A Federation black budget research and development center, and one of the most advanced shipwrights in the Solar System
At the height of the Imbrian Culture, they colonized almost the entire Solar System, and Lunaformed many of the planets.
26/30 Sample Dead Zones to flesh out the wastelands of the Cosmic Era.
Dead Zones are the cancerous pock marked ruins of the Petroleum Era, cities and urban sprawls long abandoned, quarantined or simply lost.
A hoary old tower that serves as the lair of a necromancer, but not is all as it seems.
Dominated by Chinese colonists, most people refer to the red planet as Huo Hsing, rather than Mars.
Habitats and stations that float
A cul-de-sac in arcanotechnology, the Singularity Plant is a power station that is more dangerous than it is valuable.
Governments and mega-corporations have found a way to cheat the the system, the Dream Tanks are their most valuable assets.
One of the most common and well recognized SimSense parlors of the Cosmic Era
A city of immense wealth, stark poverty, violent crime, and cyclopean architecture
drawn from/inspired by Hellfire: the Summoning mobile game
The octahedral space stations designed and built by the Atlantic Federation
Things are not what they appear in the Cognitive Network
The city of pigs
The fictitous state that I have been developing for my CoC/Vampire cross-over home game.
An Amazon nation in the Cosmic Era
The term is archaic, calling upon the ancient language of the magi, and those versed in the eldritch arts. In the more vulgar argot, terms such as scrying room and equally mundane names are bandied about. The fact that such limited terms are used to describe the proper mystic's psychomanteum demonstrates how little they actually know about what occurs within.
Incarceration in the Cosmic Era, adjustable for futuristic and dystopian settings
The home base of the mighty mech
Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains.
During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find.
A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate.
Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged.
Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also "collect" many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions.
Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time.
Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work.
Hu's Iron Ball should be handled carefully by players and gms.