherwise, Lycanthropes can create other Lycanthropes.   -An Itbarak may only have 1 pack ability.  

History

Due to the small population of Itbarak combined with the isolationism of the Lycanthropes, their history remains wrapped up in cultural stories that may or may not be true. Itbarak history is very intertwined with the Lycanthropes, thus It is assumed that by learning about one, they will learn about the other. More about them can be encountered through research over the Anoman landscape or via interrogation of the Pack leaders.

Naming Traditions

Family names

Itbarak often keep the names given to them at birth just like any other culture, though some individuals will give up their last name upon properly joining their respective pack. After some time in the pack would come a proving ceremony in which the Itbarak earns a title, or name if they bore no last name anymore. These titles often reflect the personality of the Itbarak or a significant action they accomplished during their proving ceremony.

Culture

Culture and cultural heritage

Creation Story

Itbarak speak the language of their home and Common.

Religion

Itbarak mainly turn to deities that reflect the moon and/or hunting; though, if they faithfully do so, most of those deities ought to spit at them. The clear exception to this norm being in case they stick along with the lycanthrope, in which case they may easily adhere to and partake in their cults.  

Family

Conceiving and raising an Itbarak is an immense and lethal burden for the normal parent without the aid of the Lycanthropes themselves, to the point it’s on the verge of the unfeasible. The Itbaraks parent may see them as a mistake and abandon them, or never meant to have them at all, sometimes even murdering the ‘thing’ on the spot.   The child would in most cases emerge with consternation and disgust in the mortal side of the family, if not outright be somehow shunned or slain by them, left to grow and wander alone (which could lead to a very ravenous and feral individual if not located and taken by a voudr). Even then they are prone to suffer great prejudice among the Lycanthropes due to being ‘half-breeds’ and to some be considered stains in their packs, leading them to tread on a thin line unless supported by a higher Lycanthropes or readily protected by their parent. Nonetheless, they must truly earn their place even then.   Hybrid form must be taught as it is not a natural form.

Common Dress code

Itbarak usually wear clothes that allow them to blend in with the society they have chosen to live in. At night they typically lean toward organic clothing, steering away from heavily processed clothing or apparel made of metals. Apart from this their clothes usually are loose in nature allowing for good mobility and rarely show any special adornment in design.  

Accessories

Itbarak don’t wear many specific accessories besides those relating to the society they live in but those who do wear jewelry made from the bones of their past hunts. Generally, one or two pieces of bone are taken from each significant hunt to a Itbarak and adorned into jewelry. These pieces of jewelry hold a great reputation to the individual.

Common Myths and Legends

Quite simply, Itbarak are no machination of Xulzraiss or any other Dark Deity in on itself, nor the result of mutagenic stemming from alchemy, elaborate dooms woven in fate or curses plagued upon victims through sorcerous rites; instead they come from the union of a Lycanthropes and a mortal, a human.   A human attempting to rear up an Itbarak alone proves difficult, as the child undergoes wild tantrums; bouts of hysteria and ferity; may become aggressive and unruly (mood-wise or regarding their powers become addicted to raw meat.   A pairing of Itbarak may give birth to another one, the same way a Lycanthropes mating with an Itbarak would have the same results, an Itbarak. A human and an Itbarak would give birth to another Itbarak.   Though, albeit all their reluctance to mate with mortals (rather than devour them on the spot) it’s rumoured the pack leaders demonstrate great interest for the subrace - due to its favourable traits - for a number of reasons only known to them. This commonly sparks hostility among them all.

Art by Stumpyfongo Skin Tone: Base Race and natural fur color.
Height: 2-4 inches taller when shifted.
Eye Color: Base Race, Yellow
Hair Color: As Base Race,
Age Range:Base Race, 3x range for Middle Aged and Elderhood.
Block Speed: As Base Race, increased when shifted.
Compatible Base Races: Standard Humans, Elves, Dwarves and Rehks

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