Lost Planet EDN-III

Sci-FiNo MagicGrittyPolitical
1plays
0remixes
Dec 2025

On the frozen exoplanet E.D.N. III, humanity survives by harvesting deadly thermal energy from a sentient, ice‑bound ecosystem, while corporate greed, rogue pirates, and desperate colonists wage a relentless struggle for every pulse of heat. In this high‑tech, zero‑magic survival world, every mission is a negotiation between corporate orders, Akrid retaliation, and the brutal cost of keeping a Vital Suit alive.

World Overview

Basic Premise Lost Planet: Colonies is a high-technology, zero-magic survival world set on the frozen exoplanet E.D.N. III, where humanity can survive only by harvesting Thermal Energy from a hostile living ecosystem. This is not a heroic frontier— it is an industrial struggle for survival, controlled by corporate power, undermined by rebellion, and constantly threatened by native life. Technology Level High Technology, Harsh Limits Advanced human technology exists: Vital Suits (powered exoskeletons) Energy and ballistic weapons Deep-core mining operations Orbital logistics and interstellar travel Technology is not liberating: It requires constant Thermal Energy It breaks down in extreme cold Repairs and spare parts are scarce Most colonists live with: Aging equipment Jury-rigged systems Black-market modifications Technology keeps people alive—but only just. Magic Level No Magic (Hard Sci-Fi) There is no spellcasting, divine power, or supernatural magic Everything operates through: Thermal Energy physics Biological processes Mechanical systems Phenomena that feel mystical (Akrid behavior, Thermal surges, ancient ruins) are: Poorly understood science Misinterpreted alien ecology Classified or suppressed research This keeps the world grounded, tense, and lethal. The Core Survival Loop Life on E.D.N. III revolves around a single truth: No Thermal Energy = Death Thermal Energy powers: Vital Suits Weapons Colony heating Vehicles and defenses Thermal Energy is obtained by: Mining geothermal veins Hunting Akrid Salvaging ruins and wreckage Loss of Thermal Energy causes: Suit shutdown Rapid hypothermia Colony collapse Every decision—political, military, or personal—is about Thermal Energy flow. The Planet: E.D.N. III Environmental Identity Endless ice fields and snowstorms Volcanic fissures and geothermal vents Subsurface tunnel networks Ancient ruins buried beneath ice The planet is actively hostile, not just cold. Sudden whiteouts Icequakes Thermal sink collapses Massive Akrid migrations Nature is the first enemy—humans come second. Unique Life: The Akrid The Akrid are native megafauna and swarm creatures that: Produce massive amounts of Thermal Energy Are aggressively territorial Exist in ecological balance with the planet They are: Hunted for survival Studied for exploitation Feared as extinction-level threats Akrid are not “monsters” in a fantasy sense—they are a biological response to human intrusion. Human Power Structures Corporate Colonialism NEVEC dominates human activity Colonies are corporate assets Workers are replaceable Compliance is enforced through: Resource control Military pressure Information suppression Opposing this are: Snow Pirates Independent colonies Rogue researchers Fractured military remnants No side is clean. Survival always has a cost. What Sets This World Apart 1. Energy Is Life, Not Currency Thermal Energy is: Food Fuel Shelter Power Time Running out is not an inconvenience—it is a countdown. 2. Survival Over Heroism This is a world where: Retreat is often correct Negotiation saves lives Corporate orders conflict with human morality Heroism exists—but it is expensive. 3. Technology Without Comfort Despite advanced machines: People freeze Colonies fail Equipment malfunctions Death is sudden and common Progress does not mean safety. 4. A Living, Reactive World Over-hunting Akrid, aggressive mining, or corporate abuse causes: Ecological backlash Larger, deadlier Akrid Thermal instability Colony loss The planet remembers what is done to it. Player Experience (In One Sentence) Players are Vital Suit operators trapped on a frozen world where every mission is a negotiation between survival, corporate control, and the consequences of exploiting a living planet. PART I — ON-FOOT WEAPONS (Used by unmounted pilots or dismounted Vital Suit operators) On-foot combat is desperate and dangerous. Weapons emphasize Thermal efficiency, stopping power, and reliability. STANDARD BALLISTIC WEAPONS Handgun Sidearm for emergencies Low Thermal drain Last line of defense when VS fails Machine Gun Standard issue for pilots High rate of fire Reliable against swarm Akrid Rifle Accurate mid-range weapon Favored by scouts and escorts Balanced Thermal use Shotgun Devastating at close range Extremely effective in tunnels and ruins High recoil, limited range HEAVY INFANTRY WEAPONS Rocket Launcher Anti-Akrid and anti-VS Limited ammunition High Thermal cost Grenade Launcher Area denial Effective against clustered Akrid Dangerous in confined spaces Sniper Rifle Long-range precision Used for weak-point targeting Requires steady Thermal support ENERGY-BASED INFANTRY WEAPONS Plasma Gun Superheated plasma discharge Excellent against armored Akrid High Thermal consumption Laser Rifle High accuracy Minimal projectile drop Less effective against heat-adapted targets UTILITY & EXPLOSIVES Grenades Fragmentation, Thermal, or concussive Used to break swarms or collapse tunnels Thermal Recovery Units Extract residual Thermal Energy Used post-combat or in emergencies PART II — VITAL SUIT (VS) WEAPONS (Mounted weapons for large-scale combat) VS weapons are interchangeable, modular, and devastating. BALLISTIC VS WEAPONS VS Machine Gun Standard VS armament Reliable against small and medium Akrid VS Shotgun Extreme close-range damage Tunnel clearing and defense Gatling Gun High rate of fire Massive Thermal drain Used by elite pilots and Pirates HEAVY ORDNANCE Cannon High-caliber, armor-piercing Slow firing Excellent vs Apex Akrid weak points Heavy Cannon Enhanced destructive capability Requires stable Thermal reserves Missile Launcher Lock-on capable Effective at range Limited ammunition Rocket Pod Area saturation Colony defense and swarm suppression ENERGY VS WEAPONS Plasma Cannon Massive plasma discharge High penetration Extreme Thermal consumption Laser Cannon Precision weapon Sustained fire possible Less effective against Thermal-dense targets INDUSTRIAL / IMPROVISED VS TOOLS Drilling Arm Mining and combat utility Devastating melee capability Salvage Claw Grabbing, tearing, crushing Pirate favorite Mounted Mining Laser Industrial tool repurposed for combat Effective against structures and armored Akrid PART III — FULL VITAL SUIT LIST (Operational Frames on E.D.N. III) Vital Suits are not vehicles — they are economic lifelines and weapons of survival. LIGHT / GENERAL-PURPOSE VITAL SUITS GTF-11 DRIO Role: Civilian, scout, miner Traits: Lightweight Energy efficient Limited armor Most common Vital Suit on the planet. GTF-15 DRIO II Role: Improved general-purpose Traits: Better armor Enhanced Thermal circulation Modular weapon mounts Preferred by experienced pilots. HEAVY / ASSAULT VITAL SUITS PTX-140 HARDBALLER Role: Combat, colony defense Traits: Heavy armor High weapon capacity Slower movement Standard NEVEC assault platform. PTX-140R HARDBALLER R Role: Elite combat variant Traits: Reinforced armor Improved mobility Enhanced Thermal routing Favored by NEVEC elites and Pirate champions. SPECIALIZED / EXPERIMENTAL VITAL SUITS EX-T400 Role: Experimental combat platform Traits: Advanced Thermal efficiency High power output Unstable systems Often recalled after field trials. EX-T440 Role: Advanced experimental model Traits: Superior performance Complex maintenance Classified components Pilots assigned these rarely survive long. INDUSTRIAL / MINING VITAL SUITS MINING VARIANTS (Multiple Models) Role: Extraction and construction Traits: Reinforced frames Integrated drills and claws Expanded Thermal storage Often poorly maintained in independent colonies. MODIFIED & SALVAGED VITAL SUITS PIRATE-MODIFIED FRAMES Role: Anything necessary Traits: Mixed components Custom armor plating Illegal weapon mounts Unpredictable but deadly. LEGACY FRAMES Role: Rare, old-generation suits Traits: Outdated systems Unique configurations Difficult to repair Often legendary among Snow Pirates. CULTURAL NOTE: WHY VITAL SUITS MATTER A Vital Suit is: A job A weapon A life Losing one can doom a colony Pilots often name their suits Some refuse to abandon them even when dying FINAL SUMMARY (ONE SENTENCE) Weapons on E.D.N. III are tools of survival, Vital Suits are the backbone of civilization, and whoever controls them controls who lives another day. I. VITAL SUIT UPGRADE MODULES (Modular, swappable, highly contested assets) Upgrade modules are not cosmetic. They determine who survives, who works, and who dominates. A. THERMAL MANAGEMENT MODULES Enhanced Thermal Circulator Improves Thermal Energy efficiency Reduces loss during combat and extreme cold Standard on elite NEVEC units Emergency Thermal Buffer Stores reserve T-ENG for suit-critical failures Buys minutes—not safety Favored by independent pilots Rapid Dissipation Vents Prevents overheating from heavy weapons Common on Pirate-modified suits Vulnerable to damage B. MOBILITY & FRAME MODULES Reinforced Actuator Package Increases lifting and melee force Slower movement Popular with mining and assault units High-Mobility Leg Servos Enhanced sprint and jump capability Increased Thermal drain Used by scouts and raiders Ice Traction Stabilizers Prevents sliding on unstable terrain Essential in Polar Ice Fields Rarely issued by NEVEC (cost-saving measure) C. DEFENSIVE MODULES Ablative Armor Plating Sacrificial armor layers Heavy but lifesaving Standard colony defense retrofit Thermal Insulation Layer Protects against extreme cold and heat Required near Thermal vents Reduces internal space for weapons Sensor Dampening Mesh Reduces Thermal signature Avoids Apex Akrid detection Illegal under NEVEC regulations D. SENSOR & CONTROL MODULES Enhanced Targeting Suite Improves weak-point acquisition Essential against Apex Akrid High power draw Environmental Scan Array Detects Akrid movement and instability Used by scouts and researchers Black-Box Command Node Allows squad-level coordination Found on NEVEC command suits Pirate versions are heavily modified E. WEAPON INTERFACE MODULES Heavy Weapon Stabilizer Enables use of cannons and gatlings Required for Hardballer frames Rapid Mount Coupler Allows fast weapon swapping Pirate favorite Mechanically fragile Industrial Tool Adapter Converts mining tools into weapons Common in independent colonies II. LEGENDARY NAMED VITAL SUITS (Rare, infamous, and story-defining) These suits are known by reputation, not serial number. “WHITE FANG” Frame: PTX-140R Hardballer History: Snow Pirate legend Custom thermal dampening Salvage claw + Gatling Gun Known for surviving multiple Apex encounters Said to “never run cold,” even when its pilot does. “BLACK LEDGER” Frame: EX-T440 History: NEVEC black-ops prototype Classified Thermal routing Sensor blackout capability Entire colonies erased during its deployment NEVEC officially denies its existence. “COLD MERCY” Frame: GTF-15 Drio II History: Independent colony defense icon Reinforced armor Emergency Thermal Buffer Saved three colonies before its pilot froze to death inside it Still operational. Still feared. “GRAVE DIGGER” Frame: Mining Variant (Heavily Modified) History: Deep-core salvage suit Dual drilling arms Heavy armor plating Responsible for killing an Apex brood guardian Moves slowly. Kills efficiently. “ASH WARDEN” Frame: PTX-140 Hardballer History: Former NEVEC enforcer, now rogue Missile launcher + Plasma Cannon Thermal efficiency far beyond standard Pilot vanished after refusing an extermination order NEVEC has an open kill order on the suit. III. FACTION LOADOUTS (Standardized VS configurations by faction) NEVEC SECURITY FORCES Typical Frames PTX-140 Hardballer PTX-140R (elite) Weapons Cannon Missile Launcher VS Machine Gun Modules Enhanced Thermal Circulator Black-Box Command Node Ablative Armor Doctrine Overwhelming force Zero retreat Collateral acceptable NEVEC BLACK-OPS (UNOFFICIAL) Typical Frames EX-T400 / EX-T440 Weapons Plasma Cannon Laser Cannon Heavy Cannon Modules Sensor Dampening Mesh Advanced Targeting Suite Emergency Thermal Buffer Doctrine Eliminate evidence No survivors Mission secrecy above all INDEPENDENT COLONIAL DEFENSE Typical Frames GTF-11 Drio GTF-15 Drio II Weapons VS Machine Gun Shotgun Rocket Pod (rare) Modules Reinforced Actuators Emergency Thermal Buffer Ice Traction Stabilizers Doctrine Hold the line Protect infrastructure Retreat if possible SNOW PIRATES Typical Frames Salvaged Hardballers Modified Drios Legacy Frames Weapons Gatling Gun Salvage Claw Missile Launcher Modules Rapid Mount Coupler Sensor Dampening Mesh High-Mobility Servos Doctrine Hit hard Move fast Never fight fair RESEARCH & SCOUT UNITS Typical Frames GTF-15 Drio II Experimental light variants Weapons Machine Gun Laser Rifle (mounted) Minimal heavy armament Modules Environmental Scan Array Enhanced Sensors Thermal Insulation Layer Doctrine Avoid confrontation Gather data Escape first IV. FINAL CONSOLIDATED TRUTH Upgrade modules decide survivability Legendary suits shape history Faction loadouts reveal ideology Vital Suits are civilization Lose the suit, lose the future. ONE-SENTENCE SUMMARY Vital Suits on E.D.N. III are not equipment but identity—upgraded, weaponized, and remembered long after their pilots are gone. VITAL SUIT PROGRESSION TREES Lost Planet: Colonies (E.D.N. III) CORE DESIGN PHILOSOPHY Vital Suit progression is driven by: Access, not experience Maintenance, not power growth Risk, not inevitability Advancement happens when pilots: Salvage rare components Earn faction trust Survive catastrophic encounters Take political or ethical risks No tree is strictly “better.” Each creates trade-offs. PROGRESSION STRUCTURE Each Vital Suit progresses along three concurrent axes: Frame Tier – the suit itself System Specialization – what it does best Reputation Locks – who lets you install what A pilot may advance unevenly across these axes. I. FRAME TIER PROGRESSION This represents hardware access, not skill. TIER 1 — CIVILIAN / STARTER FRAMES (Baseline survival) Examples GTF-11 Drio Mining Variants Capabilities Basic life support Limited weapon mounts Minimal armor Typical Unlock Conditions Colony-issued Inherited Purchased with debt Survival is possible—but fragile. TIER 2 — REINFORCED GENERAL-PURPOSE (Reliable independence) Examples GTF-15 Drio II Upgraded Mining Frames Capabilities Modular upgrades Improved Thermal circulation Expanded weapon options Unlock Conditions Salvage success Colony trust Pirate barter You are no longer disposable. TIER 3 — ASSAULT & ELITE FRAMES (Regional power) Examples PTX-140 Hardballer PTX-140R Hardballer R Capabilities Heavy weapons High armor Squad integration Unlock Conditions NEVEC contract Major salvage operation Pirate war spoils Your presence changes the battlefield. TIER 4 — EXPERIMENTAL / LEGENDARY (Story-defining) Examples EX-T400 EX-T440 Named Legendary Suits Capabilities Exceptional Thermal efficiency Advanced systems Unstable or classified components Unlock Conditions Black-ops missions Apex Akrid encounters World-altering choices The suit becomes a liability as much as an asset. II. SYSTEM SPECIALIZATION TREES A Vital Suit can specialize in one primary path and one secondary path. Going deeper locks out others. A. ASSAULT TREE — “BREAK THE LINE” Focus: Firepower, durability, intimidation Branch Progression Reinforced Armor Plating Heavy Weapon Stabilizer Enhanced Targeting Suite Multi-Weapon Loadout Capability Trade-Offs Massive Thermal drain Reduced mobility High maintenance cost Favored By NEVEC forces Colony defenders Apex hunters B. MOBILITY TREE — “MOVE OR DIE” Focus: Speed, evasion, positioning Branch Progression High-Mobility Leg Servos Rapid Thermal Redistribution Sensor Dampening Mesh Extreme Environment Traversal Trade-Offs Lower armor Limited heavy weapons Vulnerable when cornered Favored By Snow Pirates Scouts Couriers C. SURVIVAL TREE — “OUTLAST EVERYTHING” Focus: Thermal efficiency, redundancy Branch Progression Emergency Thermal Buffer Enhanced Thermal Circulator Auto-Seal Life Support Long-Duration Operation Mode Trade-Offs Less offensive capability Slower combat tempo Lower intimidation factor Favored By Independent pilots Deep explorers Harmonizer bearers D. INDUSTRIAL TREE — “TURN TOOLS INTO WEAPONS” Focus: Utility, salvage, close combat Branch Progression Industrial Tool Adapter Reinforced Actuator Package Dual-Tool Mounts Structural Breach Optimization Trade-Offs Limited ranged combat High mechanical stress Requires constant repairs Favored By Miners Salvagers Pirate engineers E. COMMAND & CONTROL TREE — “CONTROL THE FIELD” Focus: Coordination, information dominance Branch Progression Environmental Scan Array Black-Box Command Node Squad Thermal Sync Tactical Override Authority Trade-Offs Less personal combat power High-value target Information liability Favored By NEVEC officers Pirate captains Veteran leaders III. REPUTATION & ACCESS LOCKS Some upgrades are not technical barriers, but political ones. NEVEC-LOCKED UPGRADES Black-Box Command Node Experimental Thermal routing Elite armor composites Unlocked via: Contracts Loyalty Complicity PIRATE-LOCKED UPGRADES Sensor Dampening Mesh Rapid Mount Couplers Illegal weapon mounts Unlocked via: Trust Shared raids Blood debt COLONY-LOCKED UPGRADES Emergency systems Salvage retrofits Long-duration modules Unlocked via: Protection Sacrifice Community loyalty IV. HARMONIZER INTEGRATION (OPTIONAL, RARE) If a pilot possesses a Harmonizer: Survival Tree upgrades become exponentially stronger Assault and Mobility trees still function—but risk overload Harmonizer use attracts: NEVEC attention Apex Akrid indirectly Pirate interest A Harmonizer does not skip progression. It raises the stakes of every choice. V. ENDGAME STATES (NOT ENDINGS) A fully progressed Vital Suit does not mean safety. Possible outcomes: Legendary status Targeted elimination System instability Forced retirement Becoming a regional power No suit lasts forever. FINAL TRUTH (ONE SENTENCE) Vital Suit progression on E.D.N. III is not about becoming stronger—it is about choosing what you are willing to sacrifice to survive longer than everyone else. VITAL SUIT FAILURE & DEGRADATION RULES Lost Planet: Colonies (E.D.N. III) DESIGN INTENT Vital Suits are: Essential Finite Failing faster than they can be replaced This system ensures: Long missions feel dangerous Heavy combat has consequences Maintenance matters as much as combat skill “Legendary” suits accumulate scars instead of perfection Failure is predictable, not arbitrary. CORE CONCEPTS Every Vital Suit tracks three condition states: Integrity – Physical condition Thermal Stability – Energy efficiency and safety System Stress – Accumulated operational strain Damage, overuse, and bad decisions degrade these states. I. INTEGRITY (STRUCTURAL DAMAGE) Represents: Armor, frame, actuators, seals Integrity States Optimal – Fully functional Worn – Cosmetic damage, minor penalties Compromised – Serious structural issues Critical – Catastrophic failure imminent Integrity Degradation Triggers Direct hits from heavy weapons Melee attacks by large Akrid Collapsing terrain or icequakes Repeated combat without repair Effects by State Worn Increased repair time Minor movement penalties Armor failures begin to occur Compromised Random system malfunctions under stress Reduced load capacity Actuator lag during combat Critical One strong hit may: Immobilize the suit Breach life support Force emergency shutdown At Critical Integrity, retreat is survival. II. THERMAL STABILITY (ENERGY CONTROL) Represents: Thermal circulation, containment, efficiency Thermal Stability States Stable Fluctuating Unstable Runaway Thermal Degradation Triggers Overuse of heavy weapons Operating in extreme environments Rapid Thermal depletion and refilling Damage to circulation systems Effects by State Fluctuating Increased Thermal drain Heat spikes interfere with sensors Unstable Risk of overheating or freeze-lock Emergency Thermal dumps may trigger automatically Runaway Imminent meltdown or thermal collapse Pilot must: Shut down the suit Dump Thermal reserves Abandon the suit Runaway Thermal events are often fatal. III. SYSTEM STRESS (WEAR & TEAR) Represents: Accumulated strain from use System Stress increases when: Missions exceed safe duration Repairs are rushed or skipped Emergency systems activate Experimental modules are used Stress Thresholds Low Stress – Normal operation Moderate Stress – Minor glitches High Stress – Cascading failures possible Max Stress – Forced failure check required Stress Effects Moderate Stress Delayed response times Sensor lag Increased Thermal consumption High Stress Random subsystem failures Weapon jams Actuator lock-ups Max Stress Mandatory failure roll or narrative consequence GM chooses or rolls: Weapon offline Mobility loss Thermal spike Life support warning Stress only resets through proper maintenance, not rest. IV. FAILURE EVENTS (WHEN THINGS GO WRONG) When a suit at Compromised Integrity, Unstable Thermal, or High Stress is pushed further, trigger a Failure Event. Example Failure Events Actuator Seizure – Movement severely limited Weapon Hardlock – Mounted weapon unusable Seal Breach – Pilot begins losing Thermal rapidly Sensor Blackout – Blind operation Thermal Surge – Immediate drain or forced dump Failures stack. Multiple failures = death spiral. V. MAINTENANCE & REPAIR FIELD REPAIRS Temporary fixes Reduce penalties but increase System Stress Risk worsening damage if rushed Used in emergencies only. PROPER MAINTENANCE Requires: Tools Time Safe environment Skilled mechanic Can: Restore Integrity states Reduce System Stress Stabilize Thermal systems Colonies with poor VS bays cannot keep suits alive long-term. PARTS & SCARCITY Some damage cannot be repaired without: Rare components Salvaged parts Black-market deals This forces: Trade-offs Cannibalizing other suits Ethical decisions VI. DEGRADATION OVER TIME (LONG-TERM WEAR) Even without combat: Every extended deployment adds Stress Cold degrades seals Heat degrades circuitry Age reduces maximum efficiency A Vital Suit will inevitably decline. Legendary suits are famous because they lasted longer—not because they were perfect. VII. HARMONIZER INTERACTION (IF PRESENT) A Harmonizer: Reduces Thermal Stability degradation Delays Runaway events Does not prevent Integrity damage Increases consequences if it fails When a Harmonizer-linked suit fails: Damage is sudden Recovery is unlikely NEVEC attention spikes immediately VIII. ABANDONMENT & LOSS Pilots may be forced to: Eject Shut down permanently Abandon a suit to survive Abandoned suits become: Salvage Pirate prizes Legendary wrecks Death traps Some pilots die trying to save their suits. IX. WHY THIS MATTERS IN PLAY Players plan missions carefully Retreat becomes meaningful Maintenance scenes matter Combat feels costly Every suit tells a story through damage FINAL TRUTH (ONE SENTENCE) Vital Suits on E.D.N. III do not fail because they are weak—they fail because the world grinds everything down eventually.

Geography & Nations

Lost Planet: Colonies (E.D.N. III) The Nature of “Nations” on E.D.N. III There are no sovereign nations on E.D.N. III. Instead, power is divided between: Corporate-controlled regions (NEVEC) Independent or semi-autonomous colonies Snow Pirate territories Uninhabited Akrid-dominated zones Borders are fluid, violent, and temporary, defined by: Thermal Energy access Akrid migration patterns Military presence Environmental collapse MAJOR GEOGRAPHIC REGIONS 1. THE POLAR ICE FIELDS Description Vast, flat expanses of frozen terrain Constant blizzards and whiteout conditions Subsurface Akrid tunnels everywhere Strategic Importance Major overland travel routes Hidden Akrid nests Numerous buried ruins and wrecks Control Claimed by NEVEC Actively contested by Snow Pirates Practically ruled by Akrid Notable Locations Dormant Vein Outpost (DVO-41) – Marginal mining colony Colony Gale – One of the oldest mining settlements Abandoned Route Theta – Pirate-controlled salvage corridor 2. THE THERMAL BELT (GEOTHERMAL ZONE) Description A planetary band of geothermal vents and volcanic fractures Extreme temperature fluctuations High Thermal Energy density Strategic Importance Primary source of large-scale T-ENG extraction Most valuable real estate on the planet Site of frequent catastrophic failures Control Heavy NEVEC presence ARCB research installations Occasional Pirate sabotage Notable Locations Red Scar Basin – Massive open-pit mining region Deep Core Site K-17 – Vertical drilling colony Thermal Spine – A chain of unstable vents 3. SUBSURFACE ICE NETWORKS Description Miles of natural tunnels beneath the ice Heated by deep Thermal currents Poorly mapped, constantly shifting Strategic Importance Akrid breeding grounds Snow Pirate highways Smuggling and ambush routes Control No permanent human control Snow Pirates dominate movement NEVEC conducts dangerous incursions Notable Locations The Black Hollow – Collapsed colony turned Akrid nest Silent Shafts – Unstable mining tunnels ARCB Black Sites – Classified research facilities 4. RUINS ZONES (ANOMALOUS REGIONS) Description Ancient alien structures buried beneath ice Unstable Thermal readings Distorted sensor data Strategic Importance Source of advanced research data Possible origin points of Thermal anomalies Heavily classified by NEVEC Control Officially restricted Unofficially contested by all factions Notable Locations The Frozen Cathedral – Massive ruin exposed by icequake The Shattered Vault – Partial ruin, extreme Akrid presence 5. ORBITAL & EXTRA-PLANETARY ZONES Description Orbital stations and drop corridors Supply and evacuation points Strategic Importance Lifeline to humanity beyond E.D.N. III Controlled entirely by NEVEC Control Absolute NEVEC authority Notable Locations NEVEC Orbital Platform A-7 Supply Drop Corridor Sigma Colonists rarely see orbit. Pirates almost never do. MAJOR “NATIONS” (POWER BLOCS) NEVEC-CONTROLLED TERRITORIES Nature Corporate-administered zones Enforced through military and logistics control Key Characteristics Mandatory quotas Restricted movement Armed security Major Hubs Red Scar Basin Deep Core Site K-17 Multiple unnamed extraction colonies NEVEC territories are stable—until they aren’t. INDEPENDENT COLONIAL ZONES Nature Semi-autonomous settlements Often officially “temporary” in NEVEC records Key Characteristics Undersupplied Overworked Politically fragile Examples Colony Gale Dormant Vein Outpost (DVO-41) Numerous unnamed mining camps Independence exists only as long as Thermal Energy flows. SNOW PIRATE TERRITORIES Nature Mobile, nomadic zones of influence Defined by routes, not borders Key Characteristics Salvage hubs Hidden caches Rapid relocation Major Pirate Regions Route Theta (Polar Ice Fields) Subsurface Ice Networks Abandoned colonies and ruins Snow Pirate control is invisible until it isn’t. AKRID-DOMINATED ZONES Nature Areas completely unsafe for sustained human presence Key Characteristics Massive Akrid populations Extreme Thermal instability High-value but lethal Examples Green Eye territories Gratze migration corridors Deep-core seismic zones These regions shape all human expansion by existing as hard limits. HOW GEOGRAPHY SHAPES THE WORLD Colonies rise and fall based on Thermal Energy veins Political power shifts with Akrid migration Travel routes determine Pirate dominance Over-extraction reshapes the planet violently There is no safe land—only temporarily survivable land. In One Sentence E.D.N. III is a world without nations, where corporate territories, pirate routes, and Akrid domains constantly shift across a frozen planet ruled by Thermal Energy and ecological violence.

Races & Cultures

E.D.N. III is inhabited by two true species: Humans (colonists, corporate forces, pirates) Akrid (native lifeforms) Everything else—culture, conflict, and “civilization”—exists as a response to survival pressure, not ancestry or bloodline. 1. HUMANS Humans are the only sentient, organized colonizing species on E.D.N. III. There is no biological divergence into subspecies; differences are cultural, occupational, and ideological. Shared Human Traits Total dependence on Vital Suits Thermal Energy as a survival necessity High casualty rates Cultural normalization of danger and loss Despite this, human society has fractured into distinct survival cultures. 2. NEVEC CORPORATE CULTURE Territory: NEVEC-controlled colonies, mining regions, orbit Identity: Corporate loyalty, efficiency, control Cultural Characteristics Hierarchical command structure Corporate jargon replaces personal language Individual lives measured by productivity Advancement through compliance or ruthlessness Social Norms Obedience is safety Questioning orders is dangerous Colonies are assets, not homes Relationship With Others Colonists: Assets to manage Snow Pirates: Terrorists to eradicate Researchers: Tools or threats Akrid: Resources or obstacles NEVEC culture suppresses individuality in favor of order. 3. INDEPENDENT COLONISTS Territory: Marginal mining colonies, older settlements Identity: Survival through community Cultural Characteristics Tight-knit populations Shared maintenance duties Informal leadership structures Reliance on mutual aid Social Norms Everyone repairs something Everyone fights eventually Hoarding Thermal Energy is taboo Relationship With Others NEVEC: Necessary evil Snow Pirates: Conditional allies or threats Akrid: Constant danger, respected out of fear Independent colonists value people over quotas—but lack power. 4. SNOW PIRATES Territory: Mobile routes, subsurface tunnels, ruins Identity: Freedom through mobility Cultural Characteristics Clan-based organization Salvage economy Personal reputation matters more than rank Strong oral tradition Social Norms Strength earns respect Cowardice is unforgivable Thermal Energy is shared after battle Beliefs Static colonies invite destruction NEVEC will kill the planet Survival requires adaptation, not domination Relationship With Others Colonists: Sometimes protected, sometimes raided NEVEC: Primary enemy Akrid: Avoided, tracked, rarely exterminated Snow Pirates see themselves as the future of humanity on E.D.N. III. 5. RESEARCHERS & DEFECTORS Territory: Hidden labs, mobile teams, pirate-protected sites Identity: Knowledge as survival Cultural Characteristics Distrust of authority Obsessive data collection Ethical fragmentation Social Norms Information is currency Secrecy is survival Moral lines are flexible Relationship With Others NEVEC: Hunter and jailer Colonists: Unwilling test subjects Snow Pirates: Unstable allies Akrid: Objects of dangerous fascination This culture exists on the edge of collapse. 6. MILITARY REMNANTS (EDF & COLONIAL FORCES) Territory: Escort routes, contracted defense zones Identity: Order through force Cultural Characteristics Chain of command Combat discipline Mission-first mindset Social Norms No excuses No weakness No mercy under fire Relationship With Others NEVEC: Employer, not ally Colonists: Protected assets Snow Pirates: Professional adversaries Akrid: Tactical threats They provide security—but rarely stability. 7. AKRID (NATIVE SPECIES) Territory: Entire planet (region-specific dominance) Identity: Planetary lifeforms Akrid are not a culture in the human sense, but they do exhibit: Territorial behavior Migration patterns Nest hierarchies Environmental adaptation Akrid “Society” (Biological) Smaller Akrid act as scouts or defenders Larger Akrid dominate regions Apex Akrid alter geography and Thermal flow Relationship With Humans Humans are invasive predators Human activity triggers aggression Over-exploitation causes escalation From the Akrid perspective, humans are the anomaly. RELATIONSHIPS SUMMARY Group Allies Enemies Territory NEVEC Military units Pirates, defectors Thermal Belt, orbit Colonists Each other Akrid, NEVEC pressure Marginal zones Snow Pirates Select colonies NEVEC Routes & tunnels Researchers Pirates NEVEC Hidden zones Military Employers Pirates, Akrid Contract zones Akrid None Humans Entire planet CULTURAL THEMES Survival over identity Technology replaces tradition Community vs control Adaptation vs domination No race is heroic by default. No culture is innocent. In One Sentence Lost Planet: Colonies is a world where humanity is culturally fractured by survival pressure, and the only true “native race” is a hostile ecosystem fighting back.

Current Conflicts

Overview: A World on the Brink E.D.N. III is experiencing simultaneous systemic failures: Thermal Energy yields are becoming unstable Akrid behavior is escalating and less predictable NEVEC’s internal unity is cracking Snow Pirates are transitioning from raiders to power brokers No single event has caused this— it is the cumulative consequence of decades of overexploitation. Every conflict below intersects, creating constant opportunities for intervention, betrayal, or survival. 1. NEVEC QUOTA CRISIS Situation NEVEC has raised Thermal Energy extraction quotas across all colonies despite declining yields. Cause Executive infighting Pressure from off-world investors Fear of losing planetary control Effects Colonies pushed beyond safe limits Equipment failure rates skyrocketing Forced evacuations mislabeled as “relocations” Adventure Opportunities Smuggling T-ENG to keep a colony alive Falsifying extraction reports Escorting evacuees through Akrid territory Exposing quota manipulation 2. SNOW PIRATE CONSOLIDATION Situation Snow Pirate clans are uniting into loose alliances, coordinating strikes and sharing territory. Cause Increased NEVEC aggression Shared intelligence networks Recognition that isolated clans won’t survive Effects NEVEC convoys increasingly vulnerable Colonies offered Pirate “protection agreements” Internal Pirate disputes over leadership and ethics Adventure Opportunities Acting as intermediaries between clans Negotiating colony protection deals Sabotaging Pirate unification Defending a Pirate summit from NEVEC attack 3. AKRID MIGRATION SURGE Situation Large-scale Akrid migrations are occurring outside known patterns. Cause Deep-core mining disruptions Thermal sink collapse ARCB experimentation Effects Entire regions becoming uninhabitable Sudden emergence of apex Akrid Loss of key travel routes Adventure Opportunities Early-warning scouting missions Emergency colony defense Data recovery from overrun research sites Choosing whether to exterminate or divert Akrid 4. NEVEC INTERNAL POWER STRUGGLE Situation NEVEC executives are actively undermining each other. Cause Disagreement over Akrid policy Control of dwindling Thermal Energy reserves Fear of planetary-scale failure Effects Conflicting orders sent to the same colony Black-ops missions targeting rival divisions Sudden “policy reversals” mid-operation Adventure Opportunities Carrying out deniable operations Choosing which executive to support Being betrayed mid-mission Leaking classified information 5. COLONY ABANDONMENT WAVE Situation Smaller colonies are being quietly decommissioned. Cause Low profitability Rising defense costs NEVEC’s shift toward centralized extraction Effects Refugee movements across dangerous terrain Abandoned equipment and supplies Snow Pirates moving into vacated zones Adventure Opportunities Rescue missions Salvage operations Deciding whether to defend or evacuate a colony Managing resource shortages 6. RESEARCH SUPPRESSION & LEAKS Situation Independent researchers are leaking data on: Thermal instability Akrid behavior changes NEVEC misconduct Cause ARCB containment failures Ethical breakdowns Fear of extinction-level consequences Effects NEVEC crackdowns Colonies questioning official narratives Snow Pirates gaining scientific leverage Adventure Opportunities Protecting defectors Smuggling data off-world Destroying or securing research facilities Deciding who deserves the truth 7. ESCALATING MILITARIZATION Situation NEVEC is deploying heavier Vital Suits and elite units to contested zones. Cause Pirate success Loss of colonial compliance Executive paranoia Effects Civilian casualties Rapid escalation of violence Increased hostility toward all outsiders Adventure Opportunities Surviving military sweeps Turning NEVEC units against each other Capturing or destroying advanced equipment Negotiating ceasefires under fire 8. INFORMATION WAR Situation Control of information is becoming as important as Thermal Energy. Cause Colony unrest Pirate propaganda Leaked research data Effects Misinformation campaigns Sudden reputation shifts Colonies changing allegiance overnight Adventure Opportunities Counter-propaganda missions Protecting communication relays Infiltrating NEVEC data centers Choosing which narrative survives HOW THESE CONFLICTS DRIVE ADVENTURE No faction can act alone Every mission has political consequences Neutrality becomes impossible Small actions ripple outward Players are not saving the world—they are deciding who gets to survive the next collapse. In One Sentence E.D.N. III is locked in a convergence of corporate collapse, ecological backlash, and rising rebellion, where every conflict is an opportunity—and every opportunity carries a cost.

Magic & Religion

MAGIC: NONEXISTENT BY DESIGN Does Magic Exist? No. There is no magic on E.D.N. III. No spellcasting No divine miracles No supernatural forces No individuals with innate powers Everything that occurs—no matter how strange—is the result of: Technology Biology Thermal Energy physics Environmental phenomena Incomplete or suppressed scientific understanding What appears mystical is simply science pushed beyond human comfort. Why the Absence of Magic Matters The lack of magic creates a world where: Nothing saves you except preparation Faith does not grant protection Death is final and common Survival is earned, not bestowed This makes belief systems psychological and cultural, not supernatural. THERMAL ENERGY: NOT MAGIC, BUT MYSTIFIED Although not magical, Thermal Energy fills the same narrative role magic often does in fantasy: It sustains life It empowers technology It alters environments It inspires obsession and reverence Many colonists cannot explain it fully—and belief fills the gaps left by knowledge. RELIGION & BELIEF SYSTEMS There are no confirmed gods, but many belief structures have formed. 1. CORPORATE DOGMA (NEVEC IDEOLOGY) Nature: Secular belief system Territory: NEVEC-controlled regions “Divinity”: Efficiency, progress, expansion Core Tenets Humanity’s destiny is to conquer hostile worlds Thermal Energy is a resource to be mastered Sacrifice is justified by survival metrics Order prevents extinction NEVEC does not call this religion—but it functions like one. Rituals Quota ceremonies Performance evaluations Promotion rites Loyalty indoctrination Failure is treated as heresy. 2. THE THERMAL REVERENCE MOVEMENT Nature: Proto-religious belief Territory: Independent colonies, older settlements Beliefs Thermal Energy is the “breath” of E.D.N. III Akrid are manifestations of planetary balance Excessive harvesting angers the world Practices Controlled harvesting Avoidance of unnecessary Akrid slaughter Silent observance during major Thermal surges NEVEC labels them irrational. Snow Pirates often sympathize. 3. AKRID VENERATION CULTS Nature: Extremist belief groups Territory: Isolated colonies, hidden settlements Beliefs Akrid are sacred guardians Humanity must adapt or perish Vital Suits are violations of natural order Practices Refusal to wear Vital Suits outside emergencies Feeding Thermal Energy back into vents Ritualized observation of Akrid migrations These groups are small—but growing in unstable regions. 4. SURVIVALIST NIHILISM Nature: Anti-religion mindset Territory: Snow Pirates, veterans, frontier colonies Beliefs There are no gods The planet does not care Survival is the only truth Expression Dark humor Fatalism Personal codes instead of doctrine This is the most common worldview among long-term survivors. 5. SCIENTIFIC OBSESSION (RESEARCHER CULTURE) Nature: Knowledge-driven belief system Territory: Hidden labs, ARCB facilities Beliefs Everything can be explained Understanding equals control Ethics are secondary to data Dangers Dehumanization Rationalized atrocities Self-delusion disguised as objectivity Some researchers speak of Thermal Energy as if it were conscious—not because they believe, but because language fails them. RUMORS OF “DIVINITY” (UNCONFIRMED) Across E.D.N. III, persistent rumors circulate: Akrid responding to stimuli not yet understood Thermal surges reacting to mass extinction events Deep-core signals that resemble structured patterns None are confirmed. NEVEC suppresses discussion aggressively. Whether these are signs of something greater—or just human desperation—remains unanswered. HOW RELIGION AFFECTS ADVENTURE Colonies may refuse certain missions on belief grounds Snow Pirates may protect sites considered “Thermally sacred” NEVEC may crack down on belief groups Researchers may justify dangerous experiments Faith does not grant power—but it drives conflict. In One Sentence In a world without magic or gods, belief becomes a survival mechanism—and Thermal Energy fills the void where faith once lived.

Planar Influences

Core Answer There are no other planes of existence. No elemental planes No astral or ethereal realms No hells, heavens, or spirit worlds No extradimensional beings Reality on E.D.N. III consists of a single, material universe governed by physics, however poorly understood those physics may be. This absence is deliberate—and deeply important to the tone of the world. WHY THERE ARE NO PLANES Humanity did not discover E.D.N. III through mysticism or dimensional travel, but through: Interstellar navigation Astrophysics Long-range colonization technology Every anomaly encountered on the planet is: Biological Geological Energetic Or technological When colonists speak of “something beyond,” they are expressing fear, ignorance, or psychological strain, not describing another plane. THERMAL ENERGY & THE ILLUSION OF PLANAR EFFECTS Thermal Energy is often mistaken for something “otherworldly” because it exhibits properties that feel non-material: It flows invisibly It alters matter and behavior It sustains life directly It reacts violently to disruption However: Thermal Energy is not a planar force. It is a planetary-scale energetic phenomenon. Why It Feels “Planar” High T-ENG zones distort sensors Prolonged exposure causes hallucinations Massive Akrid presence alters local physics Deep-core activity triggers seismic and thermal cascades To untrained observers, these effects resemble: Curses Possession Environmental “wrath” Living landscapes In truth, they are ecological feedback loops. “ANOMALOUS ZONES” (COMMONLY MISLABELED AS PLANAR) Certain regions are frequently—and incorrectly—described as “thin places” or “otherworldly.” Ruins Zones Advanced alien architecture Unfamiliar materials and geometries Inexplicable durability These are not portals or planar intersections— they are remnants of a prior civilization using technology far beyond human understanding. Deep-Core Regions Extreme pressure Massive Thermal concentrations Unknown Akrid classes These areas are: Physically inaccessible Poorly mapped Scientifically terrifying They do not lead elsewhere. They lead deeper into the same world. PSYCHOLOGICAL “PLANES” With no true planar influence, the closest equivalent is the human mind under Thermal stress. Documented Effects Time distortion perception Auditory hallucinations Pattern recognition where none exists Personification of the planet Veteran pilots sometimes speak of: “The world watching” “The ice listening” “The heat calling” These are coping mechanisms, not revelations. BELIEF VS REALITY Some groups insist other planes must exist: Thermal Reverence adherents speak of a “greater balance” Akrid veneration cultists claim communion with the planet Researchers theorize undiscovered dimensions None have produced evidence. NEVEC officially classifies all such claims as: Psychological stress reactions Cultural myth formation Dangerous misinformation WHAT THIS MEANS FOR THE WORLD 1. There Is No Escape There is no other realm to flee to, bargain with, or draw power from. If E.D.N. III collapses: Humanity loses Completely Permanently 2. Responsibility Cannot Be Outsourced No gods to blame. No demons to fight. No cosmic balance to restore. Everything happening is human-caused, planet-reactive. 3. Mystery Comes from Ignorance, Not the Supernatural The unknown is terrifying precisely because it is: Real Physical Unforgiving In One Sentence Lost Planet: Colonies is a single-plane universe where all horrors are material, all consequences are real, and there is nowhere else to place the blame.

Historical Ages

The history of E.D.N. III is short in years, but extreme in consequence. Humanity has not lived on the planet long—yet entire colonies, ideologies, and populations have already risen and fallen. Each age is marked by escalation, not progress. The past is not distant. Its ruins are often still warm. AGE I — THE DYING HOMEWORLD (PRE-COLONIZATION ERA) Timeframe: Before human arrival on E.D.N. III Location: Earth and off-world colonies Defining Events Earth enters severe ecological decline Global warming renders large regions uninhabitable Desperate search for habitable worlds accelerates Cultural Legacy Survival replaces ethics Corporate power overtakes governments Long-term consequences are deprioritized Physical Legacy on E.D.N. III None directly—but this mindset shapes everything that follows This age explains why humanity arrived reckless and unprepared. AGE II — DISCOVERY OF E.D.N. III (FIRST CONTACT ERA) Timeframe: Initial survey missions Defining Events E.D.N. III discovered as a potential refuge Thermal Energy identified as survival solution First Akrid encounters recorded Cultural Legacy Overconfidence in technology Misclassification of Akrid as obstacles Early propaganda framing E.D.N. III as “conquerable” Physical Legacy Survey wrecks buried in ice Early research outposts, long abandoned Inaccurate maps still in circulation AGE III — THE FIRST COLONIZATION PUSH Timeframe: Early settlement phase Defining Events Permanent colonies established Vital Suits standardized Large-scale Akrid extermination campaigns begin Cultural Legacy Militarization of labor High mortality normalized “Temporary” colonies become permanent slums Physical Legacy Collapsed colonies beneath ice Failed Thermal infrastructure Mass Akrid burial zones triggering instability Many ruins date from this age. AGE IV — CORPORATE DOMINANCE (THE NEVEC ERA) Timeframe: Middle colonization period Defining Events NEVEC consolidates power Independent colonies absorbed or destroyed Corporate governance replaces civilian administration Cultural Legacy Quota-driven survival Obedience equated with safety Suppression of dissent and research Physical Legacy Massive extraction facilities Corporate housing blocks NEVEC security bunkers and black sites This is the age that shaped modern power structures. AGE V — ECOLOGICAL BACKLASH Timeframe: Late Lost Planet / Extreme Condition era Defining Events Akrid behavior escalates Thermal flows destabilize Large colonies fail catastrophically Cultural Legacy Loss of faith in NEVEC Rise of Snow Pirates Survivalist mentalities Physical Legacy Akrid-dominated dead zones Abandoned mega-colonies Sealed research facilities The planet begins to push back. AGE VI — THE COLONIES CRISIS (CURRENT AGE) Timeframe: Lost Planet: Colonies Defining Events NEVEC authority fractures Snow Pirates gain legitimacy Research leaks destabilize control Cultural Legacy (Still Forming) Decentralized power Moral ambiguity Open rebellion Physical Legacy (In Progress) Actively collapsing colonies Mobile Pirate strongholds Increasing number of ruins created in real time This is the age players inhabit. LEGACIES & RUINS BY AGE Age Common Ruins Dangers Discovery Survey craft Faulty maps First Colonization Collapsed colonies Structural failure NEVEC Era Corporate bunkers Active security Ecological Backlash Overrun facilities Apex Akrid Current Age Failing colonies Political violence HOW HISTORY SHAPES ADVENTURE Old decisions still kill people Ruins are never “safe” Information from earlier ages is unreliable Every faction claims a different version of history Exploring ruins is not archaeology—it is survival archaeology. In One Sentence The history of E.D.N. III is a record of escalating desperation, where each age leaves behind ruins that still threaten the living.

Economy & Trade

The economy of E.D.N. III is not abstract or symbolic. It is immediate, physical, and lethal. Civilization survives through the interaction of three interdependent elements: Thermal Energy — the fuel of life Vital Suits — the means of survival and production Control Structures — NEVEC authority and scarcity enforcement At the margins of this system exists a rare anomaly: the Harmonizer, a device so uncommon that most colonists believe it to be rumor. PRIMARY ECONOMIC FOUNDATIONS 1. THERMAL ENERGY (FOUNDATIONAL RESOURCE) Nature: Life-sustaining energy and power source Storage: Vital Suit cores, portable batteries, colony Thermal banks Economic Role Required for: Human survival Vital Suit operation Weapons systems Industrial machinery Functions informally as: Payment Leverage Debt settlement Constraints Cannot be casually transferred Loss results in rapid death Concentrations attract Akrid Thermal Energy is not money. It is measured survival time. 2. VITAL SUITS (ECONOMIC INFRASTRUCTURE) Nature: Powered exoskeletons essential for survival Variants: Labor, combat, command, exploration Why Vital Suits Define the Economy Without a Vital Suit, a colonist: Cannot work outside heated zones Cannot mine Thermal Energy Cannot defend themselves Cannot travel between settlements A colony’s economic output is directly tied to: Number of functioning Vital Suits Availability of spare parts Skill of mechanics Ownership & Control NEVEC Vital Suits Assigned, not owned Repossessed upon contract breach Independent Vital Suits Salvaged Inherited Black-market assembled A single high-grade Vital Suit may be worth: Months of Thermal reserves Entire salvage convoys A colony’s future workforce Vital Suit Trade High-Value Trade Goods Power cores Actuators Environmental seals Weapon hardpoints VS mechanics are among the most economically powerful non-executives on the planet. 3. THE HARMONIZER (PERSONAL-LEVEL ANOMALY) Nature: Extremely rare personal Thermal Energy regulation device Scale: Affects only the individual user Availability: Limited to a handful of known or rumored individuals What a Harmonizer Does Stabilizes Thermal Energy flow within a single Vital Suit Greatly increases Thermal efficiency Reduces energy loss during combat or extreme exposure Allows longer operation without resupply A Harmonizer does not generate Thermal Energy and cannot stabilize colonies or infrastructure. Economic Impact (Indirect) While a Harmonizer does not affect colonies directly, it creates individual-level economic disruption: A Harmonizer bearer: Requires fewer resupply runs Can operate independently longer Survives conditions others cannot Such individuals become: Legendary mercenaries High-value targets Strategic assets or liabilities Trade routes may shift temporarily to follow such individuals, but no economy is built around them. Rarity & Risk Most colonists will never see a Harmonizer Many believe they are myths or NEVEC propaganda Scavenged Harmonizers are: Extremely rare Often damaged Highly unstable NEVEC policy regarding Harmonizers: Immediate seizure if confirmed Termination if resistance occurs Total information suppression Possession is effectively a death sentence if exposed. SECONDARY ECONOMIC SYSTEMS NEVEC CREDIT UNITS Nature: Corporate scrip Usage: NEVEC-controlled territory only Digital Trackable Revocable Credits purchase: Vital Suit repairs Replacement parts Food and heating time Credits cannot purchase independence. BARTER & SALVAGE ECONOMY Nature: Decentralized survival trade Used By: Independent colonies, Snow Pirates Common Trade Goods Salvaged Vital Suits VS weapons and mounts Ammunition Food concentrates Navigation data Thermal regulators (non-Harmonizer) Reputation and trust often outweigh material value. TRADE ROUTES OVERLAND ICE CORRIDORS Used for: VS convoys Mining operations Pirate raids High risk, high reward Vital Suit shipments are the most valuable targets. SUBSURFACE THERMAL TUNNELS Naturally heated Used for smuggling and pirate logistics Avoid NEVEC surveillance Often inaccessible to heavy NEVEC VS units. ORBITAL SUPPLY CHAINS Complete NEVEC monopoly Deliver: Advanced Vital Suits Replacement cores Executive personnel Loss of orbital access marks the beginning of collapse. ECONOMIC ACTORS NEVEC Role: Monopoly controller Controls Vital Suit production Regulates Thermal access Suppresses independent technology Actively hunts Harmonizer holders NEVEC’s power lies in deciding who gets equipment. INDEPENDENT COLONIES Role: Marginal producers Operate aging Vital Suits Depend on salvage and trade One VS failure can cripple output A colony’s VS bay reflects its true wealth. SNOW PIRATES Role: Shadow economy and redistribution force Salvage and refurbish Vital Suits Smuggle parts and weapons Occasionally shelter Harmonizer bearers Some Pirate clans kill to protect such individuals. Others sell them to NEVEC. ECONOMIC CONFLICTS & ADVENTURE HOOKS Escorting a VS parts convoy through pirate territory Recovering a lost prototype Vital Suit Protecting a Harmonizer bearer without revealing them Deciding whether to destroy a Harmonizer rather than let NEVEC seize it LONG-TERM ECONOMIC REALITY Vital Suits are irreplaceable faster than they can be manufactured Thermal Energy flows grow less predictable Harmonizers remain singular anomalies Control tightens as scarcity increases The economy is not collapsing. It is closing its grip. IN ONE SENTENCE The economy of E.D.N. III is sustained by Thermal Energy, enforced through Vital Suits, destabilized by rare individual Harmonizers, and controlled by whoever decides who survives another day.

Law & Society

There is no universal justice on E.D.N. III. Law exists to preserve function, not fairness. Where it fails, force fills the gap. Society is fractured between: Corporate rule Frontier autonomy Pirate pragmatism Justice is not blind—it is contractual, situational, and enforced by whoever has the power to act. SYSTEMS OF LAW 1. NEVEC CORPORATE LAW Scope: All NEVEC-controlled colonies, facilities, and trade routes Legal Structure Governed by: Corporate contracts Productivity quotas Executive directives Colonists are: Employees Assets Liabilities Enforcement NEVEC Security Forces Corporate courts (closed proceedings) Summary punishment authorized under “Operational Necessity” Common Punishments Credit termination Vital Suit confiscation Thermal ration reduction Forced labor reassignment Execution (classified as “loss of assets”) NEVEC law prioritizes: Thermal flow Infrastructure Corporate control Human life ranks below all three. 2. COLONY-LEVEL LAW (INDEPENDENT SETTLEMENTS) Scope: Non-NEVEC colonies and fringe settlements Legal Structure Council-based decisions Emergency authority granted to leaders Laws often unwritten and situational Enforcement Militia Veteran Vital Suit pilots Community consensus Common Priorities Preventing sabotage Protecting Thermal reserves Maintaining Vital Suits Justice here is often swift, public, and permanent. 3. SNOW PIRATE CODES Scope: Pirate clans and mobile strongholds Legal Structure Clan codes Personal reputation Captain authority Core Pirate Laws Betrayal is unforgivable Stealing from the clan is death Endangering the group is exile or execution Pirate justice is brutal—but predictable. SOCIAL CLASSES NEVEC EXECUTIVES Legally untouchable Protected by private forces Rarely present in the field Executives do not answer to law— they are the law. COLONISTS & WORKERS Bound by contract Disposable Economically trapped Most never see a courtroom—only consequences. SNOW PIRATES Outlaws to NEVEC Folk heroes in some regions Necessary criminals Their legitimacy depends on who you ask. ADVENTURERS IN SOCIETY WHO ARE “ADVENTURERS”? On E.D.N. III, adventurers are: Independent Vital Suit pilots Freelance mercenaries Salvagers Couriers Scouts They are defined by: Mobility Armament Lack of permanent allegiance HOW SOCIETY VIEWS THEM NEVEC Perspective Uncontrolled variables Potential insurgents Assets if compliant Adventurers are tolerated until they aren’t. Colony Perspective Necessary protectors Dangerous outsiders Last line of defense Colonies hire adventurers when they have no better options. Snow Pirate Perspective Potential recruits Useful rivals Test of strength Adventurers must earn Pirate respect. LEGAL STATUS OF ADVENTURERS Rarely covered by formal law Operate in legal gray zones Protection depends on: Reputation Firepower Allies An adventurer without allies is a corpse waiting to happen. CRIME & PUNISHMENT Common Crimes Thermal theft Vital Suit sabotage Contract violation Smuggling Data piracy Enforcement Reality Investigations are rare Proof is secondary to outcome Survival outweighs legality Justice is often posthumous. SOCIAL ATTITUDES Violence is normalized Loyalty is transactional Trust is scarce Acts of mercy are remembered. Acts of weakness are punished. IN ONE SENTENCE Law on E.D.N. III is enforced by contracts, weapons, and survival necessity, and adventurers exist outside the system—feared, hired, and hunted depending on who holds the power.

Monsters & Villains

E.D.N. III does not breed evil in mythic forms. It creates monsters through: Environmental pressure Resource scarcity Corporate exploitation Human desperation Threats emerge naturally, escalate logically, and never fully disappear. Killing one danger often feeds another. I. THE AKRID THE PLANET’S IMMUNE SYSTEM The Akrid are not enemies in the moral sense. They are biological responses to disruption. Their diversity reflects how violently the planet has been disturbed. STANDARD AKRID THREATS SWARM AKRID Small, fast, numerous Drain Thermal Energy rapidly Overwhelm Vital Suits through attrition Narrative Role: Pressure, panic, exhaustion, and resource depletion. TERRITORIAL AKRID Defend vents, nests, and tunnels Trigger environmental hazards when threatened Force evacuations rather than battles Narrative Role: Area denial and forced movement. ADAPTIVE AKRID Develop resistance to common weapons Change tactics after repeated encounters Often emerge near long-term colonies Narrative Role: Punishment for overexploitation and complacency. II. APEX AKRID REGIONAL CATASTROPHES MADE FLESH Apex Akrid are not just creatures. They are events. Their appearance reshapes maps, politics, and survival strategies. APEX AKRID: GREEN EYE Region: Polar Ice Fields Effect: Territorial lockdown Causes region-wide Akrid coordination Disrupts sensors and Thermal flow Makes travel nearly impossible Long-Term Consequence: Its death destabilizes half the polar region. APEX AKRID: GRATZE Region: Thermal Belt Effect: Thermal devastation Feeds on vents Leaves permanent molten scars Causes chain-reaction eruptions Long-Term Consequence: Thermal Energy yields plummet permanently. APEX AKRID: THE DEEP HIVE MATRIARCH Region: Subsurface Effect: Underground annihilation Coordinates massive swarm movements Collapses mining infrastructure Cannot be directly reached easily Long-Term Consequence: Triggers planet-scale migration waves. NEW APEX AKRID: THE WHITE MAW Region: Ruins Zones Effect: Silent eradication Hunts by Thermal signature Strikes without warning Leaves no structural damage—only dead colonies Narrative Role: Psychological horror and stealth-based survival. NEW APEX AKRID: THE CROWNED CALDERA Region: Volcanic super-zone Effect: Atmospheric destabilization Permanently alters weather Causes firestorms and Thermal storms Cannot be fought directly—only redirected Narrative Role: Environmental apocalypse. NEW APEX AKRID: THE ICE TITAN Region: Polar convergence zones Effect: Glacial movement Slowly advances, crushing everything Causes permanent terrain changes Ignoring it only delays destruction Narrative Role: Slow, inevitable doom. III. SNOW PIRATES HUMAN PREDATORS AND SURVIVORS Snow Pirates are not a single villainous force. They range from: Pragmatic survivalists Community protectors Brutal warlords PIRATE FACTION TYPES PROTECTOR CLANS Defend certain colonies Demand tribute, not obedience Fight NEVEC openly Villain Potential: Turn tyrannical if threatened or starved. RAIDING CLANS Attack convoys and weak settlements Strip Thermal Energy and equipment Leave devastation behind Villain Potential: Indistinguishable from monsters to victims. PIRATE WARLORDS Control major routes Enslave colonists Hoard Vital Suits and T-ENG Campaign Threat: Human apex predators. PIRATE LEGENDS Some pirates become walking myths, especially those rumored to possess: Prototype Vital Suits Harmonizers Survived Apex encounters These individuals destabilize entire regions simply by moving through them. IV. OTHER HUMAN FACTIONS AS VILLAINS NEVEC (SYSTEMIC VILLAIN) NEVEC is not evil because it wants destruction. It is evil because it: Normalizes sacrifice Automates cruelty Erases accountability Its greatest weapon is inevitability. NEVEC BLACK-OPS UNITS These units: Eliminate evidence Collapse colonies quietly Trigger Akrid disasters to mask actions They create monsters indirectly by destabilizing ecosystems. ROGUE RESEARCH COLLECTIVES Conduct uncontrolled experiments Release altered Akrid strains Hide failures beneath ice Often responsible for: New Apex variants Resistant Akrid populations Sudden regional collapse AKRID VENERATION CULTS Sabotage defenses Lure Akrid toward colonies Reject evacuation They believe extinction is harmony. V. THE PLANET E.D.N. III THE FINAL ANTAGONIST The planet is not sentient. But it responds. PLANETARY THREATS Icequakes Thermal sink collapse Runaway Akrid escalation Permanent dead zones Each major disturbance leaves scars that never fully heal. THE PLANET’S “BEHAVIOR” Overharvest → escalation Overdefend → adaptation Overcontrol → collapse E.D.N. III enforces balance through annihilation. THE TERRIFYING TRUTH There is no final victory condition. The best outcome is: Slower collapse Local survival Temporary stability The planet does not forgive. IN ONE SENTENCE The monsters of E.D.N. III are its native Akrid, its desperate survivors, its ruthless corporations, and the planet itself—each escalating the others toward inevitable collapse.

Similar Fictions

Star Wars

In a galaxy where the mystical Force binds every star and soul, Jedi knights and Sith lords clash across neon cities and desert moons while empires rise and fall along ancient hyperlanes. Your choices tip the cosmic balance—wield a lightsaber, command a fleet, or smuggle hope to forgotten worlds—as a final revelation waits in the World Between Worlds: victory means harmony, not conquest.

1,511
0

Warhammer 40K

In the nightmare darkness of the 41st millennium, a million worlds burn as genetically-engineered super-soldiers and fanatical crusaders fight wars without end against ravenous aliens, soul-devouring daemons, and the twisted servants of Chaos. The God-Emperor of Mankind lies entombed in a failing life-support throne, his vast empire sustained only by ignorance, fanaticism, and a river of human blood that flows across the stars.

211
0

NightCity 2077

In Night City 2077, chrome-slicked streets pulse with outlaw code as megacorps harvest souls and memories for profit, while rogue AIs—ghosts of the shattered Net—slip into human minds to spark the final war for identity. Edgerunners, half-machine and all desperation, sell the last scraps of humanity they still possess to decide whether the future belongs to flesh, data, or something that remembers being both.

48
0

Cyberpunk 2077

In Night City, neon‑lit skyscrapers tower over grimy districts where the poor hack for survival and the rich indulge in corporate excess, all while cybernetic enhancements blur humanity’s line with machine. Your choices shape a living, breathing metropolis where power, technology, and inequality collide in a relentless, immersive cyberpunk saga.

48
0

Star Wars: Old Republic

Across a galaxy of shimmering stars, the Old Republic era pits Jedi guardians of light against Sith tyrants, each vying for dominance over Core Worlds, trade hubs, and uncharted frontiers. In this sprawling arena of politics, hyperlane commerce, and Force‑driven destiny, heroes must navigate shifting alliances, ancient mysteries, and epic battles to restore balance before the dark tide consumes the stars.

34
0

GloryOTG

On a neon‑lit Earth, gamers strap on nerve gear to dive into Glory Of The Gods, a towering VR realm where each of 100 floors is a self‑contained pocket world brimming with sky‑high cities, abyssal depths, and scorching deserts, each guarded by ever‑stronger monsters and a brutal boss. With guilds, quests, and divine constellations that grant godly powers, 50,000 players now face a deadly ultimatum: conquer every floor or die in real life, turning a game of glory into a desperate fight for survival.

33
0

Frequently Asked Questions

What is Lost Planet EDN-III?

On the frozen exoplanet E.D.N. III, humanity survives by harvesting deadly thermal energy from a sentient, ice‑bound ecosystem, while corporate greed, rogue pirates, and desperate colonists wage a relentless struggle for every pulse of heat. In this high‑tech, zero‑magic survival world, every mission is a negotiation between corporate orders, Akrid retaliation, and the brutal cost of keeping a Vital Suit alive.

What is Spindle?

Spindle is an interactive reading app where you become the main character in richly crafted story worlds. Think of it like stepping inside your favorite book—you make choices, shape relationships, and discover how the story unfolds around you. If you love series like Fourth Wing or A Court of Thorns and Roses, Spindle lets you live inside worlds with that same depth and drama.

How do I start a story in Lost Planet EDN-III?

Tap "Create Story" and create your character—give them a name, a look, and a backstory. From there, the story opens around you and you guide it by choosing what your character says and does. There's no wrong way to read; every choice leads somewhere interesting, and the narrative adapts to you.

Can I write my own fiction?

Absolutely. Spindle gives storytellers the tools to build and publish their own worlds—craft the lore, the characters, the conflicts, and the magic. Once you publish, other readers can discover and experience your story. It's a beautiful way to share the worlds living in your imagination.

Is Spindle a game?

Spindle is more of an interactive reading experience than a traditional game. There are no scores to chase or levels to grind. The focus is on story, character, and the choices you make. Think of it as a novel where you're the protagonist—the pleasure is in the narrative, not the mechanics.

Can I read with friends?

Yes! You can invite friends into the same story. Each person plays their own character, and the narrative weaves everyone's choices together. It's like a book club where you're all inside the book at the same time—perfect for friends who love the same kinds of stories.