Crescent Empire: Imperial technology is roughly on a Star Trek level of advancement. You have sentient general AI, artificial food, fully autonomous industries, immersive VR, and such like. There's terraforming, weather control, Dyson spheres, ringworlds, and star gates. On a more individual level, people occupy themselves with industry-sponsored higher education, magical meditation, VRMMOs, and more. They travel on fully autonomous flying cars through Coruscant-like cityscapes, if they don't take the public subspace teleporters. Most of this good stuff is only found on the core worlds, though. As you go further out toward the edge of the Empire, the tech level drops to around modern-day (i.e. 2022) information/atomic level, then to industrial, renaissance, medieval, and finally primitive. Pre-industrial worlds are usually left alone to develop independently until they reach an industrial level of advancement, at which point they are "enlightened" to their extraterrestrial situation and granted an opportunity to join the federation. After that, interstellar trade begins in earnest.
Governance is a federal system with an aptly named Executor in the executive branch, a Council of Lords where planetary electors convene, a Council of Elders where popular electors convene, and a Council of Law where the constitutional judges convene. The Empires main interstellar military force is the militia, formed of all eligible citizens who own a spacecraft. Recently, an elite standing military fleet was created called the Azure Armada, equipped with the latest technology and most experienced personnel. They were the first responders to the Aion Crisis that sparked the events of this RP.
Collective: Since most life in their original universe devolved to highly primitive forms, they have become a bit disrespectful with it. Think Zerg from StarCraft. They mostly live underground where geothermal energies are strongest, and cover their domains from top to bottom in rock-eating biomatter. This enables pseudo-teleportation, where they subsume their bodies into the biomass to reconstruct them elsewhere. Their psychic powers grant them potent control over most non-human lifeforms, and are able to use it to perform most tasks that would otherwise involve technology, ranging from manufacturing to computation to interstellar transit. Employment follows a surprisingly ordinary range: there's factory workers, gene-code programmers, transit operators, school teachers, you name it. They are governed by a monarch of particular psychic power, selected for his/her ability to telepathically communicate across the entire Collective.
Spacecraft from both factions can take to the stars via any of three different modes of FTL travel: subspace, hyperspace, and warp. Subspace involves wormhole "gates" to teleport from one point to another; hyperspace involves traversing the spiritual plane; warp involves compressing the fabric of spacetime. Each mode has its benefits and drawbacks. Subspace is fast and safe but demands a costly energy investment; hyperspace is fast and efficient but rough on the psyche; warp is safe and efficient but comparatively slow.
Technology Samples:Crescent: Battle Droid, Enchanter-type; a sentient, autonomous AGI (Artificial General Intelligence) like most of the Empire's rank-and-file combat units. The Enchanter Droids can cast all kinds of magic, but most focus on support magic, like repairs, shields, or teleports. While not as nimble or strong as their gunner-toting counterparts, they nonetheless form the backbone of the Empire's combat support systems.
Crescent: Warp Fighter, the smallest vessel in the Azure Armada to carry a Quantum Singularity Core (or Q-Core for short) for interstellar propulsion. As their name suggests, they are capable of warp travel, and they can use it in and out of combat freely. As such, they are incredibly mobile fighters, and together with their strong mana-shields and devastating array of magic spell slots, these things can tear holes in demigods and get away with it. Thousands of them can be loaded into a Crescent Supercarrier.
Crescent: Azure Skye, a popular civilian design favored by traders to high-risk worlds and stations, often captained by grizzled militia veterans. They are powered by a fusion core, equipped with a warp drive, and their shielding is second to none for their size class in the civilian market. Most variants are armed and staffed by around a dozen crew members. In a pinch, they can hold their own against a Warp Fighter for a few seconds, just long enough to scram out of dodge.
Collective: Decipede, a monstrous shapeform designed to burrow through and rip apart tough targets. Armed with a plethora of psi-disruptors (AA guns) and Resonance Blades (its "teeth," the main weapon) and armored with hyperdense bone plating, they're tough as nails and there isn't much in this world that can reliably take them down. Energy-equivalent to a battleship.
Collective: Shadow Daemon, a shadowy, draconic shapeform designed for aerial supremacy. Main armament consists of cryo breath (melee), psi-disruptor (AA gun), and hyper-shards (long-range missiles). Able to turn invisible or blink through hyperspace. Frail, but agile. Elites can form psionic shields if they know an attack is coming beforehand. Their shards can tear right through the armor of a Crescent Supercarrier if its shields are down. The Collective fields hundreds of thousands of these Shadow Daemons.
Collective: Juggernaut, one of a handful of Collective constructions that aren't largely biological. These monstrosities are relics of an older era, back when hydrogen was abundant, and were designed to harness the power of micro-stars to propel these staggering vessels to other galaxies. Originally built to transport the Collective to resource-rich areas for energy farming, the design has been repurposed in this new universe for interstellar warfare.
You better hope they never get to build one of these.Collective: Shadow Hunter, a standard rank-and-file army unit. Their arms can transform into psi-disruptors or resonance blades depending on tactical needs, and they can phase through hyperspace across short distances. While they are unarmored, they don't really need it, since they rely instead on speed and ambush tactics to destroy their targets. Their bodies have active camouflage features to obscure them from sight, making them ridiculously hard to spot to human eyes. The Collective fields untold millions of them, and thanks to their resurrection abilities, their numbers do not dwindle easily.