What are Kender?

Kender are a race of humanoids native to the world of Krynn in the Dragonlance campaign setting. The origins of their species is hotly debated among the peoples of Krynn, though a selection of scholars have come to a tenuous agreement on the subject. Kender, alongside their distant dwarven cousins, where created from tinker gnomes who were transformed by the chaotic powers of an artifact of unspeakable power and peril – the Greygem of Gargath.
Shorter than most dwarves, they resemble adolescent halflings from other Dungeons & Dragons worlds, but have physical features that are faintly similar to elves: pointed ears, fine-boned facial structures, no facial hair, and very little hair on their bodies. As they age they become wizened, but retain their child-like countenance.
In addition to their visual uniqueness, kender are an intensely curious, easily distracted, and seemingly fearlessness species. These traits, along with their unbridled wanderlust, tend to land many of them in hot water. However, kender are also optimistic, cheery, fair-minded, devoted, and helpful – hey, at least they try.
A Troubled History

Kender are awesome as player characters and additions to an adventuring party. That is, as long as their inquisitive and impulsive natures aren’t used by some players as an excuse for being disruptive. Over the years the diminutive race has often been maligned by players and Dungeon Masters alike, who have suffered at the hands of players using kender as a pretext for bad behavior at the table. Some of the typical offenses include:
- Constantly stealing from other player characters or NPCs
- Provoking needless fights with NPCs and enemies
- Running headlong into trouble without considering the well-being or wishes of their fellow party members
- Interrupting dramatic moments or derailing an adventure’s narrative with random, harebrained antics
- Acting as a nuisance to everyone they interact with
- Expecting tolerance of their antics because “that’s what a kender would do,” no matter how much they misbehave
The reputation of kender as a playable race has been damaged as a result of the behavior exhibited by some players. Sadly, this detracts from the fact that they are a roleplaying goldmine. It is also a contradiction to the lore presented in the original AD&D Dragonlance Adventures source book, which states, “They pick things up out of curiosity and wander off with them. Sometimes the owner of an item leaves before the kender can give it back, or else the kender becomes enchanted by the item and forgets to return it.” and “On the other hand, kender, like everybody else, do not like the idea of someone deliberately taking an item from someone else without the latter’s permission. To be called a thief is still considered a base insult.”
10 Tips for Roleplaying Kender

“It is not the fault of kender that players don’t know how to be one.”
-Margaret Weis
There are a thousand ways to play a kender. Most of them can be really great, but there are definitely traits and behaviors they possess that can be taken advantage of by mischievous players. Below are some general guidelines you can use to create and roleplay a kender that is a welcome addition to any adventuring party.
- You are one of many. Tasslehoff Burfoot is only ONE example of a kender. Not all kender behave like Tas. They share many traits as a part of their culture and upbringing, but your kender is your own.
- You are amazed by the world. Kender often embody the essence of child-like wonder, optimism, and innocence. Driven by wanderlust, they stand constantly in awe of all creation – possibly even the most destructive and dangerous parts of it, at times.
- You know sharing is caring. Kender culture is steeped in the concept of communal possession. Everyone owns everything in a kender community. Walking into a neighbor’s house while they’re in the bath to ‘borrow’ candles and a cup of sugar is normal to them. Calling them a thief is highly offensive.
- You don’t have to be a thief. Kender can have as much depth as any character a player can roleplay. They are more than pilfering trouble-makers that annoy and infuriate fellow party members and NPCs. They can and should have hopes, dreams, and motivations beyond the hapless accumulation of shiny objects.
- You are fearless – not reckless. Fearlessness can come in the forms of naiveté, bravery, curiosity, or resolve. Kender have an inherent survival instinct that prevents all of them from walking directly into the mouths of dragons. Death is an adventure, but there’s so much more in life to discover.
- You are fiercely loyal. Loyalty is often ingrained in their character. Betrayal, fair-weathered friendships, and cruelty are alien and confusing to them.
- You are an independent soul. Freedom is paramount to a kender. Imprisonment is soul-crushing. Tyranny is beyond despicable. Oppression is a call to war.
- You can’t stand a bully. Bullies must be taught not to bully. Some choose to battle bullying with words, some with the crack of a hoopak against a bully’s head, and some by being a better example to the bully.
- You have ideals you believe in. Most kender passionately BELIEVE in things. They believe in causes, people, friends, love, fair play, fun, and on and on.
- You have big feelings. The broken heart of a kender can break the heart of the good and noble of Krynn and move them to action. Like kicking a puppy, only a monster could bring heartache to the child-race of the Dragonlance setting.