Kender Emotions: <> refers to optional commands. [] refers to necessary input. kbored - Express to others your boredeom. kbrighten - Brighten up with the thought of excitement ahead. kchatter - Chatter about something. kgasp - Gasp in shock at being called a thief! klust - Feel overwhelmed with wanderlust. koops - Yes, that well feared word. kpray - utter a prayer you borrowed from someone. kready - Show you are ready and eager for the road ahead. ksmile - Smile like a kender. kstare - Stare at someones pockets curiously. ktease [person] [something] - Tease someone about something. ktrace - Absentmindedly play with one of your ears. kwonder - Stare in wonder at something. Index -=====- Page 1: Index Page 2: The kender. A detailed examination of their kind. Page 3: The history of the kender. Page 4: Becoming a kender. Page 5: The kender families. Page 6: Travels to the Moon: A historial account of the life of Uncle Trapspringer. Page 7: Time travel, the ins and outs of it all: By T. Burrfoot. Page 8: The kender art of handling items. Page 9: Tired of being a kender? Well... > read 2 read 3 read 4 You turn in the book to page 2 and begin to read... Someone has drawn a comic relief of an ogre trying to catch a group of kender on this page, and then coloured the rest of the page in with a red crayon of some kind, making the text here unreadable. Someone has printed at the bottom of the page in dwarven handwriting that there is a book in the Palanthas library that has been kender-proofed for those who wish to know more of the kender. > read 5 You turn in the book to page 3 and begin to read... -Extract taken from the works of P. Arnard, Aesthetic of the Library of Palanthas- From the very first day that their kind came into being, Kender have make life very tough for us historians. Their lust for wandering, flighty nature, and tendency to spin tales that range from being not-quite-true to downright lies makes it impossible for a comprehensive history of this race to be compiled. Still, from the histories of other races there are a few events that can be detailed here. The Beginning of the Kender. The beginning of the kender race is commonly believed to have occurred as a side-effect from the activation of the magical artifact known as the Greygem. The Great God of the Forge, Reorx, created a gem and filled it with the essence of chaos, then placed it on the Red Moon Lunitari for safe keeping. The evil god Hiddukel, god of thieves and trickery, coveted the gem. He fooled a gnome into building a machine to ascend up into the sky and steal the gem. For the first time in history, a gnome machine worked flawlessly, and the gem was captured. As the gnome returned from the moon, the gem escaped with a life of its own. The gnome and his kin, spellbound with desire for the magical gem, followed after it, crossing land and sea in their chase. When they finally found it, it had been caught by the human lord Gargath, who held it through powers of his own in a tower and refused to return it. The gnomes laid seige to the tower, sending in war machine after war machine in attempt to re-take the gem. Being gnomish war machines, the first two failed miserably, with the third eventually collapsing, although bringing down the wall of the tower with it. Still, it served its purpose, and the gnomes rushed in to engage the humans. At this point, the Greygem again freed itself, and all those near Gargath's tower were bathed in a strange red light. Those gnomes that had sought the gem for its value became dwarves, while those gnomes who sought it out of curiousity and fascination became kender. -Here there is a sidenote: This history of creation is not held fondly by the dwarven race. Dwarves stubbornly refuse to believe they are related to gnomes, and comparisons between their race and kender often leads to great offense, open hostilities, and even declarations of war. Kender civilizations. While having 'kender' and 'civilization' in the same sentence may seem extremely contradictory to many, there have been cases where groups of kender have formed loose knit communities. The lands of Balifor, named after the kender hero and elf-friend Balif, holds the kender city of Kendermore. Here many a young kender has begun his or her wandering adventures. -- More -- 20/24 -- ( t b r n a q x ! h ?) -- -- More -- 20/24 -- ( t b r n a q x ! h ?) -- -- More -- 20/24 -- ( t b r n a q x ! h ?) -- read 6 -- More -- 20/24 -- ( t b r n a q x ! h ?) -- Hylo is another kender community, named after the high mountains and low valleys found in the isle of Northern Ergoth. Historically, Hylo was once part of the Ergothian empire, but this rule ended as the empire began to crumble after the Rose Rebellion. Of course, seeing the kender at that time had little concept of them being part of a Empire to begin with, it had little affect on them and they continued to live as they always had. -The extract ends here.- > read 4 You turn in the book to page 4 and begin to read... Becoming a kender is fairly easy. As long as one is: a/ Of a kind referred to as 'hobbit' in other realms and b/ Is not affiliated with any other racial guild then all they have to do is go to the shard of Greygem that is embedded in the chunk of granite outside this tree and 'adopt myself into family'... the Greygem will take care of the rest. Benefits and disadvantages of wandering the realms as a kender one will come across as they travel. Kender learn most of their skills during their wanderlust, so no skills are trained here. Thus, tax is 0%. One may examine kender emotes through the command 'help race' or 'help race emotes'. > read 5 You turn in the book to page 5 and begin to read... Kender families one can adopt into include: Bigpouch, Brambletow, Burrfoot, Burrthistle, Butterberry, Cloverleaf, Cobblehammer, Dunstan, Elderdrake, Flamehair, Fleetfeet, Froghair, Furrfoot, Gatehop, Gemgetter, Goldring, Hammerwart, Jingleburr, Knotwillow, -- More -- 20/54 -- ( t b r n a q x ! h ?) -- Lightheart, Lightfingers, Lockpicker, Makland, Metwinger, Nettlekettle, Nimblefingers, Pakslinger, Piemaker, Quickfoot, Shadowpoker, Springheel, Springtoe, Starthumb, Stonethrower, Streamskimmer, Talespinner, Tanglemop, Tendertongue, Tethersmeet, -- More -- 40/54 -- ( t b r n a q x ! h ?) -- Thicketsway, Thistleknot, Toymaker, Trapspringer, Treeskipper, Twackdinger, Wanderfuss, Whistlerot, Wrinklecap, and Yawnmaster. Of course, there are other families that may be willing to adopt new kender, they simply have to be identified. Contact Arman to bring these families to his attention. > read 6 You turn in the book to page 6 and begin to read... This page has been torn out. > read 7 You turn in the book to page 7 and begin to read... This page has been torn out. How annoying! > read 8 You turn in the book to page 8 and begin to read... What a surprise. This page has been 'handled' as well. A replacement page will probably be added discussing the art of handling in the future if there is any interest by the general public. > read 9 You turn in the book to page 9 and begin to read... If it ever comes to the point where you are tired of being a kender, simply go the the shard of the Greystone and 'deny my family ties' and you will be transformed into the different (albeit more boring) form of a hobbit. Apart from your kender form, you loose nothing from leaving this guild. > read 10 Read what? > read 1 You turn in the book to page 1 and begin to read... The front of this book is titled Kender: The Children of the World. Index -=====- Page 1: Index Page 2: The kender. A detailed examination of their kind. Page 3: The history of the kender. Page 4: Becoming a kender. Page 5: The kender families. Page 6: Travels to the Moon: A historial account of the life of Uncle Trapspringer. Page 7: Time travel, the ins and outs of it all: By T. Burrfoot. Page 8: The kender art of handling items. Page 9: Tired of being a kender? Well...