Demihumans (CTH)

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Another factor to consider when you create the personality of your thief is race. Thieves are one of the two AD&D® game classes that are open to any race (the other is fighter), so there's a great deal of racial diversity among the ranks.
Humans are assumed to be the norm throughout this book, but we'll include the occasional note when special conditions or rules apply to nonhuman thieves.
Below, for instance, we have some observations on the behavior of thieves of the various demihuman races. These suggestions are mere guidelines, generalizations; it is by no means required that PC thieves should conform to these models. PCs are exceptional in many ways, after all, not the least of which is personality. These predispositions, as you might call them, may nonetheless be useful as a starting point for conceptualizing your demihuman thief.
Reference is made below to the types of "thief kits" that the various races are likely to take; thief kits are fully explained in Chapter 3, starting on p. 22.
==Dwarf==
Many dwarven thieves are not stealers, as such; but rather experts in mechanical things, such as locks, traps and so on, that are used to thwart thieves. The dwarven thief, then, is often an installer of such items, or an advisor on security matters. And, naturally, knowledge of how to put something together is also useful for taking it apart . . .
The kit most favored by dwarven thieves is, naturally, the troubleshooter. Here he can make use of his knowledge and skills without engaging in the dishonorable activity of genuine theft. If you want to check how secure your jewels actually are, or whether your prison is in fact inescapable, a dwarven troubleshooter is probably the best way to find out.
Bounty hunters also are found in the ranks of dwarven thieves. They may serve the kings under the mountains, bringing back scoundrels and criminals who have somehow escaped dwarven justice—and such characters are the only bounty hunters permitted to be of lawful alignment. Other dwarven bounty hunters specialize as repossessors. They use the full range of thieves' skills to recover stolen items; and they are careful to take nothing else, thereby keeping their honor and reputation impeccable.
It may be dangerous to call either of these sorts of dwarves a thief—a grave insult in dwarven culture, in which tradition absolutely prohibits one dwarf from stealing from another. Theft within a dwarven community is punishable by banishment at the very least, and sometimes death.
The prohibition does not extend to stealing from other races, however (especially goblins), but stealing is still less than honorable and a known thief is usually viewed with caution and suspicion by his neighbors.
Dwarven thieves living outside the dwarven world either became tired of that suspicion, or were expelled from their homes for theft or another transgression. They still tend to retain a great deal of honor and the professional attitude characteristic of their race; a former criminal may even have learned from his crimes and youthful excesses, and could be a very reliable companion. A very dangerous few, however, have abandoned their racial legacy, and become treacherous and unpredictable.
Any dwarf found in a thieves' guild can be assumed to be an outcast from dwarven society.
==Elf==
Elven thieves are sometimes characterized as eavesdroppers or spies. Elven culture has shown relatively little interest in personal, material property; with their incredibly long lifespans, they are more aware than most of the transitory nature of things.
But while material things come and go, knowledge is eternal, and it is what the elven thief covets above all. With their higher chances for finding secret doors, and superior senses in general, elves are excellent at gathering information. Of the various thief kits, they are most likely to become spies. An elf raised in a larger human community might be inclined to take the investigator kit, but this is a rare situation. The adventurer kit is also popular, especially for the elven thief who wishes to traverse the world in search of exotic knowledge. (Note that multi-class thieves cannot take a kit, however.)
Elves are careful with preparations; they can have patience that amazes other races. They like to do research before a mission is undertaken, whether it be a relatively simple burglary or a dive into a deep dungeon to track some precious artifact.
Because of their heritage, elves are more likely than other thieves to recognize the value of archaic or obscure items, such as books and artwork. (If you are using the nonweapon proficiency system, you might let an elf check information gathering or a similar proficiency to identify or estimate the value of such an object.) An elf is also more likely to know where to fence the item—although he would probably want to keep it for himself.
When elves do desire material goods, they are sure to be beautiful and innovative ones. Elves take a special interest in items that are long-lasting and of intellectual value (art, rare books, etc.).
Though enthralled by knowledge, elves are not overly secretive. They find information exciting, and may delight in sharing it with their friends.
Finally, elves are dependable. You can usually expect an elf to behave as a professional (though he might not be recognized as such) or a reliable guildsman (though elves prefer to be independent of such organizations).
==Gnome==
"Prankster" and "thrillseeker" are words that best describe the gnomish thief. He takes delight in stealing, not out of greed but because it is like an exciting game—a trial of puzzles and challenges, with a valuable prize if you succeed. Thievery is recreation rather than a profession—but the reader knows well how devoted and involved people can become with their games and recreation!
Gnomes are fond of burglary, though wall-climbing is difficult on account of their small stature. They may be infallible "box-men" (experts at lock-opening and trap-disarmament), having technical expertise comparable to dwarves', but being more willing to put it to larcenous use.
Some have compared gnomish thieves to pack rats: Show one something shiny and interesting, and he'll likely be so overcome by curiosity that he'll drop everything in eagerness to discover a way to put the object of interest in his own little paws.
Bulky treasures, such as coins or awkward items that must be fenced, are avoided by gnomes. They are collectors, hobbyists who like to admire their trophies: gems, jewelry and (perhaps favorite of all) fascinating magical devices.
Also, gnomes love to put their magic items to clever use. They delight more than any other race in practical jokes. They may make themselves a nuisance to fellow adventurers and thieving partners; but, though embarrassing or amusing, such pranks are harmless. And at heart, a gnome, well-treated, is a most loyal and reliable adventuring companion.
==Half-elf==
Half-elves live between two worlds—and perhaps this gives them a special affinity for thievery, taking the best that both have to offer.
Some half-elves favor the world of one parent or the other, if raised and accepted by that parent's society. But many more are wanderers, never quite feeling at home or accepted in either society.
By seeing and understanding two diverse cultural viewpoints, half-elves are acutely aware of peoples' differences in point of view—and how to capitalize on those differences. This helps develop a well-honed ability to shade the truth and, combined with the elven affinity for knowledge, makes half-elves excellent swindlers. Targets are sometimes further impressed by a half-elf's exotic appearance (pointed ears, lithe build, and so forth).
It is very easy, for instance, for a half-elf to enter a new town, find a likely target, discover what that person needs or desires, and then appear at the target's doorstep with a fake for sale. A half-elf swindler will milk a town or area for however much it's worth, and move on when things get a little too hot. Between towns he may link up with adventurers for protection (and perhaps con them, too), but eventually he'll move on when he has found new territory.
Many half-elves are loners and wanderers, which is not conducive to guild affiliation. The ties of a half-elf thief to a guild are loose, at best, unless the character has been raised in the guild structure and well-indoctrinated into its mentality.
==Halfling==
Sometimes portrayed as consummate burglars, halfling thieves are really motivated by curiosity. The average halfling is content to lead a simple, safe, comfortable life. But the thief longs to see and experience the world beyond the hills and burrows of his home shire.
"Adventurer" is probably still too strong a word, for even halfling thieves have their race's characteristic shy caution, plus a healthy dislike for danger, discomfort, and uncertainty. Halflings make careful preparations whenever possible, and use their skills of self-concealment liberally. Careful scouting is always a must, and frontal assaults (whether in combat or robbery) anathema.
Many halflings have remarkably little interest in money, which can be burdensome (especially for a small person). They'll take a good amount of loot, certainly—at least enough for a pleasant period of ease and comfort before work is made mandatory—but they are hardly motivated by greed.
Of great puzzlement to sages is the question: Where do halflings get their extraordinary talent for thieves' skills? There is precious little locksmithing or metalwork found in their culture, and thievery amongst the halflings themselves is virtually unheard of—yet the halfling thief has an amazing knack for almost all thieves' skills.
Coupling this knack and the attitudes just described, plus a fierce loyalty for their friends, the halfling thief is understandably in high demand for adventuring expeditions.
==Other Nonhuman Races==
As the Dungeon Master's Guide mentions (p. 15), it is possible to design new character races for your campaign. Some of these characters likely will end up joining the thief class.
The races most commonly adapted for characters are humanoid—ogres, orcs, and half-breeds of those races; goblins, kobolds, and possibly even hobgoblins or bugbears. As thieves, these characters favor the kits of highwaymen (that is, bandits) and thugs—they prefer armed robbery, where no great deal of finesse, delicacy, or dexterity is required.
==Demihumans, Cities and Guilds==
The entries above describe demihumans who were raised among their own kind, and have picked up most of their race's cultural trappings. Some demihumans, however, are found in other settings, such as human cities. Most such demihumans still originally lived among their own people, but some campaigns may include second- or even third-generation displaced demihumans. This particularly happens in large cities, where there may be ghettoes of demihumans, or where thieves' guilds have purposely raised demihumans in their midst to take advantage of their races' special abilities and benefits, while suppressing natural and cultural inclinations (dwarven honor, halfling peacefulness, half-elven wanderlust, and so on).
Ghetto-born demihumans undoubtedly still exhibit some stamp of their "homeland," but the tendencies are weaker. In fact, a guild-raised demihuman's personality might hardly be recognized for what it is, if the conditioning was done well. (There could even be such oddities as a claustrophobic dwarf or a repressed elf.)
Interesting role-playing could arise from an alienated, city-born demihuman thief breaking away from the guild that was the only parent he knew, and trying to find himself in the unfamiliar lands of his ancestors.