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The Myrmidon Archives

Factions

Factions of the Galaxy

This document covers the major factions operating throughout known space, including both official Starfinder 2E organizations and homebrew campaign factions.


Official SF2E Factions

Major Factions

AbadarCorp

Type: Faith-based megacorporation

Consumers everywhere recognize AbadarCorp's golden key and pyramid. Most have probably visited the megacorp's banks and megamalls in just about every outpost in known space. But AbadarCorp's influence extends far beyond branding. AbadarCorp's involved with countless civilizations and industries across the galaxy, sponsoring hundreds of offshoots and creating thousands of jobs. AbadarCorp doesn't require employees to convert or attend worship services, but all business decisions and operations follow Abadar's teachings.

  • Edicts: Engage in commerce, work hard
  • Anathema: Steal or lie to the company
  • Headquarters: Golden Vault (Absalom Station)
  • Allies: Corporations, Knights of Golarion, Stewards
  • Enemies: Free Captains, Syzygy

Notable NPCs:

  • Executive Archdirector Suzi (boisterous female uplifted bear executive)
  • Solodir Natari (severe nonbinary kasatha operative)
  • Jamus Saal (quirky male human envoy)

Source: Galaxy Guide


Free Captains

Type: Leaderless alliance of outlaws and pirates

Pirates have terrorized their local systems since the advent of space travel. Emerging Drift Lanes have sparked a new golden age of piracy. The Free Captains are pirates united by the Broken Rock Oath, an alliance between hundreds of pirate crews. The code forbids conflicts between pirates outside of sanctioned duels, lists untouchable clients protected by costly rackets, and prevents pledgers from sharing secrets with anyone not sworn to the black flag. Pirates who break the oath are traitors, with a black spot marked beside their name in the black ledger.

  • Edicts: Abide the Broken Rock Oath
  • Anathema: Betray an oath, betray your crew
  • Headquarters: Broken Rock (the Diaspora)
  • Allies: Criminals, pirates, rebels
  • Enemies: Hellknights, Stewards, Veskarium

Notable NPCs:

  • Alera Okwana (charismatic female human freebooter)
  • Garagal Skyshatter (cutthroat male dwarf marauder)
  • Loa-5 (opportunistic female android thief)

Source: Galaxy Guide


Hellknights

Type: Lawful militant order

The Hellknights are an organization dedicated to maintaining order at any cost. Multiple orders exist, each focused on different aspects of law enforcement and justice.

  • Headquarters: Various fortress-stations
  • Allies: Stewards, lawful governments
  • Enemies: Free Captains, anarchists, criminals

Source: Galaxy Guide


Knights of Golarion

Type: Chivalric order

A noble order dedicated to protecting the innocent and upholding virtue across the galaxy.

  • Headquarters: Various chapter houses
  • Allies: AbadarCorp, Stewards
  • Enemies: Corpse Fleet, criminals

Source: Galaxy Guide


Starfinder Society

Type: Exploration and research organization

The premier organization for explorers, archaeologists, and seekers of knowledge. Starfinder Society members chart unknown systems, investigate ancient ruins, and make first contact with new species.

  • Headquarters: Absalom Station
  • Allies: Academic institutions, explorers
  • Enemies: Those who would suppress knowledge

Source: Galaxy Guide


Xenowardens

Type: Environmental protection organization

Dedicated to protecting life in all its forms and preserving ecological balance across the galaxy.

  • Allies: Green Faith practitioners, environmental groups
  • Enemies: Polluters, exploitative corporations

Source: Galaxy Guide


Other Factions

Akashic Society

A scholarly organization focused on preserving and accessing the Akashic Record.

Source: Galaxy Guide


Aspis Consortium

A mercenary and privateer organization known for taking any contract that pays well enough. Operates from Broken Rock and maintains a network of crews, contacts, and resources across known space.

  • Services: Military contracts, privateer operations, exploration, cargo transport, "problem solving"
  • Culture: Professional amorality with emphasis on completing contracts and maintaining reputation

Source: Galaxy Guide


Corpse Fleet

A renegade undead fleet that broke away from the living. They operate from hidden bases and pose a constant threat to civilized space.

  • Enemies: Pharasma worshippers, the living

Source: Galaxy Guide


Deep Cultures Institute

An organization focused on studying and preserving diverse cultures throughout the galaxy.

Source: Galaxy Guide


Eyeswide Agency

An information-gathering organization that trades in secrets and intelligence.

Source: Galaxy Guide


Frozen Trove

A faction focused on preserving artifacts and treasures, often in opposition to those who would exploit them.

Source: Galaxy Guide


Mechanized Adherents of Apotheosis

A cult dedicated to achieving transcendence through technological augmentation.

Source: Galaxy Guide


Skyfire Legion

A mercenary company known for their elite pilots and starship tactics.

Source: Galaxy Guide


Stewards

The primary peacekeeping force of the Pact Worlds, dedicated to maintaining order and protecting citizens.

  • Allies: AbadarCorp, Knights of Golarion, Hellknights
  • Enemies: Free Captains, Corpse Fleet

Source: Galaxy Guide


Zeizerer Munitions

A weapons manufacturing corporation that supplies arms to various factions.

Source: Galaxy Guide


Zo! Media

A media conglomerate that broadcasts entertainment and news across the galaxy. Known for sensationalist coverage and reality programming.

Source: Galaxy Guide


Campaign Factions

The following factions are specific to our campaign setting and represent the major players in the ongoing conflict.

The Dicks

Type: Mercenary crew turned resistance fighters

Originally a chaotic mercenary crew known for questionable decision-making and absurd ship naming conventions, The Dicks evolved from profit-driven privateers into principled resistance leaders fighting against the Flurnum Imperium. Their journey from selfish troublemakers to heroes of the resistance forms the core narrative arc of Campaign 1.

Leadership:

  • Dakka - Weapons specialist and combat expert
  • Dante - Tactical operative
  • Dimitri - Technical specialist
  • Hugh - Diplomat and negotiator
  • Steven - Ship operations and navigation

Assets:

  • The Wet Dream - Sentient flagship with ship consciousness and personality
  • The Nocturnal Emission - Secondary vessel (support/transport)
  • Veridia Three Base - Secret resistance headquarters

Goals:

  1. Resist Imperial Expansion
  2. Protect the Innocent
  3. Build Coalition
  4. Maintain Freedom

Campaign Role: Transitioned from player characters to legendary NPCs for Campaign 2, serving as resistance leaders and mentors.


Flurnum Imperium (Azlanti Star Empire)

Type: Conquering interstellar empire

SF2E Mapping: Azlanti Star Empire - use Azlanti stat blocks, equipment, and military structure.

An autocratic interstellar empire based in The Vast that conquered and occupied the Pact Worlds. Built on principles of human supremacy, military expansion, and ruthless resource extraction.

Territory:

  • New Thespera (The Vast) - Imperium homeworld/true capital
  • Pact Worlds - Conquered/occupied territory
  • Concord Station - Imperium-built occupation hub

Leadership (Campaign 1):

  • High Council - Human governing body from New Thespera
  • High Commissar Drel Voren - Commander of the 81st Legion, 3rd Fleet

Goals:

  1. Territorial Expansion
  2. Resource Extraction
  3. Human Supremacy
  4. Order Through Control

Campaign 2 Status: COLLAPSED AND FRACTURED into two rival powers (see Elven Coalition and Voren's Concord below).


Elven Coalition "Imperium"

Type: Successor state to the Flurnum Imperium

Following the political collapse after Campaign 1, the Elven Coalition seized control of New Thespera and now operates AS "the Imperium," continuing the name and governmental structure while advancing elven interests.

Territory: New Thespera (traditional Imperium homeworld), Core Imperium Space Military: Consolidated remains of damaged Imperium fleets into a single fleet

Goals:

  1. Maintain Order - Stabilize former Imperium territory
  2. Hunt Shapeshifters - Eliminate Carlito faction infiltrators
  3. Assert Legitimacy - Be recognized as the true Imperium successor
  4. Elven Supremacy - Advance elven interests

Relationships:

  • Voren's Concord: Cold, tense truce
  • Veridia: Strained but cordial
  • Trellis: Hostile (Trellis is hardline anti-Imperium)

The Concord (Voren's "Free Peoples")

Type: Successor faction to the Flurnum Imperium

Formal Name: The Concord Colloquial: "Voren's Free Peoples," "Free Peoples of the Flurnum"

Led by High Commissar Drel Voren, who faked his death and established an independent faction based at Concord Station (former Absalom Station).

Territory: Concord Station + Flurmaloxy (under Voren's administration via the 81st Legion) Military: Imperium Third Fleet (sole remaining separate fleet)

Goals:

  1. Maintain independence from Elven Coalition
  2. Hunt the Plasmoid Collective shapeshifters
  3. Curry favor by helping distribute the phage cure

Key Assets:

  • Control of Concord Station (and the Starstone, most powerful Drift beacon)
  • Privateer network through Vito

Flurmaloxy Movement

Type: Regional resistance government (government-in-exile)

Represents the occupied territories of the Flurmaloxy system. After losing the Siege of Shimmervaal to imperial forces, leadership fled to Veridia Three.

Goals:

  1. Liberate Flurmaloxy
  2. Preserve Culture
  3. Support Resistance
  4. Build Coalition
  5. Plan Reconstruction

Campaign 2 Status: Under Voren's Free Peoples administration following the Imperium's fracture. The 81st Legion aligned with Voren rather than the Elven Coalition.


Barbarus Fleet

Type: Legendary pirate fleet

A formidable 15-ship pirate fleet of over 300 pirates, famous across known space for their seemingly perfect leadership succession across 47 generations of the Barbarus family. The fleet's tactical brilliance and consistent leadership have made them one of the most feared and respected pirate organizations in the galaxy.

Leadership: Admiral Morty Barbarus (current generation)

Assets:

  • 15 ships (flagship, combat vessels, fast raiders, support ships)
  • 300+ experienced pirates
  • Hidden bases and supply caches
  • Centuries of accumulated tactical knowledge

Alliance: Allied with the resistance against the Imperium.

Not Common Knowledge: The "perfect succession" is actually maintained through consciousness transfer rituals performed by the Urgathoa Cult. The same consciousness (Morty) has inhabited 47 different bodies over centuries. The current body is Loken. The Dicks discovered this truth and approved the most recent transfer, cementing the alliance. Only The Dicks, the Urgathoa Cult, and Morty himself know the truth - the fleet crews genuinely believe in natural succession. New characters would have no reason to know this.


The Unbound (Chaos Faction)

Type: Shapeshifter refugees following anarchist principles

Formal Name: The Unbound Informal: "Chaos Faction," "The Anarchists"

Shapeshifter refugees from the First World who embrace anarchist philosophy and seek to completely dismantle oppressive governmental systems.

Key Members:

  • Vex - Diplomat and spokesperson
  • Ripple - Warrior and protector
  • Mold - Scientist and researcher

Philosophy:

  • All hierarchical systems eventually become oppressive
  • True freedom requires absence of coercive authority
  • Replacing one ruler with another solves nothing

Campaign 2 Status: Following the phage crisis, all Veridia-based Unbound voluntarily gave up shapeshifting as part of the cure/peace process. Off-world cells retained their abilities.


The Phage Conspirators

Type: Unknown infiltration network

Public Knowledge: A faction was responsible for unleashing the phage that nearly caused a galactic pandemic. Both the Concord and the Elven Coalition have publicly committed to hunting down those responsible and bringing them to justice. Rumors speak of shapeshifters and infiltrators, but details are scarce and often contradictory.

Official Stance: The governments of Veridia, the Concord, and the Elven Coalition have chosen not to publicize the full details of the conspiracy, preferring to handle the threat quietly rather than cause widespread panic about potential infiltrators.

Not Common Knowledge: The faction responsible is the Plasmoid Collective, a secretive infiltration collective that used perfect mimicry and hive-mind coordination to replace key individuals within power structures. Their leader, Carlito Ploof, operated as multiple bodies sharing one identity.

Current Status: NEAR-EXTINCT. Carlito Prime was killed during the phage crisis. Voren's Concord has aggressively hunted them, and surviving members are elusive and desperate. They exist as a background threat rather than an active antagonist - but sleeper agents may still be embedded in positions of power. New characters would only know rumors about shapeshifters, if anything.


Urgathoa Cult (Consciousness Transfer Practitioners)

Not Common Knowledge: This faction operates entirely in secret. Its existence is unknown to the general public and most governments. Only those who have directly encountered the cult or benefited from its services know of it. New characters would have no reason to know this faction exists.

Type: Secret religious organization

Devoted to achieving immortality through ritualistic consciousness transfer. Operating in the shadows, the cult has perfected ancient techniques that allow individuals to transfer their consciousness from aging bodies into new vessels.

Leadership: Vekthral the Keeper - High Priest and Ritual Master

Ritual Requirements:

  • The Crown (consciousness focus artifact)
  • The Compass (consciousness guide artifact)
  • Aged Voidwine (rare alchemical substance)

Notable Client: Morty Barbarus (47 successful transfers)

Relationship with The Dicks: The Dicks discovered the cult's existence and Morty's true nature. They approved the most recent transfer, creating an uncertain ongoing relationship with the cult.


Gideron Authority

Type: Hobgoblin vassal state, colonial enforcers

A hobgoblin military organization serving as the Elven Coalition's primary proxy force for colonial occupation and resource extraction.

Function: Labor camp operators, garrison force, resistance suppression Current Allegiance: Elven Coalition "Imperium" Primary Deployment: Vohxa (Near Space mining world)

The Authority does the Coalition's dirty work so the elves don't have to - running forced-labor installations and suppressing resistance movements in exchange for weapons, autonomy, and legitimacy.


Faction Relationships Chart

FactionThe DicksCoalitionVorenBarbarusUnboundCollective*Urgathoa Cult*
The Dicks-HostileComplexAlliedAlliedHostileComplicated
CoalitionHostile-Cold TruceHostileHostileHuntedUnknown
VorenComplexCold Truce-NeutralComplexHuntedUnknown
BarbarusAlliedHostileNeutral-NeutralUnknownClient
UnboundAlliedHostileComplexNeutral-OpposedUnknown
Collective*HostileTargetHuntedUnknownOpposed-Potential Allies
Urgathoa Cult*ComplicatedUnknownUnknownClientUnknownPotential Allies-

* Secret factions - their existence is not common knowledge. The Collective is publicly known only as "those responsible for the phage."


Independent Systems

Following the Imperium's fracture, several systems gained independence:

  • Veridia - Fully independent, allied with Voren through Vito. Home to the resistance coalition headquarters.
  • Trellis - Fully independent under President Hugh Mann (former member of The Dicks), hardline anti-Imperium stance.
  • Broken Rock - Collapsed into chaos following the phage crisis, no central authority remains.

These independent systems navigate between the major powers while maintaining their autonomy.