Seven trains that the PCs might one day need to travel openly on, sneak onto, wreck or rob,
Equipment listing for the Cosmic Era Setting.
Continuous Work in Progress
Breakdown of large civilian craft in the Cosmic Era
"The gods have chosen to smite us today my brethren...but we must fight back"
"How damn it we're just men...insects before their power"
"We will have to find the dagger"
A mineral responsible for refrigeration, arctic landscapes, and hot springs across the world.
Part of my series on pseudo-magical world building
Blurring the line between exoskeletons and cybernetic augments, the D9 is unfavorably comparable to the Chemical Augmentation System.
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.
A moonsteel armlet set with diamonds
Armor and accessory set worn by the guards of the Imbrian Royal Palace and the Lunar Temples
The Knights of Imbria are most commonly seen in artwork bearing their famous, or infamous heart shaped escutcheons
A destroyed Kingdom of the Moon, Imbria was lost and it's flotsam of debris rained down on Earth. Among the treasures of shattered Imbria were it's Ancient Swords
A joint French-Canadian company, Chalopin-Barkin of Mars is one of the pre-eminent manufacturers of space mining equipment and exotic vehicles.
The blisteringly fast race cars of the future
All it takes for evil to triumph is for Ennui to convince good men to do nothing.
The leader of the Seven Brave inhabits this arrogant weapon.
The deadliest Sinblade, Wrathbringer is coveted by the violent and feared by all.
A cornerstone of modern biotechnology, and something that remains in the upper echelons of secrecy.
Illusion is the disguise of emptiness
Some sovereigns prefer a different sort of tax from their subjects - whether freely given, or taken by force.
The Truth Mage, Veracit, feared to utilize the Observer's Paradox, uncomfortable with their perilous effect on reality.
A little way up the narrow valley, before they reach the woods, the PCs notice the squat, tumbledown buildings by the riverside. They are hardly big enough for a human to stand in, and the complex cogs and shafts that occupy the central cavity of one of the buildings are perplexing. What were these buildings? And how safe are they to explore?
Alternatively a desolate place is the perfect setting for a derelict chapel or croft. There needn't be any actual physical encounter involved, but it adds atmosphere to a place to see its dead history. For instance, in the Outer Hebrides there are whole deserted villages which were razed to the ground by the English during the Clearances. Such stories give a setting authenticity and character.