Edena_of_Neith
First Post
Hey there folks.
We all know about the Alignment Wars, but I'm not here to do battle in this thread.
Instead, I was hoping you'd give me your opinion about what a person of each of the nine alignments (thus, nine people, obviously) would do, if they:
Casually met kender for the first time.
Interacted with several kender after that.
Continued to interact with kender.
Were forced to interact with kender.
How would a lawful good react in the situations above?
A neutral good?
A chaotic good?
A lawful neutral?
A neutral?
A chaotic neutral?
A lawful evil?
A neutral evil?
A chaotic evil?
Or, a character without alignment as given in D&D, but who has an ethical standard that was set up in your home game (such as a paladin might have.)
A Home Game system of ethics, as it were.
Now, you might ask, what is a kender?
Kender are a race unique to the world of Krynn, which is the world of the Dragonlance Setting.
Adult kender are very much like human children in their behavior.
They are insatiably curious.
They are inquisitive to the extreme.
They are fearless - they are magically immune to fear, be it normal or magical fear.
They are extraordinarily talkative, and will talk without interruption until they fall asleep, if not stopped. Kender love to tell long stories about their adventures and relatives, and anything else they deem interesting.
Kender are afflicted by Wanderlust, which in young adulthood drives them away from home on adventures and trips, and they are not prone to homesickness or disorientation from travelling.
Kender are thieves, without realizing they are thieves - they will subconsciously, and very proficiently, thieve from anyone they contact, including each other. They will take shiny, beautiful, and otherwise outstanding things first (a brightly colored piece of glass will be taken over a bar of gold hands down.)
Kender are unaware of this theft, CANNOT be made to be aware of their thievery, and will react violently if accused of thievery ... most kender consider thieves to be very bad people.
Kender have a magical ability called Taunt, which is generally used on opponents: the insults and jeers of the kender force a Will Save, and if this is not made, the foe of the kender attacks the kender without employing wits, strategy, tactics, or using his head in any reasonable way.
Kender cannot become evil in alignment. Ever. If a magical device would somehow make a kender turn evil, instead the kender becomes catatonic. There is no recorded case of an evil kender anywhere in Krynn history.
Kender are EXTREMELY dangerous around spellbooks, scrolls, wands, staves, rods, rings, miscellaneous magical items, and the like: they WILL wish to activate these items, and activation is certain if the kender obtains one ... kender are rarely responsible (much less mature) in their behavior.
Tasslehoff Burrfoot is the most famous of all kender.
We all know about the Alignment Wars, but I'm not here to do battle in this thread.
Instead, I was hoping you'd give me your opinion about what a person of each of the nine alignments (thus, nine people, obviously) would do, if they:
Casually met kender for the first time.
Interacted with several kender after that.
Continued to interact with kender.
Were forced to interact with kender.
How would a lawful good react in the situations above?
A neutral good?
A chaotic good?
A lawful neutral?
A neutral?
A chaotic neutral?
A lawful evil?
A neutral evil?
A chaotic evil?
Or, a character without alignment as given in D&D, but who has an ethical standard that was set up in your home game (such as a paladin might have.)
A Home Game system of ethics, as it were.
Now, you might ask, what is a kender?
Kender are a race unique to the world of Krynn, which is the world of the Dragonlance Setting.
Adult kender are very much like human children in their behavior.
They are insatiably curious.
They are inquisitive to the extreme.
They are fearless - they are magically immune to fear, be it normal or magical fear.
They are extraordinarily talkative, and will talk without interruption until they fall asleep, if not stopped. Kender love to tell long stories about their adventures and relatives, and anything else they deem interesting.
Kender are afflicted by Wanderlust, which in young adulthood drives them away from home on adventures and trips, and they are not prone to homesickness or disorientation from travelling.
Kender are thieves, without realizing they are thieves - they will subconsciously, and very proficiently, thieve from anyone they contact, including each other. They will take shiny, beautiful, and otherwise outstanding things first (a brightly colored piece of glass will be taken over a bar of gold hands down.)
Kender are unaware of this theft, CANNOT be made to be aware of their thievery, and will react violently if accused of thievery ... most kender consider thieves to be very bad people.
Kender have a magical ability called Taunt, which is generally used on opponents: the insults and jeers of the kender force a Will Save, and if this is not made, the foe of the kender attacks the kender without employing wits, strategy, tactics, or using his head in any reasonable way.
Kender cannot become evil in alignment. Ever. If a magical device would somehow make a kender turn evil, instead the kender becomes catatonic. There is no recorded case of an evil kender anywhere in Krynn history.
Kender are EXTREMELY dangerous around spellbooks, scrolls, wands, staves, rods, rings, miscellaneous magical items, and the like: they WILL wish to activate these items, and activation is certain if the kender obtains one ... kender are rarely responsible (much less mature) in their behavior.
Tasslehoff Burrfoot is the most famous of all kender.
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