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Kender are a fictional race unique to the Dragonlance world, a setting of the Dungeons & Dragons role playing game, most popularized by a large series of novels which take place there. They are similar to halflings or hobbits in other fantasy settings, with key differences, particularly their heightened curiosity, hyperactivity, kleptomania, and inability to feel fear. Kender are about 4 feet tall and are very mischievous. They commonly use a special weapon, called a hoopak, which is a staff with a sling on one end. In the Dungeons & Dragons fantasy role-playing game, humanoid is a type of creature, or creature type. Humanoids are any creature shaped generally like a human (two arms, two legs, one head, or a humanlike torso, arms, and head), of Small or Medium size, with few or no supernatural or...
Dragons of Autumn Twilight is a fantasy novel by Margaret Weis and Tracy Hickman, based on a series of Dungeons & Dragons gaming modules. ...
Halfling is another name for J. R. R. Tolkiens hobbit and is a fictional race sometimes found in fantasy novels and games. ...
Image File history File linksMetadata Dragonlance_Tales_II_cover. ...
Image File history File linksMetadata Dragonlance_Tales_II_cover. ...
Tasslehoff Burrfoot (often called Tas) is a fictional character of the kender race from the Dragonlance series of novels, written by Margaret Weis and Tracy Hickman. ...
Many fantasy stories and worlds call their main sapient humanoid species races rather than species. ...
Dragonlance is a large series of fantasy books, and a Dungeons & Dragons campaign setting. ...
This article is about the role-playing game. ...
This article is about traditional role-playing games. ...
A novel is an extended work of written, narrative, prose fiction, usually in story form; the writer of a novel is a novelist. ...
Halfling is another name for J. R. R. Tolkiens hobbit and is a fictional race sometimes found in fantasy novels and games. ...
In J. R. R. Tolkiens legendarium, a Hobbit is an individual member of one of the races that inhabit the lands of Arda. ...
Hyperactivity can be described as a state in which a person is abnormally easily excitable and exuberant. ...
Kleptomania (Greek: κλÎÏÏειν, kleptein, to steal, μανία, mania) is an inability or great difficultly in resisting impulses of stealing. ...
The bayonet is used as both knife and spear. ...
Home-made sling. ...
Origin
According to the Irda, the Kender descend from the Gnomes.[1] When the Greygem of Gargath was released, the Gnomes who wanted the gem for greed were turned into Dwarves, and those who wanted it for curiosity were turned into Kender. The Irda are a fictional species in the fantasy world of Dragonlance. ...
This article is about the mythical creatures. ...
The Greygem of Gargath is a fictional item in the Dragonlance universe. ...
Look up greed in Wiktionary, the free dictionary. ...
This page is about a mythological race. ...
The possibility also exists that the kender originated from Greygem-altered elves.
Physiology Kender are small, 3 to 4 foot tall creatures which are often compared to human children. Like elves, kender have pointed ears and slightly slanted, almond-shaped eyes. Their eye color ranges from green, blue and brown to any combination of those colors. Kenders grow wrinkles at a very young age, and these are seen as attractive by many kender (some kendermaids try to grow them through various methods, much like humans and other races try to remove them). A foot (plural: feet or foot;[1] symbol or abbreviation: ft or, sometimes, â² â a prime) is a unit of length, in a number of different systems, including English units, Imperial units, and United States customary units. ...
A wrinkled finger after a warm bath A wrinkle is a ridge or crease of a surface. ...
Trinomial name Homo sapiens sapiens Linnaeus, 1758 Humans, or human beings, are bipedal primates belonging to the mammalian species Homo sapiens (Latin: wise man or knowing man) under the family Hominidae (the great apes). ...
Kender hair color is usually brown or black, with occasional kenders bearing red/orange and blond hair. Their hair is usually a lighter shade than other races because of all the time they spend outside. A generic kender hairstyle is the topknot, where the hair is grown long and then tied up in a knot on the top of the head. A kender's topknot is usually a source of pride for them. A strand of human hair under magnification Hair is also the name of a musical, see respective articles for the stage production and the movie. ...
Kender tend to have high pitched voices, but their body allows them to make a wide range of noises, making them apt ventriloquists, animal imitators, and many other roles. When kender are excited, their voice tends to revert to a normal high pitch, and they speak very quickly. Ventriloquism is an act of deception in which a person (ventriloquist) manipulates his or her voice so that it appears that the voice is coming from elsewhere. ...
Digimon, the only known animals. ...
Life Cycle All kender go through the life cycle, a never ending circle of life and death (some kender may argue that the circle is in fact a pentagon for the sheer reason that they like pentagons better). A life cycle is a period involving one generation of an organism through means of reproduction, whether through asexual reproduction or sexual reproduction. ...
Birth Kender have a typical birth — the mother has a 9 month pregnancy and usually has one child at a time. An average kender mother will have three to five children in her lifetime. Kender names are chosen from a wide range of sources. Corruptions of other words, like Cassel from Castle, or from recent events or items in pouches, like Bearchase, Lockpick, Fruitthrow, etc. This article or section does not adequately cite its references or sources. ...
A pregnant woman near the end of her term Pregnancy is the carrying of one or more embryos or fetuses by female mammals, including humans, inside their bodies. ...
Categories: Move to Wiktionary | Stub ...
Kender drink their mother's milk until around six months of age, where they can start on solids. At one year, they start to walk, talk and explore. Many kender children of that age enjoy wandering, and cannot be locked up, however they do not wander far from their parents. They come to rely on family and friends for needs, and the main contributors to a young kender's growth are often called their grandparents, uncles and cousins, regardless of actual family ties. A glass of cows milk A goat kid feeding on its mothers milk Milk is the nutrient fluid secreted by the mammary glands of female mammals (including monotremes). ...
A family in Ouagadougou, Burkina Faso in 1997 A family consists of a domestic group of people (or a number of domestic groups), typically affiliated by birth or marriage, or by analogous or comparable relationships â including domestic partnership, cohabitation, adoption, surname and (in some cases) ownership (as occurred in the...
Friendship is a term used to denote co-operative and supportive behaviour between two or more humans. ...
A Grandfather teaches his young grandaughter how to ride a scooter. ...
Young Childhood At around 4 or 5, kenderkids take part in their community. But their most important role as kenderkids begins — the asking of questions. Why, how, what, when, where, who, are all the most common words heard. While others may feel this stage in a child's life is the most annoying, this is seen by kender parents to be a beautiful stage in life. Some do not give proper answers — not for the reason human parents might not give them, but because this way it will further encourage the child's curiosity. A community usually refers to a sociological group in a large place or collections of plant or animal organisms sharing an environment. ...
It is at this age kenderkids go to school — but not school as we know it. Kenderkids often learn because they want to, or because it is interesting. For example, when their uncle comes back from traveling and tells them about a dragon's treasure horde, and how many coins there were, they will want to learn to count. When told about the ruins of Kith-Kanan's ancient elven stronghold, they will want to learn history. But this doesn't just mean they will learn "standard" education. If a craze for catching pet frogs comes up, kenderkids will learn how to swim. When it becomes fashionable to wear ribbons, they will learn to sew. Students in Rome, Italy. ...
Draconomicon image of the Chromatic and Metallic Dragons In modern fantasy fiction, dragons are often depicted as having many different races, each usually based on a particular color of their scales or an affinity with an element; much of this originated in the Dungeons & Dragons (D&D) role-playing game...
Treasure (from Greek θηÏαÏ
ÏοÏ; thesaurus, meaning a treasure of words, is a cognate) is a concentration of riches, often one which is considered lost or forgotten until being rediscovered. ...
A coin is usually a piece of hard material, generally metal, usually in the shape of a disc, and most often issued by a government, to be used as a form of money in transactions. ...
Rocky landscape with ruins, by Nicolaes Berchem, ca. ...
To meet Wikipedias quality standards, this article or section may require cleanup. ...
A small forest elf (älva) rescuing an egg, from Solägget (1932), by Elsa Beskow An elf is a mythical creature of Germanic mythology and Germanic paganism which still survives in northern European folklore. ...
A stronghold is a strongly fortified defensive structure. ...
History studies the past in human terms. ...
Distribution of frogs (in black) Suborders Archaeobatrachia Mesobatrachia Neobatrachia - List of Anuran families The frog is an amphibian in the order Anura (meaning tail-less from Greek an-, without + oura, tail), formerly referred to as Salientia (Latin saltare, to jump). ...
Swim is a multiple stroke. ...
A ribbon is a thin band of flexible material, typically cloth but also plastic or sometimes metal, used primarily for binding and tying. ...
It has been suggested that seam allowance be merged into this article or section. ...
They will also play imaginary games of adventure, where they may have to steal a dragon's horde, defeat the Gnoll King, or find a magical scroll. These will usually teach them skills like stealthy movement and "handling". Kender learn to handle items at this age, but of course they never realize it. They also learn that visitors may be offended when they return "found" items, so they decide to leave returning off for the time being, eventually developing into master handlers. Gnolls (/niols/) are a race of humanoid creatures from the Dungeons & Dragons role-playing game. ...
Look up monarch in Wiktionary, the free dictionary. ...
The Sorceress by John William Waterhouse Magic and sorcery are the influencing of events, objects, people and physical phenomena by mystical, paranormal or supernatural means. ...
Scroll can have different meanings: A scroll is a roll of parchment, papyrus, or paper which has been drawn or written upon. ...
Some kender volunteer themselves to keep the kenderkids amused (these people are referred to as Kender Wranglers). These people have fences and locks on their house - not for security, but so that the kenderkids can climb and pick them if they want. The Wranglers tell stories and teach bits and pieces for the twin purposes of keeping the kenderkids amused and their parents free, and teaching the kenderkids. A fence in Westtown Township, Pennsylvania A fence is a freestanding structure designed to restrict or prevent movement across a boundary. ...
The word lock came from Anglo-Saxon loca = a secure enclosure. Currently lock has several meanings: A lock (device) is a mechanical fastening device which may be used on a door, vehicle, safe, or other container. ...
A house in Pathanapuram, Kerala (India) A house, a structure used for habitation by people, generally has walls and a roof to shelter its enclosed space from precipitation, wind, heat, and cold. ...
Childhood At the age of seven, kenderkids start to wander about the city. There aren't many strangers there, as they will have invariably known all of them as "cousins" or such. They start to drift from one mentor to the next and develop close friends. They learn skills like fishing, reading and writing, very basic math and life skills. The city of Chicago, as seen from the sky The main square of the Catalan city of Sabadell during a popular celebration. ...
They also begin to develop roles and jobs of assisting elder kender in this part of their life. The skills and lessons they learn in this part of their life usually reflect what kind of person they will be when they grow up, and that is also reflected by the people in the town. For example, a kender who grew up when the famous Kender Hero, Elderberry Thistledown lived would probably end up becoming a fighter because Thistledown was a fighter, and as such most people would have developed a fighting skill fad. Sir Galahad, a hero of Arthurian legend, detail of a painting by George Frederic Watts From the Greek , in mythology and folklore, a hero (male) or heroine (female) usually fulfills the definitions of what is considered good and noble in the originating culture. ...
Teenage Years During this time, kender start to shirk away from their duties and seek out experienced adventurers in their town to teach them skills with weapons, stealth, and other adventuring skills. This is often done in the form of games that involve physical activity. For this reason, the next levels of "Kender Wranglers" are known as "Game Masters". They teach kender the aforementioned skills. As kender reach this phase (13-19) not only do they seek out these Game Masters, but they also become more active participants in Kender Moots - social gatherings where adolescent kender can show off their newly found skills in games and demonstrations. Kender also start to experience love in these years. They begin to flirt with other kenderkids of the opposite gender. They may coyly take a pouch off the other kender or sneak up and put something they found in an attractive kender's pouch. Love is any of a number of emotions and experiences related to a sense of strong affection or profound oneness. ...
Eventually, Kender leave for [Wanderlust] — going wherever the wind whispers to them. Adolescent kender are often the most annoying ones — adult wanderlusters have outgrown most of their childish habits. They don't experience puberty as other races would — mood swings and such are uncommon with kender. They do, however, grow more rebellious, and sometimes downright rude. Wind, tacuinum sanitatis casanatensis (XIV century) Given a difference in barometric pressure between two air masses, a wind will arise between the two which tends to flow from the area of high pressure to the area of low pressure until the two air masses are at the same pressure, although...
Adulthood These kender are on Wanderlust and spend their entire adult life wandering around the world. Be it on boat, foot, or dragon to an ocean, friend's house, or headquarters of the Dragon Highlords, the kender have been there and done it. Antarctica Oceania Africa Asia Europe North America South America Middle East Caribbean Central Asia East Asia North Asia South Asia Southeast Asia SW. Asia Australasia Melanesia Micronesia Polynesia Central America Latin America Northern America Americas C. Africa E. Africa N. Africa Southern Africa W. Africa C. Europe E. Europe N...
A boat is a craft or vessel designed to float on, and provide transport over, water. ...
For other uses, see Foot (disambiguation). ...
The worlds oceans as seen from the South Pacific Ocean, before the definition of the Southern Ocean in 2000 For other uses, see Ocean (disambiguation). ...
Most of the population of Krynn has been exposed to the adult variety of kender, and as such have adapted the word kender to mean thief, rogue, or cutpurse. Though offended by others, kender take great offense to the last, and, if called a cutpurse, the situation can get out of hand quickly. Everyday instance of theft: the bike which fits on this wheel has disappeared. ...
Look up rogue in Wiktionary, the free dictionary. ...
Kender often build up good friendships during this stage of their life, at least with people that can understand and cope with them. They try to build up networks of friends to stay with if times get bad. Friendship is a term used to denote co-operative and supportive behaviour between two or more humans. ...
Settling Down Most kender settle down between the age of 30 and 50 years old. This is a gradual process, however. It often involves the kender wondering what's happening back home, and deciding to go there, or unconsciously wandering back. They may stay for a bit and then go back wanderlusting. Eventually the traveling will get shorter and the visits home longer until they return to their city. Kender may build a house, but this is hard because of the rarity of a good kender carpenter. They may hire a carpenter of another race to do this. But if they do find a kender carpenter, the carpenter usually gets paid in non-financial form. It is said that the kender who tell the tallest tales have the tallest houses, because the builders enjoy working on it and with the family so much. Carpenters in an Indian village. ...
The kender may move in with relatives, which is considered more polite than moving in with a friend. While kender are generally generous, moving in with any kender or just another friend is considered bad form and may be unsuccessful. Most kender find a mate during this stage and live together. Kender also start to informally choose a profession like tailoring, soldiering, baking, fishing, and all the other roles towns need. They also pass on their talents to the next generation, possibly becoming "Game Masters" or "Kender Wranglers". A tailor attending to a customer in Hong Kong. ...
Modern soldiers. ...
Wikibooks Cookbook has an article on Baking Baking is the technique of cooking food in an oven by dry heat applied evenly throughout the oven or only from the bottom element. ...
Fishing is the activity of hunting for fish by hooking, trapping, or gathering animals not classifiable as insects which breathe in water or pass their lives in water. ...
Kender age slowly, but they don't realize it. They just start thinking that "My back gets a bit worse after playing King of the Hill," or "That mud isn't doing good things to my back" and slowly settle down compared to other kender, but can still be seen running through the streets with glee and are much more youthful than other members of a race of their age. The panoramic view from Connors Hill, near Swifts Creek, Victoria A hill is a landform that extends above the surrounding terrain, in a limited area. ...
In computer gaming, a MUD (Multi-User Dungeon or Domain or Dimension) is a multi-player computer game that combines elements of role-playing games, hack and slash style computer games and social chat rooms. ...
A city-centre street in Frankfurt, Germany A residential street in Cambridge, Massachusetts, USA A street is a public thoroughfare in the built environment. ...
Death When kender die they have a funeral in which the people who knew them express their grief. Even though kender view death as the next great adventure, it doesn't come without a price. However, kender are quick to understand that for every death there is a new life, and don't linger too long on it. It is traditional to give something meaningful to the spirit of a dead kender — a quill, parchment and pouch, for example — so that the deceased can record his next journey and so that he has a spare pouch to start off with. This article or section does not adequately cite its references or sources. ...
This article or section does not adequately cite its references or sources. ...
A tradition is a story or a custom that is memorized and passed down from generation to generation, originally without the need for a writing system. ...
A quill pen is made from a flight feather (preferably a primary) of a large bird, most often a goose. ...
German parchmenter, 1568 Parchment is a material for the pages of a book or codex, made from fine calf skin, sheep skin or goat skin. ...
There aren't many kender graveyards — many kender cities have different traditions. In Hylo, for example, the kender's body is set sail on a burning raft. With most kender cities, however, the deceased is buried somewhere that was meaningful to them in life or as they died, or a particularly nice spot. Graves at Green-Wood Cemetery, Brooklyn, New York A cemetery is a place (usually an enclosed area of land) in which dead bodies are buried. ...
The List of Dragonlance locations tries to enumerate the most important cities, towns, castles and villages found in the world of Krynn, from the Dragonlance setting. ...
Traditional raft, from 1884 edition Huckleberry Finn and Jim Children successfully test their raft, in Brixham harbour, south Devon, England. ...
Traits Handling Kender have an odd trait that is rather like Kleptomania, where they unwillingly or unconsciously pick up objects. Kender see this as the uncanny habit of finding things that have dropped into their pouches by accident, picking things up in the streets, finding "junk", and generally getting things that belong to other people. This art is known as "Handling" for them, and is one of the reasons they are very unpopular among the other races of Krynn. Kleptomania (Greek: κλÎÏÏειν, kleptein, to steal, μανία, mania) is an inability or great difficultly in resisting impulses of stealing. ...
Junk may refer to: Junk (ship), sailing vessel of Chinese origin Junk (Transformers), fictional planet in the Transformers universe Junk (novel), by Melvin Burgess Junk (film), 2000 Japanese zombie film Waste, as in worthless material Hard drugs, junk being a slang term for that junk, slang for male genitals junk...
Kender don't seem to think there is anything wrong with this, and get genuinely surprised when they see the things that have fallen into their pouches. Kender oppose thieving vehemently, and thus consider being called a thief or cutpurse a great insult to their dignity, ironic given that Kender are inborn with every natural skill that is ideal for a thief. To meet Wikipedias quality standards, this article or section may require cleanup. ...
The small race, however, do not tend to "find" things like money, gems, etc. A really interesting shaped leaf will hold more value than a steel coin, because steel coins are everywhere, whereas that interesting shaped leaf hasn't been seen before. Foliage redirects here. ...
Kender Handling is known to get Kender in to deep trouble. Usually, the owner of the item angrily tries to reclaim the item, which can be deadly if the owner in question is a Minotaur or Draconian. On rare occasions, Kender find cursed artifacts such as a ring that forcibly teleports them from place to place, wands with powerful spells inside, and on one occasion, a statue that can Polymorph the owner into an adolescent Bronze Dragon. Bull mask at the Greek pavilion at Expo 88 In Greek mythology, the Minotaur (Greek: ÎινÏÏαÏ
ÏοÏ, Minótauros) was a creature that was part man and part bull. ...
Draconians are a fictional species in the Dragonlance setting of novels and role-playing games. ...
In general, a polymorph is something that can exist in several states or forms. ...
Chinese dragon, color engraving on wood, Chinese school, 19th Century The dragon is a mythical creature typically depicted as a large and powerful serpent or other reptile with magical or spiritual qualities. ...
Another aspect of Kender Handling, is their enormous natural curiosity. It's said that the worst thing you can do to a Kender, is isolate it. Trained and otherwise brave warriors have degenerated into a state of sheer panic when hearing a nearby Kender say, "I'm bored". Kender also have uncanny lockpicking skills, which is a favorite pastime of theirs, and almost every Kender carries a lock picking kit with them. Much like everything else, this is like a game to Kender, and if, for instance, one were arrested, he would likely unlock his shackles or prison door, then go complain to the guard that it was too easy and they should think of upping security. The only reason a lock is ever on the door to a Kender home is to amuse any guests who might stop by. Lock picking is the art of unlocking a lock without its intended key. ...
Taunting Kender have a very sharp wit and tongue, and as such, are masters at the art of insulting people. Kender see great flaws with most of the insults directed at them ("Thief" and "Cutpurse" aside) and take delight in showing people what a real insult is like. Kender seem to have a wide repertoire of insults for any race and any occasion, and have no clue when is the right time to stop insulting someone. An insult is a statement or action which affronts or demeans someone. ...
Tracy Hickman explained that this characteristic in kenders was created by the game group which was creating the original saga. Although the they thought it was a simple feature, including it in the kenders in subsequent books proved to be a long-term challenge.[2] Tracy Raye Hickman (born November 26, 1955) is a best-selling fantasy author, best known for his work on Dragonlance as a game designer and co-author with Margaret Weis, while he worked for TSR. They also wrote the Dark Sword trilogy, the Death Gate Cycle, and the Sovereign Stone...
Fearlessness Many speculate that the two above traits are byproducts of the kender's odd fearlessness. This is a physical trait of kender — they cannot feel fear. There have been incidences where kender have stood near huge monsters and wondered if they could say hello. This article or section does not cite its references or sources. ...
Kender rarely feel fear, and most only feel it through magical means. For example, one of the most famous kender, Tasslehoff Burrfoot, has felt fear through magical means — at Shoikan Grove, after being subject to dragonfear. This fearlessness results in an almost permanent optimistic attitude and smile. Because literally feeling no fear means not being restricted very much, kender are always willing to try new things, whether that means traveling to a different place, playing a new game, learning to ride a dragon, or even dying an interesting way. The Sorceress by John William Waterhouse Magic and sorcery are the influencing of events, objects, people and physical phenomena by mystical, paranormal or supernatural means. ...
Tasslehoff Burrfoot (often called Tas) is a fictional character of the kender race from the Dragonlance series of novels, written by Margaret Weis and Tracy Hickman. ...
The Towers of High Sorcery exist on the continent of Ansalon in the fictional world of Krynn. ...
In the Dragonlance series of fantasy novels, dragonfear is a power that dragons have to instill fear in their enemies. ...
The kender mentioned above, Tasslehoff Burrfoot, is one of the few kender to ever experience real, non-magical fear. However, as Tas described it, this was not because of fear for himself, but for those he loved.
Curiosity Kender are known for their extreme curiosity, a trait which carries the potential to get them into trouble. Possessing an inborn obsession with new or interesting objects or areas, kender often find themselves driven by impulse to "handle" something or explore unfamiliar terrain. Because of this, kender enjoy maps greatly, even making their own (with great enthusiasm) to add to their collections. They also have a tendency to involve themselves in issues or procedures they should stay out of due to this trait, often causing chaos to ensue. It has been said that the most dangerous word a kender can ever utter is "Oops."
Weapons Hoopak A kender weapon, the hoopak resembles a cross between a slingshot and a spear. The hoopak is a long wooden staff with two prongs and elastic at one end and a sharp metal point at the other. The hoopak can be used as a spear, quarterstaff, or sling. It produces a distinctive whirring, buzzing noise when whirled. This can been very good thing in a dark forest. Hunting spear and knife, from Mesa Verde National Park. ...
// A staff is a large, thick stick or stick-shaped object used to help with walking, as a status symbol, or as a weapon. ...
Chapak Another kender weapon, the chapak is akin to an axe. The head may be taken off and swung, making it a long-ranged weapon.
Whippik Another kender weapon, primarily used by the females. Like a hoopak, it can be used as a staff, sling, or noisemaker. In Tales of Uncle Trapspringer it is shown that this weapon is capable of firing small arrows.
Famous kender - Tasslehoff Burrfoot, one of the members of the Heroes of the Lance.
- Uncle Trapspringer, a famous kender hero to whom every kender claims he or she is related.
- Kronin Thistleknot, who defeated the White Dragonarmy Highlord during the War of the Lance.
- Sindri Suncatcher, only known kender wizard.
- Nightshade, follower of Majere and is a companion to a Majere Monk called Rhys.
Tasslehoff Burrfoot (often called Tas) is a fictional character of the kender race from the Dragonlance series of novels, written by Margaret Weis and Tracy Hickman. ...
Appearing in Chronicles, Volume 1, Book 1 Tanis Half-Elven Flint Fireforge Sturm Brightblade Tasslehoff Burrfoot Caramon Majere Raistlin Majere Goldmoon Riverwind Appearing in Chronicles, Volume 1, Book 2 Tika Waylan Laurana Kanan Berem Categories: Dragonlance characters | Dragonlance ...
The War of the Lance is a fictional war in the Dragonlance setting. ...
Subraces Spoiler warning: Plot and/or ending details follow. Over the years, a few kender subraces have been introduced. - Half-Kender a human/kender crossbreed.
- Afflicted Kender are those who witnessed the destruction of Kendermore perpetrated by the dragon Malystryx, and lost much of their spiritedness.
- Marak Kender are from Krynn's more northerly continent, Taladas, and as a result of a great god-sent Cataclysm their natural curiosity has turned to constant suspicion and paranoia.
- Kendar dwell in a great system of caverns near Krynn's south pole, along with several human tribes and the Theiwar dwarves. They are as friendly as normal Kender, but are more martially-inclined, and sell their services as mercenaries. Kendar are not as curious, however, and believe that anything they haven't seen with their own eyes simply does not exist.
- Vampire Kender can be found in Ravenloft, the results of Lord Soth's twisted experimentation. Since Ravenloft and Dragonlance are now each produced by companies other than TSR/Wizards of the Coast/Hasbro, the kender of Ravenloft have been retconned into a race of halflings.
- Forlorn Kender are a new kind of undead creature introduced in Key of Destiny and detailed in Key of Destiny Errata.
Kendermore, The Preludes, Volume II Kendermore is a fantasy novel in the Dragonlance series. ...
To meet Wikipedias quality standards, this article or section may require cleanup. ...
Taladas is a continent in the northern hemisphere of Krynn, the fictional world for the Dragonlance setting of the Dungeons and Dragons role playing game. ...
In the Dragonlance books, the Cataclysm was a catastrophic event that occurred when the Kingpriest of Istar demanded to be given godlike powers in order to eliminate evil from the world. ...
Ravenloft is a fictional campaign setting for the Dungeons & Dragons role-playing game. ...
Lord Soth, the Knight of the Black Rose (full name: Lord Loren Soth of Dargaard Keep), is a fictional character in the fantasy realms of Dragonlance and later Ravenloft. ...
TSR, Inc. ...
Wizards of the Coast (often referred to as WotC or simply Wizards) is a publisher of games, primarily based on fantasy and science fiction themes. ...
Hasbro (NYSE: HAS) is an American toy and game company. ...
This article or section does not cite its references or sources. ...
Classes - Nightstalkers are a class of kender introduced in the Dark Disciple Trilogy. Nightstalkers have the ability to speak with the dead, something that happened during the War of Souls when the dead were held in thrall. Some kender began to find they could talk to the dead. One such kender is Nightshade Pricklypear, who aids Rhys, the monk of Majere turned monk of Zeboim, in his travels in Amber and Ashes, Amber and Iron, and Amber and Blood.
Amber and Ashes is the first book in the Dark Disciple Trilogy by author Margaret Weis. ...
Amber and Iron is the second book in the Dark Disciple Triology by author Margaret Weis. ...
See also The Greygem of Gargath is a fictional item in the Dragonlance universe. ...
References - ^ Weis, Margaret and Hickman, Tracy. Dragons of Summer Flame.
- ^ Margaret Weis; Tracy Hickman [November 1999]. "Book 2, volume 1, chapter 5, The riot. Tas disappears. Alhana Starbreeze.", The Annotated Chronicles, 1st edition, Wizards of the Coast, 525. ISBN 0-7869-1870-5. Retrieved on 2006-07-01.
For the Manfred Mann album, see 2006 (album). ...
July 1 is the 182nd day of the year (183rd in leap years) in the Gregorian Calendar, with 183 days remaining. ...
External links - The Kencyclopedia - Unofficial information and embellishments about kender prior to 3.5 rules.
| Dungeons & Dragons creatures | | Creature types: Aberration • Animal • Construct • Dragon • Elemental • Fey • Giant • Humanoid • Magical beast • Monstrous humanoid • Ooze • Outsider • Plant • Undead • Vermin This article is about the role-playing game. ...
In the Dungeons & Dragons fantasy role-playing game, there are 15 types of creature, also called creature types. ...
In the Dungeons & Dragons fantasy role-playing game, aberration is a type of creature, or creature type. Aberrations generally all have bizarre anatomies, strange abilities, alien mindsets, or any combination thereof. ...
In the roleplaying game Dungeons & Dragons, an animal is a creature type. ...
In the Dungeons & Dragons fantasy role-playing game, construct is a type of creature, or creature type. Constructs are either animated objects, or any artificially constructed creature. ...
Draconomicon image of the Chromatic and Metallic Dragons In modern fantasy fiction, dragons are often depicted as having many different races, each usually based on a particular color of their scales or an affinity with an element; much of this originated in the Dungeons & Dragons (D&D) role-playing game...
In the Dungeons & Dragons fantasy role-playing game, elemental is a type of creature, or creature type. Elemental creatures are composed of one of the four classical elementals of air, earth, fire, or water. ...
In the Dungeons & Dragons fantasy role-playing game, Fey is a type of creature, or creature type. Fey are usually humanoid in form, and are typified as having supernatural abilities and a connection to nature or to some other force or place. ...
In the Dungeons & Dragons fantasy role-playing game, giant is a type of creature, or creature type. Giants are humanoid-shaped creatures of great strength and size. ...
In the Dungeons & Dragons fantasy role-playing game, humanoid is a type of creature, or creature type. Humanoids are any creature shaped generally like a human (two arms, two legs, one head, or a humanlike torso, arms, and head), of Small or Medium size, with few or no supernatural or...
In the Dungeons & Dragons fantasy role-playing game, magical beast is a type of creature, or creature type. Magical beasts are similar to animals in many ways, but usually have a higher intelligence, and possess supernatural or extraordinary abilities. ...
In the Dungeons & Dragons fantasy role-playing game, monstrous humanoid is a type of creature, or creature type. ...
In the Dungeons & Dragons roleplaying game, Ooze is a type of creature, or creature type. This category includes such monsters as the gelatinous cube, slimes, jellies, deadly puddings, and similar mindless, amorphous blobs. ...
In the Dungeons & Dragons fantasy role-playing game, an outsider is a type of creature, or creature type. Outsiders are at least partially composed of the essence (if not the material) of a plane other than the Prime Material Plane. ...
In the Dungeons & Dragons fantasy role-playing game, plant is a type of creature, or creature type. Plant creatures are any type of creature composed of vegetable material which is not merely an ordinary plant. ...
In the Dungeons & Dragons fantasy role-playing game, undead is a type of creature, or creature type. Undead creatures were most often once-living creatures, which have been animated by spiritual or supernatural forces. ...
In the Dungeons & Dragons fantasy role-playing game, vermin is a type of creature, or creature type. Vermin can be any insects, arachnids, other arthropods, worms, and similar invertebrates, including giant versions of normal creatures. ...
| | Categories: Dragonlance creatures • Eberron creatures • Standard creatures • Undead creatures • Spelljammer creatures • Greyhawk creatures • Forgotten Realms creatures • Extraplanar creatures | | Lists of dragons: Chromatic • Dragonlance • Gem • Metallic • Planar • Other The following is a list of the chromatic dragons from the role playing game Dungeons & Dragons. ...
This list will encompass the most important dragons of the fictional Dragonlance world. ...
The following is a list of the gem dragons from the role playing game Dungeons & Dragons. ...
The following is a list of the metallic dragons from the role playing game Dungeons & Dragons. ...
The following is a list of the planar dragons from the role playing game Dungeons & Dragons. ...
The following is a list of the less common dragons in the role playing game Dungeons & Dragons. ...
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