True Kender
Halfling-like creatures afflicted with intense wanderlust and a knack to cause trouble wherever they go.
Physical description:Kender typically stand no more than 3 to 4 feet tall, with the males usually being taller than the females. They weigh between 80 and 100 pounds. Adult kender are well muscled, despite being thin and light of build. Kender are sometimes mistaken for young humans, but closer inspection reveals the pointed ears, face wrinkles, and many pouches indicative of kender. Kender find their face wrinkles, also called crow’s feet or laugh-lines, highly attractive. Kender hair color ranges from light blond to deep brown to black with a few sporting red-orange hues. Most kender wear their hair long. The most common hairstyle is the topknot. It’s also common among kender nobility to braid their sideburns as a sign of their status. Kender typically favor bright colors and gaudy apparel that is at the same time rugged and rustic. Most kender add accents to their clothing and weapons by tagging them with ribbons, feathers, beads, or colorful scarves. All kender-made clothing, regardless of what it is, has pockets and lots of them. The staple of all kender outfits, however, is the many pouches. It is rare to see a kender with less than two pouches, though they usually have many more than that.
History:Shortly after their creation by the Graygem in 3951 PC, the kender race, looking for a place to call their own, began to follow Balif, an elven general of Silvanesti and honorable rival of Silvanos, the leader of the Silvanesti elves. During their journey, Balif befriended the kender, and offered them a place in the lands east of Silvanesti that were given to him by Silvanos. Balifor was slated to be the next great elven nation; elven households had been making plans to settle the region and establish a second great elven city for years. Balif granted the kender the rights to settle in the forests of Balifor. Balif ’s relationship with the kender made him something of an outcast among his people. The animosity of some elves towards Balif, and those jealous of the protection Silvanos afforded him, came to an end in 2750 PC when Balif was murdered. The Silvanesti blamed the kender and closed their borders. Kagonesti loyal to Balif assisted the kender in preventing the Silvanesti from retaking the lands the elven general had given to them. For the next thousand years, the kender civilization spread throughout the region of Balifor. Many small villages popped up in the far corners of the forests and even the sparse grasslands on the edge of the desert wastes. Those kender on the borders of the wastelands dealt with goblins and sligs that raided their villages from time to time. Fierce kender fighters were born in these parts, and eventually, some of these kender took up the nomadic lifestyle of the human tribes that survived off the desert lands.
Around 2600 PC, a clan of kender discovered a floating citadel. The accounts of its discovery are still unclear, as records pertaining to the creation of the first flying citadels are a closely guarded secret. Some stories say it was found abandoned; others claim the kender were slaves or servants to a group of wizards who were constructing it. However it occurred, these kender boarded the citadel and caused it to take off. It flew across the continent and crashed in the foothills of the Sentinel Mountains of Ergoth. The surviving kender settled this lush forestland and named it Hylo, because the citadel that brought them there was first high and then low. They lived among the forest for almost two hundred years without the intrusion of other races. They spread out around a giant bay they named the Bay of Monsters. It was called this because they wished it were full of monsters, not because it was. Over the years, many rulers looked to the lush forests of Hylo, intent on conquest, but none prevailed. In 2200 PC, Emperor Ackal VII annexed Hylo, renaming it Kenderhome. This meant they were now subject to taxes and forced conscription, but the kender never minded sharing and were happy to visit new places with the armies of Ergoth. However, by 1886 PC, the kender of Hylo had enough of Ergoth. The tax collections had steadily increased, and the honor of traveling with the army had lost its novelty as kender were usually given thankless jobs. A group of kender complained to the imperial governor, and he had them killed, their bodies hung from his palace walls. This act caused all of Hylo to rise up and wage a fierce guerrilla war against the Ergothian occupation force. The battle lasted until 1810, when the emperor at the time decided Kenderhome was not worth the trouble it cost to occupy and withdrew his troops. In 1801 PC, Hylo officially declared their independence from Ergoth after hearing of Vinas Solamnus’s rebellion. The Statement of Rebellion confused Ergoth, as it had considered Hylo independent for almost ten years. In the following years, to better control international trade, Istar aggressively imposed and enforced trade and fair-price standards on neighboring nations, including the kender of Balifor. Kender, enjoying the barter and haggling system, refused to obey the strict trade tariffs. Years of Istaran military action, failed lawsuits, and kender manipulation of supplies resulted in Istar’s near economic crash. In 727 PC, with a special tariff exception known as the Kender Tax, kender ceased their market manipulations, resulting in the Kendermeld.
In the centuries leading up to the Cataclysm, missionaries from Istar repeatedly visited Balifor and Hylo in an attempt to convert the heathen kender and teach them the ways of the true gods. Unfortunately, these new methods were very tedious and required complex rules and meditation, something with which the kender quickly grew bored. They also failed to understand the concept of tithing and were reprimanded when trinkets and baubles started replacing coins in the collections for Istar. Eventually, in both kender nations, all Istaran clerics were driven out. In turn, the Kingpriest of Istar eventually established in the Proclamation of Manifest Virtue, that all kender were inherently evil. Bounty hunters captured kender for a fee and some even took their tongues to keep them from talking.
The Cataclysm was particularly devastating to the kender of Balifor. More than half of the region was submerged. The flooding was instant, and thousands of kender were lost to the violent waters. Some of the surviving kender of Balifor and Kenderhome were scarred emotionally. They couldn’t understand why the gods had punished them along with Istar. Many of these kender seemed very subdued, scared, and meek. They became paranoid and were prone to fits of violence. However, within three generations, most of these kender’s offspring had returned to being their normal, happy-go-lucky selves. In the centuries following the Cataclysm, the kender of the east settled the newly formed peninsula, naming
it Goodlund. The city of Kendermore was built within walking distance of a strange magical ruin. Kendermore prospered for hundreds of years until the arrival of the Dragon Overlord Malystryx.
The dragon destroyed Goodlund and Kendermore, magically transforming the land into a great waste renamed to the Desolation. Most survivors of the attack on Kendermore migrated across Ansalon in a great Diaspora called the Kender Flight to Hylo. Many of these kender were emotionally scarred, much like the kender following the Cataclysm. These afflicted kender have had a hard time living among the true kender of Hylo. However, an afflicted kender, Belladonna, took control of Hylo and currently rules the kender there.
Outlook:Kender are the children of the Krynn. They are an adventure-loving, curious, spontaneous race that embodies the youthfulness and lust for life many adventurers share. Their closest relation on other worlds would be halflings, but even halflings cannot compare to a kender’s curiosity, fearlessness, or knack for finding trouble. Almost every kender encountered is in the thrall of wanderlust, an affliction striking kender hard during their late teen and early adult years. Wanderlust causes kender to pick-up and travel the world far and wide in search of one exciting adventure after another. They roam aimlessly and are not known for following orders, unless they believe they came up with the idea themselves or are interested enough in what might happen if they followed that order. Every race on Krynn has encountered the kender. A kender’s curiosity and fearlessness take them to places no sane being would think to go. This includes pockets, private homes, and locked chests. However, the majority of kender are appalled at the thought of stealing. Most true kender do not steal; they handle. Handling is simply the act of picking up an item and examining it out of curiosity. They are often so involved with examining the item that they wander away and forget to return it. To a kender, this makes perfect sense, but to other races, it’s just another word for stealing.
An old kender proverb goes: “If you find an open door, go inside, and if you find a locked door, open it.” Kender are born with the heart of an explorer and an intense curiosity that can not be denied. This leads them to explore every nook and cranny, check behind every door, and snoop in every pocket. Over time, a kender can learn to understand the need for caution in some situations, such as when their friends may be hurt as a direct result of their actions. Kender are attracted to magic and gadgets like dwarves to ale. Kender are in awe of anything magical; items, spells, and creatures pique a kender’s interest, and they can often be found wandering around places rumored to be magical. Gnomes are very fond of kender, because they are fond of anyone who shares an interest in their creations; however, a kender will rarely hang around for the full explanation of an invention’s specifications.
Kender do not feel fear, magical or otherwise. In the face of the most intense fear, most kender have stated that they have felt an odd fluttering in their stomach, similar to getting a bad case of indigestion. This is usually enough to let the kender know they are in a perilous situation. They are unaffected by dragon fear, the fear of the undead, and any fear created through magical means. This does not mean that kender are entirely reckless and without a sense of self-preservation, however. The only thing a kender usually fears is the loss of a close friend. Kender are fiercely independent. This independence, coupled with their fearlessness and irrepressibility, often gets the kender and his companions into trouble. “I know you told me not to open the door with the magical writing on it, but it had such an interesting lock, much like the one my Uncle Lefty had the accident with, and it was much closer than that other ordinary looking door. Sorry about the whole banshee thing, but I think it’ll be morning soon and we’ll be able to crawl out any time now.” The most feared statement any fellow traveler can hear from a kender companion is “Oops!”.
Kender have a unique concept of personal property. If they see something not being used, they will pick it up and take it with every intention of giving it back to the owner when they are done using it or looking at it. It’s really not their fault they forget to give it back. Naturally, most others term this as thieving, but kender see it as simple handling and are simply curious about the world around them. This absentminded approach to others’ personal property can make the owner view a kender as a liar when he is caught in the act. In most situations, the kender will automatically have an excuse ready:
- "You left it, so I didn’t think you wanted it anymore."
- "I was just holding it for you."
- "I was gonna give it back, but you wandered off somewhere."
- "It must be magical, because it just appeared in my pouch!"
- "Someone was going to steal it, so I'm holding it for safekeeping."
- "Just because I have it, and you didn't know that I took it, doesn't mean I stole it."
Even more frustrating for the owner, the kender is totally sincere and truly believes what they have just said. Kender do not always realize what they are doing might be wrong.
Society:A minor collection of kender elders presides over most kender communities. In smaller communities, one or two older, more experienced kender are often looked up to and consulted for their wisdom. They are unofficially given the authority to act as arbiters of local disputes. In larger communities, this usually manifests as a Council of Elders. In addition to the every day problems of the community, the Council of Elders usually makes laws (that are rarely followed) and makes important decisions (like what color every one must wear on the third day of every month). Ruling over most councils is one individual who has somehow found himself in the esteemed position of ruler. Kender often follow anyone who has a high enough Charisma. Kender tales tell of communities ruled by all manner of beings: a kindly barbarian ogre, a traveling minotaur bard, an insane wizard, a ghost, a sphinx, and even a mysterious wooden totem pole that the kender swore spoke to them when the wind blew. Although some of these may simply be kender tales, they are not far from the truth. The present ruler of Hylo, Belladonna, rudely took the reigns of power from the Windseed family, rulers for an unprecedented twelve years!
The majority of the kender nation is located primarily in the region of Hylo in Northern Ergoth. Sometimes referred to as Kenderhome, the inhabitants of Hylo are a content group of people. They are well protected on all sides from outside threats, and due to the fact that there is very little there others would want, the citizens of Kenderhome have lived in relative ease for thousands of years.
Since the majority of the inhabitants are kender, most other races steer well clear of this region of Northern Ergoth. The kender here are typical kender. They are interested in other races, open, friendly, and willing help outsiders. The region is populated with kender tree villages, ancient ruins, and small hamlets. To most people, the homes in these areas look unfinished. The motley collection of domiciles are mismatched and run together. Ladders run straight from some homes up into tree dwellings and rope bridges connect others. People from other races just shake their heads and wonder how the kender survive and know where they’re going. Kender are also known to reside in small villages and cities on the outskirts of the Desolation in the east. These kender are often dark and sullen folk, afflicted by the taint of magic corrupting their former homeland of Goodlund.
Relations with other races:True kender are optimistic, openhearted, and trusting. They get along with most all other races and are highly friendly to most everyone they meet. They make strong friendships and are quick to defend against those who would hurt their friends. However, other races don’t particularly feel the same about kender. Kender find dwarves to be amusing. Their constant grumbling and complaining fascinates kender, who cannot understand how dwarves can view the world as such a horrible place. Nearly every kender considers it their duty to show dwarves just how positive life can be, although this usually only serves to make the dwarves complain even more. Kender find most elves to be kind but often boring. Silvanesti elves can be downright rude, while Qualinesti elves are friendly. Kagonesti are by far the most fascinating and exciting of all the elves. Gnomes are intriguing and often have wonderful inventions. They also speak funny and are on friendly terms with most kender. Kender and gnomes seem to get along very well. Kender usually treat half-elves with courtesy and enthusiasm. They view the idea of belonging to both humans and elves as a blessing in which the half-elf only inherits the best traits from both races. Humans are just plain remarkable. Despite the fact that humans have some strange ideas and laws concerning what is private property and public property, many of them are quite polite. Since humans are as varied as pouch items, it’s always hard to tell just what kind you’ll discover at any moment. Kender don’t inherently dislike any race, but they are often more careful around draconians than other races. Because of their intense curiosity, kender will often pester civilized draconians about their heritage, eating habits, lack of ears, and other such minor details. Minotaurs are often rude and smelly. Occasionally, a minotaur won’t want to kill a kender outright, but it is rare. Most minotaurs are easily annoyed by kender and consider them bad luck. Ogres are even worse than minotaurs. They have a terrible attitude and a worse smell. Ogres are violent and don’t have a sense of humor. Kender often try to make themselves scarce when ogres are around.
Alignments:Most kender just don’t have it in their souls to be truly evil, they are an optmistic goodhearted people, hence leaning strongly towards the neutral and good alignments. Many of them also much more inclined to the chaotic side of the law-chaos axis - being lighthearted and even (while not conciously aware of it) pranksters.
Religion:Early in the Age of Might, many kender found that worshiping the gods could be fun and exciting despite the strict rules many churches imposed. Eventually, kender clerics brought the teachings into the kender communities, and religion spread. These early clerics did not build temples to their gods. They instead took to the roads, like all good kender eventually do, and walked across Ansalon spreading their faith.
Some clerical organizations started to question the wisdom of allowing kender to be clerics. They were hard to keep track of because they were always wandering away and refusing to stay in one location for very long. Worse than that, however, it was common knowledge that all kender engaged in petty theft at one time or other, which reflected poorly on the church to which the kender cleric belonged. The kender clerics also tended to be disrespectful and engaged in name calling if provoked, instead of assuming a demeanor of holiness and piety. Despite these drawbacks, the kender themselves were very dedicated and sensitive to the needs of their flock and could always be depended on to defend those in need. The Cataclysm struck a horrible blow to all religions. Kender clerics and druids vanished, and no amount of searching could find them. Many kender wandered the world looking for a sign of the true gods, but no evidence to their whereabouts was ever revealed. New generations began to think of the gods as just another kender tale, and they investigated the various cults and religious factions that sprang up in the absence of the true gods. Very few kender ever remained part of these false religions for long. They found them lacking and decided they would be content to live their life without the gods as best they could.
After the War of the Lance and early into the Age of Mortals, a number of kender returned to the worship of the gods. The tales of the legendary Tasslehoff Burrfoot and his good friend Fizban became popular, and a number of kender took to worshiping Paladine in their own odd way. In the aftermath of the War of Souls, kender clerics tend to follow three gods. Branchala is considered the highest god of the kender. His love of music and enthusiasm for life is embraced by all kender. Kender followers of Mishakal are welcomed in any kender community. They often wander from one kender village to the next, lending their aid any who need it. A number of kender bards and storytellers also worship Gilean for his collection of knowledge. Kender clerics of Gilean often carry journals and ink to record their adventures during their wanderlust years.
Although the gods of darkness have been worshiped by kender over the years, it is usually out of curiosity and not because the kender is truly devoted to doing bad things. Kender clerics of Chemosh often grow bored of animating corpses. Clerics of Sargonnas don’t to have the heart for revenge, and priests of Morgion only ever seem to be able to produce terrible head colds. Most kender just don’t have it in their souls to be truly evil.
Language:Kender primarily speak Common, but they also have their own language of Kenderspeak. True to kender nature, Kenderspeak borrows heavily from other cultures. While Kenderspeak is primarily Common, there are so many other words, phrases, and slang adopted from other cultures that it would take a master linguist to identify where each particular word originated. As a kender learns a new word or phrase they find interesting, they borrow it and begin using it. Eventually, when it is used enough and by enough kender, it is adopted into their language. Since kender are always finding new words and phrases, Kenderspeak changes rapidly. Sometimes kender who have been wandering for a time must take a couple days to familiarize themselves with the new lingo. Fortunately, kender are quick studies when it comes to speaking languages, and this transition time doesn’t usually take long.
Other than their clerics of Gilean, kender rarely keep written records. Nearly all of their history is handed down orally from one generation to the next. Of course, this also greatly distorts actual events, as kender try to make it more exciting and appealing than what really happened. The kender race has an innate ability to manipulate words into tapestries of verbal abuse. Coupled with their ability to scrutinize and read an individual, it provides a kender the uncanny capability of knowing just how to push an opponent’s buttons. When a kender is angry or being threatened, they can determine just the right words to say that will cause their opponent to fly into an uncontrollable rage, thus making the attacker focus on the kender and give less consideration to their own defense. A kender’s enemies aren’t just ugly; they are so ugly that it looks like their face caught fire and then was stomped out. This subtle wordplay is common among kender, and taunting contests between young kender are common. Kender have a number of phrases handed down through the ages. These phrases often change slightly, but the meaning remains the same. “Why insult a door’s purpose by locking it?” This phrase is usually uttered when the kender is frustrated about something. It also comes in handy when facing a locked door. “If the milk is spilt, the cat will lick it.” Kender seem to leap before they look, and this rationalization just confirms that. “Anything easy is more trouble than it’s worth.” Kender prefer to jump through hoops to get where they are going. They long for new experiences and bore easily. This phrase emphasizes the longing for excitement. It is usually uttered by a kender to his companions when he has concocted a spur-of-the-moment plan. “Oops!” Unfortunately, this phrase is uttered by kender far more often than it should be. While it is common knowledge that kender are extremely lucky, their companions, as a general rule, are not. Companions of kender have often learned to duck, cover, and run when a kender says this.
Names:Tradition dictates kender parents select a name for their child around the moment of birth. The child’s first name can be based off any combination of factors. The most common method is to name the child after an existing relative; Kipper, Kronin, Tavin, Rufus, or Meridon are a few. Occasionally, parents name the kender after an event in a recent adventure, such as Triplever, Mudskipper, or Thistleprick, or after common kender objects like Lockpick, Toolkit, and Topknot. There are countless other variations of kender first names. Each kender takes their parent’s last name. There are specific family names, which have survived the ages; Metwinger, Thistleknott, Thistleswitch, and Burrfoot are some examples, but it is common practice for kender to adopt a more descriptive name later on in life after their adventures, such as Springheel, Lightfingers, Pakslinger, or Lampwick. Usually during their wanderlust, they leave home to make a name for themselves, literally. Some also decide that they want to be like famous kender who came before them, and take on that kender’s name. This happened in the decades following the War of the Lance when a large number of kender took the name Tasslehoff Burrfoot.
Adventurers:Wanderlust is a phase in a kender’s life that throws a kender’s curiosity into overdrive. Their desire for action is multiplied, and the simple joys of living from day to day are simply not enough. They must investigate the world and meet new people. They must experience everything there is to experience. Wanderlust is responsible for kender packing up their meager belongings and moving out across Ansalon.
Much like puberty in humans, wanderlust is slightly differently for each kender, but it always happens. It is simply a part of growing up. Some kender start wanderlust earlier than others. Kender as young as 15 and as old as 25 have felt the desire to investigate just beyond the next hill and then just beyond the one after that, until they are far from home and journeying across the world. Some kenderkin think they feel the call earlier than their mid teens, but these treks almost always end up back where they began a week or so later. False starts are rare but not unheard of. Once on the road, wanderlust keeps most kender mobile. As the kender saying goes, “Kender feet have a mind of their own, and they tend to wander away now and again.”
Eager to know what adventure the next city, cave, or sailing ship will hold, kender wander from one place to the next, always looking forward to the next great adventure or the possibility of making a new friend. This does not mean kender must constantly be on the move. Many kender make close friends with other adventurers, and find a home away from home is a common occurrence. As long as the kender has enough adventure to keep their wanderlust satisfied, they will make a home or adopt a home of their own. Sometimes, the drive for adventure is too strong, and they simply live a vagabond life, wandering from town to town, making due with what they can find on the road, and looking for places to stay during the winter months.
Settings:True Kenders are exclusive to the Dragonlance setting.
Game Stats:+2 Dex, -2 Wis, -2 Str*
Antagonize +4
Concentration -4
Fear Immunity
Lucky
Open Lock +2
Pick Pocket +2
Sling attack bonus
Small stature
Spot +2
* The game engine automatically applies the default +2 Dex, -2 Str adjustment for standard halflings at character creation. An extra -2 Wis will be applied once the subrace template is acquired in-game.
Source: Dragonlance Campaign Setting 3E, Races of Ansalon