| Champions of
Individual Freedom
The key to understanding the Freewalkers is understanding
the principle of Pragmatic Altruism. This philosophy forms the backbone
of their culture and allows them to function without organized government.
Essentially, Pragmatic Altruism is the idea that sentients should look
out for and help their fellows so that they can count on getting help
from others when they need it. If everyone in a society does this, then
there's no need for laws, or law makers, or law enforcers.
Instead, the Freewalkers police themselves. There
is no such thing as a private affair; if one Freewalker sees someone taking
advantage of another, they will step in to stop it. (After all, they'd
want someone to step in if they were ever being taken advantage
of. That's the pragmatism in Pragmatic Altruism.) This phenomenon is sometimes
referred to as "the hero factor" among members of other Societies.
The
other key factor that defines the Freewalkers is their centuries-old conflict
with the Gatekeepers. The original Freewalkers were the first to successfully
challenge the Guard's dominion over the gating community. They invented
the Universal Antibody and Universal Translator that cut the legs out
from under the GK "security services" empire. Many even claim
that the Union of Sentients was a Freewalker creation since it drove the
last nail into the coffin of Gatekeeper rule.
Because their ancestors fought so hard for the
freedom to walk the Worlds as they wish, modern Freewalkers exercise that
right as often as possible. Freewalker towns are far, far less common
than Freewalker camps. They still see themselves as champions of freedom
guarding against the return of Gatekeeper oppression. Most are fully capable
of living and working alongside GKs, but very few would allow their sons
or daughters to marry one. Some say this blood feud is the Freewalkers'
greatest weakness. They just see it as due payment for centuries of GK
supremacy.
But these are just a few common threads that run
through an otherwise diverse set of cultures. Most civilizations have
some kind of central leadership that stabilizes and homogenizes their
cultures; Freewalkers, of course, do not. Their customs and belief systems
are much like their fashions: each group develops its own styles, but
all share signature FW features like weaving ribbons, figurines, and other
objects into their hair, or favoring vibrant colors and chaotic patterns
over more "professional" apparel. In truth, the Freewalkers
are probably to most internally diverse Society in the Worlds.
The Past
The Freewalkers originated on a shattered World
called Ixandria. At some time in its past, the planet had been consumed
by a magical Void that left only a few hundred islands of matter huddled
beneath protective, magical domes. When the Gatekeepers arrived, they
made contact with an imperial civilization centered in the city of Ixandria
(a name which they arrogantly applied to the entire World). With GK backing,
the Ixandrians set out upon a campaign of military and economic conquest.
In time, their expansion brought them to the shores of a loose federation
known as the Free Isles. The anarchist nomads who lived there refused
to bow down before the Ixandrians and, after a few years of pitched guerilla
warfare, they drove the Ixandrians away.
Unfortunately for the Gatekeepers, the damage
was already done: the nomads had learned about gating. No longer content
with their own islands, they searched for a way to explore the universe
without GK interference. What they found was an ancient, alien gate system
unlike anything else in existence. Far from an ideal form of travel, it
connected Worldz via a labyrinth of tunnels inhabited by beasts of incredible
ferocity. Still, the early Freewalkers were willing to fight for their
freedom, and small groups soon embarked on what would become a multi-generational
campaign of exploration and research.
The nomads quickly came to understand the root
of the Gatekeepers' power: only they possessed the technical knowledge
to prevent inter-World plagues, and the linguistic expertise to communicate
between all the species of the gating community. So, they directed their
research towards finding solutions to those universal problems. Appropriately
enough, the results have become known as "Universal Tech." The
Universal Antibody has eliminated contagious disease in the Worlds; everyone
is immune to everything from birth. The Universal Translator is a nano-molecular
soup that decodes the deep patterns of naturally-evolving languages and
interprets them in ways the host can understand. Whether written, spoken,
or even gestured, every sentient intuitively understands every other.
The
term "Freewalker" first appeared when these nomads took public
credit for the release of Universal Tech into the ecosystems of hundreds
of GK client Worlds. They encouraged "liberated" cultures to
cut ties with the GKs and let their citizens "walk freely among the
Worlds." The Guard immediately branded the Freewalkers as a terrorist
organization, beginning a war that raged for centuries and lives on in
the modern day as prejudice and cultural animosity.
The transition from open warfare to uneasy truce
was only made possible by the formation of the Union of Sentients. The
Freewalkers embraced the idea because it would take functions vital to
the gating community out of Gatekeeper hands (i.e. dissemination of gating
knowledge, administration of Universal Tech to new Worlds, and initiation
of those Worlds into the community). The GKs embraced the idea because
they thought they could influence the Union more effectively than the
"disorganized" Freewalkers. Both sides where partially right
and, as a result, their conflict has moved into the virtual halls and
intrigue-filled forums of the Union.
The Present
Freewalkers are not known for their ability to
build and maintain complex civil infrastructures like power and plumbing.
So, most Worlds inhabited primary by FWs either don't have such infrastructures
or already had them before they moved in. The FWs boast the highest percentage
of frontier Worlds of any Society; these are the Worlds without infrastructures.
Many FWs enjoy the freedom and solitude you can only get by living off
the land. Some build small settlements, while others live the full nomadic
lifestyle.
Worlds that join the Freewalkers during, or after,
their initiation are often the result of rebellions against pre-existing
governments. A few tear down their old civilizations and begin anew, but
most at least attempt to keep the gears of urban life turning. Some even
develop complex social contracts that provide compensation for those who
wind those gears, so to speak, and these are the crown jewels of FW political
propaganda. They are proof that even urbanized cultures can live and prosper
with no law beyond that of Pragmatic Altruism.
The same thing goes for those FWs who work within
the Union of Sentients, keeping the Worlds safe from GK oppression. Their
willingness to work together and trade favors freely makes them surprisingly
effective lobbyist and civil advocates. Countless jaded politicians have
commented on the unique sense on camaraderie shared by Union Freewalkers.
The Nomads
Freewalkers in the City of Worlds tend to live
and travel in small family or professional groups: mercenaries work in
gangs, artisans gather into teams, relatives identify themselves by clan,
etc. Most are centered around one or two charismatic leaders who define
the group and direct their activities. As these individuals come and go,
their "followers" scatter, reform, and even join other groups.
Anarchy works best in small, more intimate groups, so this is often the
most effective living arrangement for Freewalkers.
The Guerillas
Only slightly more efficient is living alone.
This arrangement is quite popular among the more militant Freewalkers,
those who continue their Society's age-old crusade against Gatekeepers,
tyrants, and organized government in general. Some are datadepts who work
to keep information flowing freely through the Worlds. Others are covert
specialists dedicated to exposing the black ops of other Societies. Most
have worked, at one time or another, as Librarians: freelance reporters
and investigators who donate their results to the Grand Library... and
are paid in "kick backs" whenever someone purchases republication
rights to something they authored. These sentients are the modern incarnations
of the Freewalkers of over three centuries ago; they're ruthless, dedicated
to their causes, fanatical about covering their tracks, and revered by
their fellows.
The Architects
Now comes the part where we contradict all that
stuff about FWs being bad at building and maintaining infrastructure.
There is a very old phenomenon in FW culture commonly called "the
Architects." These are roving bands of Freewalkers who take it upon
themselves to build Gates for their Society. They move into an area, stockpile
raw materials, construct a Gate, and move on. Their defining trait is
an uncharacteristic belief in the value of organization. They operate
via a chain of command based on technical expertise, share community resources
in a miniature communist system, and even submit to punishment for crimes
against the group. Many Freewalkers consider them a deviant cult, but
few are willing to live without the fruits of their labors.
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