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 gods must have truly wanted the king to drown, to make him meet such an end in a mud puddle, most unfortunate indeed. Then again we all knew he was unsteady on his feet, a pity that cane his son gave him for his 85th birthday didn't serve him better..."
A magically cursed walking stick, often gifted to those who have been on the throne a little too long. Suitable for use in any magical fantasy setting and easily adapted to higher tech magical settings.
It is rare that humans earn a gift from the Merpeople, as most of the time the two races tend to avoid each other, and with scarce resources the Merpeople tend not to give gifts very often, yet it does happen...
Teenagers who run away from home to live in the wilderness may become feral. As they become more and more feral, they gain some supernatural powers (a la Peter Pan - ability to fly, things they imagine come true - possibly quite powerful), but at the expense of their humanity and ability to speak, comprehend complex subjects, etc. Maybe they have a leader: the most feral of them all.
A regression into a fantasy childlike state.