Manakin Golem is almost done, and since you're prolly wondering who the Manakin are...
MANAKIN "Being small has it's disadvantages. The shocking lack of underwear among the biggie sized folk for example..." The Manakin race appears to be 6" tall humans. Hair and skin color varies widely, just as with other humans, but among the Manakin it does so even among close family members. A Manakin woman with what we would call African features may have a daughter who resembles a redheaded asian for instance. Surprisingly the Manakins are a variant race of Human who have evolved to fill a specific niche since being brought to the Jester's World.
MANAKIN RACIAL TRAITS STARTING AGE Adulthood: 20
Barbarian, Rogue, Sorcerer: +2d4
Bard, Fighter, Paladin, Ranger: +3d6
Cleric, Druid, Monk, Wizard: +4d6
AGING EFFECTS Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 years
HEIGHT AND WEIGHT Base Height: 4"
Height Modifier: +1d2"
Base Weight: 6 ounces
Weight Modifier: x2 ounces
MANAKIN CHARACTERS If you'd like to play a small Humanoid race that can hide easily, or one that likes to fool about with magical items, the Manakins are a pretty good option. Playing them as anything but a caster of some sort will be tough though.
Adventuring Race: Manakin often go on adventures on whims, just to see if they can, or to see new things, or just because they're bored with their daily routine. Given that they also are prolific makers of magical items they also often need odd or rare pieces of materials for their work. And their ability to hide well ensures they don't often find themselves dead or arrested like their full sized coworkers.
Character Development: Manakins are magical tinkerers, always hoping to find or create new and exciting items, or find new variations on old ones. Their small size really doesn't lend towards them becoming much else other than casters of some sort. They're too small for weapons combat, and too small to carry loot for thieving purposes. Plus their proficiency with magical items helps make up for their deficiencies in strength, size, and speed.
Character Names: Male Names: Alain, Damian, Felix, Gregoire, Josue, Lucien, Marcel, Onesime, Rodolphe, Sylvain. Female: Coco, Delphyne, Fanchette, Felice, Fleurette, Josette, Liesell, Lilane, Mireille, Zepherine. Surnames: Baudeloque, Biennais, Chameroi, Charriere, de Lespinasse, Despaux, Dumoulin, Foucalt, Gautier, Moncelet.
ROLEPLAYING A MANAKIN Being somewhat exotic you will initially attract lots of attention, especially by bigger races. They tend to quickly grow tired of your unending questions, and you're seemingly being underfoot or into things all the time. They also have trouble with your honesty and forthrightness (i.e. asking questions like "Who is that Ogre that smells like rotting fruit? Is it his various skin diseases that cause that?" while said Ogre is within earshot).
Personality: Manakins tend to be curious, flighty, and given to doing things just to see what will happen. This whimsy makes it easy for them to get along with the Fey, but not so good when dealing with larger races (especially given their paranoia of being stepped on). Despite their whimsicalness however they tend to be loyal, so one need not worry over much about betrayal if he has befriended a Manakin (unless he has betrayed them first).
Behaviors: Manakins rarely do what their told (they're kinda stubborn and independent) unless they have great respect for the person giving the orders. They prefer to look for new and novel ways of dealing with problems rather than using conventional wisdom. They also feel the need to know about/get into everything, especially if they've been told not to.
Language: Most Manakin speak their own language, and even have their own alphabet. It sounds quite similar to French.
MANAKIN SOCIETY Manakin law is fairly relaxed, as they tend to shun anyone who commits truly bad offenses (usually anytime one of them commits a crime the entire village makes sure they know they need to change their ways). Manakin devote a great deal of time to their children, as they believe their children are the future of their race and need the best of everything to get ahead in the world. Unlike some race, succeeding generations don't seem to take this for granted, and despite being free-wheeling and fairly chaotic the Manakin's seem to avoid the generation gap others suffer.
Alignment : Like other humans, all Alignments are fairly common among the Manakins, but they have slight tendencies towards both Chaos and Neutrality as opposed to their ancestors. Many are quite whimsical and prone to following their dreams or sudden ideas.
Lands : Manakins prefer remote areas where larger Humanoids and predators don't bother them (although larger is generally a relative term when discussing the Manakins). Forests or grasslands or other areas with ample hiding places are given top priority.
Settlements : Manakins will settle anywhere as long as there are plenty of places to hide from predators, and they can get their privacy (which generally means they avoid urban areas).
Beliefs :The Manakins tend to shop about for Gods, each one having their own preference. They prefer Neutrally inclined Gods, as the Good and Evil ones always insist they run about mucking around in the business of others which runs counter to the Manakins nature.
Relations: Manakins are a tad xenophobic as other races have a history of stepping on them, and quite frankly they aren't very fond of that. Not very fond at all. They get along well enough with most Fey, and some Druids, but most Humanoids will be alarming to them. Non Humanoid races will normally be considered monsters.
MANAKIN ADVENTURES