The arch-mage and infamous castellan Veavingax was best known for her extensive construction of magical defensive towers and fortifications that ringed her equally infamous fortress, the Armathian Citadel
Seven orb craft that will in various ways shake up the future of the Cosmic Era
One of the more unusual offerings from Hanse industrial powerhouse Kladderadatsch, the Kolibri is a VTOL designed to transport a single power armor trooper
The RD-1 Roadrunner is an Atlantic Federation power armor transport mech
Some lunatic decided to crossbreed a shotgun and a mini-vulcan and created one of the most ludicrous ammo hungry conventional weapons of all time.
An energy dense supermaterial
Jumper suits are a more style oriented variant of the commonly available encounter suit
A somewhat comical stop-gap weapon for the Cosmic Era
The Destroid is a mecha combiner system, and a fully scalable combat system. While functional, it is considered a complete and total failure due to its innate complexity and massive expense.
The ATLAS computer is the product of Atomic Technology Laboratories Analytic Systems, aka ATLAS. This system was considered highly flawed and now obsolete
A supercruiser is a civilian class of ships that have the ability to operate away from support for years at a time
A small secure container for the transport of messages or other small objects. Shamelessly ripped from the Da Vinci Code.
Biomer, or bio-polymer is a increasingly popular fashion choice in the CE
Everyone expects the power armor trooper and his trusty combat rifle, assault rifle, storm-bolter, etc.
The Skull of Golodh is the gold encrusted skull of the Dwarf Lord Golodh and it is cursed
Summoning spells are typically cast or are tied to the basic magic item pack of jewels, rods, and so forth. Summoning devices take the same concept and tie the spell to a weapon, shield, or piece of armor.
The Ettin System is also known as a Dummy Head
An imbrian relic that blurs the line between magic, technology, and divinity
Magic tools for vampires
Weapons and gear used by the antagonists of the Spider City scenario
The old clock tower stands tall, but the bulk of the uppermost storey is crumbling and unsafe, with gaping cracks in the walls. The metal struts and girders supporting the great bronze bells are still intact, though, and the bells survive. The grotesque gargoyles and arabesques which decorated the original design have either fallen into the street (once or twice a year more bricks fall from the tower, prompting calls for its demolition) or have been defaced, but the main doors to the clock tower are still intact and show signs of being kept in working order. This is the home of The Captains, clad in raggedy clothes, with sooty faces, and perpetually runny noses. But behind each set of eyes is the look of a survivor. They live to stick together and make it through each day. Older than their years in many ways, the friendship they share with each other and Wims ghost keeps the core of a childs innocence and hope alive in each. But they are still very suspicious of outsiders. They are a group of street children who live in the clock tower. Some are orphans, some runaways, and some nomads who occasionally return to their homes. But they’re all poor, dirty and perpetually hungry, as well as being wily, unscrupulous and mischievous in a fairly brutal way. Enough of them have suffered at the hands of adults for all of them to be wary of any grown-ups, particularly ones who ask too many questions, although with hard work and a lot of food it might be possible to win the confidence or even the trust of a few of them.