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Tasslehoff Burrfoot 03

Tasslehoff Burrfoot, un kender con el rasgo Espíritu Viajero

Los Kender son únicos de Krynn. Se parecen a los Halflings con muchos puntos en común. Los Kender aparentar ser pequeños niños humanos, complexión ligera, sin barba, de 1 m (3 feet) a 1,20 m de altura (4 feet). Esta raza suele vivir unos 100 años (o hasta que su curiosidad los mate). Las arrugas faciales son una característica de su raza y por ello resulta difícil calcular con cierta exactitud la edad de un kender.

El rasgo Espíritu Viajero (Wanderlust) es único para los kender, que es el ansia que posee a los jóvenes kender y les causa que viajen por todo el mundo. Estos kender deambularán durante años, asentándose después de que hayan caminado por todos los caminos que sus corazones ansiaran. El Espíritu Viajero dura alrededor de 10 años.

En lo relacionado con las pertenencias personales, los kender tienen una definición ligera de lo que es "suyo". En un hogar kender, una reliquia es cualquier cosa que no haya desaparecido tras tres semanas.

Rasgos y cualidades[]

Se tiene habida cuenta de que los kender tienen una destreza natural para la "manipulación", que tanto refiere a abrir cerrojos de puertas y cofres como a permitirles "encontrar" objetos de forma inconsciente. Si un kender fuera caminando en una zona repleta de gente, no sería extraño que los bolsillos del kender se llenaran de forma abultada con las pertenencias de al menos la mitad de los allí presentes. Si alguien lo arrinconara contra la pared y le inquiriera sobre lo sucedido, el kender confiadamente le respondería que "debiera habérsele caido en mi bolsa. Es un bueno que lo haya encontrado o sino alquien se lo podría haver llevado".

Otro de los aspectos característicos de un kender era que ninguno de ellos sabía nunca hacia dónde se dirigía, ni lograba llegar a ninguna parte.

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Because of their naivete in regards to personal belongings (especially how they come to possess those items which belong to other people), the worst name you may call a kender is either a 'cutpurse' or a 'thief,' for they believe that they are neither—it was an accident, remember?

Kender also have a trait which enables them to be entirely fearless. While the rest of the party shies away from the edge of the bottomless gorge, the kender will skip merrily along the edge, cross the rotting foot bridge and stop to smell the roses on the other side while being charged by an enraged Minotaur. Everything is an adventure, including death, which is the last great adventure (many a kender have wondered what it is like to be breathed upon by a Red Dragon, but few who have experienced it live to tell the tale). This fearlessness might be interpreted as stupidity, but kender are fiendishly clever in a child-like sort of way.

There are certain situations where a kender has been observed to get a "strange" feeling. This generally happens in the presence of something so evil that most rational people would have run away screaming by this point (Tasslehoff Burrfoot made it all the way to the edge of the Shoikan Grove before turning back). The best example of the kender's caviler attitude is perhaps Tanis Half-Elven's warning to Tasslehoff: ask yourself if this action will be conducive to long life (it saved Tas several times).

Since kender are so small, some might think they are easily subdued by other races. However, coupled with their fearlessness, kender have the unique ability to "taunt" enemies. The taunt is usually highly personal, insulting the lineage, appearance or intelligence of the taunted. The purpose is to throw the creature into such a rage that it loses its head and attacks without thinking, allowing the kender a victory (this ability is especially useful in turning a crowd into an angry mob. Again, ask Tas.).

The kender's weapon of choice is the hoopak, a long stick with a fork at one end, which can be used as a quarterstaff or a slingshot. Additionally, the hoopak makes a unique wailing noise when twirled; this is the universal kender sign for danger.

Following the destruction of Kendermore, many kender have become infected with a disease that causes them to lose the confidence they once had, and allows them to feel fear. These kender are referred to as 'Afflicted Kender'.

Fuentes[]

  • MARY KIRCHOFF. (1989). El País de los Kenders (Kendermore). Volumen II
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