
The Third Imperium
It is Imperial Year 1201 in the Third Imperium.
The Third Imperium represents the greatest civilizational unification effort in known history.
Heir to previous structures —the Vilani Ziru Sirka and the Solomani Rule of Man—, the Third Imperium is built on a synthesis of tradition, pragmatism, and technological supremacy. Read more...
Playing within the imperial framework means operating in a structured environment, with access to legal advantages, institutional support, and formal networks of power.
But it also means being held accountable, maintaining prestige, and proving efficacy before a civilization that measures centuries by its capacity to endure.

Driantia Zhdantia
Zhdantl drintiar 3509 tlotl
The Zhodani Consulate is one of the major powers of Charted Space—and one of the most enigmatic to the Third Imperium and other human civilizations.
Its history begins more than three thousand years ago, when a group of humaniti developed a culture deeply influenced by the institutional use and acceptance of psionics.
The result was a technocratic and hierarchical society, where mental governance and collective harmony became foundational pillars. Read more...
Players adopting this Allegiance access tools that are subtle, efficient—and possibly unsettling.
They perceive the game through angles invisible to others and act with precision grounded not in raw data, but in the internal certainty of precognition.

Tlaukhu
Htyao Ftao 3745 Tlaukhu'we'rr
The Tlaukhu is the political, cultural, and ceremonial heart of the Aslan Hierarchy, it is an aristocratic structure composed of the most prestigious houses among Aslan clans.
Although the Hierarchy includes tens of thousands of clans, only those formally recognized for their conquests, lineage, or cultural contributions may be part of the Tlaukhu. Read more...
Playable Aslan corporations do not arise from the Tlaukhu, but from minor clans or Iloahktahe —landless lineages or those out of ancestral favor— who seek to restore their prestige through expansion, colonization, and economic success.
Playing as Iloahktahe allows players to explore the core Aslan gameplay loop: conquering territory, founding domains, securing bloodlines, and seeking reintegration into the Hierate.

Ziru Sirka
Ashar shan 3997 sha Ziru Sirka
El Ziru Sirka s a cultural, historical, and corporate alliegance deeply rooted in Vilani identity.
Heirs of the First Interstellar Empire, the families and corporations aligned with the Ziru Sirka maintain parallel power structures, distinct philosophies, and a vision of the Imperium as the natural continuation of their civilizing legacy. Read more...
Although they swear loyalty to the Emperor, many within the Ziru Sirka believe that Imperial rule should be in the hands of those who originally forged it: the Vilani houses.
Joining —or opposing— the Ziru Sirka is stepping into a chess game where every piece carries thousands of years of history.

Solomani Confederation
We are in Solar Year 5637
The Solomani Confederation is an interstellar power bound by a political and cultural doctrine that upholds the primacy of humaniti originating from Earth.
Despite being defeated in the last Imperial War —known in the Third Imperium as the Solomani Rim War— and losing control over Sol, the Confederation not only survived: it rebuilt its sphere of influence through a mix of pragmatism, ideology, and strategic presence. Leer más...
A corporation aligned with Solomanism not only gains access to resources and protection —it adopts a historical mission.
The benefits are real —preferential bids, support networks, coordinated campaigns, influence trafficking— but always framed within a larger narrative that justifies every action as part of a restorative process.

T't'tkahk Xeng Kirr
T’t’kha rra 7788 K’reek kharr
The Concordance of the Two Thousand Worlds is the civilizational bloc dominated by the k'Kree species —a profoundly herbivorous, collective, and militant culture whose political system is structured as an expansionist theocracy with radical ecological foundations. Read more...
Players' polities are not founded on planets, but on migratory herds and ecological fleets built for biological terraforming. Their bases of operation are orbital vessels, landing platforms, or mobile habitats aligned with sacred principles.
Engaging with —or against— the Two Thousand Worlds means facing a logic that is alien, impersonal, and absolute. They do not seek power, but purity. They do not pursue wealth, but total ecological harmony.

The Federation
It is the honorable 1582 Federation Year
The Federation stands as one of the galaxy's successful experiments in multi-species governance. Its structure is decentralized: each member retains full internal autonomy, while federal organs operate through forums, committees, and multilateral treaties.
There are no emperors. No ruling assemblies. Only consensus, technical mandates, and regulatory cooperation. Leer más...
Playing with the Federation means choosing the slow, stable, and sophisticated route to influence. A path where decisions are forged in committees, and where —on rare occasions— an idea seeded in the right place can reshape the fate of entire civilizations.

Gvurrdon
Vagh'rra! Rroezhakha 100'k'rrr nurghrra'rrr
The Vargr Extents are not a state, a federation, or even a defined bloc with recognized borders. They form a dynamic (dis)continuum of clans, domains, nomadic packs, stellar nations, and influence networks governed by the vargr species.
There is no single voice, no singular flag. There are trends, rumors, floating clans, black market networks, and fleeting hegemonies. Read more...
Vargr gameplay may take the form of nomadic clans, corsair fleets, family-run firms, smuggling networks, orbital micronations, or opportunistic alliances.
Their power hinges on the reputation of their leaders, their ability to negotiate, and their skill in adapting to instability.