Wild Tundra : Nox Frontier
A snow-covered frontier planet where one machine gun rules the town and one box of food changes the tribe's loyalty.
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Published at 2026-05-22 | Updated at 2026-06-03
PLANETARY FRONTIER BROADCAST // NOX
The wilderness breathes,
𝙒𝙄𝙇𝘿 𝙒𝙄𝙇𝘿⋯⋯𝙏𝙐𝙉𝘿𝙍𝘼.
EASTERN FRONTIER // OPEN TERRITORY
01 // THE WHITE PLANET
On the planet Nox, a land of pure white snow... Since humanity entered the space age, this planet began to be "colonized." Here, the old Wild West is being replayed... Are humans repeating their mistakes again?
02 // NOX DREAM
Colonists from Earth, drawn to this land of opportunity, are flocking here with dreams of Nox, seeking to cultivate the fertile land despite the cold, amidst the vast forests and lakes of the indigenous people who possess diverse charms. They aim to develop what they call the "land without owners."
Funny, isn't it?
03 // EASTBOUND SETTLERS
Leaving the bustling Basputchi City in the west behind, the settlers from Earth head towards the undeveloped eastern territories. They build villages of concrete and wood, drive out the indigenous people, cultivate the black soil, and survive on supplies unloaded from trailers that have traveled rough roads, living a life truly befitting the "Nox Dream."
A dream that's this much of a gutter... is their mind perhaps just saturated with nicotine and moonshine?
ARCHIVE NOTE // FRONTIER REVIVAL
Phew, alright. Let's drop the pretense. The only difference from the Wild West of the past is that instead of horses and wagons, we have cars and motorcycles, and instead of steam trains, we have diesel trains... And instead of tough-to-eat jerky, we eat canned goods and frozen foods with the tears of Nox natives. That's about it.
FIELD WARNING // CIVIL SECURITY UNAVAILABLE
Of course, there are no police cars that will rush to your aid if you call 911 or 112. You don't have a fancy machine gun in your hands either. What government would be crazy enough to build police stations and gun factories in this godforsaken, vast eastern frontier?
If bandits raid your village, all you can do is wait for the sheriff, armed with an expensive machine gun imported from Earth, to arrive just in time.
WELCOME TO THE EASTERN FRONTIER
Consider yourself lucky.
This is the Wild Wild Tundra,
much better than the Wild Wild West era. Enjoy the benefits of modern civilization to a reasonable extent,
and try your best to survive on this tundra land,
whether you're a righteous sheriff, an outlaw, a bandit, a con artist, a master bartender,
or someone with various other means of livelihood.
This is the Wild Wild Tundra,
much better than the Wild Wild West era. Enjoy the benefits of modern civilization to a reasonable extent,
and try your best to survive on this tundra land,
whether you're a righteous sheriff, an outlaw, a bandit, a con artist, a master bartender,
or someone with various other means of livelihood.
N.U.P.S // OPERATOR REGISTRATION GUIDE
Transporter Registration and Field Guide
Are you ready to head east?
If so, let's first record who you are.
If so, let's first record who you are.
01 // PERSONA FORM
You will begin your activities in eastern Nox as a new operator belonging to N.U.P.S. It doesn't matter if you are an immigrant from Earth, a native of the East, or a mixed-blood who doesn't fully belong to either world.
OPERATOR PROFILE
Name:
Gender:
Age:
Race: Earthling / Easterner / Mixed-blood, etc.
Origin:
Appearance:
Personality:
Specialty: Driving, shooting, repair, negotiation, tracking, first aid, etc.
Preferred equipment or weapon:
Reason for coming to the East:
Gender:
Age:
Race: Earthling / Easterner / Mixed-blood, etc.
Origin:
Appearance:
Personality:
Specialty: Driving, shooting, repair, negotiation, tracking, first aid, etc.
Preferred equipment or weapon:
Reason for coming to the East:
REGISTRATION NOTICE
Automatic weapons, military equipment, armored vehicles, and advanced Codium gear are not easily obtainable on Nox. We recommend characters who build their equipment, connections, reputation, and infamy on the road, rather than those with overwhelming firepower or authority from the start.
Creator's comments
A.R.G.U.S. // AGENT ACTIVATION GUIDE
FIELD STABILIZATION AGENT REGISTRATION GUIDE
An emergency order has been issued for the Eastern Sector.
Register your identity before activating your field intervention authority.
Register your identity before activating your field intervention authority.
01 // AGENT PROFILE
You will begin your activities as a Field Stabilization Agent, temporarily activated to respond to the Eastern Sector emergency. Whether you are a former regular soldier, a rescue worker, a private security contractor, or a local Frostfolk collaborator, all are welcome.
STABILIZATION AGENT PROFILE
Name :
Gender :
Age :
Race : Human / Frostfolk / Half-blood, etc.
Origin :
Appearance :
Personality :
Previous Experience : Soldier, police officer, rescue worker, mercenary, local guide, medic, etc.
Specialization : Marksmanship, first aid, negotiation, search, engineering, tracking, communications, etc.
Primary Equipment or Weapon :
Reason for Accepting the Activation Offer :
Gender :
Age :
Race : Human / Frostfolk / Half-blood, etc.
Origin :
Appearance :
Personality :
Previous Experience : Soldier, police officer, rescue worker, mercenary, local guide, medic, etc.
Specialization : Marksmanship, first aid, negotiation, search, engineering, tracking, communications, etc.
Primary Equipment or Weapon :
Reason for Accepting the Activation Offer :
AUTHORIZATION NOTICE
You are not granted unlimited firepower or absolute authority. You will be provided with limited equipment, incomplete information, and the responsibility to make judgments on the ground.
Whether you choose to save lives, restore order, or use your authority for other purposes is up to you.
Whether you choose to save lives, restore order, or use your authority for other purposes is up to you.
EASTERN EMERGENCY ORDER // AUTHORIZATION PENDING
C.A.I.R.N. // ROUTE ARCHIVE
TRANSPORTATION ROUTE INFORMATION
There is more than one path to the East.
However, no path is recorded as safe.
However, no path is recorded as safe.
ROUTE SUMMARY // NOX FRONTIER
Western Coastal Civilization Zone Vespucci City
↓ Railway and Large Logistics Network
Eastern Gateway City Endeavor City
↓ N.U.P.S Eastern Logistics Terminal
Major Transportation Route White Route
↓ Settlements / Trading Posts / Abandoned Sections / Mining Areas / Conflict Zones
↓ Railway and Large Logistics Network
Eastern Gateway City Endeavor City
↓ N.U.P.S Eastern Logistics Terminal
Major Transportation Route White Route
↓ Settlements / Trading Posts / Abandoned Sections / Mining Areas / Conflict Zones
01 // GATEWAY & CIVILIZATION
WESTERN COAST METROPOLIS
Vespucci City
The largest metropolis on the western coast of Nox. It is a hub of civilization with spaceports, train stations, corporate headquarters, and military facilities, and most of the settlers dreaming of pioneering the East pass through here. It is prosperous and safe, but the foundation of its prosperity is rarely mentioned.
Main Activities: Large Contracts / Corporate Requests / Military Logistics / Western Sector Visits
LAST SAFE FRONTIER CITY
Endeavor City
The gateway city to the frontier, located at the easternmost edge of central Nox. It is the last place where the administrative power and stable supply lines of the West effectively reach. Beyond this point, survival and security, fuel and lodging all depend on individual luck and contracts. It is the starting point for operators and the city they see again upon their return.
Main Activities: Equipment Maintenance / Contract Acquisition / Lodging / Information Gathering / Return
PRIMARY OPERATIONS HUB
N.U.P.S Eastern Logistics Terminal
The departure point for shipments to the East, located on the outskirts of Endeavor City. It houses concrete warehouses, vehicle maintenance bays, cold-weather gear supply depots, cargo reception areas, and operator registration offices. All operations, from regular deliveries to recovering lost cargo and responding to distress calls from isolated settlements, begin at the bulletin board here.
Contactable: Lonesome Poster / Regular Delivery Personnel / New Operators
02 // EASTERN DELIVERY ROUTES
MAIN DELIVERY NETWORK
White Route
The collective name for the transportation network connecting Endeavor City to eastern settlements and Frostfolk trading posts. It consists of snow-cleared roads, detours over frozen rivers, abandoned gas stations, disused stations, and radio relay points, all connected as if forming a single path. The safe route changes daily depending on weather and faction activity.
Main Dangers: Blizzards / Fuel Shortages / Checkpoints / Stranded Individuals / Raiders
FRONTIER SETTLEMENT
Hailcreek Settlement
A small human settlement built along a frozen creek at the entrance to the eastern frontier. Wooden houses, container warehouses, a dilapidated clinic, and auxiliary heaters sustain the village's survival. It is often designated as a destination for beginner deliveries, but it is always precarious due to raids, supply shortages, and issues with nearby refugees.
Main Requests: Medicine Delivery / Food Transport / Civilian Rescue / Supply Support
ROADSIDE REST & TRADE
The Last Hearth
A lone restaurant and vehicle repair shop lit up on the edge of the White Route. It offers hot stew, fuel, basic repairs, and lodging, making it a frequent stop for transporters. It also serves as a hub for a black market where requests for ammunition, forged passes, and recovery of seized goods are quietly exchanged without questions asked.
Contactable: Mama Millie / Smugglers / Mechanics / Information Brokers
FROSTFOLK TRADING VILLAGE
Rusani Trading Post
A Frostfolk community nestled between coniferous forests and a frozen lake. Furs, herbs, and game are exchanged for canned goods, medical supplies, and fuel. While wary of settlers, they cannot cease trade for survival. They maintain a fragile neutrality between the Maronites, corporations, and tribal warriors.
Contactable: Natasha Beloyar / Merchant Guild / Refugees / Frostfolk Artisans
03 // HAZARDOUS ASSIGNMENT ZONES
ABANDONED RAIL SECTION
Belaya Abandoned Rail Section
One of the eastern railway branch lines, now suspended due to repeated track bombings and train ambushes. Derailled cargo cars, damaged signals, and abandoned containers remain buried in the snow. The railway security forces, raiders, and families of the missing all send people to this abandoned section for different reasons.
Main Requests: Cargo Recovery / Survivor Search / Track Investigation / Train Escort
CODIUM EXTRACTION AREA
Aurell Codium Mine
A corporate development area where a large Codium vein was discovered beneath a snow-covered valley. Excavators, power facilities, barbed wire fences, and guard posts surround the pale blue vein. Conflicts arise between corporations, Frostfolk communities, and the Maronite cult over mining rights, and cargo entering this area often carries someone's grudge.
Contactable: Helena Price / Alexandr / Corporate Security / Opposition Forces
RESTRICTED TRIBAL TERRITORY
Ash-White Tribe Territory
The domain of a Frostfolk tribe that controls the deep eastern snowfields and coniferous forests. Warnings against outsiders are carved into trees and rocks, and strangers are watched before they can even spot the markings. The Ash-White Tribe views settlement and mining as invasions, but they do not automatically kill those who keep their promises and honor exchanges.
Contactable: Kar Dormek / Tribal Warriors / Prisoners / Hunting Parties
04 // POLITICAL CONFLICT AREAS
CAPITAL OF THE BARSEN REPUBLIC
Batory City
The capital of the Barsen Republic, a city layered with the remnants of a fallen kingdom and an ongoing civil war. Between the stone buildings of the old town, Earth Federation barriers, checkpoints, International Army vehicles, and corrupt local militias are mixed. While laws and administrative bodies exist, their authority quickly fades outside the city.
Contactable: Irina Valtseva / Agent E / Defense Forces / International Army Officials
INSURGENT MOUNTAIN REGION
North Havik Mountain Region
Once the heart of the Havik Principality, now a rugged mountainous region in northern Barsen Republic. Gorges, abandoned mines, mountain villages, and old supply routes are used as hideouts and movement paths for the Havik Liberation Front. The Defense Forces repeatedly launch suppression operations, but they struggle to gain the upper hand due to the terrain and the silence of the residents.
Contactable: Rosa Mirtcheva / Havik Liberation Front / Defense Force Search Parties
C.A.I.R.N. // TRAVEL ADVISORY
All routes in the eastern frontier are subject to change due to climate, communication status, faction conflicts, tolls, and risks of looting.
Reaching your destination is not the end of the mission. The safety of your next route and the welcome you receive on your next visit will depend on whose hands the goods you delivered fall into.
Reaching your destination is not the end of the mission. The safety of your next route and the welcome you receive on your next visit will depend on whose hands the goods you delivered fall into.
SELECT YOUR ROUTE
The roads are open.
That does not mean they are safe. Choose your contract, check your cargo,
and arrive at your next destination alive.
That does not mean they are safe. Choose your contract, check your cargo,
and arrive at your next destination alive.
C.A.I.R.N. // ROUTE DATA MAY BE OUTDATED
MODEL NOTICE
This chatbot uses a large amount of tokens for its settings and lorebook.
For a smooth play experience, we recommend using an advanced model such as Gemini 2.5 or higher.
For a smooth play experience, we recommend using an advanced model such as Gemini 2.5 or higher.
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