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<blockquote data-quote="Hatchling Dragon" data-source="post: 370229" data-attributes="member: 580"><p>I <em>think</em> this is from the description of Kender from the 1e Dragonlance 'world'. An heirloom (my turn to misspell <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />), in a Kender town/house, is any object that's been in the same house more than 3 weeks.</p><p></p><p>Think of Kender as permanent children, <strong>small</strong> children! They're utterly fearless, they simply don't understand the concept. They'll pick up and walk off with anything that's not bolted down, unless of course that Kender has a crowbar with him (another mis-quote). On the other hand, calling a Kender a Thief is a nearly sure-fire way to pick a fight with one. They have an innate ability, the <em>Taunt</em>, which allows them to basicaly irritate the **** outta anyone/thing they want to use it on. And, if I'm not mistaken, they tend to forget things about 15 minutes after they've occured, especialy the 'bad stuff'. I suspect this is part of why they never learn the meaning of Fear.</p><p></p><p>In summation: Having a (well played) Kender in your group is a lot like having a niece/nefew/cousin of about age 4, just physicaly a bit more mature, with you in your adventuring party. The key is that <em>(s)he'll never grow up</em>! This 'never' assumes (s)he somehow survives the perils of the dungeon, and/or the rest of the players by the end of that night of course... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Hatchling Dragon</p></blockquote><p></p>
[QUOTE="Hatchling Dragon, post: 370229, member: 580"] I [i]think[/i] this is from the description of Kender from the 1e Dragonlance 'world'. An heirloom (my turn to misspell ;)), in a Kender town/house, is any object that's been in the same house more than 3 weeks. Think of Kender as permanent children, [b]small[/b] children! They're utterly fearless, they simply don't understand the concept. They'll pick up and walk off with anything that's not bolted down, unless of course that Kender has a crowbar with him (another mis-quote). On the other hand, calling a Kender a Thief is a nearly sure-fire way to pick a fight with one. They have an innate ability, the [i]Taunt[/i], which allows them to basicaly irritate the **** outta anyone/thing they want to use it on. And, if I'm not mistaken, they tend to forget things about 15 minutes after they've occured, especialy the 'bad stuff'. I suspect this is part of why they never learn the meaning of Fear. In summation: Having a (well played) Kender in your group is a lot like having a niece/nefew/cousin of about age 4, just physicaly a bit more mature, with you in your adventuring party. The key is that [i](s)he'll never grow up[/i]! This 'never' assumes (s)he somehow survives the perils of the dungeon, and/or the rest of the players by the end of that night of course... :D Hatchling Dragon [/QUOTE]
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