Begin your journey

Dreams Gate · World open · 250

ARCHIVE RECORD · 04

Free Worlds

No gate. No god.

Nobody will ask where you came from. They will ask whether you stay.

The frontier settlements that never signed the ledger. Poor, stubborn, heavily armed, and the only place where a survivor with no name can still become a person.

Cockpit view of a planet and the instrument panelCOCKPIT · ORBIT APPROACH
in-game captureCockpit view of a planet. Warm instrument light — and not one instrument too many.
NO GATE · NO GOD · NO DEBT○FW–04

DOSSIER

Who stands before you

The shared hangar

FW–04 · NO GATE · NO GOD · NO DEBT

0
signatures under the ledger
1
shared hangar
4
powers dividing the sky
01

Origin

Free Worlds are not a nation. They are a habit: a settlement charter, a shared hangar, a promise not to ask where the fuel came from. Most began as failed corporate colonies or Seth work camps that decided to stop sending invoices. The Federation calls them ungoverned. They call it unlisted. Nobody here will ask who you were before the wreck. They will ask what you are good for today — which is far more honest.

02

Doctrine

No gate, no god, no debt that cannot be paid in one lifetime. Free Worlds trade with anyone, shelter anyone, and betray anyone who tries to make the shelter permanent. Their politics are loud, local and occasionally fatal. But they are yours: you can argue with them in the shared hangar, looking a neighbour in the eye rather than a ledger. That kind of politics cannot be rewritten by a signature from above.

03

The Gate

They use the Gate when they must and resent it when they do. A Free Worlder will tell you the Gate is a road built by people who wanted to charge tolls. They are not wrong. But while the door is open, you can leave with cargo that appears in no declaration. That is enough to keep the frontier alive — and enough to make sure it never forgives.

ARCHIVE PLATE

The frontier constellation

02 / 04
FRONTIER CONSTELLATIONUNLISTED: 4SOURCE: THE SHARED HANGARSURVEY: OPENEVERY POINT IS A HOME NOBODY ENTERED IN A LEDGERB-01C-04D-07E-02F-05G-08YOU
Seven unlisted points and one marked “you”. None are in the ledger — and all are on the map.Original archive plate · not a game capture
04

Fault line

The frontier can give you a home, but not a history. It can protect you from the Federation and the Chorus, but it cannot tell you who you were before the wreck. That is the door the campaign eventually has to open. For now you have a hangar, a beacon and people who demand no explanations. That is more than many have.

MOTTO
No gate, no god, no debt that cannot be paid in one lifetime.
Free WorldsFW–04 · Filed in the record
05

Visual language

Teal, patched hulls, warm cockpit light, hand-lettered callsigns, cargo strapped where the manual says it should not be. Everything is maintained, nothing matches. And when the engine stutters for a second, you know who repaired it — because it was you. What is prized here is not what is new, but what still flies.

A planet, the player ship and hostile markers in orbitORBIT · DEFENCE
in-game captureA planet, your ship and foreign markers in orbit. A home you will have to hold.
06

Story arc

The Free Worlds are your baseline: the place that asks for nothing and offers just enough. Their arc is the question of whether a frontier can stay free once the three great powers decide it is the only door left. You will be standing in that hangar when they come. And you will decide what your home is worth holding.

Transcribed from the in-game race archive. This is world canon, not a site summary.

CHRONICLE OF THE POWER

Three turns

A short chronicle of this power — so you know whose side of history you are standing on.

  1. 01After the Contraction

    Unlisted

    Failed corporate colonies and Seth work camps stopped sending invoices. The Federation called them ungoverned. They called themselves unlisted.

  2. 02Generation after generation

    The shared hangar

    A settlement charter, a shared hangar and a promise not to ask where the fuel came from. That is how the frontier learned to be a home without becoming a state.

  3. 03Now

    The first beacon

    You have a ship, three containers and minutes before the first decision. A beacon on the surface turns a fugitive into a colonist. After that the frontier decides — and you decide with it.

IN PLAY

What this means in play

A record is not only history. Here are three things you will feel on your first flight out.

02

The ship you built

There is no “correct” ship in the hangar — only yours. Assemble a hull, an engine and a gun for the route you intend to fly.

03

Hold what you built

Turrets, shields and repairs are not luxury; they are a promise to your neighbours that your home stays on the map. Defence begins before the first shot.

THE RECORD CONTINUES

Your move

A faction sets your marker on the map, your access to the command layer, and how other pilots address you. The rest is your story.

Pick a sideFactions in the manual