Kender


Appearance
History
Philosophies
Theft vs. Handling
Society
Game Statistics
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Kender Pockets
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Kender Taunt and Fearlessness
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Branchala (god of kender)
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The Races of Krynn
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Dragonlance Adventures

Appearance

    Kender are small enough to resemble
human children, though they are more heavily
muscled. Males are typically 3'7" tall and
weigh 75 lbs; females are slightly smaller.
Adult kender are rarely more than four feet
tall and seldom weigh more than 100 lbs.
Kender typically have sandy blond, light or
dark brown, copper-red or even red-orange
hair colors. Hair styles are usually long, with
many varieties of braids and ponytails being
popular. Often bits of colorful material such
as bird feathers, ribbons, or flowers are carefully
woven into their hair as well. Kender are
fair-skinned but tan quickly, becoming nutbrown
by midsummer. Their eyes are variously
pale blue, sea green, olive, light brown, and
hazel.
    Kender are distinctive for their pointed ears
that give them a faintly elven look. They are
bright-eyed, and their facial expressions are
quite intense. No one seems to look as happy
as a joyful kender or as miserable as a crying
one. Angry kender using taunts and insults
can be shockingly vulgar, and can look quite
devilish for a few moments. This intensity of
emotion can be infectious.
    Kender have been called wizened because
of the fine network of lines that appears on
their faces about age 40. These minute wrinkles
wrinkles give the kender a curious appearance
when seen close up, though such lines are considered
attractive by kender of all clans.
Kender have a wide vocal range, from deep
and husky to high-pitched and squeaky. Older
kender tend to have deeper voices, but they
still maintain wide pitch ranges and can often
perform remarkable sound imitations. When
excited, kender tend to speak very quickly and
ramble at the same time, making it hard to
follow what they're trying to say.

History

    Kender spread throughout Ansalon during
the Age of Dreams, though little is said of
them in official histories. The earliest known
kender hero was Balif, a close friend of the
elven lord Silvanos. Balif established the kingdom
of kender that came to be called Balifor.
(Balif died in the year 250 during the Age of
Dreams).
    A second kender kingdom was established
in northwestern Ansalon in the year 400 of the
Age of Dreams. Known as Hilo (because of
the towering mountains and low plains), this
second kingdom was brought into the empire
of Ergoth in the year 800. Following the Rose
Rebellion of Vinas Solamnus (also known as
the War of Ice Tears, see Knights of Solamnia),
Hilo again gained its independence and has
kept it to this date.
    Tragically, Balifor was destroyed during the
Cataclysm. The few kender survivors wandered
north and eventually established a city at
Kendermore, renaming the area around it
Goodlund. Kendermore is only a short distance
from the remains of an old human citystate
called The Ruins by the kender who
explore it in droves. It is said that finding artifacts
in The Ruins is easy, but leaving with
them is practically impossible because of the
local kender.
    Many of the kender in Goodlund never
returned to civilization, however, and
remained in a state of semi-barbarism for centuries.
One of these tribal kender, an unusually
powerful and charismatic leader named
Kronin, organized all the local kender to combat
the draconians and Dragonarmies sweeping
the area. Kronin is unusually antagonistic
for a kender.

Philosophies

    Four things make a kender's personality
drastically different from that of a typical
human. Kender are utterly fearless, insatiably
curious, unstoppably mobile and independent
independent,
and will pick up anything that is not
nailed down (though kender with claw hammers
will get those things as well).
    The fearlessness that all kender possess gives
them a strong sense of confidence. They are
quite carefree or marter-of-fact about a situation,
even if things look hopeless and grim
("No sense in running away now. There's 500
goblins surrounding us!"). Kender react
effectively to dangerous situations, fighting
hard and fearlessly. They sometimes come up
with some bizarre tactics that may carry the
day in battle. But even kender don't let their
fearlessness get in the way of sel-fpreservation--
most of the time.
    Kender appreciate the need for caution,
but their uncontrollable curiosity gets them
into trouble on adventures. They forever have
to check out unexplored places and peek into
dark corners. They have no desire to be the
second or third person to enter the Caverns of
Unspeakable Doom; they want to be first.
Pointing out that no one ever returns from the
Caverns of Unspeakable Doom has no effect.
In fact, describing what makes the caverns so
unspeakable might even excite the kender further
and make him or her determined to go to
the caverns at once. ("An evil archmage and
an army of ogres? Wow! Let's go see 'emt")
Some kender might allow their curiosity to
overcome their common sense when facing
unusual opponents, such as dragons, though
they eventually learn to run when running is
best.
    A kender's fellow adventurers often have to
teach him that certain things have big, nasty
teeth and that avoiding these things is often in
the kender's best interests, regardless of what
the kender's opinions are in the matter.
Whenever a kender displays an inordinately
sensible attitude about danger, it is probably
because the kender realizes that continued
curiosity will ruin any further chances of doing
exciting things ever again.
    Kender are intensely curious about everything
unusual. Magic awes and fascinates
them, as do large, unusual, or dramatic creatures
like chimeras, centaurs, unicorns and, of
course, dragons. Kender are drawn to beautiful
things, but things that others find disgusting
are often seen by kender as intriguing or
humorous in some way (even gully dwarves).
Though strong-willed, kender are not
prone to consider all the possible results of
their behavior. A kender may quickly and
impulsively paint himself into a corner, then
wait for someone else to come along and get
him out of the jam. Sometimes this means
that the kender's fellow adventurers are painted
into the same corner ("I guess I shouldn't

have opened that locked door with the warning
signs on it, huh?"). Experienced adventurers
quickly come to dread that most awful
of kender sayings: "Oops!"
Another important point is that kender
need action--and they need it now! They
thrive on excitement and yearn for new adventures.
"I'm just along for the fun" is a common
saying among wandering kender. It has
been suggested that the worst torture that
could be inflicted on a kender would be to
lock him up and give him nothing new to do
or look at. (Conversely, it has been said that
the worst torture one can visit on any nonkender
Would be to lock him up in a bare cell with
a bored kender.) Some kender believe that evil
creatures are condemned to an afterlife where
they will be eternally bored.

    Most kender are encountered during wanderlust,
a particular phase in a kender's life
that occurs for most kender during their early
20s. Apparently the kender's natural curiosity
and desire for action suddenly go into overdrive
at this time, and kender are driven to
wander the land as far as they can go. Wanderlust
may last for many years, and some kender
have a habit of making maps of their travels
during this time. Sadly, most kender are poor
map makers, lacking the patience and skills to
chart their travels accurately. Kender may collect
other maps during this time to satisfy
their curiosity about other places. This wanderlust
is responsible for spreading kender
communities across the continent of Ansalon.
Risky deeds draw kender like gold draws
dragons, but risk must be combined with
action or else they lose interest. Gambling
with cards won't hold a kender's attention for
long, but seeing if one can outrun a mad
owlbear is another thing. Bravery is easily confused
with recklessness where kender are concerned.
Kender are natural extroverts and enjoy
making new friends and seeing new places.
Most kender are very personable and
friendly--too friendly for some people, who
dislike their nosiness, their extreme talkativeness
(which grows worse when they get
excited), and their habit of pocketing everything
that interests them.

    Kender also resent being given orders; they
want to do what they want to do when they
want to do it. Telling them to do otherwise is
worse than useless, as they will complain loudly
and disrespectfully, taunting if they're mad
enough. The best way to handle kender, say
old adventurers, is not to give them orders,
but to get them to volunteer.
Kender are sensitive and can be easily hurt
by indifference or intentional cutting remarks
(triggering their taunting talents almost
immediately).

    Kender treasure their friends; if a kender's
friends are injured or slain, the kender may
become very depressed and upset. Death only
seems to affect a kender when it comes to one
that the kender knows and loves, or when it is
meted out by disaster or warfare to innocent
beings (including any kender). In such cases,
the distress that the usually cheerful kender
feels is terrible to behold. A story is told of a
human ranger during in the Age of Dreams
who wounded a deer that was the pet of a kender
community. The sight of the entire village
of small kender crying their hearts out was so
upsetting to the ranger that he quested until
he found a druid who could heal the animal,
then retired and took up fishing.

    Kender are masters of taunting, sarcasm,
and outright rudeness when they are riled.
Their intense curiosity gives them shocking
insights into the characters and natures of other
people, though such an awareness is generally
shallow. It is acute enough, however, for a
kender to forge an idea of another person's
character flaws, giving the kender the ability
to create the most stinging insults that can be
imagined. Full-scale riots have been started by
irritated kender who opened up on someone
with their verbal guns.

    Taunting is one of the few defenses that
kender have. Being smaller than most other
beings, kender resent anyone who takes
advantage of them. A kender could not imagine
taunting a fellow kender; after all, they're
in this together. Taunting is especially effective
if a kender has others to back him up or
some trap that a maddened attacker can be
lured into with little cost to the kender.
Though not very effective against the largest
creatures (who will not have their combat
effectiveness reduced greatly), taunting can
still give a hard-pressed kender an edge in a
fight. It is best used against those who are
either attacking or are about to attack; there's
no sense in angering a potential friend.

Theft vs. Handling

    The kender concept of personal property
and theft deserves special attention. Because
many kender develop thieving talents, most
people assume they are merely innocent-looking
but sneaky burglars. This is just not
so. The intense curiosity that kender feel feeds
their desire to know how locks can be opened,
how to approach people unseen and listen in
on their conversations, and how to reach into
pockets or pouches to find interesting things
to look at. Thieving comes naturally to
them--so naturally that they do not see it as
thieving.

    Kender do not steal for the sake of profit.
First of all, they have little concept of value.
Faced with a choice between a 2,000 steel
piece diamond and a huge, glittering chunk
of purple glass, 90 kender out of 100 will take
the glass. (The rest will take both but will get
rid of the diamond first.) They pick things up
out of curiosity and wander off with them.
Sometimes the owner of an item leaves before
the kender can give the item back, or else the
kender becomes enchanted with the item and
forgets to return it. While adventuring, a kender
regards anything found in an enemy
stronghold as fair game for picking up, as such
items are marvelous curios and might prove
useful later on.

    Even if caught red-handed while taking an
item, the range of excuses a kender will offer is
amazing:
"Guess I found it somewhere."
"I forgot that I had it."
"You walked off before I could give it
back."
"I was afraid someone else would take it."
"You must have dropped it."
"You put it down and I didn't think you
wanted it anymore."
"Maybe it fell into my pocket."

    All of these lines are delivered with an innocent
sincerity that is all the more maddening
because the kender really is sincere[ A kender
might not necessarily remember where he
found something, even if he picked it up half
a minute before, and such responses are often
delivered as part of a subconscious defense
mechanism. Intense curiosity is a trait
ingrained in their souls and minds from their
racial creation by the Greystone of Gargath.
They cannot be other than what they are--
natural thieves.

    On the other hand, kender, like everyone
else, do not like the idea of someone deliberately
taking an item from someone else without
the latter's permission. To be called a thief
is still considered a base insult. This assertion
sounds remarkable in view of the fact that
kender constantly borrow things from each
other and from visitors (without asking) in
their communities. Kender don't regard their
idea of borrowing as stealing, however. If they
need something, they'll take it. If they see
something interesting, they'll pick it up and
pocket it. A popular proverb defines a kender
heirloom as anything that remains for more
than three weeks inside a kender's home.

Society

    The basic unit of kender society is the
immediate family (parents and children).
Because kender wander so much, extended
families do not truly exist. A detailed discussion
of kender politics, government, and society
is impossible in the short space here
available.

    Suffice it to say that kender have the most
horribly democratic system ever found on the
face of Krynn--everyone is pretty much
allowed to do as they please. Kender do not
see any great need to impress their views on
anyone else and are genuinely interested in
the perspectives of others. Thus there seems to
be little need for law or government.
Kender are naturally helpful and decent
and thus have no need for a powerful central
government. Interestingly, when an emergency
does occur that requires the kender to
cooperate, they do so naturally; with little
preparation they can become a formidable
unified group.

    This is not to say that the idea of government
has not impressed the kender. Having
seen the importance of civilization to all other
societies in Krynn, kender have done their
best to keep up. They have tried every conceivable
type of government (and several types
never imagined by nonkender) and are more
than happy to give a new type of government
a chance. They will also follow any leader for
as long as it seems like fun...usually at least
five minutes.

    Kender society can also be hard to take.
Nonkender visitors rarely stay longer than a
week in any major kender town, unless they
have a great sense of humor. It is not uncommon
to be relieved of one's possessions at every
turn (occasionally by the constables
themselves). Visitors are pelted by a constant
barrage of questions and told a million lies
and tall tales without rest or letup. Couple
this with the constant flux of kender government
(the rules change from moment to
moment on a whim) and most civilized men
quickly flee in terror.

    There has never been a standing kender
army; those few invaders who have taken kender
territory have never found the heart to stay
very long. Indeed, most kender communities
find an occupation by invading forces to be a
tremendous boost to their local economy since
invaders always bring such interesting things
for the kender to handle.
 

KENDER
GAME STATISTICS

Generating Abilities: The initial ability rolls are modified by a -1 penalty to STR and a +2 bonus to Dexterity.
The minimum and maximum ability scores for kender are as follows:
 

Kender Ability Ranges
Ability Minimum Maximum
Strength 6 16*
Intelligence 6 18
Wisdom 3 16
Dexterity 8 19
Constitution 10 18
Charisma 6 18
Comeliness - -

Kender Classes: Kender can be of any class in the following list.

Kender Class Limits
Class Maximum Level
Fighter 5 *
    Barbarian 10 **
    Ranger 5 *
Thief Unlimited
    Thief/Acrobat Unlimited
Cleric (Heathen) 6
    Druid 5 *
    Holy Order of the Stars 12

* Kender who somehow gain 17 Strength can reach 6th level;
those who manage to get Strength of 18 can become 7th-level fighters.

** Kender who somehow gain 17 Strength can reach 11th level;
those who manage to get a Strength of 18 can become 12th-level barbarians.

<*** Ranger>

<**** Druid>

    Kender cannot learn to cast magic-user or
illusionist spells because of their innate magic resistance, a legacy of their creation.
They cannot
become assassins because of their natural
empathy with living things, and they cannot
become monks because, regardless of alignment,
they lack self-discipline. No evil kendet
are known to exist.

    Kender who are not thieves are allowed a
base 5 % chance to perform any thieving skill
except reading languages (no chance) and
climbing (base 40% chance); these chances
never improve except for Dexterity and racial
modifiers (treat kender as halflings with
regards to climbing). This also applies to NPC
kender who have no levels (treated as Oth-level
characters with 1d6 hp).

Special Abilities: Kendets have infravision
that works out to 30 feet. They also have several
unique abilities, as well as all standard
halfling abilities.

Kender Pockets

    If there are kender in a party of adventurers.
the DM needs to keep track of the items in the
kendet's pockets. It is not necessary to keep a
separate chart for each kender in a group,
since two or more kendet in a party rend to
borrow from each other continuously.
    This chart must have at least 100 spaces for
entries. The first 92 entries are always filled.
The first 82 positions on the chart consist of
relatively harmless items that a kender might
pull out of his pockets (although you never
know what use they might have). This is followed
by 10 objects that start out as harmless
items, but they can be exchanged for more
useful objects as the kender collects things on
his adventures.
    Slots from 93 up are filled one at a time
each time the kender goes up a level. These
slots should be filled according to the following
table:

Kender Pockets Filling Table
D100 Filled With
1-20 Harmless Item
21-60 Basic Equipment (PH pg. 23)
61-100 Magical Item (DMG pg. 121)

    <slight correction of the references>
    <make links>
    <DMG could be changed to UA>
 

Harmless Items: These are the types of
things parents find in kids' pockets all the
time--string, nails, feathers, stones, etc. Take
any item that suits your fancy and place it
here. (No items bigger than bread boxes,
please.) Let common sense be your guide.

Basic Equipment: Select an item of basic
equipment from the basic equipment lists in
the PH. Be as random as possible
in this determination with the following
limitations: The object cannot be larger than
the kender could reasonably conceal (this
could be quite large if the kender has a bag of
fiolding) and it cannot be magical in nature.

Magical Item: Using Treasure Table III on
page 121 of the DMG and all subsequent
tables, randomly determine a magical treasure.
Reroll any artifact results.

When in a pinch, kender often try to grab
something from their pockets. This action
takes 1d6 segments to perform. When a kender
declares that he is reaching into his pocket,
roll percentile dice against the following
table. For every level of experience the kender
has attained, add 2 to the roll.
 

Kender Pocket Grab Table
 
d100 Description
1-3 Bird Feather
4-10 Purple Stones (2d6)
11-20 Multicolored Marbles
21-24 String
25-27 Animal Teeth
28-32 Whistle
33-35 Paper
36-43 Chalk
44-50 Charcoal
51-57 Handkerchiefs
58-63 Mice (1d4)
64-70 Deck of Cards
71-82 Useless Maps
83-92 Useful Map
93-100 Special Items

This table must be maintained by the DM
during the course of the game. Each time a
kender handles an object, that object must
displace one of the special items. Displaced
objects are placed carefully out of sight somewhere.
The kender's regular equipment is not sug
ject to displacement. His hoopak or other
weapon, his food and other essential objects
would not be dropped. Similarly, he would
not take essential items from another creature.

Kender Taunt and Fearlessness

Kender have two unique special abilities:.
taunt and fearlessness.

When a kender taunts an intelligent crea,
rare who can understand the kender's speech;
the creature must make a successful saving
throw vs. spell (Wisdom bonuses apply). If
the creature fails, it attacks the kender wildly
for 1d10 rounds, with a - 2 penalty to hit and
a + 2 penalty to his Armor Class because of
the affected being's irrationality.
If a particular victim is assumed to be more::
or less vulnerable to such abuse, the DM can
apply penalties or bonuses to saving throws as
desired. (Long-time friends of a kendet
develop a high resistance to this power as they
have grown used to the abuse.)

The kender's fearlessness grants him immunity
to natural fear emanating from monsters
such as dragons, androsphinxes, and demons,
and to magical fear generated by wands or created
by spells such as cause fear, scare, emotion, symbol of fear, and fear.
 

Q: Please give the weapon statistics
for the kender hoopak.
A: A hoopak is a cross between a bo staff
and a staff sling. When used as a staff, its
statistics are: type B; speed factor 4; damage
1d6/1d4. As a sling, the statistics are:
type B; speed factor 11; damage 1d4 + 1/
1d6 + 1; rate of fire 2/1; range 3-6 (medium),
6-9 (long). (The hoopak has no
short-range category and cannot be used
against targets closer than 30 yards.)
Hoopaks weigh two pounds. They usually
cannot be purchased; a relative or friend
gives an adventuring kender his first
hoopak. If found and sold, a hoopak might
bring as much a one steel piece; kender
themselves are not prone to purchase
hoopaks from nonkender, and they always
arrange to ?pick up? any hoopak they see
in nonkender hands.
(160.33)


<
POSSESSIONS:
APPEARANCE:

SOCIABILITY:
DISPOSITION:
MORALE:

PROFICIENCIES:
>
 


Kender (Halfling) (AC 7; MV 9"; HD 1-4; hp V; #AT 1; DMG 1-6, or by weapon; SA Yes; SD Yes; AL LG; THACO V, BOOK M-50) - from DL4.