
Kender


Bordi the Kinder, the only one of his kind for hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blanket of the tree trunk. Bordi was short, even by the standards of his diminutive race, with the fluff of his curly brown locks barely cresting the three-foot mark, but his belly was amply thickened by his love of a good meal, or several, as the opportunities presented themselves. The crooked stick that served as his fishing pole rose up above him, clenched between two of his toes, and hung out over the quiet lake, mirrored perfectly in the glassy surface of Aeren.
The comforts of home are the goals of most Kenders’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some Kenders live out their days in remote agricultural communities, many others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver. Given the unkindness of the past, the Kender have risen to be some of the most noteworthy theives and bards, attempting to either rekindle what was lost or bring joy in dark times.
Kinder are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.
Physical Appearance
The diminutive Kinder survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.
Kinders’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Their ears are quaint and faintly pointed. Kindermen often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.
Kinder practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of Kinders keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.
Lifespan
At about 30 years of age, the Kinder will reach puberty and for another twenty years, they will hike up in height! Kinder live somewhere between the ages of 200 and 230 and age about half as slowly as humans. However, due to their diminutive strength and unwanted adventures in dark times, many of them have not even seen half of their expected lifetimes.
Common Locations
Reproduction
Kinder typically stick to their own when it comes to reproduction. Nothing against the tall folk! They just tend to get overlooked.
Not that it can't happen! But a kinder to hear such a tale would have certainly passed this down through the centuries.
http://rolldicewithfriends.com/rooms/elsgadir
To determine the outcome, please place one player name in the name box, followed by '- reproduction'.
In the case of Kinder reproduction, roll a D20, Success =6or <.
You may only have the chance to roll for this every month in succession of your characters stories.
Starting Factors
Alignment: Lawful/Loyal Good
Personality: Chipper!
Recommended Classes: Rogue, Bard, Cleric (Any player to start with a recommended class will receive an additional +1 modifier on listed abilities)
Unique Abilities
1. Dodge Giants- Against beasts greater in height and stature than the Kender, they can potentially evade incoming attacks with a +3 additional armor in combat.
2. Lightfoot- In the shadows and out of sight, the Kender is virtually impossible to hear!
3. Kender Canticle - When situations get tough, a Kender can sing a merry tune that will ease the emotions of those around them. Alternatively, in combat, this will even put creatures to sleep if their armor class is 10 or less.
4. Small Luck - In the case of abandoned buildings or concluded battles, the Kender has a greater chance of discovering rare items and artifacts. (Roll D4
5. Companions Cloak- If one befriends the Kender, they will have a +2 armor modifier when sharing combat together.
6. Stealth - When in the presence of beasts, creatures or enemies, the Kender can evade the line of sight for up to two rounds of combat or even flee from danger. (Evade: D20, success for 1 round= 2 or <.Success or 2 rounds = 10 or <. Flee: D20, Success = 12 or <.)
Starting HP: 9
Damage: D4 (+ potential modifier's based on class)
Armor Class: 6
Dexterity: 10 + D10 (Roll and add to character sheet)
Mana: 12 + D20 (Roll and add to character sheet)