The electromagnetic adaptive camouflage system
Blurring the line between exoskeletons and cybernetic augments, the D9 is unfavorably comparable to the Chemical Augmentation System.
Six white tomes, Encased in bone.
They shine in light like polished stone.
Trapped deep inside, fel beasts reside.
Dark power; to the holder, the books provide.
In lakes, submersed, and tombs accursed.
Across the land they are disbursed.
The grudging gift of thankful mermen, a fine blade with a bit of baggage.
A dwarven masterwork shield, imbued with the power of wind.
Over the centuries, the thieves, assassins and secret agents who operate within the underworld have come up with many ingenious devices for stealing and murdering, many of which are disguised well enough to be carried in plain sight.
"We fought the li'l beasties," the gruff old Dwarf growled, "so where the blazes is their treasure!"
Glacier grinned, "Just give me a second, I know how to find it."
Pretty smoke rings? Naw, I can do a lot more than that.
There's nothing like a good, full pipe after a day of slaying.
The Black Death... oh how quaint.
A few plagues to add variety to the lives and deaths of your heroes.
The greatest failure of the Arch Mage Calypso is his one legacy sought by Emporers, Dragons, and Gods.
The reasons that mecha are not reliable as weapons of war are manifold, but the world changed more than many people expected and the way wars are fought have changed greatly since the middle of the Petroleum Era.
The most common form of body armor in the Cosmic Era, also the cheapest
30 pistols, rifles, and assault weapons
The lost story of the pommel stones.
Protection in the Cosmic Era
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.
The cover depicts a stylized rose with one drop of blood dripping from one of its thorns.
(But is there more than meets the eye with this book, of bloody course there is!)
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.
What used to BEE the crown of an old dwarven king has now BEEn made a portable BEE-hive.
Culture/Religion: based on fear and respect. Gods are very dangerous creatures, sometimes friendly, often not. Temples are the way to make contact with them... if not easier, then at least more concentrated in one place. Were it not for the temples, gods could be running amok among the people. Therefore, mortals have to keep the gods close to temples, entertained and worshipped. It doesn't make the bad ones any friendlier, though (and is no guarantee some won't go on trips now and then). Still, there have to be priests that are hardy men, able to survive the rigours of their position, get a sufficient number of worshippers to make the gods feel important enough, and mediate the contact between mortals and immortals.