Nitakk-ita

The Nitakk-ita are the oldest of the Changing Breeds. Legends the world over tell of the Bear Mother and her twin sons, who could choose whether to appear as bears or men. The Bear Mother is renowned for sharing the secrets of plants -- especially healing herbs -- with humans, and the Bear Sons eventually gave their lives so their human cousins could learn their secrets of hunting, life, and death.

Today, most of the Nitakk-ita follow the traditions set by their ancestors the Bear Mother and her sons, helping their human cousins; but it has not always been so. In the times before the Long Night, many of the Bear Changers grew disgusted with the wasteful, disrespectful ways of the humans, and began to think of them as their enemies. They have since learned that their attitude only hastened the blackness and destruction that presaged the Long Night. Once again they have taken on their tasks of healing and teaching.

The Nitakk-ita prize compassion, wisdom, and bravery over all other qualities. Though they are mighty warriors, they prefer to exhaust all other options before resorting to violence. Their lives are characterized by constant striving to help the weak, heal the sick, and maintain the earth's purity. Nitakk-ita are rarely wealthy, for their disposition to give all they can to those in need tends to keep them fairly poor. Of course, there are those who do not conform to these generalities; for the most part they are tolerated, but not welcomed. For all that they value compassion and are slow to anger, once they are enraged the Nitakk-ita are not to be trifled with.

 

Tribes

Though there are eight different tribes of Nitakk-ita, corresponding to the eight species of bear, only three are common on the North American continent: Bruin (American Black bears, by far the most common), Kodiak (Grizzly or Brown bears), and Nanook (Polar bears). Though Asiatic Black, Sun, Sloth, Panda, and Spectacled bears have their associated Nitakk-ita tribes, those will not be discussed here.

Though American Black bears are mostly black and Grizzly bears are mostly brown, they have color variations that apply to the Nitakk-ita's bear forms as well. Grizzly bears range in color from pale, creamy brown (almost white) to very dark brown (almost black). Black bears have an even broader range, from silver to blonde to yellow to brown to black, with a number of distinct subspecies such as the Kermode bear (white), the glacier bear (blue-grey), and the cinnamon bear (cinnamon brown); all color variations have brownish muzzles. Polar bears are universally white or cream, though they appear yellowish in some light, especially in the summer, and algae in their hollow hairs may cause them to turn green (though this rarely happens outside captivity).

 

Auspices

The Nitakk-ita, being Gaia's firstborn, are connected to her as the Garou are to the moon. The Bear-Changer's auspice is determined by the season she was born into. As such, there are four Nitakk-ita auspices: Hesta'se (winter), Sukelan (spring), Ohiari (summer), and Ninvdi (autumn). Those born on the cross-quarter holidays will most likely share traits from the two auspices the holiday fell between, and may possess gifts from either.

Hesta'se

The winterborn Nitakk-ita are perhaps the most archetypically bear-like of them all. Slow and sleepy, often to the point of laziness, they may be gruff and antisocial, though many Hesta'se are charming in their languid mellowness. Hesta'se, though slow to take action, are swift and decisive when they do -- perhaps so they can get back to napping.

Sukelan

Spring bears revel like no others in the glory of the plant world. Foragers, farmers, and herbalists, the Sukelan know the secrets of leaves and berries, and have been known to treat favored trees and plants almost like family members. Their manner tends to be calm and thoughtful.

Ohiari

Nitakk-ita born in the summer's heat are the race's greatest healers. Passionate in manner, caring, warm, and fun-loving, they're liable to be the center of every party and the heart of their communities.

Ninvdi

Fallborn Bear-Changers are the warriors of their kind. Plainspoken, honest, and sometimes a bit fatalistic, they tend to be more willing than most Nitakk-ita to resort to violence when it is necessary -- and they are very good at it.

 

Culture

Nitakk-ita have a reputation as loners, but in most cases this is not accurate. The Bear Changers maintain extremely close familial ties, and their strong nurturing instincts often lead them to identify as "family" many more than just those tied to them by blood. This is especially true among the Bruin, who often form large extended family units composed of Nitakk-ita, kinfolk, and sometimes other Changers as well, sharing strength and information and helping to protect one another's children in times of danger. These families can be extremely powerful forces for change, and claim vast areas as their protectorates. It is an extremely rare soul who would not be grateful to live under the protection of such a family.

The Kodiak and Nanook tribes hew more closely to the loner model. Though they, too, form closer and more numerous relationships than many suspect, they rarely live in family groupings (except during child-rearing) and socialize less than the Bruin. They also tend to have a stronger wanderlust; it is not unusual for Kodiak and Nanook Nitakk-ita to drift for years without ever settling in one place for more than a few months. When they do find their places, however, they protect them with admirable single-mindedness.

Nitakk-ita have definite social rankings, based mostly on age and wisdom -- though size, strength, fighting ability, and prowess at the healing arts are important as well. Though it is highly improper for a lower-ranked Bear Changer to directly contradict a higher-ranked one, it is very nearly as offensive for the higher-ranked not to seriously consider any properly expressed concern from the lower-ranked. A reputation for ignoring worthy thought in order to put forward one's own agenda will quickly cause a Nitakk-ita's rank to drop.

 

Law

The Bear Changers are led by a Council of the Wise. Each area and tribe has its own Council, and each Area and Tribe Council has a representative to the High Council.

The Nitakk-ita have few "laws" as such. Standards of behavior are implicitly understood and enforced socially. No one need tell the lazy Bear Changer that she should be more helpful, or the reckless one that he is choosing an unacceptable mate; they will understand from the evasive gazes or uncomfortable stares, from the changes of subject and abruptly dropped conversations, that they are doing something wrong. Most, if they do not understand their transgressions, will go to a local Elder for advice. If they do not do this and do not mend their ways, greater offenders (who repeatedly fail to come to the aid of those in their protectorate, consistently disrespect the elders, regularly cause avoidable harm to others, etc.) may, on the recommendation of their Tribal Councils, be punished with a Rite of Ostracism (see Rites, below).

Some crimes, however, cannot be handled so delicately. There are offenses so dire -- murdering the innocent, assisting the Corrupter -- that, if they are done willfully, only one penalty will suffice. The Bear Changers, the healers and helpers, will put such transgressors to death. They have been accused of hypocrisy for this, but they offer this explanation: Any Nitakk-ita who could do such a thing is clearly a mistake, a glitch, a soul in the wrong body. It is their duty to get things on course again by evicting the soul from this body and directing it toward a different path. (This explanation, in turn, has led to accusations of self-righteousness.)

Nitakk-ita suspected of the Great Wrongs are arraigned before their Tribal Councils; if they are found guilty, the cases move to the High Council. If the High Council finds them guilty as well, they are executed by beheading. Their bodies are burned, to prevent the souls from resting there, and an elaborate ceremony is performed, pleading with Gaia to send their souls to their proper paths.

 

Rituals

The lives of Nitakk-ita are organized around and informed by a large number of rituals. Rituals are used to mark the stages of a Nitakk-ita's life and death, to observe the seasons, to remember ancestors, to purify the earth, to honor Gaia, to heal, and, some say, even to raise the dead. Though some of these rituals are extremely somber, most are characterized by joyous dancing, tons of food (the Nitakk-ita's reputation as gourmands is well deserved), a strong spirit of celebration, and -- for reasons lost in history -- merry, often drunken "scrying," which no one expects to be accurate in the least. Even the most solitary of wandering Kodiak and Nanook Nitakk-ita regularly meet with others of their kind for the rituals that are an indispensable part of their lives. The uninhibited nature of most Nitakk-ita rituals contrasts strongly with, and provides necessary release from, their generally spare, altruistic lifestyle.

 

Birth

Though childbirth is a fairly solitary process for Nitakk-ita mothers -- they usually give birth alone, like bears, with a midwife within hearing distance in case one should be necessary -- the birth itself is an island of quiet amid a whirlwind of activity. The mother is rarely alone during the month before or the one after her labor; she is surrounded by family, friends, and wandering Nitakk-ita who drop in to join in the party. Especially in the month before the birth, she is plied with more food than she can possibly eat -- and everyone around her eats and parties as well. The baby's fortune is told over and over, its health is toasted, gifts are given. By the time labor hits, most mothers are more than happy to escape to the quiet of the birthing den (which, for homid Nitakk-ita, is often simply a bedroom with the windows draped for darkness) and greet their newborns in peace.

 

First Change

This ritual is arguably the most important one of the Nitakk-ita's life. In the months before the First Change, young Bear Changers select a Shelter Mother or Father of the same sex as themselves. This Shelter Parent cannot be a blood relative unless no one else is available; the child's freedom to select this important figure himself is a symbolic step -- often the first important life choice he will make. Nitakk-ita often follow in the footsteps of their Shelter Parents, tending toward healing, fighting, etc. as this important figure does.

When the time comes, the Nitakk-ita and Shelter Parent retire to a den in the wilderness. There the child has his First Change (female Nitakk-ita often experience their first menses at the same time). Afterwards, he is bathed in running water by his protector, his hair is cut for the first time, and he is introduced to his wild cousins, the bears (Nita). The newly initiated Nitakk-ita remains in the woods with his Shelter Parent for a full month, learning how to negotiate his new form. When it is time to return to Nitakk-ita society, the new initiate is bathed once more and anointed with the several sacred plants. The day of his return is marked, of course, by much partying, good food, and drunken fortune telling.

 

Saging

After a long life of wise counsel, healing, and battling the corrupter, most Nitakk-ita are eventually acknowledged as Elders. When the community feels it is time, the old and wise are welcomed into this last stage of life with a Saging ritual. Pounds and pounds of sage are eaten, worn, and burned -- enough that most people and creatures can't stand to be anywhere near the ceremony -- but it never seems to bother the revelers. Endless stories of the Sage's life accompany the dancing and dining. The youngest and most attractive Nitakk-ita tirelessly ply the Sage with food and drink and ask her to dance with them. Flattery of all kinds pours upon her head. It is her duty to accept these compliments graciously without necessarily seeming to agree with them. When she is exhausted, full, and pretty well smashed, she indulges in telling the fortunes of anyone who will listen.

 

Death (and Afterlife)

The bear is, of all Gaia's creatures, the most attuned to the cycle of life and death. Even humans have always understood this, revering the bear for her power to die every winter and return, renewed, in the spring. The Nitakk-ita, too, are attuned to this cycle, and though they hold life most holy, death is sacred to them as well. It is a rare Nitakk-ita child who cannot recite the death stories of his last several generations of ancestors -- and usually some friends of the family as well. These stories are collected, cherished, undoubtedly sometimes embellished, and passed along.

Nitakk-ita bury their dead in symbolic dens, so they may return to life after the hibernation period of death. It is an inexcusable sin to disturb one of these graves, for the soul may still be there, resting and waiting for its time to be reborn. Since non-Nitakk-ita cannot be assumed to understand this -- and because their enemies have desecrated gravedens in the past -- the burial sites are a closely guarded secret, known only to Nitakk-ita and the very closest friends and family of the deceased. To further protect individual gravesites, there are no Nitakk-ita "graveyards" -- all bodies are buried individually, except the bodies of young children, who are buried in gravedens near those of their mothers.

If the body of a Nitakk-ita cannot be retrieved for burial, an effigy is formed of clay earth and buried with some of the deceased's most precious possessions. These belongings help the Nitakk-ita's soul find its way to its graveden and its substitute body, so it may rest in wait for its next incarnation.

Gravedenning (burial) tends to be more subdued than most Nitakk-ita rituals, partially because of the sadness of the bereaved, but also because too much noise could make it difficult for the soul to begin its rest. Nonetheless, one can count on good food and drunken predictions about the deceased's next incarnation.

 

Rites

Rite of Cleansing (Level One): Allows the Nitakk-ita to cleanse an object or small area (10x10 square feet of ground) of poison or taint.

Rite of Ostracism (Level Two): Similar to the Garou rite. Used as punishment for sins less than the Great Wrongs. A Nitakk-ita disciplined by this Rite will be marked for a period of time relating to the severity of her transgression, and all other Nitakk-ita know to ignore one carrying the mark (except in life or death situations). She is not welcome at Nitakk-ita rituals, and her protectorate will be divided among others for the duration of her Ostracism. Anyone capable of performing this Rite is also able to reverse it.

Rite of the Pure Land (Level Three): This Rite allows the Nitakk-ita to cleanse an area of pollution or other spiritual or physical taint. The Nitakk-ita performing the Rite mixes her blood with the soil and spreads the resulting paste around the perimeter of the area to be cleansed. The size of the potential area cleansable depends on how much blood the Nitakk-ita is willing to sacrifice (approximately one square mile can be cleansed with one pint of blood).

Soulspeak (Level Four): The Nitakk-ita can use this Rite to speak to the newly dead. A very important part of the Rite comes after the dead soul speaks, when the Nitakk-ita sends them back to their rest. This must be done properly so the Rite does not interrupt the soul's natural cycle. Nitakk-ita will not perform this Rite on a soul more than two days dead, and cannot be tricked into doing so, for they will be able to sense the soul's strong reluctance to be drawn back.

Gaia's Breath (Level Five): This Rite is the Nitakk-ita's' most precious and venerable possession. It is taught only to the wisest elders of the breed, and then only after the candidate has been approved by the Council of the Wise. Not even all members of the Council possess this knowledge, which allows the Nitakk-ita to bring a dead Changer back to life. The Rite is very difficult, and requires a permanent, personal sacrifice on the part of its performer. It is intended for use only on those who gave their lives in noble sacrifice for others AND whose return will provide a lasting benefit worthy of interrupting their natural death cycle. It cannot be performed once the subject has been dead for four hours or more.

 

Gifts

Hibernate (Level One): The Nitakk-ita who uses this Gift slows down all metabolic activity -- breathing, heartbeat, digestion, etc. Could be used to slow uptake of poison, reduce bleeding, or survive in a situation without food. Movement is still possible, but at a drastically reduced rate.

Plantlore (Level One): Nitakk-ita with this Gift can always find enough plant life to feed or heal themselves and one additional person, as long as they are in a natural setting, and will never mistake a harmful plant for a useful one.

Den (Level One): Allows the Nitakk-ita to find a comfortable, well-concealed spot in which to shelter or hide, no matter what the environment is like.

Healer's Paws (Level One): The Nitakk-ita may heal others' physical wounds (not his own) with a simple laying on of hands.

Find Cub (Level One): Allows the Nitakk-ita to locate someone, even at a range of several miles, only if they are legitimately someone she is a caretaker for -- her own child is an obvious example; others might include a human in lands the Nitakk-ita considers under her protection or even a senile parent. No matter how close a boss or healthy parent might be to the character, they do not count, and danger alone does not change the nature of the relationship. This Gift is far more accurate and has greater range if the subject is the Nitakk-ita's biological child; effectiveness is somewhat reduced if the subject is a stranger.

Sentinels' Warning (Level One): With this Gift, the Nitakk-ita can detect the presence of threats to an area or group that she considers to be under her protection. The Gift must be consciously activated. The nature of the danger is not revealed, though the object of the threat is.

Detect Lie (Level One): The Nitakk-ita with this Gift can tell whether he is being lied to, though not what the truth may actually be.

Armor Pelt (Level One): The Nitakk-ita's fur grows hard and thick, protecting her from damage.

Grizzly Awe (Level Two): This Gift allows the Nitakk-ita to project an aura of simple, awe-inspiring size and formidability. Nitakk-ita using this Gift may cause their opponents -- especially non-carnivores -- to flee in terror without a fight. The apparent size does have relation to the Nitakk-ita's real bulk, so this Gift is significantly more effective for Kodiak and Nanook than Bruin Nitakk-ita.

Nimbleclaws (Level Two): Bear claws are capable of surprising feats of dexterity, but the Nitakk-ita with this Gift has even more stunning digits. He can use his claws to do anything human hands can do, plus a few extra pluses: Claws are thinner than fingers, and thus can be used for applications (such as lockpicking) that fingers cannot.

Salmon Strike (Level Two): After two turns of silent, still preparation, the Nitakk-ita can make ONE attack at blinding speed.

Sightscent (Level Two): The Nitakk-ita with this Gift can compensate completely for lack of sight (as in blindness, pitch dark, etc.) with his sense of smell.

Merciful Blow (Level Two): With this Gift the Nitakk-ita may fell an opponent without wounding her. After taking one turn to prepare, the Nitakk-ita can knock the foe down, immobilizing her briefly but causing no damage.

Calm (Level Two): The Nitakk-ita may use this Gift to temporarily calm and quiet one person, allowing him to be spoken to and reasoned with.

Fleet Paws (Level Three): The bear gives an impression of slowness, but this is an illusion: When pressed, a bear can (very briefly) attain speeds to outrun a horse. The Nitakk-ita with this Gift goes one better. She can run at such a speed for up to a full day, though she must stop for ten minutes of each hour to rest and eat. On her arrival she will sleep for as long as she ran.

Herbheal (Level Three): More powerful than Healer's Paws. The Nitakk-ita can heal her own and others' wounds and illnesses with the application of appropriate medicinal herbs. If the hurt is large or unusual in type, she may not have the exact herbs necessary; this can be remedied using the Plantlore Gift.

Suckle (Level Three): The Nitakk-ita with this Gift may provide sustenance and warmth for two others, using her physical presence alone. Those receiving this Gift must spend three hours of each four-hour period with the Nitakk-ita; then they may gain the benefits of food, shelter and rest (including the associated healing) while actually having none of these.

Mother's Truth (Level Three): The Nitakk-ita can use this Gift to compel others to tell her the truth.

Serenity (Level Four): Allows the Nitakk-ita to calm and quiet up to two others, soothing their fears and dampening the effects of raw emotions and painful memories. The effect is temporary, but can sometimes take hold permanently with frequent and longstanding reapplications, even lessening or removing the effects of Derangements. A few Nitakk-ita have become exceptional -- nearly miraculous -- therapists through education, patience, and the aid of this Gift.

Open Wounds (Level Four): The knowledge that allows the healer to repair damage can also be used to create it. Using this Gift, the Nitakk-ita can, after studying his target for a turn, cause the next wound he inflicts to bleed profusely. The target will lose health each turn thereafter, for a duration depending on the accuracy of the strike.

Cover (Level Four): This Gift allows the Nitakk-ita to provide concealment for anyone being hunted. Plants, dirt, etc. cooperate to cover the pursued one's path, filling in to cover footprints, knitting together to provide hiding places, and so on, while creating a false path to lead trackers in the wrong direction. Even the scent track is covered or blown away by the wind.

The Mother's Rage (Level Five): The Nitakk-ita with this Gift may use the powers of the earth itself to repel intruders from an area under her protection. Rocks will roll underfoot, branches will slash at the trespassers' eyes, mud will paste them to the ground, water will pull them under, etc.

Arise (Level Five): The Nitakk-ita with this Gift may, after falling in battle, shrug off all the damage of what would have been a killing or incapacitating blow. It takes two turns of battle, during which the Nitakk-ita appears to be dead, for the Gift to take effect. Arise may only be used once weekly.

Peace (Level Five): This powerful Gift allows the Nitakk-ita to quell fighting among a group of up to 50 people or animals at one time, for up to two hours. During this time the combatants will be unusually receptive to arbitration between their factions, perhaps even coming to a lasting agreement. If nothing else, two hours will be provided to remove innocents from the area. The Nitakk-ita must be present throughout the Peace's duration, or the fighting will resume.

 

Tribe Gifts

Nanook:

Hold Breath (Level One): This Gift allows the Nitakk-ita to hold her breath for up to 30 minutes without reducing her physical activity. Useful for swimming, diving, and surviving airborne poisons.

Arctic Pelt (Level Two): The Nitakk-ita with this Gift is completely invulnerable to cold of any type and duration.

Kodiak:

Burrow (Level One): The Grizzly with this Gift may dig with great speed, enabling lightning-quick construction of underground shelters and tunnels.

Warrior Claws (Level Two): This Gift allows the Nitakk-ita to make her already formidable claws even longer and sharper, increasing the damage they do.

Bruin:

Climbing (Level One): With this Gift the Nitakk-ita can climb any surface with speed and ease.

Scent of Honey (Level Two): The Nitakk-ita may cast this on any object or creature, causing them to become instantly attractive to all small rodents and insects -- especially bees -- in the vicinity for up to an hour. Though the pests are not likely to actually attack (aside from the occasional bee sting or chipmunk nibble) unless the subject provokes them, application of this Gift remains an excellent distraction from battle (though it has other uses as well, especially since bears think bugs are pretty tasty).

 

Auspice Gifts

Hesta'se:

Healing Sleep (Level One): The Nitakk-ita with this Gift can cause another (with their assent) to fall into a deep sleep with the benefits of the Hibernation gift. If this sleep is maintained for a day or longer, accelerated healing will also occur.

Bitter Strike (Level Two): This Gift allows the user to attack an enemy with ice-cold winds. The winds deliver a small amount of damage and may knock the victim over.

Sukelan:

Forecast (Level One): The Sukelan with this Gift may predict the weather up to a week in advance.

Speed Growth (Level Two): With this Gift the Nitakk-ita can accelerate the growth of any plant, causing up to a month's maturation in the space of an hour. Useful for ripening fruit, causing medicinal flowers to bloom, or rooting seedlings.

Ohiari:

Warm (Level One): The Ohiari may use this Gift to warm a ten-by-ten foot outdoor (double the size indoors) space by up to 50 degrees Fahrenheit. The effect lasts from 1 hour (for a 50-degree change) to 5 hours (for a 10-degree change).

Resist Pain (Level Two): This Gift allows its user to ignore the effect of a blow that would otherwise hinder their movement. Cannot counteract Incapacitating levels of damage.

Ninvdi:

Assume Pain (Level One): Allows the Ninvdi to take the damage from a blow that was inflicted to another. The injury must have happened within the Ninvdi's sight or hearing, and the damage must be assumed within one turn from its infliction.

Drain Vitality (Level Two): The Nitakk-ita with this Gift can use it to drain health levels from an enemy within their sight. The drained vitality is transferred to the Earth (NOT to the Nitakk-ita).