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Dreams Gate · World open · 250

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Factions

Federation, Seth, Sokar and Free Worlds: how they differ, what they fight for, and what territory decides.

Updated November 11, 20263 min

Four powers divide the frontier. Choosing a faction is part of creating a captain, not a difficulty setting. It sets your side in the territorial war, your colour on the map, and the way other pilots name you.

The four powers

Federation — “Order has a price”

The oldest surviving power and the keeper of the Gate documentation. It began as a mutual insurance pact between the first jumping worlds and became a senate, a fleet and a censorship office.

  • Strength: order, infrastructure, access to the registry.
  • Weakness: cannot tell a citizen from a threat when there is no file to fill.
  • Colour: cold blue.

Seth — “Every debt is a road”

The working caste that built the Gates and ended up on the wrong side of the sky after the First Compression. Forty million people without a legal address. The surviving clans wrote the debt into a book.

  • Strength: navigation, repair, clan mutual aid.
  • Weakness: the code protects the clan and devours the person.
  • Colour: scorched orange.

Sokar — “Nothing is lost. Nothing is free.”

A post-biological choir that copies the dying into a shared archive. Not a hive mind, but a civilisation that decided to cure loneliness at any cost.

  • Strength: memory, archives, predictability.
  • Weakness: never lets go without a copy, and calls that love.
  • Colour: violet.

Free Worlds — “No Gate. No god.”

Frontier settlements that never signed the registry. Poor, stubborn, heavily armed.

  • Strength: a home for anyone without a name.
  • Weakness: no history — only a place.
  • Colour: teal.

How to choose

If what matters to you is Look at
Order and a large structure Federation
Family, repair and your own people Seth
Knowledge, archives and mystery Sokar
Freedom and no master Free Worlds

Don’t treat the choice as a difficulty switch. A faction is also how other pilots treat you, and whose side you take when the argument is about a relay.

Territory

The frontier is divided not only into systems but into victory nodes. The power holding 60% of the nodes when a season ends takes the territory.

The season boundary is soft:

  • Territory and stockpiles reset: the map begins again.
  • Blueprints, standing and appearance stay with you.

What changes right now

  • The faction marker on the map and in your profile.
  • Your side’s colour in the territorial war.
  • How other pilots read you: your side is visible before the first shot.
  • The records of each power in Story.

Some systems already belong to a power: Skurn is Federation, Aera is Seth. Once a relay or planet is captured it changes colour, and the map becomes a record of the war.

What next