Sheikah Ethnicity in Hyrule | World Anvil
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Sheikah

Culture

Culture and cultural heritage

One of the earliest, most well-known Sheikah in history was the original Impa, who protected Princess Zelda from Ganon's minions and dark powers. Her legacy has been passed down for generations and has become deeply rooted in Sheikah culture.

Shared customary codes and values

Sheikah not involved in shadowy work tend to try to overcompensate for the less-than-savory side of their society and race, making sure that they are always seen as upstanding citizens of Hyrule. They value their families above all else, and are very loyal to both their families and their friends. Sheikah also tend to have a very well-established community wherever they live, creating long-lasting lines of family friends.   Despite their best efforts, these family groups can sometimes become too close-knit for their own goods. Loyalty turns to secret-keeping, and pride, which can quickly turn into a family feud in the right circumstances. Families that are not on good terms generally forbid each other from being seen together, much less talk to each other, instilling this with the fear that if one talks to the other family, it will be seen as betrayal.   Even with the common Sheikah's attempts to distance themselves from the other, darker side of their race, they're more similar than they care to admit. Families have the potential to become gangs, and those that defect from families are turned away and generally become mercenaries and bodyguards. However, even when exiled from their families, they never shake their loyalty to whomever they serve.

Common Dress code

Common Sheikah will usually dress in warm layers, since most live in the mountains. Wool tunics, scarves, and sashes are some of the most common accessories, and most of these accessories even have a Sheikah eye on them, depending on the individual.   More adventurous or shadowy Sheikah wear intricate, dark leather armor from head to toe, usually complete with a cloth mask to hide their face.   All Sheikah tend to keep their hair long, but kept up and out of the way. These styles can range from simple buns and braids to more elaborate styles, depending on the Sheikah's occupation.

Art & Architecture

While current Sheikah architecture is pretty minimalist and simple, most ancient Sheikah ruins have intricate carvings in them, and some even glow. It's theorized that the people that created this ancient Sheikah technology ended up becoming the ancestors to the Twili, but nothing is certain.

Ideals

Gender Ideals

Gender is very fluid in Sheikah society, as they and their Hylian counterparts are generally very androgynous races. A lot of their clothing is pretty gender-neutral, as well, although some Sheikah prefer to dress more femininely or masculinely. If Sheikah come across an individual that is presenting as male or female, they will use the corresponding pronouns without question. However, they will also immediately switch pronouns if asked.

Race Stats and Abilities

Classes. Sheikah are commonly Monks or Rogues. Their preferred spellcasting class is generally the Bard. Of course, as Sheikah try to integrate with Hylian society, they often adopt other classes as well.

Ability Score Increase. Your Dexterity score increases by 1.

Darkvision. Sheikah can see in the dark out to a distance of 60 feet, seeing in dim light as though it were bright light and pitch darkness as though it were dim light.

Speed. Your base walking speed is 35 feet.

Shadow Arts. You gain proficiency in Dexterity (Stealth) and Wisdom (Insight).

Lens of Truth. At 1st level you may cast the spell Identify. You must take a short rest in order to use this again. At 3rd level you may cast the spell See Invisibility. You must take a long rest in order to use this again.

Variant Race: Impa-Sheikah.

While most Sheikah remain loyal to their own, some seek to emulate the honor and piety of the old ways. These Sheikah, called Impa-Sheikah, dedicate themselves to other causes, and to protect those to whom they swear fealty.

Bodyguard. You may declare someone to be under your protection. This declaration doesn't require the target to approve, but it does require a spoken oath of protection spoken in their presence. Once declared, you gain a secondary Bond which states "I will protect <person> with my life."

Additionally, whenever your see the target of your protection being attacked within your base movement distance, you may interpose yourself between your target and their attacker as a reaction. The attack roll is resolved as if it had targeted you, and you wind up adjacent to your protection target.

You may not intentionally harm the target of your protection. If you unintentionally harm them, you gain disadvantage on all attack rolls, saving throws and ability checks not related to protecting your target, until you somehow atone. This requires the target of your oath acknowledging your repentance.

Changing your target requires a week of meditation to revoke your old target, and then another spoken oath in the presence of your new target.

Hidden Identity. No official records exist of your existence. It is also impossible to discover your identity through magical means. If you create a fake identity, such as using the Assassin subclass or Charlatan background, magical investigation reveals it to be your true identity, although investigators can make an Intelligence (Investigation) check with a DC equal to 8 + your Charisma modifier to recognize it as fraudulent.

Do Not Go Far From Me. At 5th level, you're able to cast Warding Bond on the person you've sworn to protect. You must take a short rest to use this again.

Save From the Brink. At 13th level, you're able to cast Death Ward on the person you've sworn to protect. You must take a long rest to use this again.

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