
In the fifth year of our Lady Aurora, every Gnome gathered together to have a great council meeting. They decided that they should have an organization to which they could belong and feel like brothers. They wanted a place where they could work toward a common goal, sharing like ideas and maybe a brew or two.
After some great debate about who should approach the Gods with this idea, they gathered as a collective and implored their hopes to the great demi-god Rahvin. He had in his care the newly-born immortal, Cloude, and decided that this would be the test of her worth. He decreed that Cloude should create the institution the gnomes had waited so patiently for. She held many meetings with the gnomes of those times, and asked for ideas on what the organization should be based. After several long and heated debates about what could be done for the gnomes, she sat down at her desk and began to create a new society. This would the first true organization the gnomes ever had, and she decided it should be called the Society of Innovation.
The purpose of this society was to bring the gnomes together in brotherhood, uniting families that had been feuding since the race began. There would be two specializations in this society, that of tinkering and that of scrying. The tinkering gnomes would go on to create great inventions for the race, even though they had their humble beginnings. At first, the most they could invent were toys. But a few leaders rose up out of this and decided the gnomes should work on one great, ultimate invention. Today, there are so many blueprints that the original idea of the invention has been lost to time and careless scribbles, but the tinkers are still dedicated to finally putting the pieces together and solving the greatest puzzle of all time.
The scryers of this society had their humble beginning, too. When their specialization was finished, all they could create at first were silly potions that did nothing more than change skin color. But they, too, would have their leaders, and some day, those leaders will arise to create potions that will cause the gnomish race to stand out and be proud of who they are.
From these specializations, the leaders of the Society arose. The gnomes decided there should be a Chief Inventor, leader of the tinkerers; a second leader would come from the scryers: the Head Scryer. And yet a third was to represent the gnomish society as a whole, the Grand Theorist, for what good are inventor and scryers if there is no one to theorize their ideas and put them into writing? And so these three would head the Council of Gnomes for generations to come, and all would remember those immortal beings that helped them create the very first gnomish society.
In the First year of the Triumverate of the Gods, Darsis, Skullslayer, and Carchoth, a select group of gnomes discovered the spot where the ancient city of Gnilbin was rumoured to be located and immediately began excavation. After some extensive digging, the gnomish miners discovered the beginnings of the city and moved the gnomes from the realm of Valeris to the original homeland in Stygia, south of Hylar. The trek with their beloved Invention was long and difficult, but they met the adventure with success, and the Society moved within the safe walls of Gnilbin.