The Outlaws
In the outer dark, the law ends where the outlaw's story begins.
"The Outlaws" is a side quest in Starfield that drops the player into the rough-and-tumble criminal underbelly of the settled colonies. In a universe where the frontier is still being carved out of empty space, law is thin, and a handful of renegade crews have carved out territories where their own rules reign. The quest tasks you with tracking down, negotiating with, or putting a stop to a group of outlaws who have been pushing the boundaries of what the local authorities will tolerate.
It serves as a flavorful window into Starfield's broader theme of a galaxy still finding its footing—where the line between freedom and lawlessness is thinner than most would like, and where the player's choices shape who gets a second chance and who gets a bullet.
- Type
- Side Quest
- Setting
- Starfield open-world space RPG
- Theme
- Frontier justice, criminal underworld, moral ambiguity
- Tone
- Gritty, atmospheric, player-driven
Lore & Background
The settled colonies of Starfield are a patchwork of corporate enclaves, religious communes, and struggling frontier towns. In the gaps between them—on uncharted stations, in the shadow of orbital yards, in the back alleys of gas-station planets—outlaw crews thrive. They are not always cartoon villains; many are displaced workers, ex-military, or idealists who decided the system had failed them. They run contraband, protect their own, and answer to no one but the crew they trust.
The broader Starfield universe is one where humanity has spread across the stars but has not yet figured out how to govern that spread. The United Colonies, the Freestar Collective, the House of Eternal Peace—each projects authority in its own sphere, but the in-between spaces belong to whoever has the fastest ship and the steadiest nerve. Outlaws are a symptom of that gap, and quests like this one force the player to decide whether they are a threat to be eliminated or a mirror of the very frontier spirit that brought humanity off-world in the first place.
Bethesda's design philosophy in Starfield leans into this ambiguity. There is rarely a clean 'good' or 'evil' faction; the outlaws in this quest are written with the same human texture as the Constellation members or the Freestar soldiers, complete with personal motivations, debts, and contradictions.
In Their Own Story
The docking bay smelled of recycled air and burnt wiring. You'd come to this station on a tip—a name, a frequency, a crew that ran unregistered freight through the Kepler corridor. The bar at the far end of the concourse was the only warm light for three hundred meters of corridor, and behind its frosted glass you could see them: six or seven figures, boots on the table, arguing in a language that wasn't quite any language you'd catalogued yet.
The station master, a thin woman with a scar splitting her eyebrow, met your eye across the room and shook her head almost imperceptibly. *My problem, not yours*, the shake said. But the comm on your wrist was already pinging, and the name on the file was the one you'd been chasing for two systems. You pulled your jacket tighter, checked the charge on your sidearm, and walked toward the glass. The outlaws looked up. One of them smiled like he'd been expecting you. The other five didn't.
Reader's Guide
The Outlaws is a side quest that becomes available after you've spent some time in the open world and engaged with at least one major faction storyline. It is a self-contained mission: you receive a lead on a criminal crew operating outside the law, travel to their location, and then face a set of choices about how to resolve the situation—talk, fight, or walk away.
[SPOILERS FOLLOW]
The quest gives you a specific target: a small outlaw crew operating from a particular location. You can approach it with diplomacy, combat, or a mix of both. Key branching points include whether you choose to negotiate terms with the crew's leader, turn them in to the local authority, or take a more violent resolution. Your approach affects the immediate outcome and can influence your standing with nearby factions.
Completing the quest rewards you with credits, a piece of equipment or a skill book, and a small reputation shift depending on your chosen path. It is not required for the main storyline but adds texture to your character's history in the universe.
Tip: Talking options can be as effective as shooting, especially if you've raised your Speech or Persuasion skills before arriving.
Did You Know?
- Starfield's open world is designed so that side quests like this one can be approached from multiple angles—combat, dialogue, stealth, or even walking away—without a single 'correct' solution.
- The game's faction system means that how you resolve an outlaw encounter can subtly shift your standing with nearby authorities and organizations, creating a long-tail consequence web.
- Starfield's world is built on the idea that humanity is still in its 'frontier' phase in space, so the legal and social structures are deliberately uneven, which is what creates the space for outlaw narratives to exist.
- Bethesda's design in Starfield gives NPCs, including antagonists, personal backstories and motivations, so the 'villains' in a quest like this often have sympathetic layers if you invest in conversation.
More in Quests & Missions
Elsewhere in the Starfield universe
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