Life is nothing more than a turn of the gaming wheel. Since “Fortune Serves the Bold,” the world should serve the members of this organization.
The Clan is the original unit of social organization for the people of The Known World. Humanti society is becoming more diverse. The Guild or professional organization is taking the fore in the Known World. Except on the Sea.
Deep within the cold northern ranges live a reclusive tribe of Keirn with knowledge though long lost to the ages. The Fajro Mmang’i roam the frozen wastes with an ancient knowledge glinting in their eye.
The Guilds of Antioch are the most important social group in the region. The Guilds have replaced the Clan as the central social organization of society. Each Guild Head (or representative) meets with the Guild Council to determine laws and policy of Antioch.
A great listing of names and short descriptions as well as fleshed out groups/ societies/ and organizations.
The Order of Eternal Flame was a great order of the past, dedicated to bringing law and justice to The Lands. The Dragon Knights brought a golden age to the Elder Times. Unfortunately, they were betrayed and that golden age has been lost.
The Greens are a group of balance between the Colors, the factions of Blue and Yellow.
There are always factions at Court. These “teams” are color coded for your convience. However, it is not always good to wear your affiliations on your sleeve.
The Order of the Iron Gauntlet is the oldest in the Kingdom. They are the order of the King’s Guardian Knights. Though they are Generals and Warriors of note, they act as the King’s bodyguards in battle and interesting situations.
This is a knightly order of the kingdom, which does not require its members to of noble line, just noble attitude. Each member must be knighted for duty to kingdom or be of knightly rank (or greater) by birth. The order was formed by the Queen of the Rose, Queen Isa, hence the name. The order’s primary duty is as The Queen’s Guard.
Because of this the culture believes in a death walk for those that are getting near natural death, whether it be from oldness or some kind of terminal sickness. They are to leave the home and go through the Death Gate into the Sullen woods where they spend the last days of their life. Once they pass through Death Gate they are never allowed to return. But having a death gate in your own backyard may create more problems then it solves.
THE GNOMES OF UDNALOR: Part II
Having left the hush of the upper halls, and crossed the depths of the Braeth (an underground river, which is not all that deep because bear in mind we're talking about gnomes here), you would find yourself in Wattling Street, the main road through Udnalor. It's actually a long, well-worn passageway which opens out eventually into the City Centre. The gnome-buildings branch off Wattling Street as small burrows or caverns with boulder-blocked doorways for privacy. You can find armourers and smiths (though their armour tends to be on the small side for humans to buy) and many other types of trader.
There are many streets, ginnels and cooies which run off Wattling Street, the most famous probably being Smell Street, the domain of the infamous gnomish alchemists, the eponymous smell being very distinctive: the stench of cooking fungus, the aroma of subterranean spices, the pungent reek of rotting carcasses (used in some of the more notorious experiments). An encounter with an alchemist can really be spiced up (excuse the pun) if you have a well-stocked herb cupboard, and actually make up the potions, elixirs and draughts as they are ordered by characters.