B/X Monsters A to Z: Gnome

 It's been said that gnomes never really found their niche as a player-character race in AD&D, but as an NPC/monster type in Classic D&D I've always had a soft spot for these guys. To be sure, there is some overlap with dwarves, and to distinguish the two some sources have taken gnomes in a more comedic direction than I would like, but done well they've fit quite nicely into my own campaign settings.

 Regarding gnomes, the Basic Set says that they are related to dwarves but are smaller. Whether this means shorter, more slender, or both is not stated, but I generally picture them as being both shorter and less stocky of build than the typical dwarf. Like dwarves, they sport full beards (at least the males do; nothing is said of gnome-women, so indulge your own preference there) but are also stated to have long noses. While dwarves are typically dwellers in rugged mountains and deep caverns, gnomes are explicitly stated to prefer burrows in the lowlands. In theory, at least, that ought to make them much more likely to have closer ties and more frequent dealings with humans, elves, and halflings than do dwarves. Curiously, despite their proclivity for living in less subterranean environments than dwarves, they have infravision a full 50% better than dwarves, to a range of 90'. 

In fact, the Basic Set has rather a lot to say on the subject of gnomish tendencies and preferences. They are very skilled at mining and metalworking, much like their dwarf cousins, and also share their love of gold and gems. It may be that the gnomes surpass dwarves in "gold fever," as it is specifically noted that they often make bad decisions in their quest to obtain gold and jewels. They also have a fondness for machinery of all sorts, and favor crossbows and war hammers in combat. They are stated to be on generally friendly terms with dwarves, but hostile to goblins and kobolds who steal their riches, with a special hostility for kobolds, whom they almost always attack on sight. This seems to imply that kobolds are particularly likely to favor the same environs that gnomes do, thus bringing them into contact with great frequency and fostering strong enmity. 

Stat-wise, gnomes aren't really anything to write home about, being pretty typical of small- to medium-sized humanoids in general. Their stock AC is 5, probably representing some sort of mail armor, and they have a single Hit Die. Their movement is a plodding 60' (20'), so they're definitely not winning any foot races with the average human or elf. For every 20 gnomes, one will be a leader with 2 HD and 11 hp, and in the lair will be a chieftain with 4 HD, 18 hp, and a +1 bonus to damage plus 1-6 HD 3 bodyguards with 1d4+9 hp. As long as the chieftain is alive and within sight, gnome morale is a very hearty 10 instead of their usual steady 8. Typical dungeon encounters with gnomes number 1-8, and so won't have any of these, but a dungeon lair may harbor 5-40 gnomes, with a wilderness lair running to five times that population, i.e. 25-200. 

One thing I find extremely peculiar about the monster entry is the listed Treasure Type C, which by the book contains no gold at all, and precious few gems, after forcefully expounding upon gnomes' love of these treasures particularly. I'd probably give them at least Type D, if not F, to better represent these very strong racial tendencies. 

Gnomes are stated to be of Lawful or Neutral alignment, making them versatile as friends and allies as well as rivals and adversaries. They might readily align themselves with PCs, but they might also react with surliness and suspicion if they get it into their heads (rightly or wrongly) that the PCs might be after their treasure. If the PCs seem wealthy, they might even be overcome with gold-lust and scheme to acquire the PCs' hard-won gold for themselves (bad decisions, remember?) 

Outside the context of dungeon adventures, gnomes could fill many roles, from well-respected craftsmen to unscrupulous purveyors of shoddy goods, depending on the individual gnome's particular balance between honor and gold-lust. The real charlatans are mostly traveling salesmen, scrupulously avoiding visiting the same settlement twice in less than a decade or so; in fact it's the only scrupulous thing about them. A gnome who regularly does business in your local market square is probably on the up-and-up, but you've still got to take care: even a relatively honest gnome might sell a hodge-podge of sound and dubious goods, and not volunteer to you which is which unless you ask the right questions. They really are outstanding craftsmen, but too many just can't resist the chance to make a quick coin on the botched jobs too. Nowhere does the phrase "buyer beware" apply more than when dealing with gnomes bearing carts full of marvelous tools and fantastic household conveniences.

In general, I envision gnomes as more outgoing and less xenophobic than dwarves. Their tendency toward such "dwarfishness" is probably greatest in their lairs and settlements, where they're prone to suspect outsiders of scheming to steal their gold and gems, but when visiting the settlements of other folk, they might be downright gregarious, even jolly. Alternatively, they could be shy and prefer not to visit human habitations at all... at least not openly, though they may do so furtively for good or nefarious purposes. Remember the story of the shoemaker and the elves? Those weren't elves; they were gnomes, doing a good turn for a good human in need. And Rumpelstiltskin? Also a gnome, but with a penchant for malicious mischief. With a healthy dose of imagination, gnomes can be a lot of fun to play in your campaign, without relegating them to mere comic relief.


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