Shakoa

A nomadic people with an insatiable curiosity, the Shakoa live across both land and sea in search of adventure. Boisterous glory seekers, the Shakoa are children of the tides, and while they are survivors who have escaped the kraken queen’s clutches, their hearts continue to belong to the sea.
 
For generations leading back to the Era of the Architect, the Shakoa were a clan united, defined by the thrill of battle and led by their High King. Following the Great Sacrifice, the whispers of the would-be Primal Deity, Sib'imaskar the Kraken, would assault the mind of the current High King, Jhaki, trying to turn what was once a strong and passionate king, into a war crazed ruler.   As High King Jhaki resisted, Sib’imaskar sent titanic sea monsters born from the ocean’s depths in an attempt to drive the Shakoa to extinction. Facing societal collapse, the High King led an army to defeat the mighty kraken. Unfortunately, heroism would not prevail as the High King was bested beneath the waves, leading to the fracturing of the Shakoa people as they fled the wrath of the Kraken Queen.

Basic Information

Anatomy

Shakoa are exotic humanoids that resemble a bi-pedal shark with a prominent fin centered between their shoulders. Some Shakoa are born with multiple fins, typically on the back of the forearm or triceps, which makes wearing certain armor difficult without modification. They enjoy a large mouth filled with multiple rows of jagged teeth capable of biting off chunks of meat with ease.   The Shakoa’s muscular bodies are full of cartilage protected by a tough exterior skin that is rough to the touch. This variation helps the Shakoa swim stealthily during the hunt or when exploring the ocean’s depths.   Shakoa have both lungs and gills and can live indefinitely on land and sea. Besides these common characteristics, a Shakoa’s skin color ranges across the color spectrum. Their head shapes also vary wildly and can include a thin snout, thick snout, or even a hammerhead appearance. While fin variations are common, some Shakoa are also born with a tail or tendril-like hair that flow down to their shoulders.

Civilization and Culture

Naming Traditions

Shakoa do not hold any type of surname. Instead, the individual generally chooses their own name after returning from their first raid or expedition. This coming-of-age event is embraced by all members of the clan with no two Shakoa in the same clan using the same name.   When speaking with intelligent creatures outside the clan, a Shakoa will often introduce themselves with their name followed by their clans, in place of a surname.
  Male Names: Alaabo, Hanlu, Idan, Uwako
Female Names: Agwe, Iliana, Kaida, Olaika
Clan Names: Blood Thrills, Tide Callers, Wave Walkers
Lifespan
Shakoa reach adulthood by age 20 and the oldest live into their early 100s
Average Height
5ft - 8ft
Average Weight
250 - 400 lbs
by JEStock

Shivers

Today, the Shakoa live in small clans known as Shivers. Wildly dependent on the Shiver’s leadership following the death of their High King and the splintering of their people, a Shiver can range from blood thirsty pirates who raid merchant vessels to explorers plundering mysteries found on the ocean’s floor. Occasionally, a Shakoa can become so overcome with their need to explore, that they leave their Shiver to investigate the world beyond the coast. These Shakoa are often called “minnows” by other Shivers, a derogatory term for the abandonment a Shiver feels following their united clan’s collapse and the loss of High King Jhaki.

Shakoa Traits

Your Shakoa character has a variety of natural abilities common with your ancestry.
Shakoa 5E Racial Traits

Shakoa

Ability Score Increase Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size Medium
Speed 30 feet., swim equal to your walking speed

Amphibious

You have a swimming speed equal to your walking speed, and you can breathe air and water.  

Bite

You have a razor toothed maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier in piercing damage, instead of the bludgeoning damage normal for an unarmed strike.  

Darkvision

Accustomed to life in deepwater areas, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.  

Feeding Frenzy

When you bite a creature that isn't a Construct or an Undead and doesn't have all its hit points, you can choose to feed. Spend a number of Hit Dice up to your proficiency bonus. Roll the die and add your Constitution modifier. You regain a number of hit points equal to the total. If healing in this way restores you to your hit point maximum, any surplus healing is converted to temporary hit points.   You can spend hit die in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Wave Speaker

You have proficiency with the spear, trident, and net. In addition, using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

Languages. Common and one additional language of your choice


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