Kencyclopedia

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by Sean Macdonald
THE KENCYCLOPEDIA
The Kender Handbook
by Sean Macdonald
Edited by Angela Stachowiak and Ha Macdonald
Layout & Typesetting by Matt Haag
Illustrations by Naomi Nemes
Although my name is up there much of this book was compiled by
various authors. Without them it wouldn’t have been possible. - Sean
The Kender Justice System by Airen Blakovich
Kender at War by Airen Blakovich
Knights of Hylo by Airen Blakovich
Three Kender Feats by Airen Blakovich
Research on Goodlund Regional Write-up by David Caveney
Playing a True Kender by Bryan Nawrocki
Playing a Unique Kender by Ziv Wities
Pouch Table by Ron Cole
Kender Artifacts by Eric Jwo
3rd Edition Rules and Consultation by Cam Banks
3rd Edition Rules and Consultation by Richard Connery
3rd Edition Stats for Half-Kender by Trampas Whiteman
3rd Edition Stats for Kender Weapons by Andre LaRoche
Timeline Assistance by Weldon Chen
Version 5.0 3-2003
TABLE OF CONTENTS
CHAPTER ONE: KENDER RACE.............................................................................................................................................5
GENERAL DESCRIPTION..............................................................................................................................................................5
KENDER ORIGIN STORY..............................................................................................................................................................5
PHYSICAL DESCRIPTION..............................................................................................................................................................7
KENDER PERSONALITY................................................................................................................................................................8
CHAPTER TWO: CULTURE...................................................................................................................................................11
BIRTH...........................................................................................................................................................................................11
CHILDHOOD...............................................................................................................................................................................12
ADOLESCENCE............................................................................................................................................................................13
WANDERLUST.............................................................................................................................................................................14
ADULTS........................................................................................................................................................................................14
LOVE AND MARRIAGE................................................................................................................................................................15
LATER YEARS...............................................................................................................................................................................17
DEATH.........................................................................................................................................................................................18
JUSTICE SYSTEM..........................................................................................................................................................................19
KENDER CALENDAR AND HOLIDAYS.......................................................................................................................................20
KENDER AT WAR........................................................................................................................................................................21
KENDER CLASS AND STATION..................................................................................................................................................22
CHAPTER THREE: KENDER RACES...................................................................................................................................24
TRUE KENDER............................................................................................................................................................................24
AFFLICTED KENDER...................................................................................................................................................................26
HALF-KENDER............................................................................................................................................................................29
MARAK KENDER.........................................................................................................................................................................30
KENDAR.......................................................................................................................................................................................32
KUNDA.........................................................................................................................................................................................34
KNOMES.......................................................................................................................................................................................39
CHAPTER FOUR: KENDER REGIONS................................................................................................................................42
REGIONAL HISTORY OF GOODLUND......................................................................................................................................42
REGIONAL HISTORY OF HYLO..................................................................................................................................................46
GOODLUND (KENDERMORE / 4TH AGE)..................................................................................................................................49
KENDERHOME (HYLO 4TH AND 5TH AGE)..............................................................................................................................52
ORIGIN STORY OF HYLO...........................................................................................................................................................57
THE COUNTRY KENDER AND THE CITY KENDER.................................................................................................................58
ROLE-PLAYING IN KENDER CITIES...........................................................................................................................................60
CHAPTER FIVE: KENDER CLASSES....................................................................................................................................63
BARBARIANS.................................................................................................................................................................................63
BARDS...........................................................................................................................................................................................64
CLERICS.......................................................................................................................................................................................66
DRUIDS........................................................................................................................................................................................68
FIGHTERS.....................................................................................................................................................................................69
MONKS.........................................................................................................................................................................................70
MYSTICS.......................................................................................................................................................................................72
RANGERS......................................................................................................................................................................................73
ROGUES AND HANDLERS...........................................................................................................................................................74
WIZARDS......................................................................................................................................................................................76
CHAPTER SIX: PRESTIGE CLASSES....................................................................................................................................78
DESOLATION TRACKER.............................................................................................................................................................78
DISCIPLE OF FIZBAN...................................................................................................................................................................79
FINDER OF HYLO........................................................................................................................................................................81
FLYING FRIAR..............................................................................................................................................................................82
HANDLER.....................................................................................................................................................................................85
KNIGHTS OF HYLO.....................................................................................................................................................................86
MINSTREL OF BRANCHALA........................................................................................................................................................90
CHAPTER SEVEN: ROLEPLAYING.......................................................................................................................................93
PLAYING A TRUE KENDER.........................................................................................................................................................93
HOW TO CREATE A UNIQUE KENDER CHARACTER..............................................................................................................95
HOW TO HANDLE HANDLING.................................................................................................................................................97
KENDER WEAPONS.....................................................................................................................................................................99
KENDER FEATS..........................................................................................................................................................................100
CHAPTER EIGHT: KENDER CREATURES......................................................................................................................102
GIANT HAMSTER......................................................................................................................................................................102
GOATSUCKER............................................................................................................................................................................103
KENDER VAMPIRES...................................................................................................................................................................104
KENDERESTI..............................................................................................................................................................................105
KENDRAGON.............................................................................................................................................................................106
KENTAUR...................................................................................................................................................................................107
WOOLY MAMMOTH (TALKING).............................................................................................................................................108
CHAPTER NINE: MAGIC ITEMS........................................................................................................................................109
KENDER ARTIFACTS.................................................................................................................................................................109
MAGICAL KNICK-KNACKS.......................................................................................................................................................113
ACKNOWLEDGEMENTS & BIBLIOGRAPHY...............................................................................................................116
5
CHAPTER ONE:
KENDER RACE
"And another thin, I'm sick of everyone calling me a liar
and a thief, and putting me down, just because I'm a
Kender! Being tall doesn't make you right, and it sure
doesn't make you smart!"
Tasslehoff Burrfoot, Kendermore
General Description
Kender are the “Children of the World”. They are an
adventure loving, curious, spontaneous race that
embodies the youthfulness and lust for life that all
adventurers share, and they are unique to the world of
Krynn. 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.
A kender’s concept of value is not in line with any
other race. To a kender, a potato in the shape of a
hero’s head, or a rag doll with its eyes torn out can be
just as valuable as a diamond the size of their fist. The
potato and doll have interesting qualities and are
unique in their own way, where as a diamond looks just
like any other, so why bother with it?
Kender have pouches for the same reason
chipmunks have cheeks; it’s just natural. Kender have a
tendency to pick up anything that is not nailed down.
They do not do this out of greed, but out of the intense
curiosity they received during their creation that forces
them to look into locked chests, sneak into guarded
rooms, and reach into the pouches and pockets of those
around them just to see what’s in there. They usually
don’t intend to keep what they’ve found, but find that
the person they borrowed it from has walked away, or
that they, themselves, have wandered on. In these
instances, the kender shoves the item into a pouch,
pledging to return the item to its proper owner at their
earliest possible convenience.
Almost every kender is encountered during
wanderlust, an affliction that strikes kender hard during
their early adult and late teen years. Wanderlust is what
causes the kender to suddenly pick-up and travel the
world far and wide in search of one exciting adventure
after another. To complicate issues, kender are totally
fearless. This is a dangerous combination to be coupled
with their intense curiosity and need for high
adventure. It can also be especially dangerous to those
friends that may be traveling with the kender: “What?
You say there’s a red dragon just beyond that hill?
Wow! I’ve never seen a REAL, red dragon before. Let’s
go!”
The kender race embodies the ideals of freedom.
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. They don’t like to
be locked up, even though they spend a fair share of
their time in city jails, and they repeatedly find
themselves in places they are not meant to be. Any
attempt to control a kender may result in the kender
taunting their assailant and driving them into a fit of
uncontrollable rage, which is exactly where the kender
wants them, giving the kender an advantage in the
fight.
But if one can look beyond the insanity that kender
seem to possess, somewhere in their middles, there rests
a heart of gold. No true kender has ever been known to
be evil. When a person finds a kender has become their
friend, they will also find that kender to be totally
dedicated and unwavering, even if they do ignore
orders and tend to get their friends in more trouble
than they would have found in the first place.
Kender Origin Story
The tale of how the kender race came into being is a pretty
well known legend, but each race has its own take on what
exactly happened. Gnomes say kender and dwarves were
born of gnomes, dwarves say they were Reorx’s favorite and
that gnomes and kender were accidents born from dwarves,
and kender usually have a different story in every telling.
Well I’m going to share with you the Kender Origin Tale
my Uncle Ninefingers used to tell me when I was just a
little kender. I hope you enjoy it.
Kipper Snifferdoo
Once upon a time, Chaos accidentally created the
world. He didn’t mean to. As we all do sometimes,
Chaos was just thinking random thoughts like, “What
would happen if I created a world that had all sorts of
interesting things to examine and places to explore?”
Well, Chaos, being a God and all, it just sort of
happened, the world, I mean. Then, out of Chaos came
his children, and just like kender will do, they argued
over the world. One would take it and shove it into a
pouch; another would slip it out of that pouch and
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examine it closely before trading it with the other gods
for interesting things like moons and stars.
Then they noticed that even though they certainly
liked the world well enough, it might be fun to watch
others play with it, sort of like Spinner’s Ant Farm
where you can watch those ants for hours on end. So
Takhisis, who was a little brat back in those days, cried
because she wanted things her way and didn’t like
Paladine’s plans for the races. As Takhisis cried, her
tears fell upon the world and created the irda (which,
by the way, is why they have blue skin). Later, the irda
began to show their true colors and turned into the
nasty, smelly ogres we know today.
Paladine wanted a race that would take care of the
world so he created the elves. And I think they’ve done
a wonderful job myself, even though they never let me
stay for long once I find a way into their sylvan glades.
They really do beautiful work.
Oh, and Gilean, being the most uninventive of the
Gods, came up with humans. I have to tell you, he took
a lot of flak for that. I mean, on one hand, you have the
Irda, on the other, you have elves. The humans were
just so weak and short lived; the other Gods could tell
he didn’t spend much time on them. At least, though,
they had to agree that the humans were the most
interesting of the races to watch.
Reorx was asked to help make the world more
habitable for the new races, and he set to work. He
needed a hand because as you know, the world is a
pretty big place so he recruited some humans to help
him. But as humans will do, they made Reorx mad by
demanding that he pay them. Humans are so caught up
in being paid for things. I’ll never understand that.
Anyway, Reorx was miffed because he was making the
world a better place for these humans, and they didn’t
want to lift a finger unless they were turning a pretty
copper for it. So Reorx turned them into gnomes. Since
we all know that gnomes like to build and fix things, he
thought that they would finally pitch in for free. But he
overcompensated because they only wanted to work on
their own projects so Reorx finished the world by
himself.
Reorx was so mad and tired and irritable from all
the work, just like a dwarf gets when they are
overworked and find that you’ve walked off with their
favorite hammer, that he got into a tussle with Chaos
and shoved him into a gem. Yes! He took Chaos and
shoved him clear into a gem! What? You don’t believe
me? It can happen, let me tell you. I had a cousin,
Doorstop, who found himself trapped in a gem, and
that was just by a human wizard, not a god! So it can be
done. So anyways, then Reorx took that Graygem and
threw it clear to Lunitari where it sat embedded in the
red moon for quite a long time just sparkling up there
for everyone to see.
Then, one day, the gnomes had created an
invention that would let them fly from this world to
beyond the stars. Well, it was either that, or it was an
invention that would cause peace on Krynn. But I
think the majority of them found that going to the stars
was much more important. Whatever it was, it required
a lot of energy to get it running according to their
design specifications. By all their measurements, they
figured it would take the power of a god to create
enough energy to run the machine so one gnome
suggested capturing the Graygem. So, the gnomes
started on an invention that would get them there. The
gnome that made the suggestion created an extension
ladder, which to their surprise, worked so well that it
allowed him to climb all the way to the Red Moon
where he borrowed the Graygem and stuffed it in a
pouch for his return trip. Unfortunately, when he got
back, his family and friends surrounded him, embraced
him, and caused such a fuss over his return, much like
when a kender returns from wanderlust and the
Graygem was lost. It was a sad homecoming.
The gem was discovered later that day when one of
the Gnomes decided to clean out his pouches. As he
dumped out the contents of his pouch, the Graygem
picked itself up and started to fly away. The astonished
gnome yelled to his friends and they began to chase it.
The Graygem flew across the land showering it with
Chaos and magic. Everything it touched turned into a
new race or magical creature. It was a very exciting time
to be alive. Magic was everywhere and the face of
Krynn was changing right before everyone’s
eyes….*glazed look*
Oh, where was I? Oh yes, the gnomes followed that
Graygem night and day across land and sea never giving
up their chase. However, it was a human named
Gargath that found the stone lying around one day and
picked it up for safe keeping. He took it back to his
keep and placed it in a magical glass case. I guess the
Graygem was just so tired from all its traveling that it
was content to take a rest. So, there it stayed.
The gnomes that had been following it spotted the
light of the Graygem shining out of Gargath’s castle.
They marched up to that keep and demanded that he
give the Graygem back. Gargath was not very willing
to give up his prize, though, and told them they
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7
couldn’t have it. The gnomes cried, “This means war!”
and “You haven’t seen the last of us!” and they retreated
to get reinforcements.
During the next month, Gargath hired ogres and
human mercenaries to defend his castle walls while the
gnomes developed a weapon of their own. They built a
huge siege engine to get over the walls surrounding the
castle. However, the machine broke down just shy of
the wall. Someone evidently forgot to bring extra food
for the giant hamsters, and they stopped running. The
defenders fell upon the siege engine killing many
gnomes who retreated with very heavy losses.
During the second month, the elves heard of the
power of the Graygem locked up in Gargath’s castle
and decided they wanted to see it for themselves. As
they approached the castle, the gnomes returned with
their second siege engine. This one was twice the size of
the first and steam powered since it had been proven
that giant hamsters were not reliable enough. This
time, however, the engine was set on a course of
destruction. Because of a faulty gearshaft, a broken
crankshaft, and several hundred overheating lateral
coils, the machine crashed into the first siege engine
and caught fire. Defeated once again, the gnomes
limped away drawing up new plans.
While all that was happening with the gnomes, the
elves bided their time, waiting just out of range of the
castle to see if an opportunity presented itself to strike
the castle and claim the Graygem as their own. Sure
enough, the gnomes returned two months later with a
siege engine larger than the first two put together. It
was so massive it towered over the castle and crushed
the other two siege engines on its way to its destination.
Unfortunately it lost its balance and fell over on its side
crushing the castle wall under its weight. The gnomes
were unexpectedly satisfied with the result and stormed
the castle. The elves joined them, battling against
Gargath’s mercenaries.
The crane of the siege engine knocked the Graygem
loose from its case. It flew over the crowd of hundreds
of battling men, gnomes, elves, and ogres. It flashed a
bright light that blinded every last one of them. When
they could see again, the races started to take on
different appearances. Out of the fray ran kender,
dwarves, and minotaurs. The Graygem had created
three entirely new races and escaped the castle of
Gargath to continue its wanderlust across the face of
the world.
And that’s how kender entered the world, in a swirl
of magic and chaos from a wandering gem with a god
trapped inside which seems quite appropriate to me.
The End.
Physical Description
Kender typically stand no more than 3 to 4 feet tall,
with the males usually being taller than the females.
They weigh from 80 to 100 pounds. Obese kender only
show their weight in their stomachs usually, giving
them a pot-bellied appearance. But kender metabolism
usually tends to run very high, so this keeps most of
them from becoming overweight until they reach their
older years. Adult kender are also well muscled, despite
being so thin and light of build.
Most kender are usually mistaken for young humans
upon first glance, but closer inspection reveals the
pointed ears, face wrinkles, and pouches indicative of
kender. Kender find these face wrinkles (also called
crows feet or laugh-lines) highly attractive. The older a
kender is, the more complex the lines become, and over
time, they give a kender a "wizened" appearance.
Kender continue to look young their entire life, despite
this network of wrinkles, and some kendermaids even
try to cause wrinkles by drying out their skin with
mudpacks. Kender are fair-skinned, but tan very
quickly, becoming dark in the summer and lighter in
the winter.
Their hair color can range from light blond to deep
brown to black with a few sporting red-orange hues.
Whatever the color, it is usually light from the amount
of time spent outside. Most kender wear their hair long.
The most common hairstyle among kender is the
topknot. A topknot is made by allowing the hair to
grow to a very long length and then tying it up on top
of the kender's head. There are numerous combinations
of this style. Some will wear their topknot in one braid
or many braids. Sometimes colored ribbons will be
braided into the hair for decoration. In the kender city
of Kendermore decorating the topknot is the most
popular. In the other major kender city, Hylo, the style
of the hair is as variant as human's styles. One fashion
among the noble class of kender is to braid the
sideburns or cheek hair or even have a "bowl cut" or
"short shag" haircut. Kender do not grow facial hair. As
kender get older, their hair turns gray, usually
beginning with the sideburns.
Kender eye color varies from pale blue, sea green,
olive, light brown, and hazel. They have almond shaped
eyes and pointed ears that give them an "elfish"
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appearance, although most elves would tend to
disagree, since beyond the eyes and ears kender do not
have the slanted and delicate features that all elves
possess.
Intense facial expressions are another trademark of
the kender. Most of the time, kender have a wide-eyed
look like an inquisitive child and sport an infectious
smile that causes friends’ spirits to lift and others to
automatically suspect the kender is up to no good.
When a kender is happy the whole world knows it, and
when they are sad, it's enough to make anyone cry. A
kender that is taunting an enemy appears most impish
and verbally assaults their opponent with a screeching
or grating tone of voice.
Kender have a wide range of voice pitch abilities.
They tend to talk in relatively high tones, but their
vocal chords allow them to speak in low tones as well.
They can usually imitate animal sounds very well.
Children speak in shrill high pitched voices, while older
kender will tend to have lower, gruff voices. When
kender become excited, they tend to speak very quickly,
loudly and rambling all at the same time, making it
hard to follow what they're trying to say.
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 on ribbons, feathers, beads or colorful scarves.
Males wear shirts, pants, and soft, leather boots or
sandals. Females wear tunics or dresses, pants, and soft
leather boots or sandals. Whatever a kender is wearing,
you can be sure it will contain pockets somewhere.
They hide pockets in the lining of coats, vests, and
belts. A staple of all kender outfits is their many
pouches. A kender is rarely ever seen without at least
two or more pouches. If they are seen without a pouch,
they must be in dire straights indeed. Kender will also
"borrow" bits of the fashion of the current location he
or she is wandering around in.
Kender live to be around 100 years old. They reach
adulthood around 20 (starting at the time of
wanderlust) and reach old age at about 70, but never
once giving into old age and loosing their lust for life.
Kender Personality
Curiosity
There is an inner force in all kender that drives
them to investigate dark places, try new experiences,
and ask questions no one dares to ask. From their
creation, they have always been curious of everything,
everyone, and everyplace. An old kender saying is “If
you find an open door go inside, and if you find a
locked door open it.” They are born with the heart of
an explorer and very rarely deny their natural calling.
Kender can understand the need for caution, and in
some situations, such as pregnant mothers or situations
where their friends may be hurt as a direct result of
their snooping about, kender can curb their curiosity.
Magic and gadgets attract kender like dwarves to
ale. Kender are in awe of magical things of all types.
Magical items, spells, and magical creatures peak a
kender’s interest, and they can often be found
wandering around places that are rumored to have
magic. Gnomes are very fond of kender, because they
are fond of anyone that shares the same interest in their
creations, although a kender will rarely hang around for
the full explanation of the invention’s specifications.
Fearlessness
Kender fear almost nothing. They do not feel
magical or non-magical fear. In the face of the most
intense fear, most kender have stated that they have felt
and odd fluttering in their, stomach similar to getting a
bad case of indigestion, and sweating. This is usually
enough to let the kender know that they are in a pretty
perilous situation. They are unaffected by dragon fear,
the fear of the undead, and any fear created through
magical means.
This fearlessness is just one reason why kender have
trouble finding traveling companions. It’s unsettling to
find a member of you’re party insisting that the Death
Knight that has just appeared out of the shadows could
be nothing more than an illusion if someone was just
brave enough to go up and touch it, and then volunteer
themselves. They do not have a full grasp of their own
mortality and will usually go one step (or more) beyond
any sane adventurer. This, however, does not mean that
kender are entirely reckless. While other members of
their party are quivering in fear, the kender is battling
bravely or looking for a way to help their paralyzed
companions.
Irrepressibility
It’s a popular gnomish theory (or dwarven wishful
thinking) that a kender will combust if bound and
gagged for any length of time. Kender are so full of
youthful energy that it’s hard to keep a kender in one
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place for too long. They are extroverts and usually
spend their time running around meeting new people,
telling tales, and sharing their experiences from the
road, but few people rarely have time to listen and trust
the kender even less. From time to time, kender are
imprisoned by local authorities. Kender don’t mind,
though. They’re generally quite grateful to the local law
enforcement for granting them free room and board
just for visiting. They also think it’s quite nice to have
an armed escort to the front gates of the town the
following morning.
Independence
Kender are raised in a society where everyone is
allowed to do what they want as long as it does not
harm another. So they are fiercely independent. Kender
do not take orders well, and will rebel when made to do
something by force. Any attempts to force them to do
something will only bring about the worst in a kender,
and may cause them to complain endlessly and even
taunt the oppressor. If they believe the idea was theirs
or the order they are given holds enough interest for
them, they will usually comply. This independence,
together with their fearlessness and irrepressibility,
often gets the kender and his or her 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 thing any fellow traveler can hear from a kender
companion is “Oops!”
Compassion
Kender are a very compassionate race. They make
life-long friendships with those people that allow them
to do so. They are unwavering in their faith to their
friends and create strong bonds that, for them, are
nearly impossible to break. They will defend their
friends with as much conviction as possible. Because
they share this strong connection with their friends,
they can be deeply hurt by cutting or disparaging
remarks from a close friend. And as kender wear their
emotions on their sleeve, it can be heart breaking to see
a kender that has just been shunned by a companion.
Fortunately kender are forgetful about such things and
will soon be back to their happy-go-lucky selves before
too long.
They also have strong feelings about creatures that
are less fortunate than themselves. They are very
charitable and feel a need to protect those people that
are week or in need. They also share an empathy with
animal life. There is an old story about a ranger that
was hunting a deer. Unknown to the ranger, the deer
was a pet of a nearby kender community. It had been
shot with an arrow by the ranger, and stumbled into
the kender village. When the ranger tracked down the
deer, he had discovered that the entire village had come
out to help the wounded animal. At the sight of all the
kender crying their eyes out, the ranger was so
distressed that he quested to find a druid to heal the
animal, and then settled down for a quiet life of fishing.
Dreaming Laziness
Daydreams are what kender live for. They wander
to find the things they can only dream about. Real life
and physical labor can get repetitive and boring fast,
especially if it’s the type of work that does not allow for
a little freedom or a chance to escape. This is why
dwarves find kender lazy good for nothings, because
compared to a dwarf, they are. A dwarf could sit in
front of a roaring fire, banging away on a piece of metal
day in and day out for years and be satisfied. A kender
could loose his or her mind in that type of
environment. Hard, repetitive labor does not suit
kender. But when it has to be done, you’ll find that
kender will try to take their minds off it, though stories
and song. Kender tales and kender music can help take
a kender’s mind off of mind-numbing industrial work.
Taunting
A kender’s curiosity gives them something that few
races have, and that is the ability to scrutinize an
individual and read them. This gives a kender the
uncanny capability of knowing just how to push an
opponents 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 distracted attacker is exactly what the kender
needs to land a perfect strike against them.
Handling
Kender have a unique concept of “personal
property”. If they see something that is not being used,
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10
they will pick it up and borrow 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 that they
forget to give it back. It’s just that there are so many
interesting things just lying around. This is just how
they were raised and how their entire society functions.
Most other races, naturally, term this as thieving, but
kender see it as simple borrowing, and are simply
curious about the world around them.
Because of their insatiable curiosity, kender
want to inspect whatever they can get their hands on.
They have learned to pick locks for the challenge and to
find something of interest, not to take things that don’t
belong to them. They sneak up on people and
eavesdrop on conversations to hear what the latest
gossip is, not to invade other people’s privacy. They
pick pockets just to see what’s there, not to deprive
others of the things they own. Kender, on the whole,
are honest creatures, which only infuriates other races
and causes them to label kender as sneaky and devious,
which couldn’t be farther from the truth.
Rogue-like talents and skills are completely natural
to kender, therefore they do not see it as something
immoral. In fact, kender are vehemently opposed to
theft. They believe it is wrong and are deeply offended
when they are called a thief or cutpurse. In kender
communities, personal property is loosely defined as
“something you haven’t stopped using”. So kender take
things without a second thought (or even first
thought). This absentminded approach to others’
personal property can make the owner view the kender
as a liar when the kender gets “caught in the act”. In
most situations, the kender will automatically have an
excuse ready:
"I guess it must have fallen in my pouch."
"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."
"Oh! They're not free?"
"It looked so old that I thought it couldn't
belong to anyone that was still alive."
"It must be magical because it just appeared in
my pouch!"
"Someone was going to steal it, so I'm holding
it for safekeeping."
"I was just cleaning it for you!"
"Just because I have it, and you didn't know
that I took it, doesn't mean I stole it."
And what’s even more frustrating for the owner is
that the kender is totally sincere and truly believes what
they have just said. Kender do not always realize just
what they are doing. Kender aren’t always actively
thinking about taking something. It’s more of a reflex
action. Just look at some of the things they take: socks,
food, jewelry, spoons, pots; a conglomeration of
unconnected items.
Kender comprehend the concept of money and its
value, but do not understand greed or the need to
acquire great amounts of wealth. Therefore, items such
as jewels, gems, and money hold little interest for a
kender. They need enough to get by, but if given the
choice between a golden chalice and an over-elaborate
broken ceramic dwarven mug, the kender will take the
mug, because it is much more interesting. (Note: most
kender will take both, but get rid of the chalice first.) A
popular human riddle is "How can you differ a thief
from a kender? The thief only takes your steel."
摘要:

bySeanMacdonaldTHEKENCYCLOPEDIATheKenderHandbookbySeanMacdonaldEditedbyAngelaStachowiakandHaMacdonaldLayout&TypesettingbyMattHaagIllustrationsbyNaomiNemesAlthoughmynameisuptheremuchofthisbookwascompiledbyvariousauthors.Withoutthemitwouldn’thavebeenpossible.-SeanTheKenderJusticeSystembyAirenBlakovich...

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分类:外语学习 价格:5.9玖币 属性:116 页 大小:1.05MB 格式:PDF 时间:2024-12-19

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