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 shark is the most efficient hunters in the realms. This has empowered the Shark Spirit, to become the Beast Hunting Spirit. This powerful spirit has bound elementals of various kinds and places with a shark imprint. These bound spirits spawn new shark races, land sharks, sand sharks, sky sharks, and as for here, ice sharks.
The Dancing Lights of the Ice Wind are one of the great dangerous in the Land of Snow and Ice.
While Selvaks have some resemblance to their timid and weaker cousins - squirrels, they are far from cute and fluffy.
Large and powerful, they are the aquatic equivalent of elephants in a battle situation-very dangerous, but no army can afford not to have large numbers of them.
Blood Spiders are dark brown rust color, nearly the color of dried blood and have a body that is approximately 5’ wide, not including their legs. They have a desire only for survival and are not malicious. Tell that to one of their victims.
These Camel like animals roam the desert in small herds. The desert folk have uses for these creatures.
the Marongghovec, or Ale-Ox, is a large, yak-like animal native to northern Ageratos. To keep its belligerent, stubborn, and generally annoying personality in check requires an interesting ingredient.
This herb is given to the father of a baby upon conception. Nine months later, the father will have an experience that will instill life long respect in the mother of his child.
The result of an unexpected side effect of magical research. The cherries help to light up the dark in a unique way.
A life form that emits bright light while feeding.
This ferocious creature has plagued adventurers that enter it’s cave for hundreds of years. No one knows what it gaurds in it’s lair, but rumors of vast wealth continue to draw adventurers to it.
Throughout creation there are locations which serve as nexuses of sorts; conduits between one place and another. Such are the rules of translocation that only areas that border each other can be traversed by physical or magical means.
When the Gods forged Creation they imbued everything with a spirit of its own, a soul so to speak. The trees, the bushes, serpents and birds, everything was imbued with a soul. Even the very earth and the mountains got spirits of their own, as did the winds, the rain and the storms.
Saints and Sainthood: The inside story on the ascended
Necromancy: By some it is considered as nefarious black arts and by others a vault of opportunities, the very key to the secrets of life. A substantial part of the necromancer’s practice is devoted to undeath; a state in which one is neither alive nor dead. Unbeknownst to the general populace there are three ways in which undeath can provoked, and the curse of unlife bestowed upon the recipient.
The Eternals are one of the few races who survived the awakening of the Gods and the fall of Prime Creation. They were solitary, but powerful, weavers of essence and were locked in a bloody war with the Other Ones, another race which survived the Gods.
Game Cliche 2.
Upon learning about "the five ancient jewels" or "the nine legendary icons" or whatever, you can be quite confident that Saving the World will require you to go out and find every last one of them.