The Prime Plane

Core Factions

A faction is one of the powers holding territory and authority in the Prime Plane. Each has its own government, military, economy, and standing quarrel with the others. Which one a character serves, opposes, or comes from shapes much of what a campaign is about.

Aurelion Ascendancy

The central imperial power, ruled by nobles who inherit their ancestors' memories.

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.

Halcyion Federation

A crusading federation that maintains its machines the way it maintains its faith.

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.

Echelon Corporation

The largest corporate power, holding a dozen sectors in debt and under watch.

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.

Axiom Combine

A confederation of machine intelligences that gave up biology and now share one substrate.

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.

Covenant of the Ebon Creed

A theocracy that treats decay as the central truth of the universe.

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.

Black Meridian Syndicate

The Prime Plane's largest criminal network, built on smuggling and work nobody signs for.

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.

Myrrhiam Bloom

A distributed fungal consciousness that converts worlds into more of itself.

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.

Frontier

Everything outside the named powers, governed locally or not at all.

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.