Eager to steal some of that sweet sweet encounter suit money, DitKorp Klidergruppen engineered a cuirass based suit if light body armor, largely based on the composite coalition suit.
A fine cloak that allows the wearer to see from a statue's eyes.
"I once went questin' for Alexander Sehtolc's five clothes. Each item has a magic power that the wearer can use, see. And when you get all seven, each power is amplified. 'Course, I never could find Alex's boots."
-Old Gerald, man in the pub.
You shall carry your sibling, be his support and guide.
He shall be your shelter, guardian, aegis firm.
United you stand, divided you fall.
Just seeing if I can upload and view a picture from the submission page.
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.