Not all magic items are for humans. Rewrite of my original and premiere submission, Horse Brass
Based off of the Rubik's Cube, the Emote Cube is a banned piece of arcanotechnology
The Sperry-Colt 7.5 cm automatic rifle, standard weapon of battlemechs for the Atlantic Federation
Chrome is the one of the most popular Superbrands in the Cosmic Era
The ultra minimalism mech, for the common consumer
A standard crowd control/riot shield
Tis but a scratch, send the guards and make sure they capture that joke of an assassin
A joint French-Canadian company, Chalopin-Barkin of Mars is one of the pre-eminent manufacturers of space mining equipment and exotic vehicles.
Myths and misunderstandings swirl around this mysterious metal
Also known as hover cycles, HBs, Tin cans, tin coffins, and smear-bikes, the military hover bike is a common vehicle in many arsenals and motorpools
A neural interface and mind recording device
In the Petroleum Era, it was considered more uncommon for a family to not own a personal automobile, and in some areas, aircraft were as numerous as automobiles. In the years that followed transportation demands and needs changed, as did the vehicles that did the work.
Originally designed as a Medevac transport, the Whippoorwill is now iconic of the Atlantic Federation
By the Cosmic era, almost every part of the human body is replaceable, including of all organs, the brain.
A list of 30 more wines, none of which are vinted by humans, elves, or dwarves.
While technically alive, magnagogs have little in the way of personality and are driven via telepathic command.
The orc known as King Vhid the Second, or King Vhid the Rampager, in the annals of mankind is known among the orcen nations as Fargigoth, son of Fargog, son of Dugarod. He was best known for his collection of magic items, a rarity among the greenskins
The teeth and fingerbones of holy men and more
The blisteringly fast race cars of the future
One of the strangest weapons deployed by Z'pl'rt the Mad
In a long-lost age, a party of adventurers are frozen into stone by the stare of some gorgon-like creature. An unscrupulous rogue, coming across the frozen party several centuries later, decides to haul off two of the statues to decorate his den. Upon his death, an artisan friend of his claims a statue and sells it to a rich merchant, passing it off as his own work. Years later, the merchant gilds the statue in bronze and re-sells it at a much higher price. After passing through the art markets for many decades, the statue ends up in the hallways of a mage academy. Imagine the chaos and confusion when a young mage's spell happens to break the curse of stone, returning the adventurer to life several centuries after his petrification! Is he interrogated by historians? Driven mad by the change of times? Or does he set off on a quest to find and liberate his other frozen party-members?