Sorenir

## Sorenir, the Deep Elves

 History

When the Vanir diaspora began, some fleed deep into the recess of Anor Mundus, fleeing cataclysm and political upheaval. Over generations, these Vanir mutated, slowly transforming into a new species adapted to their surroundings.

The Sorenir or Deep Kind were the first being to make contact with the newly awakened Earthens, although war were fought over territory have happened, neither races held a grudge, the Underworld does not allow such luxury.

Little has changed in the Sorenirs' way of life in thousands of year, not even the coming and domination of mankind on the surface has affected them much, although in modern tribes, many Sorenir tribes have interbred with the Darfalk, those humans who settled the Underworld.

## Description

*See Vanir for more information common to all elvenkind*

 Sorenirs are tall and lithe, even for Vanirs. Their skin rage from ashen, to deep gray, to dark shades of purple. Their hair is light and sparse. Their eyes having adapted to virtually lightless conditions are monochromatically black and reflect ambient lighting, and quite sensitive to bright lights.

Sorenirs typically cover themselves in hides and carapace clothes, and when they must venture onto the surface's daylight wear specialized masks with smoked goggles to protect their eyes. Chiselled tattoos are very common among many tribes which marks a Sorenir's achievement and personality.

## Culture

### **Society**

Due to the harshness of the Underworld and isolation Sorenirs society is tribal in structure. Sorenirs feel very little loyalty to others of their kind outside of their direct kin group.

Sorenir tribes are typically somewhat democratic in leadership although the eldest members of the tribes are typically listened to and revered for their wisdom. Belongings and sustenance are typically shared equally among the tribes.

The primary occupation of Sorenir society is based on subsistence; farming fungus, hunting underworld creatures or raising the varieties of insects Sorenirs rely on for foot and materials, such as the Urrhus, Mylok and spiders.

By and large, Sorenirs do rely on metalsmithing, most of their tools are instead created from the chitin of giant insects which is then treated alchemically. Sorenirs rely heavily on trade with outsiders (mainly earthens) to whom they trade silk, poison, alchemical reagent and information. Sorenirs typically do not use currency and favors barter among themselves and when trading with others.

### **Classes**

The way of life among the Sorenir seem most of them becoming skilled hunter and rangers to survive the dangers of the underworld. Witches and Druids are the most common magical people among the Sorenir, the demand of Sorenir life rarely allows for prolonged studies of wizards or clerics, save for Alchemy which the Sorenirs heavily rely upon for their survival.

### **Religion & Faith**

Sorenir tribes are divided between those following traditional witch doctors and those who have been influenced by their Kuftnir kindred and now follow a brand of Druidism adapted to life in the underworld.

## Gameplay

### **Ability Scores**

Sorenirs are ponderous and dexterous but quite fragile.

### **Base Traits**

* **Size:** Medium
* **Speed:** 30'
* **Darkvision** 120'
* **Vanir Immunity:** Sorenirs are immune to magical sleep effects and gain a +2 racial bonus to saving throws against Enchantments.
* **Vanir Magic:** Sorenirs gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
* **Underworld Sneak:** Sorenirs have a +2 racial bonus on Craft (alchemy), Perception, and Stealth checks. The bonus on Stealth checks increases to a +4 bonus while underground.
* **Plagueborn:** Sorenirs have a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.

### **Alternate Traits**

* **Underground Stalker:** These Sorenirs can move unhindered through difficult terrain while underground. In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat. This replaces Underworld Sneak.
* **Poison Use:** Some Sorenirs have become adept at using the Underworld's many poisonous substances. They are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. This replaces Plagueborn
* **Blindsense:** Some Sorenir lack the enhanced vision of their peers, relying on sound instead. They gain Blindsense 30' but their Darkvision is lowered to 30'

### Favored Class Options

* **Alchemist:** Add +10 minutes to the duration of the alchemist’s mutagens.
* **Druid:** Add a +1 bonus on wild empathy checks made to influence animals and magical beasts that live underground.
* **Ranger:** Add +1/4 to a single existing favored terrain bonus (maximum increase of +1 per favored terrain). The ranger must be 3rd level before selecting this ability.