What Is This Setting?
This is a Second Life roleplay community framed by the Umbral Accord, a galactic treaty around the black hole Umbra and the slipstream Umbral Ring. You play a person in this galaxy with history, motives, and consequences. You are not playing a film hero. You are someone who lives here.
The Accord is the sky. Daily life (citizenship, capital streets, local law) usually sits under a signatory government or civilization. This primer gives you the treaty frame first, then points you to the table of powers.
The Umbral Accord
The Umbral Accord is not an empire and not a citizenship. It is the agreement among great powers that:
- forbids war against the Umbral Ring;
- sets shared standards (currency, time, and related measures);
- does not forbid wars between empires, republics, or other powers.
If someone still says “citizen of the Umbral Accord,” they are using old shorthand. Citizenship belongs to a government or civilization. The treaty is the law above the lanes.
Umbra & the Umbral Ring
Umbra is the massive black hole at the center of the galaxy. That is its proper name. Umbral is the adjective (Umbral Ring, Umbral Accord).
The Umbral Ring is the ancient slipstream network around Umbra. It is the galaxy’s primary fast-travel infrastructure. Treat it as a war prize, and you break the Accord.
Who first built or discovered the Ring remains contested. That the treaty protects it does not.
Slipstream & Void Gates
Slipstream on the Umbral Ring is the default way most ships travel. Shared navigation norms under the treaty keep those lanes intelligible.
Void gates are different: static, scarce, strategic. A gate is required at departure. Arrival does not need a matching gate, which makes outward strikes possible and clean returns uncertain unless another gate exists at the far end. New gates are not being built in meaningful numbers. Old ones are found, fought over, moved, or destroyed.
Some polities stockpile gates as strategic assets. Gate politics sit beside the treaty; they do not erase Ring protection.
Psionics
Psionics is the capability to perceive and interact with psychic energy. A practitioner is a Psion. The gift is uncommon but not vanishingly rare across the galaxy.
Psionic schools and traditions are craft and doctrine, not a cosmic light/dark binary. Opening a path into the Void is optional, dangerous, and politically contested. Most gifted people never take that step.
Non-Psions build, fight, heal, trade, and govern alongside Psions. Institutions that train Psions also house researchers, hunters, physicians, archivists, and soldiers who never touch the gift.
Governments & Civilizations
Citizenship, law, and daily life belong to governments and civilizations under the Accord, not to the treaty name itself. Each polity keeps its own dossier, institutions, and standing.
Open the Governments page to browse the full table. A few named powers already have public summaries on file:
Glossary
Next Steps
You have the treaty frame. Where you go next depends on how you want to enter the world.