Sotensons

The Sotensons emerged from generations of interbreeding bet ween humans, elves and gwarfs and their interaction with the magic of Sotenheim, on which they were isolated from the rest of the mundane world. They worship Soten as a god and believe in living a life without fear and shackles as they did during the great punitive war.

Sotensons have an inherent affinity for magic even the simplest Sotenson can cast a few spells. They learned to harness Sotenheim’s magic in their benefit and it is part of their daily lives. Rare is the Sotenson born with no magic affinity and these are usually shunned by the others as “weak”.

### **History**

Sotensons are a race created by the years of interbreeding between humans elves and gwarfs and the interaction of the magic of Sotenheim.  They worship Soten as a god and believe in living a life without fear and shackles as they did during the great punitive war.

They have pointed ears like elves generally use long braided hair and beards. They are as tall as humans but are stockier due to their gwarf ancestry. They also are born with tattoos covering their bodies that glow with magic. These tattoos can change color depending on their mood.(red-anger, yellow-joy, black-sadness, white-relaxed/default, blue-alert/adrenaline).

Sotensons have an inherent affinity for magic even the simplest Sotenson can cast a few spells. They learned to harness Sotenheim’s magic in their benefit and it is part of their daily lives. Rare is the Sotenson born with no magic affinity and these are usually shinned by the others as “weak”.

#### **Ability score increase**

Sotensons gain +2 strength *or* +2 intelligence, and +1 charisma *or* +1 constitution.

#### **Appearance**

Stotensons have pointed ears like elves and generally prefer to use long braided hair and beards. They are as tall as humans, though more brawny due to their gwarven ancestry. They also are born with tattoos covering their bodies that glow with magical energies. These tattoos usually change color depending on the individual’s mood, with red usually indicating anger, yellow indicating joy, black, sadness, and blue, alertness. When none of these are felt too strongly the tattoos revert to white or another soft color.

#### **Age**

The Stotensons inherited a stronger vitality from their gwarven and elvish lineages, allowing them to live well beyond a human’s lifespan, though not as long as a pure-blooded elf. A stotenson is considered fully mature at the age of 20, and maintain their youthfulness well into their first century of life, after which their capacities begin to decline. After this, their lifespan is determined by the prominence of their elvish ancestry, which can take them anywhere into their 140’s and all the way into their 200’s.

#### **Size**

Medium, their height varies from 1.50m in short women to 1.80m in tall men. And they are usually heavier than humans, going from 60kg in women to 125kg in some men.

#### **Senses**

Thanks to their gwarven and elven ancestry, stotensons have superior vision in dark and dim conditions. Within 60 feet of you, you can see in dim light 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 grey.

#### **Names**

Stotenson names are a jumble of gwarvish and elvish names, with their human ancestry merely serving as a source of inspiration, or slight influence. Usually, a sotenson will have a gwarven or elven first name, a family or clan name inherited from their forefathers, and possibly a nickname.

#### ***Languages***

You can speak, read, and write Common and either Elvish or Gwarvish. Gwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Elvish, in the meantime is fluid, with subtle intonations and intricate grammar.

#### **Racial abilities**

* **Manasense.** Any spell, magic item or magical effect that you can see will give off a particular scent, allowing you to determine the level, but not the school, of the magic.
* **Magic absorption:** Every time you take magic damage, place a counter on yourself. When you reach 7 counters, your tattoos glow brightly and are charged with energy. As an action you can release this energy in a blast of magic centered on yourself and with a 20ft radius. All creatures in this area must make a Dexteriy saving throw equal to your Spellcasting Save DC (or 8 + Constitution modifier + proficiency bonus if you do not have one), taking 10d4 damage on a failed save and half as much on a successful one. The damage increases to 5d6+5d4 at 6th level; 10d6 at 12th and 10d8 at 18th. Any counter on you is lost upon a long rest.