Sorwath Elves

Physical Description
Sorwath Elves are shorter than traditional Elves and their bretheren in the sky. Stockier and better built than their aviation-minded fellows. They also live shorter lives by elven standards. Their complexions are ruddy and skin tone clearly sun-kissed. Fashion for the majority of Sorwath follows function over form, with the exception of those whom work in the sacred monastic profession or as part of the Heroic Family's Government.

Government

 * Sorwathi government is a strong Absolutist Monarchy. The Heroic Family is the Head of State, Speaker for the Avatar, and Sacred Defender of Virtue. From them all authority is granted, and all serve at their pleasure. The concept of representative government to the average Sorwathi is unthinkable, and to question the divine authority of the Heroic Family seditious.


 * In Sorwath lands, the minders of foreigners and the secret police of the state are trained in the sacred arts of telepathy. Known as the Conclave of Heightened Minds, those whom are most effective at tapping into the inner virtue of the mind are dispatched to monitor foreign strangers whom are not in understanding with the Heroic Family, and to hunt out those whom would seek to taint the sacred orthodoxy of the Sorwath Nation. They answer to no governmental body but the Heroic Family itself.Heroic_family_castle.jpg


 * The military of the Sorwath has been built up in expectation of the second Troubled Age. With the power of the monastic Cult of the Golem's militarized Divine Golems, the Sorwath wield one of the most numerous and powerful militaries in the world. In addition to this, as longstanding allies of the Kobolds the Sorwath maintain one of the most vast arsenals of firearms in the world. A famed riflemen corps, known as the Order of the Featherless Arrow can draw it's history almost to when the first Kobolds trained the Sorwath in their use. While some industrial production of these guns is available in Sorwath, those of the Kobolds are still highly prized.

Culture

 * Society is very interested in maintaining orthodox of virtue and belief. Those who adapt the trades and beliefs of outside peoples are greatly frowned upon, and are at times outright persecuted. Outside of those close to the Heroic Family, outsiders are seen with great suspicion and strictly controlled by the internal government with the exception of the Adopted. The apocalyptic fervor following the prophecy of a second Troubled Age only intensifiying in them a growing Xenophobia, which is most prevalent amongst the lower classes.


 * As such, Sorwathi devote themselves to more artisan crafts. An internal and insular culture often misunderstood by those not of the "privy races" emerges, with a wealth of fine crafts and fine craftsmen, particularly in architecture. Perfectly constructed soaring stone Pagodas and what would be considered "eastern" architecture are a surefire means of which to identify a Sorwath settlement. Despite the harsh authority of the Heroic Family, they are universally revered in society. The average Sorwathi lives a life of relative comfort, Golems more than capable of filling most menial tasks.

Beliefs
Before the unification of the Sorwathi peoples, a period of seemingly endless war reigned. Known in by the Sorwath as The Troubled Age, tribe rose against tribe and there was great suffering. Admist the chaos, a tribe of those true to the divine virtue of the people arose, led by the Heroic Father. The Heroic Father was rightly ordained by the Avatar to protect the sacred traditions and serenity of the Sorwathi people, from all threats without and within.

With the backing of the Heavenly Avatar, the Sorwathi became with one ruler, and that ruler was the Heroic Father and his decendants. As the reign and power of the Heroic Family grew, the Divine gazed upon it's children and saw continuation of great suffering amongst the common people. As a sign of benevolence, the Avatar saw fit to enlighten the Heroic Father of the age with knowledge of Golemancy.

It is by the Avatar's will that the common Sorwathi is delivered from the bondage of many labors. Those whom learn the arts of Golemancy commit themselves to monastic life, sequestered in the divine study and maintenence of the Golemantic arts.*

As the Sorwathi people look ever inward, the Heroic Family is illuminated by the Avatar. A warning of great warfare, a second Troubled Age. The Golem Monks, in a desperate gambit to prepare for the times prophecized take and begin to experiment with Golem-Kind, using them as implements for war instead of dutiful laborers. The Sorwathi people and their Divine Golems now serve as an eternal bulwark against the coming forces of the chaos.


 * Historian's Note: It's considered a very noble calling to be a golem-keeper, but they wouldn't be amongst rank and file adventurers because well, they're ALL monks.

Racial Traits
+2 Wis +2 Con -2 Cha The Sorwathi are a hardy race proud of their culture and culture's integrity but their strong adherence to their Heroic Family and the notion of social purity make them sometimes hardnosed and unwilling to schmooze and play political games.

Will of the Heroic Family - Stubborn: Members of this race gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.

'Annals of the Heroic Family: 'Sorwathi are taught from a young age the heroic deeds of their forefathers and of the Heroic Father, gaining +2 to Knowledge (History). This is always a class skill.

Industrious Spirit - Craftsman: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.

Masters of Architecture - Stonecunning: Members of this race receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

The People will Prevail - Lifebound: Members of this race gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

A Choice Between Two:

Heroic Vanguard of the People - Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Anvil of Patriots - Master Tinker: Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.

Favored Classes
Gunslinger: Add +1/2 to critical hit confirmation rolls made with firearms. This bonus does not stack with Critical Focus

Ranger: Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with “Sorwathi” in its name. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus

Soulknife: Add +1/2 to the Soulknife's psychic strike damage

Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the Cleric's Wisdom modifier. The Cleric adds +1/2 to the number of uses per day of that domain power

Monk: Add +1/3 to CMD