The three sacred relics of Ahkti.
The CogNet might be policed by sentient programs and controlled by artificially intelligent super computers, but it is built on top of millions of organic memory cores that function as its host.
The electromagnetic adaptive camouflage system
The Black Death... oh how quaint.
A few plagues to add variety to the lives and deaths of your heroes.
The biggest reason that Amerikka Command survives to plague the Atlantic Federation, the only reason the ACPS hasn't destroyed the Python Pirate Syndicate, is their mastery and sharing of shroud technology.
These are items of great interest to the Players Cult, and show a few potential ways to bring them into a larger campaign.
The First three are of particular interest to one guild over the others, while the final two are vitally important to the Cult as a whole.
One man's ultimate demise could prove another's treasure...Or curse.
Dentures, magic dentures.
Six powerful substances as described by Hachnar the Alchemist
Based off of the Rubik's Cube, the Emote Cube is a banned piece of arcanotechnology
Sometimes, you just want to accept that something tastes good without knowing how it was made.
Magic, by its very nature, would greatly help not just the PCs, but the masses, too. Here are some magic items that the commoners's use.
A toilet that teleports your feces onto the PottyPortal's Poop Hill.
A set of 30 Dwarven Treasures, for finding, or stealing.
By the Cosmic era, almost every part of the human body is replaceable, including of all organs, the brain.
While technically alive, magnagogs have little in the way of personality and are driven via telepathic command.
The teeth and fingerbones of holy men and more
The relic of an old Sorcerer, the Glyph of Tarnos Krae is a window into the past.
"Please, there must be something you can do. Oh if he'd just managed to keep his eyes open, two more minutes would have been enough."
The air had grown chill the minute they descended into the strange valley, which was unmarked on any of their maps. It was so strange here, devoid of animal life and completely silent. The horses were nervous the entire journey through the vale. As they set about to collect firewood for the campfire they could hear their own voices as dim echoes through the eerie silence.
The food didn't taste anything that evening and their sleep was cold and troubled by nightmares. While they are clearing camp the next morning, one of them stumbles over a piece of stone jutting out of the ground nearby the horses. On closer inspection there seems to be runes engraved into the polished surface. The symbols true meaning is no more known among mere mortals and if they decide to dig deeper, they will discover that it is an ancient altar buried within the soil.
Any historically oriented party member will recognize the largest symbol to be the insignia of the powerful warlock who ruled this realm several centuries ago. At their departure from the area, something will seem amiss with one of the party members and all will remember the stories of the warlock's thousand curses.