Cover art for the D&D Fanmade manual “Autumn Twilight” by the “Dragonlance Nexus”: a conversion from AD&D to D&D 5th edition of the original game module. Coming soon on DMGuild. This painting was commissioned by the Dragonlance Nexus: a fanart about the very beginning of Dragons of Autumn Twilight by Margaret Weis and Tracy Hickman: Tanis Helf-Elven, Tasslehoff Burrfoot, and Flint are about to return to the Inn of the Last Home in Solace.Of course, the rock under the tree on the right, near Flint, is “that” rock. Fans will know.
Work in progress and more information on my website: https://greenedera.com/portfolio/solace-dragonlance-nexus/
Created on: 08/05/2022
Copyright 2022 Elena Greenedera Zambelli, all rights reserved #noai
When I was in middle school I remember reading a fantasy book that I was super invested in, but for years I couldn’t remember what the book was called. I FINALLY figured it out after googling a bunch of iterations of what the cover looked like, and it turned out it was the original Dragonlance trilogy! I re-read them last year and they unlocked some little nostalgia part of my brain, I really wanted to hash out my renditions of some of the main cast.
Jander’s Expanded Guide to Vampires: the Kender Vampire
Hunter’s Rating: 🦇 🦇
By unpopular request, the Kender Vampire has jumped the line! Gods, but these are pitiful things.
Most hunters within the Mists will go their entire lives without ever meeting a kender, much less the undead creations born of their suffering. Kender are native to the world of Krynn, resembling halflings and gnomes in stature and general temperament, and seemed to do quite well avoiding the kind of bad decisions that land most of us in the Domains of Dread - at least until our dear friend Lord Soth got ideas in his bucket-clad head. Not content with the standard suite of zombies and skeletons, and unwilling to use the elves native to Sithicus as minions, Soth abducted a number of kender from his homeland and set about killing them in creative and horrible ways.
The result of this awful experimentation is the Kender Vampire. A fully artificial undead, Kender Vampires lack any ability to pass on their curse - a small mercy, in my opinion. Their numbers are limited to only those that Lord Soth created, not more than thirty in all. The connection between these creatures and their maker is a deep and unnatural one; no Kender Vampire is capable of acting counter to Soth’s orders or interests, and they tend to act as lieutenants commanding units of lesser undead. In addition, they seem to have inherited their master’s tie to the land, as crossing the border out of Sithicus is instant destruction for a Kender Vampire
Perhaps as a side effect of their artificial nature, Kender Vampires are... let’s say lacking in certain aspects. Oh they are formidable, and possess a reasonable number of resistances for an undead creature - save yourselves the trouble and leave the poisons and nonmagical weapons at home - but if you can overcome their unusually speedy regeneration, you might find yourself able to literally run circles around them. No Vampiric grace for these creatures; undead kender are stiff and slow, which is a very good thing when you consider their unique attacks.
Do not, under any circumstances, let them hit you. Aside from wielding the hoopak traditional to kender (a sort of combined staff and sling weapon), Kender Vampires possess wicked claws that seem to tear at a victim’s very soul, and a blow from these claws can paralyze the unwary and deal longterm damage to a victim’s psyche.
Another psychological weapon undead kender possess is a hideous, cackling laugh. Anyone that’s dealt with a gibbering mouther will be familiar with this trick, as the kender’s laugh can drive mortals in the vicinity temporarily mad. This, combined with the inherent horror of their existence, tends to more than compensate for their physical frailty.
As far as unique weaknesses go, Kender Vampires are a curious lot. Their own hoopaks, when turned against them, seem to act as magical weapons, and the sight of an herb native to Krynn called shimmerweed is repellant to them. All Vampires flinch away from reminders of their lost mortal lives, but Kender Vampires seem to do so with a sharper pain than most.
If you must go hunting for undead kenders, do so on the night of a full moon. You will find the poor creature gripped with such sorrow at what they have lost that weeping is all that they can do - although I myself have been hard pressed to strike a kender down with any kind of anger, in this state. It was only through focusing on the mercy such a death would bring that I was able to put an end to the creature.
Illustration of Kaz the minotaur and Delbin the Kender (Dragonlance fandom) sailing their ship towards new adventure. Commissioned by the Dragonlance Nexus as internal illustration for the adventure manual “The Journals of Kaz the Minotaur – The lost colony” featuring a novel by Richard Knaak and a D&D 5th ed adventure.
Kaz left the minotaur islands with his family and a group of friends, towards adventure and the possibility of founding a new settlement. The seas of Krynn are wide and wild, fraught with danger and dotted with unknown islands. Where will the winds take Kaz? Are you ready to live adventure together with your favorite heroes?
“The Journals of Kaz the Minotaur” by Richard Knaak is a special project, which includes both a novel and an adventure for DnD 5th edition, where you can play an adventurer in first person and find yourself involved in the story.
my website: https://greenedera.com/portfolio/secret-project-_shi-23/