by Corky Thistledown
 Climate/Terrain: Any
 Frequency: Uncommon (20% chance)
 Organization: Tribal
 Activity Cycle: Any
 Diet: Omnivore
 Intelligence: Highly Intelligent (13-14)
 Treasure: shiny things they've collected over their lives
 Alignment: Chaotic Good

 No. Appearing: in small groups
 Armor Class: any kind
 Movement: normal
 Hit Dice: 3d10 to start
 THAC0: 15
 No. of Attacks: 1
 Damage/Attack: depends d8
 Special Attack: summon animal
 Special Defences: no fear and lessened curiosity
 Magic Resistance: normal
 Size: medium-small
 Morale: good
 XP Value: 45
General Introduction: Every once in a while, a kender realizes he or she does not want to wander and "borrow" things. This usually occurs in a diminishing manner, and other kender reject him or her. They can deliberately be thieves but prefer to be clerics. They have a fear of hurting the living, so they aren't usually fighters or eat meat.

Combat: When forced to fight, a rendek (great kender-email me for more detail) will try to incapacitate the person without harming them and run away if possible. if not, they will use deadly force and mourn and lament for years.

Habitat/Society: Upon discovering the difference, the kender of the town will ceremoniously chop off the topknot at the ribbon and hang it from a low-hanging branch. The rendek then goes around and looks for a rendek village. they are less like kender, although they can slip once in a while and "borrow" or get lost. they love maps and outsiders, and are vegetarians. sometimes they'll eat meat, but only on special occasions.

Ecology: they have the uncanny ability to fly once a week, but they cannot land, so in the middle of every rendek village there is a large tarp for flying rendek to land on safely. they can also summon animals twice a week, but sometimes the animal is hostile (ie- "oh, look, a grisly bear!")

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