Introduction: Gnomes (CBGH)

__TOC__
The full moon cast its pure illumination across a region of rocky hills, etching each knob in coral light or black shadow. Fringes of forest clustered among the stone of cliff and pinnacle, like shaggy hair trailing from the scalp and shoulders of granite-faced giants. Higher and higher the moon climbed into the night sky, bringing more of the landscape into brilliant relief.
Yet even that brilliance did not penetrate the shadowy realms of forest in the valley bottoms, where dank cliffs glowered overhead and narrow tracks wound their way through inky shadow.
It was here, on these invisible trails, that small figures moved in steady progression. They came from every where, emerging from narrow cave mouths in the rocky cliffs, or dark ravines in the depths of the forest glen—and even from gaps in craggy stumps, where the hollowed shells of ancient trees provided this small folk with access to their well concealed abodes.
They remained in the shadows as they followed the secret tracks. Each figure was short, no more than half the height of a man, but these little folk walked with a confidant and steady march, as if they knew that nothing would stand in their way on this night. Small beards, neatly trimmed around the chin, distinguished the faces of the males, while the rounded cheeks of the females were framed by long, unbound locks of curling hair.
Finally the marching columns came to a gathering of the trails, and here the path entered a narrow slot between two sheer and craggy cliffs. One after the other these small folk marched into the crack, following the twists and turns that would have blocked the passage of a creature any taller or any wider.
Eventually the enclosing walls spread away, letting the glory of the moonlight reveal a rock-walled valley. A pond of cool water reflected the light in wind-rippled sparkles, while a narrow waterfall spumed like a column of ivory down the face of a towering cliff.
The file of figures marched steadily and silently into the vale, gathering by village and clan into its corners, settling themselves in grassy clearings or atop rocky outcrops. More than a thousand were already here, and thousands more had yet to come.
But enter they did, as the moon neared its zenith. Now the entire floor of the valley was washed by the cool illumination, as the last of the little fellows entered via the narrow crack. They settled themselves comfortably, and though the vale teemed with upraised faces, no sound disturbed the still, midnight air.
And then the moon began to fade. 
The sturdy but diminutive gnome is perhaps the most misunderstood of the traditional AD&D® game character races. They're kind of like dwarves, of course... but isn't there's more to it than that?
Indeed there is. Gnomes do share some traits with their longer bearded cousins: they are exceptional miners, comfortable underground, and resistant to magic. Yet, to the shorter nosed dwarves, gnomes seem excessively frivolous, sometimes even weaklings. Gnomes are quite comfortable out of doors, well at home in a forest. The major rituals of gnomish life all occur beneath the stars, and no cosmic symbol is as important to them as an eclipse, in contrast to the dwarves, who prefer nothing so much as solid rock overhead and care little for cosmic occurrences of any kind.
Gnomes are also cheerful and social creatures, of good-tempered and tolerant disposition. They regard rudeness as a major fault—a characteristic which in itself is enough to mark them as very different from most dwarves! Gnomes relish the company of other gnomes and will eagerly compete in the telling of tales. Their calendar is marked by many festivals, each of which is an occasion of great feasting, drinking, singing, and dancing.
Although gnomes are friendly, they are also reticent; it is possible to know a gnome for many years without learning much about him (or her). When a gnome does become friends with a member of another race, that person is adopted by the gnome's whole family as someone they like and trust. Gnomes have much to fear from the larger creatures of the world, but they have not allowed this caution to become a compelling paranoia.
Very fond of good food, gnomes show little imagination in their recipes. They are skilled with fire, and quite uncomfortable—even forlorn—if circumstances prevent them from having an evening blaze.
Finally, the gnomes have raised the art of the illusionist to a cultural heritage that permeates many aspects of gnomish life and society. The steadfast loyalty and useful skills of a gnome character can provide fine additions to any group of adventurers.
==Gnomes in AD&D® 2nd Edition==
Gnomes as a player character race are introduced in the Player's Handbook and the DUNGEON MASTER® Guide.
In addition, as NPCs they have been covered with an entry in the Monstrous Compendium, Volume One. Two of the gnomish subraces are also covered in Monstrous Compendium entries—the Svirfneblin in the FORGOTTEN REALMS® Appendix (MC3) and the Tinker Gnomes (Minoi) in the DRAGONLANCE® Appendix (MC4).
==New Stuff About Gnomes==
This section of The Complete Book of Gnomes and Halflings will attempt to flesh out the gnome and his or her society. The way these little people live and interact, the things that motivate them to be brave, cautious, or shy, and the kind of world they desire for themselves and their offspring are all treated in some detail.
In addition, the various subraces of gnomes are distinguished—including the Rock Gnomes, who are the typical gnomes of the campaign world, as well as the Deep Gnomes (Svirfneblin) and the Tinkers. A new subrace, the Forest Gnome, is also introduced here. Close to Rock Gnomes in many ways, they are nevertheless a distinct group, preferring the habitat of wooded glades and deep meadows to the rock-and-dirt-walled underground lairs of their more common kin.
The section also includes a selection of player character kits for gnomes, each of which entails specific advantages and liabilities, allowing players to tailor their characters toward the specific desires of the PC's campaign and background.
The final chapter in this section briefly describes a typical gnomish village, designed so it will easily fit in any AD&D® campaign world. This warren can serve as a suitable "home base" from which to launch an all-gnomish campaign. Finally, the Appendix at the end of the book contains several adventure suggestions for gnomish PCs.