The Silent Nebula
Location · Select card to flip

The Founding Saga
Nexus Software Systems LLC presents
For nine thousand years, the Silent Nebula marked the final boundary of charted space. Then every receiver on Aurelia Station activated at once.
"You are not the first to arrive. You are the last expected. The door remembers. Do not let them open it."
The message summons Grand Navigator Dr. Elara Voss, awakens an instrument recovered from her mother's vanished expedition, and begins a race between the Horizon Coalition and Cassian Veyl. Their destination is a darkness that has never returned a ship.
DeckOS archive
Select any card to reveal its Chronicle Record. Public artwork is a watermarked preview; clean full-resolution files are included with purchase.
Purchase clean collection on Gumroad ↗Location · Select card to flip
Chronicle Event · Select card to flip
Expedition Leader · Select card to flip
Expedition Specialist · Select card to flip
Rival Expedition Leader · Select card to flip
Faction · Select card to flip
Flagship · Select card to flip
Mysterious Order · Select card to flip
Chapter Finale · Select card to flip
Chapter One bonus collection
Watermarked, reduced-resolution previews of cinematic artwork. Clean full-resolution wallpapers are included with purchase.
Shop FrontierOS on Gumroad ↗



Collector's Galaxy Vault
Progress follows you across all four released chapters on this device.
Chapter One checklist
Mark the cards in your collection. Progress is saved privately on this device.

Chapter Five transmission
FrontierOSThe Fifth Flame opens a memory inside the sealed forge. Across impossible tides, the Azure Court is waiting to decide whether truth belongs to the witness—or to everyone who agrees.
“A witness is not what survived. A witness is what the tide agrees to keep.”
The violet beacon answers
The impossible witness speaks in Elara’s adult voice from a record created before her birth. It carries her bloodline authorization, points beyond the four courts, and names her as something the lost expedition sent ahead.
Complete nine-card Chapter Five ChronicleArrival environments






Chapter Six transmission
FrontierOSThe impossible witness opens a violet road through worlds that might have been. At its end, the Unwritten Court has replaced guidance with judgment—and condemns people for futures they never chose.
“A possible harm may guide a choice. It may never become proof of guilt.”
The violet road opens
The Advance Witness rejects every future the Loom prepared for it. Its first unpredicted choice breaks the Court’s claim to certainty, opens the green beacon, and sends the Horizon Ark toward the final court.
Complete nine-card Chapter Six ChronicleArrival environments





Chapter Seven transmission
FrontierOSThe green beacon leads beyond judgment to the Verdant Commons—an institution with no throne, no permanent governor, and no power to compel agreement.
“Nothing is common because everyone is made the same.”
Founding Saga finale
Veyl releases a plan he cannot command. Tovan preserves knowledge while ending centralized authority. Elara frees the Advance Witness before asking it to stay. The First Custodians awaken, and four institutions reconnect as voluntary tools.
“The future is safest when no one is allowed to own it.”Complete Chapter Seven collection • FT-055—FT-063
Collector wallpapers
Download the connected worlds, throne-less Commons, voluntary covenant, First Custodians, and the Founding Saga finale as widescreen Chapter Seven art.





DeckOS - Pigment and Paradox Presents
Mutant Pigs: Signals on the IceLong after the Common Sky reconnects the stars, a damaged Earth broadcast reaches Porcyn-9. The Mutant Pigs do not inherit a finished game. Across nine chapters, they turn fragments of hockey, arena noise, and music into a culture capable of surviving itself.
Enter Chapter One
DeckOS - Pigment and Paradox Presents
Mutant Pigs: Signals on the IceDuring the darkest hour in Mutant Pig history, three divided herds approach the last functioning coolant basin. Above them, an ancient signal crosses eons of silence and carries the sound of a crowd.
“At the end of their world, the Mutant Pigs heard a crowd.”
Before the WGS - Season One
Mara Tusk refuses to dismiss a repeating pulse as noise. Bram Bristle gives that pulse a machine capable of revealing it. Solomon Sowell stands between rival herds with an obsolete whistle and no remaining rule that requires anyone to stop.
Chapter One establishes Porcyn-9 before hockey: public colors have become warnings, gathering halls stand empty, and Basin Twelve is still contested industrial infrastructure rather than the First Rink.
Complete nine-card opening Chronicle - MP-001 through MP-009Chapter One wallpapers
Download a widescreen view of the divided settlements or a portrait view of Basin Twelve and the mysterious signal above it.



DeckOS - Pigment and Paradox Presents
Mutant Pigs: Signals on the IceMara Tusk proves that the pulse is structured. Bram Bristle gives it a machine capable of revealing a frozen surface, armored strangers, a black disc, and the possibility that conflict can have rules.
“They were fighting.” “No. Look again. They were playing.”
Before the WGS - Season One
The recovered broadcast contains no instructions, names, or complete rules. Mara and Bram record what they can observe: contact is permitted but not everywhere, movement stops after a signal, opponents return to formation, and fallen participants are protected.
A second frequency carries the thunder of a crowd and damaged musical energy. For the first time in generations, members of rival herds occupy the gathering hall and leave as an audience rather than an army.
Complete nine-card Chronicle - MP-010 through MP-018Chapter Two illustrated archive
Explore the complete chapter history and all nine card fronts in the downloadable illustrated guide.
Download the Chapter Two illustrated guide ↓
DeckOS - Pigment and Paradox Presents
Mutant Pigs: Signals on the IceThree rival herds accept a one-cycle truce. With foundry masks, cargo padding, broken coolant pipe, and a frozen machine bearing, they attempt to reconstruct the ancient contest.
“The signal taught them how to begin. The whistle revealed that they could choose to stop.”
Before the WGS - Season One
Mara copies rink markings nobody understands onto Basin Twelve. The opening faceoff lasts three seconds before breaking sticks, tangling players, and sending the frozen bearing toward live machinery.
Bram’s pressure-valve whistle carries no legal authority. Still, one player stops, then another. The voluntary pause becomes the first shared rule of Mutant Pig hockey—and the first proof that Porcyn-9 can interrupt conflict without force.
Complete nine-card Chronicle - MP-019 through MP-027Chapter Three illustrated archive
Explore the complete chapter history and all nine card fronts in the downloadable illustrated guide.
Download the Chapter Three illustrated guide ↓
DeckOS - Pigment and Paradox Presents
Mutant Pigs: Signals on the IceThe herds laugh at the missing teeth in Earth’s ancient hockey footage, reinforce the boards, and discover that their new game can carry every ounce of Mutant Pig aggression—if every grudge also carries a price.
“Fight if you must. Pay the five. Then play.”
Before the WGS - Season One
The first clean hit shakes Basin Twelve and sends the crowd into delirium. When the next collision turns personal, the gloves hit the ice and the official discovers that rough hockey needs a consequence as fierce as the players.
Fighting earns the Five-Minute Grudge: five minutes apart while the game continues. When the penalty ends, both rivals charge back into the contest. The anger remains—but no grudge is allowed to outlive the game.
Complete nine-card Chronicle - MP-028 through MP-036Chapter Four illustrated archive
Explore the complete chapter history, penalty lore, and all nine card fronts in the illustrated guide.
Download the Chapter Four illustrated guide ↓
DeckOS - Pigment and Paradox Presents
Mutant Pigs: Signals on the IceEvery herd claims Basin Twelve. None can use it. The deadlock breaks only when rivals contribute water, power, metal, labor, and light to create the first ground owned by nobody—and defended by everyone.
“Three to attack. Three to answer.”
Before the WGS - Season One
Ten armored Mutant Pigs overwhelm the compact industrial ice in one magnificent pileup. The official removes two players from each side, the lanes open, and their borrowed game becomes something Earth never transmitted.
Three-on-three is faster, fiercer, and gloriously unpredictable. Every player must attack, defend, absorb open-ice collisions, and answer for every mistake. Necessity creates the signature format that will one day define the MPPHL.
Complete nine-card Chronicle - MP-037 through MP-045Chapter Five illustrated archive
Explore the first common rink, the failed five-on-five experiment, all nine Chronicle cards, and the founding of the Mutant Pigs’ signature game.
Download the Chapter Five illustrated guide ↓
DeckOS - Pigment and Paradox Presents
Mutant Pigs: Signals on the IceThe recovered broadcasts carried more than hockey. Buried beneath the static was the driving energy of Earth’s rock culture. The herds answer with original foundry strings, turbine drums, team colors, and an arena sound entirely their own.
“The static had a pulse.”
Before the WGS - Season One
Old battle colors return on hockey armor rather than barricades. Players charge through tunnels of smoke and sparks while the first foundry anthem shakes Basin Twelve.
Thousands gather in rival colors, pound the railings, and leave without territory changing hands. Rules created the game. Music gives it a culture powerful enough to bring everyone back.
Complete nine-card Chronicle - MP-046 through MP-054Chapter Six illustrated archive
Explore all nine Chronicle cards and the original musical culture that transformed the first public match into a lasting arena tradition.
Download the Chapter Six illustrated guide ↓
DeckOS - Pigment and Paradox Presents
Mutant Pigs: Signals on the IceThe championship qualifier ends on a vanished frame. Crimson claims the bearing crossed before the horn. Blue claims the horn sounded first. The Earth signal contains no answer—and the common rink stands one argument from war.
“No victory counts if the game cannot continue tomorrow.”
Before the WGS - Season One
The official refuses to invent a winner. Players, builders, musicians, officials, and supporters argue around an unclaimed bearing while old herd banners rise behind them.
They nullify both victory claims and create the Common Ice Rule. At the next shift, Crimson and Blue return under cold dawn lights and replay the qualifier from the opening faceoff.
Complete nine-card Chronicle - MP-055 through MP-063Chapter Seven illustrated archive
Explore the disputed qualifier, all nine Chronicle cards, and the hard-won Common Ice Rule in the complete illustrated guide.
Download the Chapter Seven illustrated guide ↓
DeckOS - Pigment and Paradox Presents
Mutant Pigs: Signals on the IceThe common rink survives. Now it must outlive its founders. Piglets learn to fall and rise, youth teams inherit colors without hatred, and the junior road leads toward development hockey, the professional arena, or one of a thousand essential lives around the game.
“The professional league is the shining star. The hockey life beneath it is the sky.”
Before the WGS - Season One
Three-on-three teaches every piglet to carry the game. School and youth hockey create belonging. Junior travel and the development shift test ambition without promising a professional roster.
Coaches, officials, healers, engineers, equipment makers, drivers, musicians, archivists, and ice crews prove that a hockey life is larger than the names on one lineup.
Complete nine-card Chronicle - MP-064 through MP-072Chapter Eight illustrated archive
Explore the complete hockey-life pathway, all nine Chronicle cards, and the thousands of roles that hold up the professional game.
Download the Chapter Eight illustrated guide ↓
DeckOS - Pigment and Paradox Presents
Mutant Pigs: Signals on the IceThe Mutant Pigmen Professional Hockey League opens its first complete season. Rival colors fill every tier without becoming armies. The Foundry Cup turns surrendered battlefield metal into the highest symbol of what common ice made possible.
“The signal had found them. Now their signal would find the galaxy.”
Before the WGS - Season One Finale
Solomon Sowell binds the league to public accountability. Arlo Root renews the official's oath. Six anonymous champions raise the Foundry Cup together, then return it to the first rink so every piglet can touch it.
At season's end, Mara Tusk and Bram Bristle reverse the old receiver. Games, rules, music, and history leave Porcyn-9 as a new signal. On a distant world, something hears the crowd.
Complete nine-card Chronicle - MP-073 through MP-081Chapter Nine illustrated archive
Explore the complete inaugural MPPHL season, all nine Chronicle cards, the Foundry Cup, and the transmission that closes Season One.
Download the Chapter Nine illustrated guide ↓DeckOS - Pigment and Paradox Presents
Saga ThreeThe signal taught the Mutant Pigmen how hockey looked, sounded, and felt—but never delivered a complete rulebook. Nine herds now carry nine incompatible versions of the game toward one illuminated arena.
Enter Chapter One
The First Galactic League - Chapter One
The Frozen GospelSeparated settlements reconstructed hockey from different fragments of the ancient Earth broadcasts. Every herd believes its version is authentic. Mara Tusk discovers the truth: no surviving signal is complete.
“Earth sent one game. The ice returned nine truths.”
Saga Three begins
Basin Twelve writes its rules as gospel. Eastern foundries reinforce their sticks. Western herds defend an open goal. Kessel Hollow erases every boundary, while seven bells turn an accident of static into ceremony.
The herds do not meet to compromise. They travel to one arena to prove whose hockey is real—and begin the confrontation that will eventually forge the MPPHL.
Complete nine-card Chronicle preview - MP-082 through MP-090Follow FrontierOS on Gumroad ↗
The First Galactic League - Chapter Two
Herd Against HerdThe first inter-herd tournament opens beneath nine incompatible banners. Every whistle creates a dispute, every tradition interrupts another, and the arena itself begins to fail under the weight of certainty.
“Every herd had come to defend the game. By nightfall, the game needed defending from every herd.”
Saga Three continues
Basin Twelve arrives expecting recognition. Conflicting rule banners fill the rafters. An offside call divides the arena, seven ceremonial bells interrupt live play, and the iron bearing tears through the boards.
When rival herds finally face one another across center ice, the cracking rink gives them their first undisputed rule: if they do not preserve the game together, no herd will have a game left to win.
Complete nine-card Chronicle preview - MP-091 through MP-099Follow FrontierOS on Gumroad ↗