“ A group of wizards who will give others temporary magical powers, but the price is high and those who can't pay or won't pay get very badly hurt or even killed.”
“ Pcs learn of high power magics that allow them to banish weapons and suits of armor to some 'elsewhere' place until such time as they need it. reduces encumberances, gets fewer questions, and when the PCs get jumped by thieves in the ally, they can summon their suits of full plate armor with weapons drawn.
Lesser powers would allow them to summon their weapons from another physical place, drawing them to their hands like Luke skywalker summoning his lightsaber on Hoth.”
“ 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.”