I barely have 5 things this week, but I may have something on the Quest21 forum this weekend. So a few more things...
Blindness - This is a mixed bag for Sorcerers & Alchemists. In the short term it can be a benefit if the Sorc/Alch can handle the shock. For a very powerful magician, one that has the ability to control their environment, it can be a great boon and the most powerful magicians may eventually let themselves go blind. However, for new or middle of the road magicians it can cause madness as they are forced to internalize their relationship to color and magic. Many fanatics blind themselves, thinking it will grant great power but they inevitably go mad.
There is a spirit world - There are spirits and the Gek are adept at seeing and contacting them. However, any shamans are not using spirit magic; they are using sorcery or alchemy or the Gek weird combination of the two. Especially in Gek culture, but also among the giants, worship of ancestors is a thing.
Spirits & Shades - Speaking of the spirit world, all spirits are non-threatening, unless you anger them. They are those ancestors who have moved on with no issues. Shades are those spirits or parts of spirits for whom death was not a release or relief. Undead will be built off of these ideas.
Hive Cities - Generally the humans live in cities that are called hives. Think about the most crowded looking Warhammer Fantasy or Zweihander city and the add two more levels and smoosh it together. That is the hive cities. Weird, anime and (European) renaissance inspires styles. Add in some Asian and African accents. The land between is far less crowded and the towns tend to be two horse communes.
Adventure Design - GM Advice - Part of the GM advice section will talk about four part story structure instead of three; trying to shake up the standard story constructs and adventure ideas.