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Shakoa

Driven primarily by the same predatory instinct of the shark, Shakoa are fearsome ocean dwellers and hunters of both the deep and coastal shores. To be a Shakoa is to indulge in the thrill of the hunt and the animalistic euphoria of chasing prey. As the Shakoa culture evolves and the call of Uk'otoa, the Great Leviathan fades, this predator and prey mentality seems fitting in a world of politics and for-profit noble houses.  

Meet the Shakoa

Born of the dark recesses of the Kasokai Ocean before the Divine Exile, Uk'otoa sought a powerful and effective, yet simple method to dominate the water as the world above concerned itself with land problems. Other deities crafted disciples with imagination and wonder, but not Uk'otoa. He saw that outside of his Kraken children, the fearsome shark reigned as hunter supreme.    Under his guidance, the Shakoa would prosper. This ancient race of powerful predators ruled the ocean depths in the Leviathan Lord's name until his booming voice began to fade into a mere whisper following the Divine Exile. The once rage-filled race who had carved through the waters like violent catapults of death were left lost and wanting. In the absence of their Lord, the Shakoa began to fall back on primal tendencies as they curiously explored Taridad's waterways. Now the Shakoa rove the Kasokai Ocean in ever search of prey. Others have some topside keen on understanding what the landraces can offer, ready to indulge in life's many splendors.    Life Span. Shakoa reach adulthood in their mid-teens and can live for almost 80 years.    Average Height. 5 1/2 feet - 6 1/2 feet   Average Weight. 150-280 pounds  

Anatomy

The Shakoa resemble bipedal sharks, although they can vary significantly in appearance. The unifying characteristics of Shakoa are an average humanoid height of 5.5-6.5 feet with a much bulkier build. Shakoa have both lungs and gills and can live indefinitely on land and at sea. A hefty fin sprouts between their shoulders, which makes wearing some armor difficult without modification. They also enjoy a large mouth filled with multiple rows of jagged teeth capable of biting chunks of meat and fish with ease. Their 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.    Besides these common characteristics, a Shakoa can come in many different skin tones, and head shapes; thin snout, thick snout, hammerhead, etc. While one large fin is the most common, some Shakoa can have multiple fins and even a tail.  

Naming Traditions

Shakoa lack family ties and do not hold any type of surname. The individual generally chooses their name after a period of soul-searching following a great hunt. Most Shakoa names are harsh sounding or meant to intimidate and strike fear in others.    Male Names. Anchor, Goliath, Kola, Mako, Shaka, Thresh   Female Names. Agwe, Blindside, Frenzy, Ripper, Sala, Zali  

Culture and Cultural Heritage

Shakoa rarely remain in large groups for very long, and most disregard family connections after birth. Despite a lack of organized society, Shakoa are typically seen in small hunting groups called "Shivers" under the guidance of a dominant or violent Shakoa. Once the uniting Shakoa dies or realizes a goal, the Shiver tends to fall apart.   A common occurrence in coastal cities is a Shiver alarm, which will sound when Shakoa raiding parties are near. Because of this same ingrained prejudice, Shakoa are viewed as pirates or mercenaries by most of the landraces of Taridad. However, Shakoa are known to make excellent adventuring companions. By treating them with respect, and showing strength, the Shakoa serve as excellent allies.  

Shakoa Traits

Your Shakoa character has a variety of natural abilities common with your ancestry.    Ability Score Increase. Your Constitution increases by 2 and your Strength increases by 1.   Size. Your size is Medium.   Speed. You have a walking and swimming speed of 30 ft.   Languages. You can read, write and speak Common and Aquan.   Amphibious. You can breathe air and water.   Bite. Your razor-toothed maw is a natural weapon, which you can use to make unarmed strikes. When you hit, the target takes piercing damage equal to 1d6 + your Strength modifier.   Blood Frenzy. You throw yourself into a vicious frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals normal damage, and you gain temporary hit points equal to half the damage dealt (rounded down). You can't use this trait again until your finish a short or long rest.   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.   Underwater Hunter. You have advantage on Dexterity (Stealth) checks made while underwater.

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