Codex-Eintrag

Kender

No one knows exactly where the Kender came from or what their original purpose was. Over time, countless myths and legends therefore arose to explain the origin of this small people. Some stories say the Kender were…

No one knows exactly where the Kender came from or what their original purpose was. Over time, countless myths and legends therefore arose to explain the origin of this small people.

Some stories say the Kender were created by accident by the High Gods Arwênia and Vergâs; others place their origin—like that of the Gnomes—in a union of the powers of light and darkness. The Kender themselves care little and worship different deities as permitted by their canonical class combination.

Trusting in the blessing of their deity, they enjoy life, wander cheerfully through the world, and pay little attention to danger.

Kender stand around one metre twenty tall and have lovable, mischievous faces with large curious eyes. Their curiosity can drive companions to despair. A locked door or mysterious cave is almost irresistible to them.

They collect experiences and objects of every kind, delight in pickpocketing, and draw or gather maps. With naivety and audacity they stumble from one embarrassing situation into the next.

The word “fear” seems almost absent from their vocabulary. When a Kender gets into trouble, Dexterity, Luck, an innocent smile, and many calming words often help them escape.

The people who suffer most from this philosophy are often their companions. Yet a Kender generally acts without evil intent, driven instead by curiosity and the urge to experience adventures and discover wondrous things.

Wisdom and Intelligence hold little appeal for Kender, but in taverns and dark alleys of great cities they develop their own form of practical knowledge.

Kender are not especially strong and ought to avoid wild brawls. Against all reason, however, they often end up in the middle of them—perhaps because something particularly interesting might be “found” in the confusion.

A Kender can be a good friend, but should not be left unsupervised near valuable possessions. When caught pocketing an object, a Kender is likely to explain that it was merely found and kept safe for its owner.

Mechanical, non-magically secured locks and bolts fascinate Kender. With suitable tools, they are remarkably skilled at opening sealed places.

Canonically, Kender can become Minstrels, Forest Hunters, and Shadow Runners. Merchant and entertainer remain suitable worldly professions.