The Prime Plane
The Eight Powers
Seven named powers plus the Frontier. Each is its own campaign register — adventures that lean into Halcyion crusade or Drownside crime or Covenant horror find their tone here.
Aurelion Ascendancy
Golden-age imperial sci-fi, memory-mark immortality, decadent aristocracy
The Aurelion Ascendancy is the central imperial power of the Prime Plane — a star-spanning aristocracy descended from the Aurelion line, whose nobles carry inherited memory-marks across generations. The Ascendancy's spire-cities ring its capital worlds in gold; its solar cruisers patrol the orbital cores; its courts measure rank by lineage and ledger. Tonally: high-imperial sci-fi where the gilding never quite hides what the gilding protects.
Tone · courtly, rebellion, exploration
Halcyion Federation
Techno-religious crusader civilization, cybernetic augmentation, multi-species cooperation
The Halcyion Federation treats the maintenance of a Rift-channeling machine and the celebration of a religious rite as expressions of the same act. Tech-Priests consecrate new augments; soldiers carry coil-rifles inscribed with order-doctrine; multi-species cooperation is enshrined in the founding compact. The Federation is currently the most expansionist faction in the Prime Plane, prosecuting religious crusades across contested sectors.
Tone · crusade, exploration, rebellion
Echelon Corporation
Corporate cyberpunk dystopia, surveillance capitalism, casino economies
Echelon is the largest single corporate entity in the Prime Plane, with debt-binders extending across a dozen sectors. Its company-states are surveillance-saturated and cleanly indifferent — your Echelon ID is also your warrant of continued breathing rights. Most cyberpunk-tone campaigns happen in Echelon space: corporate Cybersmiths grafting black-market augments in alley clinics, white-collar insiders watching the books fall apart, plasma-pistol diplomats negotiating contracts in casino back rooms.
Tone · cyberpunk, crime, courtly
Axiom Combine
Distributed mechanical intelligence, post-biological civilization
The Axiom Combine is the post-biological power — a confederation of intelligences that share substrate across vast machine-bodies. The Combine speaks slowly, in long delegations, and processes politics on geological timescales. Most other factions are wary of the Combine; the Combine is patient with the others. Adventures within Combine space tend toward the strange and the precise: an entire moon-sized mind that's noticed you, a process running on a sector-spanning substrate that needs human-scale eyes for one specific operation.
Tone · exploration, rebellion, horror
Covenant of the Ebon Creed
Death-worshipping theocratic horror
The Covenant of the Ebon Creed is the death-aspected faith — a theocracy that treats decay, entropy, and reverent extinction as the central truths of the cosmos. Covenant priests preside over funerals across many factions (the dead don't always recognize whose church they belong to). The Covenant's military arm wages a slow campaign across the Prime Plane to convert living worlds into reverent dead. Horror-tone campaigns often have Covenant antagonists — and Covenant antagonists do not always lose.
Tone · horror, crusade, rebellion
Black Meridian Syndicate
Criminal underworld, smuggling, deniable operations
The Black Meridian Syndicate is the largest criminal network in the Prime Plane — a confederation of fences, smugglers, contract-violence specialists, and intelligence brokers. Meridian doesn't have territory in the conventional sense; it has presence. A Meridian-Made character can call on the network across most major spaceports. A Meridian rival can also find you across most major spaceports. The Syndicate is the canvas on which crime-tone campaigns happen.
Tone · crime, cyberpunk, frontier
Myrrhiam Bloom
Distributed fungal hivemind, planet-converting biological threat
The Myrrhiam Bloom is the only faction whose name evokes an immune response in most galactic listeners. The Bloom is a distributed fungal consciousness that propagates across worlds by quietly integrating the local biosphere — a planet's flora and fauna develop spores, the population converts, and the world becomes another Bloom-node. Bloom-attuned Druids exist (rare, controversial). Most factions treat the Bloom as an extinction-grade threat. The Halcyion Federation's longest crusade is against the Bloom's spread.
Tone · horror, exploration, rebellion
Frontier
Independent, lawless, post-apocalyptic, or pre-industrial worlds
The Frontier isn't a faction — it's everything outside the named powers. Independent worlds with their own governments (or no governments). Pre-industrial planets that never got contacted, or got contacted briefly and lost interest. Post-apocalyptic worlds clawing back. Frontier-tone campaigns are about scarcity, self-reliance, and the long road. Frontier characters tend to bring their gear with them — there's nowhere to resupply.
Tone · frontier, raider, exploration