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Frontier: Path of ShadowsNewsPowers of the Frontier
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Powers of the Frontier

Frontier: Path of Shadows · published 20 Jun 2026, 14:27 UTC

All newsPlayers around this dateRead on Steam

Very little happens on the Frontier by accident. Behind every pirate raid, lucrative contract, trade route, or sudden political intrigue stands one of Epsilon’s major powers. And if you're planning to spend any amount of time in the sector, it pays to know who you'll be dealing with.

House No

People on the Frontier say that House No makes money even when nobody is buying anything. Officially, this noble house operates in the entertainment business. It oversees casinos, restaurants, media networks, and other perfectly legal pleasures for the wealthy citizens of the Oikumene. In reality, No’s influence reaches deep into the shadow economy, touching everything from smuggling and questionable deals to services that polite society prefers not to discuss out loud.

Umbros Station serves as House No’s headquarters on the Frontier. One of the sector’s most important trade routes passes through it, which means goods, credits, information, and secrets all tend to flow through No’s hands.

The house’s representatives, however, are known for being courteous, refined, and remarkably law-abiding in public. Perhaps that’s exactly why their influence continues to grow year after year.

Moon Demon Clan

If you have something to hide, chances are the right people already know about it. The Moon Demons have long been one of the Dominion’s most influential clans. Their specialty is intelligence gathering, covert operations, and working through shadow networks. Pragmatic and patient, they rarely act directly, preferring instead to collect information and exploit the weaknesses of others.

Following the long war against Utopia, the clan secured control of Alyan Station. Officially, it belongs to the Dominion, but every captain knows it as the largest pirate marketplace in the sector. Rare equipment, crews for high-risk operations. So you can find both here, and much more besides.

Many governments choose to look the other way, since the Moon Demons keep most pirate groups from descending into outright chaos. Most of them, anyway.

Fifth Reconnaissance Fleet, FSS

While Federation admirals draw arrows on star charts, the 5th Reconnaissance Fleet handles the real work. Its ships escort merchant convoys, protect resource colonies, and support expeditions venturing into the unexplored regions of Epsilon. Their mission is simple. They ensure that Federation influence remains profitable.

Of course, discipline alone won’t get you very far on the Frontier. Over the years, fleet officers have learned to work alongside independent captains, mercenaries, and every other variety of fortune seeker.

If you possess valuable information or you’re willing to do dirty work for the right price, there's a good chance you’ll eventually receive an offer from someone wearing the FSS insignia.

Amulet Raiders

The Amelet Raiders have existed longer than many Frontier states and have already survived several eras of sweeping change. They are a vast pirate community bound together by shared interests and established markets.

Each captain operates independently, but those who reliably contribute a share of their loot gain access to Alyan’s infrastructure: repair docks, brokers, and buyers for virtually any kind of cargo. From time to time, the most experienced raiders gather in council to settle matters of alliances, territorial claims, and relations with other factions.

Many adventurers work with them in pursuit of easy money, though there is one simple Frontier rule worth remembering. If a raider is offering a deal that sounds too good to be true, you'll probably regret accepting it.

No one survives alone on the Frontier. If you enjoy exploring new worlds, unraveling the schemes of powerful factions, and leading your crew through the dangers of deep space, add the game to your wishlist and support us during Steam Next Fest.

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