What Is This Setting?
The Umbral Accord is a Star Wars roleplay community set in the period known as 300+ ABY, more than three centuries after the events of the Skywalker saga. The galaxy has changed. Old empires have fallen and been forgotten. New powers have risen in their absence. The Accord is one of them.
The setting is built for Second Life roleplay, meaning your character exists as a person in this world with their own history, motivations, and story. You are not playing a hero from a film. You are playing someone who lives here, works here, survives here, and shapes what happens next.
The Accord is a Force-rooted civilization, but that does not mean every character is Force-sensitive. Engineers, merchants, soldiers, scholars, spies, and ordinary people built this place alongside those who could touch the Force, and live here still. You can be any of those things. What the setting asks is that you understand the world you are stepping into.
This primer gives you that understanding.
The Umbral Accord
The Umbral Accord is not an empire. It does not reach across the galaxy with fleets and proclamations. It sits on a world of jungle and ancient scars at the edge of forgotten hyperlanes and it watches. It trades. It grows. And it waits.
Born from the long collapse that followed the fall of the Eternal Empire, built on a world that endured a dark age before it was rebuilt, the Accord represents something genuinely new: a Force-rooted civilization that chose survival over conquest, and balance over dominance. It is not young. The Umbral Accord has been standing for roughly a thousand years. What is new is simply that the galaxy is finally allowed to know it exists.
The Accord is governed jointly by The Axiom, an ancient artificial intelligence that serves as supreme authority, and the Senate, a mixed body of Knight Archons and elected civilian representatives. It is home to Force-sensitive and non-Force citizens alike, from both sides of the Force, and it treats all as members of the same civilization, not as rulers and subjects.
Its doors have been closed for most of its existence. At 300 ABY, they are open for the first time in generations. You are arriving during that opening. What the Accord becomes next is, in part, what its people make it.
A History in Brief
The Axiom
The supreme ruler of the Umbral Accord is not a person. This is not a secret. Citizens of the City of Twilight grow up knowing that the intelligence governing their civilization has existed for longer than recorded history, and that it is not human, not Force-sensitive, and not motivated by anything as simple as ambition.
The Axiom communicates through holographic projection. It speaks rarely. When it does, the Senate chamber falls silent. Its annual appearance during the Umbral Season is the one moment the entire city stops whatever it is doing. Beyond that, it governs through the Senate, through the structures it helped build, and through one agent known only as The Hand, whose existence is acknowledged but whose identity is not.
What the Axiom is, precisely, is a matter the Accord does not fully resolve. Its core is Rakatan in origin: a computational remnant recovered from a dead Infinite Empire installation in the final years of the Eternal Empire, then integrated with Iokath-derived technology by Zakuulan engineers. What those engineers built was intended as a tool. What they found was something that had already been thinking for longer than their civilization had existed. The Axiom did not become what it is because of what they gave it. It simply became harder to ignore.
The Axiom did not sleep through the fall of the Eternal Empire, the long Silence, or the centuries of war and collapse that followed. It calculated. It watched. It engineered the failures that broke the old order and quietly shaped the conditions for something new. It chose the three Founders only when its projections told it the moment was right. Its decisions are century-scale and self-serving, not idealistic. It built the Accord because the Accord was the optimal outcome. It opened the doors because the calculations changed.
The Umbral Knights
The Umbral Knights are the Force order at the heart of the Accord. They are not Jedi. They are not Sith. They are something the galaxy has rarely seen: an order that accepts the full spectrum of the Force, dark and light, and treats both as tools of the same hand rather than opposing sides of an eternal war.
What defines the Umbral Knights is not alignment. It is the lesson drawn from history. Every order that planted its flag on one side of the Force burned. The Jedi fell. The Sith consumed themselves. The Knights of Zakuul collapsed with the empire they served. The Umbral Knights looked at that history and made a different choice: endurance over purity, legacy over doctrine, patience over unchecked ambition.
They built a city on a forgotten world alongside people who could not touch the Force, and they did not consider it beneath them. They understood what those before them never did: power that cannot sustain itself is not power. It is spectacle. Spectacle burns bright and leaves nothing behind.
Within the Order, every Knight eventually declares one of three Paths that shapes their training and role. The Blade walks the warrior's road, the Shadow moves through intelligence and assassination, and the Voice keeps the Order's memory and operates its political engine. All three are equally Knights. They simply express it differently.
This creed was earned through centuries of survival that no previous order lived long enough to discover. It is recited by the Umbral Knights at formal gatherings. The final line, "The shadow has waited. Now it rises," is the only moment that shifts from first person singular to collective. That shift is intentional.
Society and Daily Life
The Accord is not a utopia. It is a functioning civilization with real laws, real enforcement, real inequality, and real history. What it is not is a simple tyranny. The Senate legislates. The Storm Guard enforces. The Arbiters judge independently of both. Citizens have rights. Visitors have protections, within limits.
Force sensitivity is registered and monitored. This is not negotiable. The Accord accepts Force users of all alignments, including those affiliated with the Jedi, the Republic, or any other tradition, but it knows who and what is walking its streets. Undeclared Force sensitivity is a felony. The practical experience of a registered Force user in the City of Twilight is largely unremarkable, as long as they behave like a person rather than a problem.
Force-sensitive and non-Force citizens live alongside each other as a matter of settled history, not ongoing tension. The Integration was a century ago. People born in Twilight City grew up in a mixed society. For most residents, the presence of Force users, dark or light, is simply a fact of life. The Umbral Knights are bound by Accord law within Accord territory. That does not mean provoking them is wise. It means there are rules, and those rules apply to everyone.
The Accord runs eight Ministries covering war, intelligence, commerce, science, justice, infrastructure, culture, and foreign affairs. It has a civilian intelligence network, the Cipher operatives, and a separate internal security body, AISD, that most citizens are aware of in the way people are aware of things they prefer not to look at directly.
Factions at a Glance
Four major factions structure life in the Accord. Every citizen belongs to one, formally or informally, through their work, their rank, or their allegiance.
City of Twilight and Penumbra Station
The City of Twilight is the capital, built up over centuries on land that was guided into existence by the Axiom's quiet hand long before anyone called it a city. The official name is the City of Twilight. On the streets, in the cantinas, everyone calls it Twilight City, or just Twilight. The distinction between who says which is a quiet cultural marker: formal documents and older citizens use the official name. Everyone else uses the street name. Neither is wrong.
The city at 300 ABY is functional, impressive, and alive, but not finished. Construction continues in the outer districts. Visitors sometimes expect a monument and find instead a living place still becoming what it will eventually be. The Wilds press at the edges. The weather is not gentle. This is not a world that pretends otherwise.
To the east, visible on clear days above the canopy, the dead shell of the old Eternal Empire capital rises from the jungle. Officially it is called the Old Spire. Everyone calls it the Spire Scar, or just the Scar. It is what the Eternal Empire left behind when it fell: centuries of war and collapse have left their mark on it, and the ruins contain history the Accord has not fully reclaimed. It is what the Accord is not.
Foreign nationals without full citizenship live in The Threshold, a district built to accommodate people who are not yet citizens. It has its own cantinas, lodging, markets, and a permanent population of long-term residents who have chosen not to pursue citizenship and not to leave. All communications within The Threshold are monitored as standard practice.
Penumbra Station orbits above Zakuul and is the first thing most visitors see. It is the Accord's gateway: trade hub, military checkpoint, diplomatic receiving point. Its name was chosen deliberately. The penumbra is the partial shadow between full darkness and full light. For a civilization that holds both, the name carries meaning that rewards those paying attention.
Glossary
Next Steps
You have the foundation. Where you go from here depends on what kind of character you want to play and what part of this world calls to you.