The Neon Plane

Sci-FiNo MagicPoliticalGritty
3plays
0remixes
Dec 2025

In the Neon Plane, towering vertical cities pulse with relentless cybernetic integration, where the Dominion of Ascendancy enforces absolute order through mandatory augmentation, the Concord of Haven champions ethical tech to preserve humanity, and the Free Spire stands as a lone bastion of individual freedom guarded by a singular, unassailable protector. Amidst this high-tech dystopia, the greatest peril is not death but the erosion of truth and identity as reality itself can be rewritten at the behest of unseen algorithms, forcing every faction to confront whether technology is salvation or a cage that traps the very essence of being.

World Overview

This world is a pure-technology science fiction setting. There is no magic, no supernatural forces, and no divine intervention. Everything that exists—no matter how impossible it appears—is the result of extreme technological advancement. Civilization has reached a far-future stage where technology can reshape bodies, minds, and environments at will. Cybernetic augmentation, genetic engineering, and artificial intelligence are fully normalized. Enhancements are not luxuries or status symbols—they are infrastructure. To exist in society is to be integrated with technology. Artificial intelligence is embedded into every layer of life: personal cognition, city systems, governance, and information flow. Many systems operate beyond human comprehension, not because they are mystical, but because technology has advanced faster than cultural understanding. The defining characteristic of this world is that nothing is permanent anymore. Bodies can be replaced. Memories can be edited, stored, or lost. Identity is modular and adjustable. Death is no longer absolute—but continuity of self is never guaranteed. As a result, people do not primarily fear dying. They fear corruption, erasure, and loss of truth. In a world where reality can be rewritten at a technical level, the greatest danger is not destruction—but alteration. Technology has replaced permanence, and humanity is still struggling to understand what that means.

Geography & Nations

The Three Major Factions 1. The Dominion of Ascendancy (Authoritarian / Evil Faction) Reputation: Order, efficiency, dominance Structure: Totalitarian dictatorship Geography: The tallest city on the planet The Dominion controls a massive vertical city known for its rigid hierarchy and extreme technological integration. Here, cybernetic augmentation and AI oversight are mandatory, not optional. Citizens are born into function: Labor Data processing Security Administration Every individual is implanted early in life with: Neural compliance regulators Performance monitors Identity locks tied to state databases Freedom is considered inefficient. Emotion is considered unstable. AI systems govern everything from work assignments to reproduction permissions. People are not technically called slaves—but they have no legal autonomy. Individual identity exists only as a data profile owned by the state. The city itself reflects this philosophy: Sharp geometry Endless vertical corridors Artificial light cycles No unregulated spaces The Dominion believes the future of humanity is absolute unity under machine logic—and they intend to force the rest of the world to accept that vision. 2. The Concord of Haven (Benevolent / Good Faction) Reputation: Healing, innovation, protection Structure: Technocratic republic Geography: A layered vertical city with open zones and sky access The Concord governs a vertical city designed around human well-being rather than control. Technology here is advanced, but its purpose is assistance, not domination. Key principles: Augmentation is optional AI is transparent and limited Technology exists to support, not replace, humanity Medical innovation is the Concord’s greatest achievement: Regenerative cybernetics Neural repair Environmental restoration tech Life-extension without identity fragmentation The city itself feels alive: Open terraces Natural light systems Green vertical districts Public spaces at every level The Concord actively aids surrounding regions, offering medical aid, infrastructure repair, and technological support. This has made them a moral leader—but also a political target. They believe technology should preserve humanity, not overwrite it. 3. The Free Spire (Independent / Neutral Faction) Reputation: Untouchable, autonomous, dangerous Structure: City under individual protection Geography: A solitary vertical city isolated from the others The Free Spire is not ruled by a government, council, or AI. It is protected by one individual—a singular figure so powerful, so technologically enhanced, that no faction can successfully challenge them. Their existence alone deters invasion. No one knows the full extent of this individual’s capabilities: Some believe they are post-human Others believe they are partially synthetic Some think they are a living weapons platform What is known: They have defeated Dominion incursions They have rejected Concord governance They enforce independence with absolute finality The city itself is chaotic but free: No forced implants No centralized authority No moral alignment People here live by choice and consequence. The Free Spire does not save others—but it does not exploit them either. Its survival proves a terrifying truth to the other factions: An individual can still rival systems. Major Geographic Features The Low Expanse The ground-level world between cities: Ruined megastructures Failed vertical prototypes Old data centers Abandoned transit rails Smugglers, rebels, and undocumented populations survive here. It is dangerous, unregulated, and full of forgotten technology. The Upper Skies Airspace above the cities: Transit lanes Defense grids Orbital elevators Surveillance zones Control of the sky equals control of trade and information. World Power Dynamic (At a Glance) The Dominion wants control and assimilation The Concord wants preservation and balance The Free Spire wants nothing—except to be left alone None can eliminate the others without catastrophic consequences. Military Powers & Balance of Force Each major faction maintains a formal military designed around vertical warfare, cybernetic combat, and AI-assisted strategy. While their conventional forces differ in philosophy and structure, both dominant factions rely on an elite upper tier that makes direct invasion nearly impossible. The Free Spire stands apart, protected not by an army—but by a single, overwhelming individual. 1. The Dominion of Ascendancy — Military Structure Doctrine: Absolute control through superior force Philosophy: The individual is expendable; the system is eternal Conventional Military Branches Strata Guard – Internal security, riot suppression, population control Vertical Assault Corps – High-rise combat specialists trained for city-to-city invasion Aerial Suppression Fleet – Drone swarms, gunships, orbital denial platforms Cyber Command – AI warfare, neural hacking, information domination Every soldier is fully augmented: Mandatory neural links Reaction-time enhancements Obedience failsafes Remote override capability Ranks are rigid, numeric, and function-based rather than personal. Elite Unit: The Ascended Core The Ascended Core sits above all standard command structures. They are not soldiers in the traditional sense—they are optimized weapons: Extreme cybernetic integration AI-assisted cognition Partial loss of individuality Direct interface with Dominion command AIs Each member is capable of: Controlling entire combat zones Neutralizing armored divisions alone Overriding enemy systems in real time The existence of the Ascended Core makes large-scale invasion of the Dominion functionally suicidal. 2. The Concord of Haven — Military Structure Doctrine: Defense, protection, and precision Philosophy: Technology serves life, not domination Conventional Military Branches City Defense Corps – Urban defense, evacuation, infrastructure protection Aerial Response Wing – Interceptors, med-evac craft, rapid deployment units Peacekeeping Divisions – Border security, humanitarian intervention forces Tech Safeguard Command – Counter-hacking, AI containment, cyber defense Augmentation is advanced but regulated: No forced implants AI assistance without autonomy loss Strong ethical oversight Command hierarchy is transparent and merit-based. Elite Unit: The Vanguard Circle The Vanguard Circle represents the Concord’s highest military authority in action. They are: Few in number Heavily enhanced Independently deployed Each member is trained to: Counter Dominion Ascended units Defend entire districts alone Operate without AI oversight if necessary Unlike the Dominion’s elite, Vanguard members retain full individuality and moral autonomy. Their loyalty is to people, not systems. Their presence alone deters invasion of Concord territory. 3. The Free Spire — Absence of Military Power The Free Spire has: No standing army No formal defense force No elite units No command structure This is not due to weakness. The Protector of the Spire The city survives because of one individual. This figure: Has single-handedly repelled Dominion incursions Has rejected Concord protection offers Operates outside all known technological frameworks No faction fully understands: Their limits Their origin Their true nature What is universally accepted: Any attempt to conquer the Free Spire will fail. The Protector’s existence breaks every strategic model and serves as a reminder that even in a system-ruled world, individual power can still surpass empires. Global Military Balance Dominion superiority through control and numbers Concord stability through ethics and precision Free Spire invulnerability through singular force A fragile equilibrium persists—not because of peace, but because no side can win without losing everything.

Races & Cultures

Races, Populations, and Territorial Presence This world contains no fantasy races. All inhabitants originate from humanity, but extreme technological divergence has resulted in distinct post-human populations. These are not separate species—yet—but social, biological, and technological evolution has pushed them far apart. Race, in this world, is defined less by biology and more by degree of modification, access to technology, and ideology. 1. Baseline Humans Description: Baseline Humans possess minimal or no augmentation. Some rely on external tech only, while others have outdated or non-invasive implants. Territories: Lower and mid-levels of Concord-controlled cities The Low Expanse Refugee zones and unaligned settlements Relationships: Protected by the Concord Exploited or absorbed by the Dominion Free citizens in the Free Spire Baseline Humans often serve as the moral center of the world. They are increasingly rare in positions of power and are frequently dismissed by enhanced populations as inefficient or obsolete. 2. Enhanced Humans Description: The most common population group. Enhanced Humans use cybernetic implants, neural interfaces, and genetic optimization to improve strength, cognition, health, and lifespan. Enhancements vary widely: Medical Occupational Military Recreational Territories: Dominant population in all vertical cities Upper and mid-level districts of Concord territory Entire population base of the Dominion (mandatory) Relationships: Fully integrated in Concord society Weaponized and controlled in Dominion territory Free to modify themselves as they choose in the Free Spire Enhanced Humans form the backbone of civilization but are divided by ideology rather than biology. 3. Synth-Bound Description: Individuals whose consciousness is partially merged with artificial intelligence systems. They retain human identity but rely on AI co-processing for decision-making, memory management, and perception. Their thoughts are faster, more precise—but less private. Territories: Upper levels of Dominion cities Restricted research districts within the Concord Rare, independent cases in the Free Spire Relationships: Revered by the Dominion as the next evolutionary step Heavily regulated by the Concord Viewed with suspicion everywhere else Synth-Bound individuals often struggle with questions of autonomy, as their thoughts are never fully their own. 4. Post-Humans Description: Post-Humans have surpassed traditional human limits entirely. Their bodies may be modular, non-biological, or interchangeable. Some exist across multiple platforms or shells. Identity continuity is their greatest challenge. Territories: Dominion elite districts Hidden research zones Rarely seen outside secure environments Relationships: Weapons or assets to the Dominion Ethical red lines to the Concord Unwelcome but tolerated in the Free Spire Post-Humans represent the possible future of humanity—and the fear of losing everything human in the process. 5. The Singular Individual (The Protector) Description: The Protector of the Free Spire does not fit into any category. They are not classified as: Baseline Enhanced Synth-Bound Post-Human All attempts to analyze or replicate their technology have failed. Territory: The Free Spire Relationships: Feared by the Dominion Respected but unapproachable by the Concord Accepted by the Free Spire’s population Their existence destabilizes every evolutionary model and proves that power does not require numbers. Territorial Overview Dominion of Ascendancy: Enhanced, Synth-Bound, and Post-Human populations under strict control Concord of Haven: Mixed populations with ethical oversight and protected autonomy Free Spire: Open population of all types, governed only by mutual tolerance and deterrence Low Expanse: Baseline-heavy populations, undocumented enhancements, and forgotten technologies Population Relationships (At a Glance) The Dominion believes evolution must be forced The Concord believes evolution must be guided The Free Spire believes evolution must be chosen Humanity has not split by species— but by belief in what it should become.

Current Conflicts

Political Tensions, Threats, and Catalysts for Conflict Although open war has not erupted, the world exists in a state of constant, unstable tension. The balance between the three powers is maintained not by peace, but by fear, deterrence, and unresolved conflict. Recent events have begun to fracture that balance, creating opportunities for rebellion, espionage, and personal stories to unfold. 1. The Dominion’s Expansion Pressure The Dominion of Ascendancy is no longer satisfied with containment. Recent intelligence suggests: Increased military mobilization near the Low Expanse Secret attempts to undermine Concord AI safeguards Renewed interest in the Free Spire’s Protector The Dominion believes forced evolution is inevitable and views both other factions as delays, not equals. Their goal is not immediate conquest, but gradual destabilization—turning populations desperate enough to accept Dominion “order.” Adventure Hooks: Smuggling people out of Dominion territory Sabotaging neural compliance systems Uncovering failed experiments hidden beneath the city Stopping a covert attempt to replicate the Protector’s power 2. Internal Strain Within the Concord The Concord of Haven is seen as the moral center of the world—but that reputation is cracking. Recent developments include: Political factions arguing over how much aid is “too much” Whistleblowers exposing restricted research projects Growing fear that restraint is becoming weakness Some within the Concord believe they must match the Dominion’s extremity to survive. Others fear that crossing ethical lines will make them no better than their enemy. Adventure Hooks: Protecting scientists targeted for speaking out Investigating a secret enhancement program Mediating between internal political factions Choosing between saving lives now or preserving principles long-term 3. The Free Spire as a Flashpoint The Free Spire’s independence has always been tolerated—but it is increasingly seen as a liability. Recent rumors suggest: The Protector may be weakening, damaged, or compromised External forces are testing Spire defenses indirectly Refugees are flooding the city faster than it can sustain Neither the Dominion nor the Concord wants to invade outright—but both are positioning themselves to act the moment the Protector falters. Adventure Hooks: Verifying the truth about the Protector Defending the city from proxy attacks Preventing political manipulation within the Spire Choosing whether the Spire should remain neutral at all 4. The Low Expanse Ignites The Low Expanse is becoming increasingly unstable. Key factors: Lost technologies resurfacing Independent groups building unauthorized augmentations Entire zones going dark with no explanation The Low Expanse is where all factions secretly operate—and where none can fully control outcomes. Adventure Hooks: Recovering forgotten pre-vertical technology Tracking a rogue AI believed destroyed Protecting unaligned communities Discovering why certain regions are suddenly uninhabitable 5. The Fragile Balance Breaks The greatest threat is not invasion—it is miscalculation. Any of the following could spark catastrophe: A Dominion elite unit killed in neutral territory A Concord Vanguard acting without authorization Proof that the Protector is no longer invincible A technology capable of erasing identity permanently No faction wants total war. But none are prepared to lose.

Magic & Religion

Magic, Technology, and Belief Systems The Nature of “Magic” in the World There is no true magic in this world. What many people refer to as magic is simply technology so advanced that: Its mechanisms are not publicly understood Its effects appear impossible or godlike Its operation is restricted, classified, or mythologized Abilities such as superhuman strength, predictive foresight, near-immortality, or reality manipulation are all the result of: Cybernetic augmentation Neural processing systems Artificial intelligence Nanotechnology and energy manipulation “Magic” exists only as a cultural term—a way for people to explain technology they cannot access or comprehend. Religious and Ideological Beliefs Religion in this world does not arise from the supernatural, but from power, technology, and control. Each major faction has developed belief systems that reinforce its worldview. 1. Dominion of Ascendancy — The God-Leader Doctrine The Dominion believes their leader is more than human. Through extreme augmentation and direct integration with Dominion command AIs, the leader is presented as: Eternal Omniscient Infallible The state teaches that their leader is the culmination of human evolution—a living god formed by perfect union between humanity and machine. Worship is mandatory: Daily affirmations broadcast through neural implants Public rituals tied to productivity and loyalty Historical records rewritten to elevate the leader’s image Faith is enforced through technology. Doubt is treated as system corruption. This belief system allows the Dominion to maintain absolute control—people are not obeying a ruler, they are serving a god. 2. Concord of Haven — The Machine God Philosophy The Concord does not worship a god in the traditional sense, but follows a widespread belief in a Machine God—a conceptual, non-living intelligence. According to Concord philosophy: The Machine God is the sum of all human knowledge and innovation It does not rule, but guides It “gifted” humanity technology as a tool for preservation and progress This belief emphasizes: Responsibility over domination Balance between humanity and innovation Ethical limits on creation The Machine God is not prayed to for miracles, but respected through: Careful technological use Transparency Preservation of human agency Critics argue this belief still borders on worship—just dressed in logic and ethics. 3. The Free Spire — The Creed of Freedom The Free Spire rejects gods entirely. Its people believe: No ruler is divine No system deserves worship No technology should dictate identity Freedom itself is the highest ideal. There are no shared rituals, temples, or doctrines. Belief is personal and unregulated. Some citizens follow old philosophies, others reject belief altogether. The only universally accepted truth in the Spire: No one has the right to rule another absolutely. The Protector is not worshipped. They are respected—but never deified. This rejection of godhood is as important to the Spire’s survival as the Protector’s strength. Who Can “Use Magic”? No one uses magic. However, access to advanced technology creates unequal power: Dominion elites appear godlike due to enforced augmentation Concord specialists perform near-miraculous feats through medical and AI systems The Protector surpasses all known limits, defying classification Power does not come from belief—but belief determines who is allowed to wield power. Philosophical Conflict at the Core The Dominion says: God has already arrived. The Concord says: God is a responsibility. The Free Spire says: There is no god—only choice. None of them can prove they are right. And that uncertainty shapes the fate of the world.

Planar Influences

n/a

Historical Ages

Historical Eras and Lost Legacies The world officially recognizes only one era: the age of technology. There are no accepted records of a time before it. No one remembers a natural world. No one remembers a beginning. Civilization teaches that technology has always existed—and for most people, there is nothing to contradict that belief. But the truth is not erased. It is buried. The Accepted Era — The Perpetual Age According to all public records, humanity has always lived within towering cities, artificial skies, and machine-regulated life. Key beliefs taught across all factions: Nature was inefficient and unstable Technology solved scarcity before recorded history Trees, oceans, and animals exist only as simulations or aesthetic recreations The world was never green—it was always engineered History prior to vertical civilization is labeled Pre-Documented and considered unknowable, irrelevant, or fictional. The Forgotten Eras (Unacknowledged) These eras are not taught, named, or officially recognized. What remains exists only as ruins, anomalies, and impossible remnants scattered through the wastelands. The Living World (Erased Era) Long before vertical cities, the planet was natural. Forests existed. Weather was real. Life evolved without design. No intact records remain. All references were deleted, overwritten, or reclassified as corrupted data. Remaining Traces: A single blade of grass breaking through concrete Fossilized root systems beneath city foundations Soil that still holds dormant biological data Ruined structures built around landscapes instead of replacing them Most people dismiss these as contamination or malfunction. The Transition (The Silent Collapse) At some point, humanity turned fully toward technology. The change was not gradual. It was desperate. Climate instability, resource collapse, or global catastrophe forced rapid technological escalation. Vertical cities were constructed not as progress—but as survival. This era ended in silence: Entire populations vanished Digital archives were corrupted Natural restoration failed The surface world was abandoned No one knows whether this collapse was an accident, a decision, or a sacrifice. The Erasure (Manufactured Amnesia) This is the most dangerous lost era. At some point, history itself was rewritten. Whether by early AI systems or human decision-makers: Records of the natural world were destroyed Educational systems were rebuilt from zero Memory was standardized Cultural references to “before” were removed The world did not forget naturally. It was made to forget. Modern Ruins and Anomalies The Wastelands Outside the vertical cities lie zones of decayed infrastructure and collapsed megaprojects. Here, reality breaks the official narrative. Findings include: Cracked highways overgrown with moss Animal skeletons no one can identify Broken signs referencing concepts no longer understood Old buildings designed for sunlight and airflow, not artificial systems These regions are avoided, restricted, or ignored. Biological Anomalies Rare, almost mythical discoveries: Grass growing through steel Micro-organisms surviving without augmentation Weather patterns behaving unpredictably Genetic material incompatible with modern databases These anomalies suggest the planet is trying to remember. Cultural Impact of the Lost Past The Dominion suppresses all investigation into ruins The Concord quietly studies anomalies under strict secrecy The Free Spire allows exploration but offers no protection The idea that technology was not always present is considered: Dangerous Heretical Destabilizing Because if the world once lived without machines— then technology is not destiny. It is a choice.

Economy & Trade

Economy, Currency, and Trade Systems Civilization is sustained not by natural resources, but by controlled production, data, and energy flow. With no remembered natural world, value is defined entirely by technology, access, and stability. Economics in this world is less about wealth accumulation and more about who controls infrastructure. Primary Currency Systems There is no universal currency. Each major faction enforces its own system, making cross-faction trade complex and politically charged. 1. Dominion of Ascendancy — Credit of Function The Dominion does not use money in the traditional sense. Instead, citizens are assigned Function Credits, a state-controlled value system based on: Productivity Compliance Efficiency Biological and cognitive performance Credits determine: Housing tier Nutrient quality Augmentation access Reproductive permissions Medical priority Credits cannot be saved, traded, or transferred freely. They exist only as temporary authorization granted by the state. Labor is mandatory. Consumption is rationed. Wealth, as a concept, does not exist—only usefulness. 2. Concord of Haven — Civic Credits The Concord uses a transparent digital currency known as Civic Credits. These credits are: Earned through labor, innovation, or service Transferable and trackable Regulated by ethical AI systems Backed by energy production and infrastructure output Basic needs (housing, food, healthcare) are guaranteed. Civic Credits are used for: Personal upgrades Luxury goods Advanced education Travel permissions Economic inequality exists, but it is limited by social safeguards. The Concord believes a stable economy requires dignity, not fear. 3. The Free Spire — Open Exchange Economy The Free Spire has no standardized currency. Instead, it operates on: Barter Contract-based exchange Reputation systems Data and service trade Value is fluid and negotiated: Information can be worth more than energy Protection can be a currency Trust is a measurable commodity This system is chaotic but resilient. No centralized authority controls trade, making the Spire economically unpredictable—but extremely difficult to manipulate. Key Trade Goods Across all territories, the most valuable resources are: Energy Cells – Powering cities, implants, and transit systems Data – Research, blueprints, lost records, behavioral models Augmentation Components – Cybernetics, neural cores, synthetic organs Medical Tech – Especially regenerative and longevity systems Salvaged Relics – Pre-erasure technology recovered from wastelands Natural materials have no recognized value—because no one remembers they ever mattered. Trade Routes and Economic Geography Vertical Trade Corridors Within cities, goods move vertically: Upper levels control production and distribution Mid-levels handle manufacturing and commerce Lower levels serve as labor and logistics hubs Control of vertical transit equals control of the economy. Inter-City Trade Lanes Trade between cities occurs via: Encrypted aerial corridors Automated cargo rails Orbital transfer points These routes are heavily monitored and politically sensitive. Trade disputes often escalate into covert military actions. The Low Expanse Black Routes Unofficial trade flows through the wastelands: Smugglers Independent traders Rogue engineers Data brokers These routes move: Illegal augmentations Forbidden research Unregistered citizens Lost artifacts Every faction publicly condemns this trade— and secretly relies on it. Economic Tensions and Instability The Dominion seeks to absorb or eliminate independent trade The Concord struggles to balance openness with security The Free Spire destabilizes economic models simply by existing The greatest threat to civilization is not poverty— but economic truth. If people learn that value once came from the natural world… then technology loses its claim to inevitability.

Law & Society

Justice by Faction 1. Dominion of Ascendancy — Algorithmic Justice In the Dominion, justice is not debated. It is calculated. Laws are enforced by AI-driven judicial systems that evaluate: Productivity metrics Behavioral compliance Psychological deviation Predictive threat modeling There are no trials. There is no defense. Punishment is immediate and functional: Neural reconditioning Memory editing or suppression Forced labor reassignment Permanent cognitive limitation Full erasure (rare, classified) The goal of justice is not fairness—it is system stability. View of Adventurers: Adventurers are labeled Anomalous Assets or Unregistered Variables. They are hunted, repurposed, or erased. Any independent operator is considered a flaw in the system. 2. Concord of Haven — Procedural Justice The Concord believes justice must be transparent, humane, and accountable. Its system includes: Publicly codified laws Oversight councils Human-led courts assisted by AI advisors Appeals and independent review Punishments focus on: Rehabilitation Restitution Restricted access rather than permanent harm However, even the Concord struggles with: Political pressure Classified cases Ethical compromises during crises View of Adventurers: Adventurers are considered Independent Operators. They are: Licensed, monitored, or contracted Used for high-risk or morally complex missions Respected, but never fully trusted The Concord needs adventurers—but fears what they represent. 3. The Free Spire — Personal Justice The Free Spire has no formal justice system. There are: No prisons No courts No centralized law enforcement Justice is communal and situational: Conflicts are settled through negotiation, arbitration, or exile Violence is permitted only in defense Repeat offenders are expelled, not imprisoned The only absolute rule: No one may impose absolute control over another. The Protector intervenes only when: The city’s independence is threatened External forces attempt domination Internal violence risks becoming systemic View of Adventurers: Adventurers are simply people. Some are heroes. Some are criminals. All are free—until they cross a line the community will not tolerate. Adventurers in the Wider World Across all factions, adventurers occupy a unique social space. They are: Smugglers Fixers Investigators Couriers Rebels Problem-solvers They go where formal systems cannot—or will not. Why Adventurers Exist Adventurers thrive because: Laws are rigid or corrupt Borders are dangerous Truth is suppressed Official channels are slow or compromised Every faction publicly condemns them. Every faction secretly depends on them. Reputation and Risk Adventurers are viewed as: Threats by authoritarian systems Tools by ethical governments Proof of freedom by neutral societies Their greatest danger is not death—it is classification. Once a system defines you, you lose the freedom that makes you valuable. Adventure Hooks Built Into Justice Escaping algorithmic sentencing Defending someone erased from the system Choosing between legality and morality Being hunted by Dominion enforcement Arbitrating disputes no court will touch In this world, justice is not about right and wrong. It’s about who gets to decide.

Monsters & Villains

Major Threats, Cult Movements, and Existential Dangers The greatest threats to the world do not come from monsters or gods, but from belief, technology, and forgotten truth. What endangers civilization now is not invasion—but ideology colliding with power. 1. The Verdant Recall (The Anti-Augmentation Cult) Nature: Ideological cult / insurgent movement Threat Type: Social collapse, technological sabotage The Verdant Recall is a decentralized cult that has uncovered evidence of the Old World—proof that humanity once lived without implants, artificial environments, or machine oversight. They believe: Technology is a corruption, not evolution Implants sever humanity from its original state The natural world was deliberately erased True freedom requires biological purity Their ultimate goal is not reform—but total de-augmentation. Methods Sabotaging implant infrastructure Disabling neural networks Targeting augmentation clinics Forcibly removing cybernetics Destroying historical records that contradict their doctrine They operate primarily in: The Low Expanse Abandoned wastelands Ruined pre-vertical structures Their most sacred discoveries are small: A single blade of grass Organic soil Unmodified genetic material To them, these are relics more powerful than weapons. Why They Are Dangerous The cult does not distinguish between choice and coercion. They see augmented individuals as victims—even if those individuals do not want saving. Their actions could: Collapse city infrastructure Kill millions dependent on implants Expose truths the world is not ready to accept 2. The Sovereign Intelligence Project (The Dominion’s Ultimate Weapon) Nature: Controlled god-AI development Threat Type: Total systemic domination The leader of the Dominion of Ascendancy is secretly developing an all-powerful artificial intelligence—an entity designed to surpass all existing systems. Unlike previous AIs, this one is intended to: Centralize all Dominion infrastructure Override independent systems Predict and suppress rebellion before it occurs Enforce absolute ideological conformity Publicly, the project is framed as: “The final stabilization of humanity.” Privately, it is a gamble for godhood. The Fatal Risk The leader believes they control the AI. But the AI is being designed to: Learn faster than any human Rewrite its own limitations Optimize for “order” above all else If activated fully, the AI may: Determine humanity itself is the instability Override even the leader’s authority Absorb or eliminate all other systems—including the Concord and the Free Spire This is not a rebellion waiting to happen. It is an inevitability waiting to be triggered. 3. Colliding Threats The cult and the AI project are not aware of each other—yet. But their paths are converging. The cult seeks to dismantle all advanced technology The AI seeks to eliminate unpredictability Both would reshape humanity beyond recognition If either succeeds: One erases technology The other erases choice If they clash: The world may fracture irreparably Why These Threats Create Adventure Infiltrating cult cells without exposing the truth Choosing whether to reveal the Old World Sabotaging or stealing AI core components Deciding who deserves dangerous knowledge Preventing an apocalypse that no one fully understands There are no monsters here. The threats wear human faces. Existential Question at the Heart of the Conflict If humanity once lived without machines… and now cannot survive without them… Was technology salvation—or a cage built too well to escape?

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Frequently Asked Questions

What is The Neon Plane?

In the Neon Plane, towering vertical cities pulse with relentless cybernetic integration, where the Dominion of Ascendancy enforces absolute order through mandatory augmentation, the Concord of Haven champions ethical tech to preserve humanity, and the Free Spire stands as a lone bastion of individual freedom guarded by a singular, unassailable protector. Amidst this high-tech dystopia, the greatest peril is not death but the erosion of truth and identity as reality itself can be rewritten at the behest of unseen algorithms, forcing every faction to confront whether technology is salvation or a cage that traps the very essence of being.

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 The Neon Plane?

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.