A land warship from Techno Ordnance Group, intended to replace aerial warships in defensive roles.
A charm is another word for a rune, enchantment, or method of creating magic item. The Charm of Vanity interacts with the Appearance/Charisma score of the item weilder
Bio-telemetrics are technological devices that provide a shortcut between a citizen's biometric monitor and their digital identity
"The level of magic here is nearly an 80. As a mage I can stay here for several hours without any damage as my body is used to it, but the rest of you need either expensive anti-magic amulets or lead plate armor to stay longer then a few minutes-unless you want to risk turning into something like a small purple teapot," the mage told his fellow adventurers. He was exaggerating, but not very much, as his thaumometer clicked and buzzed loudly.
30 more bullets for your PCs to use or face in combat.
An imbrian relic that blurs the line between magic, technology, and divinity
Largely a progressive liberal non-violent nation, the LFS is not a push-over or a door mat. It also does not rely (entirely) on the Atlantic Federation Space Navy.
Adventurers often encounter giant spiders and their webs, but what is stuck in those webs and is it worth fighting for to obtain?
Thirty types of often magical ink that may be found in books or scrolls or occasionally just scrawled on a wall, with all kinds of uses.
Also known as the Camel Spider, or the turbo tank, a commonly available vehicle found in non-Federation Africa, the Middle East, and along the Silk Road
Not all fine gemstones are good to own. Here are seven doomed to bring their owners nothing but ill health, bad luck, misery and death.
inspired by Cheka Man's 30 Boots submission
Desperate times call for desperate measures. When facing overwhelming material and technological superiority suicide weaponry becomes increasingly viable
Every adventure starts with a good stout pair of boots. Thirty pairs of boots for your PCs to encounter and maybe wear.
non-mecha robots designed and used by the space mining company ElectroCorp
The original piece of hardware for controlling a mech
A sample of helmets
7 types of mecha backpacks
A variation of the Weaponoid Program
Short for Missile Battery System, usually followed by a number denoting the number of missiles fired in each barrage
Molk Peruda is encountered by the PCs on the second day of their journey west from the salt-choked port of Quyn, as they prepare to explore the jungle.
He appears a gaunt, wolfish man, with matted, dark hair that sprouts from his head in dreadlocks, contrasting with his well-oiled, blue-black, conical beard. His eyes are hidden ebon shards beneath thick arching brows, his nose, crooked, long, and reminiscent of a snout. His mouth is a thin, dark line, his teeth unseen even when he parts his lips to speak.
His skin is the color of tallow, surprising perhaps for a renowned jungle guide, yet his natural helm of dreads and the jungle's canopy keeps the sun from bronzing his originally pale flesh. On his back are tattooed three women from the waist up, side-by-side, each resembling the other but of different ages. This is a tattoo of Molk's mother, sister, and daughter. His wife (don't bring her up to him!) was killed by marauding Qullan years ago, and appears as her own tattoo on his broad but sunken chest.
His feet shockingly are turned around 180 degrees at the ankle, facing towards his back! A curse from a pernicious shaman. Molk walks feet backwards (he's used to it) and walks backwards, forwards. This can be very disconcerting and outright creepy to the PCs as he guides them through the rainforest.
Slung from his back is an archer's quarrel of treated wood carved to resemble a stalking leopard, in his hand a re-curved composite bow of horn and sinew, with a pair of vivid, red eyes, each one painted on the opposite side of the hand-grip. In a leather sheath at his belt, hangs a falchion, its pommel adorned with a curved bird's head and beak.