Tyrant Queen of Darkness

Cindralis

OUT OF CHARACTER INFORMATION

- Intent: To create a tidally-locked feudal world characterized by powerful noble houses, crystal wealth, and ancient relics of lost colonists. The planet blends medieval political structures with unique natural hazards and Force-laden sites, providing fertile ground for intrigue, conquest, and corruption by factions such as the Dark Court. The submission is designed to serve as a narrative anchor for plots of political maneuvering, Dark Side corruption, and survival against a hostile environment.
- Image Credit: [X]
- Canon: N/A.
- Permissions: N/A.
- Links: The Dark Court [X],
Darth Virelia
GENERAL INFORMATION

- Planet Name: Cindralis — a name drawn from ancient local dialects meaning "jewel under shadow." To its people, the name embodies both the wealth of its crystal seams and the eternal twilight that defines their lives. Offworlders, few as they are, sometimes call it "the Ring World" in reference to its narrow habitable band encircling the globe.
- Demonym: Cindralan.
Though united by name, the demonym splits along class and cultural divides:- High Cindralans (nobility and jewel-artisans, seen as refined and cultured).
- Low Cindralans (peasants and miners, seen as expendable but loyal).
- Twilight Tribals (nomadic hunters and ice-foragers, considered outsiders, though technically part of the planet's population)
- Among themselves, each House and tribal clan uses its own identifiers — Veylharran, Draem-born, Seloran wanderer — giving identity a fractal, layered character.
- Region: Formally situated in the Mid Rim, though its true location is in the Tingel Arm. The planet is effectively hidden from conventional star charts due to the Veil Rift, which makes its system all but inaccessible to standard navigators. Only by accident — or design — do travelers arrive, often in ruin.
- System Name: Seryth System.
The system itself is barren, composed of a weak red-orange K-type sun and a handful of lifeless rocky bodies. Cindralis is the sole world with breathable atmosphere and liquid water. The two moons, Selora and Draem, serve more symbolic than practical roles, their phases marking festivals, dueling calendars, and tribal migrations. - System Features:
- Seryth (Star): A dim, orange-hued sun that casts a perpetual copper glow on the habitable ring. Its weak output contributes to the stark temperature difference between the dayside and nightside hemispheres.
- Selora (Moon): An ice-coated body whose reflected glow softens the nightside's darkness. Selora is seen by tribals as a "hunter's lantern."
- Draem (Moon): Crimson-stained and scarred with impact craters, Draem is viewed by nobles as a portent of war. When Draem is full, jousts and ceremonial duels are often held.
- The Veil Rift (Anomaly): A jagged hyperspatial sink near the system's outer edge. Starships attempting to pass are violently ripped from hyperspace, scattering debris across the system. Many of the planet's immigrant populations (Chiss, Hapans, Cathar,) arrived only because their colony ships were dragged into the Rift centuries ago. Modern superstition claims the Rift is a "mouth" that hungers for ships.
- Orbital Position: Inner habitable zone.
- Rotational Period: Tidally locked; one hemisphere eternally faces Seryth, one eternally turned away. A "day" lasts as long as one orbital period (~372 galactic standard days).
- Orbital Period: ~372 standard days.
- Location: [X]
- Major Imports: Cindralis has been cut off from galactic trade for millennia. If reconnected, imports would include:
- Medical supplies (to offset poor native healthcare).
- Durasteel and refined metals (to replace cruder alloys).
- Advanced agricultural tools (the Twilight Belt soil is fertile but inefficiently cultivated).
- Luxury textiles and spices (for noble decadence).
- Major Exports: Despite isolation, the planet is rich in natural resources that would command immense galactic value if opened to trade:
- Crystals and Gemstones: Mined and refined into high-grade jewelry, often with faint alchemical resonance.
- Crystal-inlaid Jewelry: Precision craftsmanship inherited from colonist relic-tech. Even without wider markets, local nobles covet these works as status symbols.
- Bone and Leviathan Oil: Harvested from under-ice megafauna, valuable for lamp-light, medicine, and ornamentation.
- Unexploited Resources:
- Force-Resonant Crystal Veins: Rare crystal growths beneath the Spire of Korrath pulse with latent Dark Side energy, but remain unmined due to fear of curses.
- Sub-Ice Biome: The ocean beneath the nightside ice sheets hosts megafauna of immense size, largely untapped except by dangerous tribal hunts.
- Relic Tech: Lost fragments of crashed colony ships lie buried across the Twilight Belt. Much remains unclaimed, with potential caches of ancient hyperdrives, databanks, or weapons.
GEOGRAPHIC INFORMATION

- Gravity: Standard. Cindralis' mass and density make it Earth-like in terms of gravity. Its people, whether Human, Chiss, Cathar, or Leporine, have adapted without issue. What challenges them is not weight but weather.
- Climate: Cindralis' tidally locked orbit divides the world into three stark zones:
- Dayside (Scorched Hemisphere): Forever exposed to Seryth, this side is a blinding wasteland of glass plains, fused rock deserts, and burning winds. Temperatures soar past survivable limits, yet strange obsidian formations glitter with mineral veins. Only ruins, the Spire of Korrath, and exiled hermits exist here.
- Nightside (Frozen Hemisphere): Eternal darkness smothers this side, where colossal glaciers stretch endlessly and oceans are capped in kilometers-thick ice. Temperatures plummet so low that even sound seems brittle. Beneath the ice lies a vast bioluminescent ocean, home to titanic leviathans hunted for sustenance.
- Twilight Belt (Habitable Ring): A narrow band encircling the planet between scorched and frozen extremes. Here perpetual dusk reigns, bathed in copper light from the dim sun. Rivers thaw from glacial runoff, grasslands stretch between crystal mountains, and cities cling to cliffs. All civilization thrives in this precarious belt — too far sunward risks death by heat, too far starward by cold.
- The result is a planet of constant tension: survival balanced on a knife's edge.
- Primary Terrain:
- Twilight Belt Plains: Fertile but narrow strips of farmland, irrigated by glacial meltwater. Worked by peasants for noble Houses.
- Crystal Mountains: Glittering ranges rich with gemstones and Force-sensitive crystal seams. Fortresses and House-cities are carved into their sides.
- Glacial Rivers: Rushing waterways cut through the belt, often contested by Houses for irrigation and fishing rights.
- Frozen Tundras (Nightside Fringe): Where tribals hunt leviathans, build bone villages, and wage guerrilla wars against House encroachment.
- Obsidian Deserts (Dayside Fringe): Shimmering plains of fused glass, scarred by tectonic fissures. Pilgrims and madmen journey here, seeking visions or exile.
- Atmosphere: Type I. Breathable and stable, though thin and metallic near the Spire of Korrath. Stormfronts often roll from the heat-edge of the Dayside into the habitable belt, carrying scorching winds, ash, and electrical disturbances that tribes believe are "the Spire's sighs."
LOCATION INFORMATION

- Capital City:
Veylharrow.
The high citadel of Cindralis, seat of the High Crown. Carved directly into the face of a crystal mountain that overlooks the central Twilight Plains, its walls glitter faintly at night, inlaid with gemstones harvested from beneath. The Hall of Thousand Facets serves as throne chamber and council court, its walls cut so finely they refract even faint torchlight into a dazzling kaleidoscope. Beneath the surface lies the Vault of Tools, where the High Crown guards what remains of colonist relic-tech — the last working laser cutters, the fractured databanks, and a near-dead fusion core used to power the city's oldest lamps. - Planetary Features:
- Cindralis is defined by its feudal geography: fortified House-cities, tribal hunting villages, and a scattering of haunted ruins. Its artificial footprint is narrow, hugging the Twilight Belt.
- Urban Centers: Noble fortresses rising from crystal seams, each surrounded by peasant villages.
- Rural Plains: Scattered farmlands farmed with archaic plows, irrigated by glacial rivers.
- Wild Frontiers: Tribal camps and bone villages on the Nightside fringes, constantly shifting with hunting migrations.
- Artificial Relics: Fragments of crashed colony ships repurposed as shrines, weapons, or scaffolding. Tribals call them "Sky Bones."
- Cindralis is defined by its feudal geography: fortified House-cities, tribal hunting villages, and a scattering of haunted ruins. Its artificial footprint is narrow, hugging the Twilight Belt.
- Major Locations:
- The Spire of Korrath:
A colossal obsidian tower standing on the razor-thin edge of the habitable belt, where the Twilight gives way to the scorched Dayside. Its surface is seamless, unnaturally smooth, defying even noble laser-cutters. The tribals fear it as cursed, whispering it was a Sith beacon used to drag colony ships through the Veil Rift. Nobles dismiss such tales but still avoid its shadow. Force-sensitives who approach are plagued with paranoia and hallucinations — but also power. The Spire is both curse and lure, waiting to be claimed by those bold enough to risk corruption. - The Polar Abyss:
On the Nightside's deepest frontier, hunters carve shafts through glaciers to reach an endless sub-ice ocean. Within dwell leviathans of such size their deaths can feed cities for a year. Bones are carved into weapons, hides into armor, and oil into lamps. Noble Houses depend on tribal hunters for this resource, breeding uneasy alliances. Some leviathans glow with eerie light, their blood mixing with crystal-rich waters — rumored to make shamans "hear voices of the drowned." - Draemfall Ruins:
A Hapan colony ship that crashed millennia ago after being dragged through the Rift. Its hull is shattered, but its frame remains half-buried in crystal cliffs. Tribals have turned its bones into shrine-villages. Nobles plundered much of its tech long ago, yet whispers persist of sealed vaults untouched. Dark Court agents could awaken long-dormant databanks, twisting them into prophecy. - Crystal Thrones:
Vast mines in which Force-sensitive crystals pulse faintly with energy. Nobles claim ownership and cut them into jewelry using sacred relic-tools. Tribals say the crystals are alive, and "scream when cut." Sith would know them as prime reagents for alchemy, amulets, and sabers. - Seloran Steppe:
A windswept plain under the glow of the Selora moon. Tribes and nobles alike duel here — knights for honor, hunters for dominance. Its openness makes it a perpetual battlefield, soaked in blood and superstition.
- The Spire of Korrath:
- Force Nexus: Yes.
- Intent: To make the Spire of Korrath a central mythos-site, a Dark Side beacon and tool for future corruption.
- Nexus Name: The Spire of Korrath.
- Nexus Alignment: Dark Side.
- Size: Medium (tower and surrounding basin).
- Strength: Strong. The aura extends for kilometers, impossible to miss for any Force-sensitive.
- Accessibility: Hidden at the edge of the habitable ring. Reached only by crossing unstable glass dunes and ash plains, where storms roll endlessly. Guarded more by superstition than soldiers.
- Effects:
- Force-sensitives feel heightened strength — lightning sharper, passions stronger — but find paranoia gnawing at their reason.
- Non-Force-sensitives report hearing whispers, seeing shadows move in reflective surfaces, or turning on friends in sudden suspicion.
- Tribals who wander too close often vanish, their remains found days later glassed into the obsidian ground.
POPULATION

- Native Species: None. Despite myths of "first clans," no species is indigenous to Cindralis. Every race present today descends from stranded colonists, exiles, or wanderers torn from hyperspace by the Veil Rift across different centuries.
- Immigrated Species:
- Humans (≈50%):
The earliest and most numerous survivors. Over centuries, Humans became the backbone of the feudal order, seeding most noble bloodlines and peasant classes. Though their ancestry traces back to forgotten Expansion Region colonies, they are now regarded by others as "the Old Blood." - Chiss (≈10%):
Calculating and precise, the Chiss integrated as tacticians, stewards, and record-keepers. They preserved fragments of navigational lore and star-maps long after others forgot, elevating them to roles of influence within Houses. Though seldom lords, they are indispensable in law, strategy, and court intrigue. - Hapans (≈8%):
Descendants of a Hapan colony ship, they are renowned for their beauty, refinement, and skill in subtle manipulation. Many became jewel artisans and courtly consorts, rising into noble marriages. House rivalries often hinge on the influence of a single Hapan advisor or spouse. - Cathar (≈7%):
Warriors whose resilience secured their place in knightly orders and warbands. They are honored as mercenaries and bodyguards, feared in dueling circles, and prized by noble lines seeking martial strength. To peasants, Cathar champions are living legends. - Elryssians (≈5%):
Tall, long-lived, and attuned to nature, the Elryssians adapted into seers, shamans, and jewel-crafters. Their songs weave with the resonance of crystal seams, producing jewelry of faintly mystical quality. Tribals venerate them as spirit-guides, while Sith would see them as latent alchemists. - Twi'leks (≈3%):
With natural charisma and adaptability, Twi'leks serve as emissaries, dancers, and diplomats within House courts. Admired yet rarely trusted, their voices often sway feasts, negotiations, and festivals. Many drift between peasantry and nobility, inhabiting a liminal space of both power and exploitation. - Leporine (≈2%):
Tall, slender beings with long, furred ears and exceptional hearing. Predominantly female in visible society, Leporine are regarded as rare, otherworldly courtiers and advisors. Many Houses see them as omens of fortune, while miners prize their acute senses for detecting cave-ins in crystal shafts. Their faith in Fajah — a higher power of energy and freedom — makes them fiercely protective of their people. Their rite of passage, the Juadnem, is still practiced in Cindralis' forests, where visions often echo with crystal resonance. To nobles, the Leporine are both alluring and unsettling: beautiful, mysterious, and dangerously few in number.
- Humans (≈50%):
- Population: Moderate (~500 million). Nearly all live in the Twilight Belt, clustered in fortified House-cities, peasant villages, or tribal camps. Survival outside the Belt is rare and considered an act of faith or madness.
- Demographics:
- Humans: 50%
- Chiss: 10%
- Hapans: 8%
- Cathar: 7%
- Elryssians: 5%
- Twi'leks: 3%
- Leporine: 2%
- Mixed ancestry: 15% (common across Houses, reflecting millennia of intermarriage)
- Primary Languages:
- Cindralan Basic: Archaic dialect of Galactic Basic, with heavy loanwords from Chiss and Hapan tongues.
- House Cant: Symbolic or ciphered phrases unique to each noble line.
- Tribal Tongues: Distinct oral languages maintained by Nightside hunters and fringe clans.
- Leporine: Still spoken among their kin, often regarded by others as melodic and strange.
- Culture: Cindralis' society is a patchwork of displaced peoples forced into one fragile ecosystem:
- Nobility: Feudal Houses claim dominion over cities, mines, and peasants, their bloodlines stitched from many ancestries. They elevate beauty, cunning, and martial strength as virtues, often leaning on Hapan grace, Chiss precision, or Cathar might.
- Peasantry: Toil in fields, mines, and workshops, bound to lords but rich in local traditions of dance, festivals, and oral lore.
- Tribals: Semi-nomadic, mistrusting House rule. They maintain shamanic rites tied to the Spire, the moons Selora and Draem, and the leviathans of the ice seas.
- Shared Arts: Jewelry and crystal-cutting dominate aesthetics and economy alike. Even the poorest peasant may wear a shard of glass polished into a charm.
- Faith: A complex blend of ancestor worship, crystal reverence, and imported beliefs. The Leporine's faith in Fajah has quietly spread among peasants, who see visions in the crystals as gifts of destiny.
GOVERNMENT & ECONOMY

- Government: Cindralis is ruled through an advanced feudal monarchy, a pyramid of power rooted in bloodlines, oaths, and obligation.
- The High Crown (Veylharrow):
A hereditary monarch seated in the capital, Veylharrow. The Crown's authority is both sacred and tenuous: sacred, because all Houses acknowledge its legitimacy as the symbolic ruler of Cindralis; tenuous, because its armies are small, and every great House is powerful enough to challenge it. The Crown functions as arbiter, host of dueling festivals, and keeper of the relic-tools — the most precious fragments of ancient colonist technology. - Great Houses:
Twelve noble Houses dominate the Twilight Belt. Each controls a House-city carved into crystal mountains or cliffside fortresses, surrounded by farmland and peasant villages. They wield private armies, administer justice, and raise levies for the High Crown. Rivalries are constant, often erupting into skirmishes disguised as "honorable disputes." Marriages, duels, and assassinations serve as political weapons.
- House Veylharrow: Holds the High Crown.
- House Draemfall: Born from survivors of the Hapan wreck, famed for beauty and intrigue.
- House Seloran: Known for their Cathar knightly orders.
- House Korrath: Most superstitious, claiming descent from those who first approached the Spire.
- Other Houses blend Human, Chiss, Elryssian, and Twi'lek lines into their claims of dominion.
- Lesser Houses & Knightly Orders:
Subordinate families swear fealty to the Great Houses. Knightly orders, often Cathar-led, act as militant arms — sometimes fiercely loyal, sometimes prone to rebellion. Many are as much cults of personality as structured armies. - Peasantry:
Bound to land and lord, peasants till soil, work crystal mines, or serve in levies. They live under heavy tax and conscription but celebrate vibrant local traditions. Many whisper faith in the Leporine Fajah, blending it with crystal reverence. - Tribals:
Semi-nomadic hunters and Nightside dwellers. Technically outside the feudal order, they are tolerated only because their leviathan hunts supply food, bone, and oil. Nobles alternately scorn and exploit them, branding them "savages." Tribals retaliate with raids, ambushes, and shamanic curses.
- The High Crown (Veylharrow):
- Affiliation: Currently independent, though Houses court outside influence in secret.
- Wealth: Medium.
Wealth is concentrated in noble hands, extracted from crystal mines and leviathan hunts. Jewelry of Cindralis is unmatched in cut and resonance, but without access to galactic markets, its value remains local. The High Crown hoards ancient relic-tech, enhancing its prestige but not its treasury. Peasants live in subsistence, tribals in scarcity. - Stability: Medium.
Feuds between Houses erupt regularly. Tribals attack caravans and mines. The Crown mediates, but its legitimacy is fragile. Stability is less the result of peace than a balance of fear, ambition, and ritualized violence. Festivals, duels, and hunts channel bloodshed into structured outlets — but chaos simmers always. - Freedom & Oppression:
- Nobles: Free to scheme, duel, and indulge. Their oppression is subtle, bound by honor and bloodline.
- Peasants: Little freedom; bound to lord and land. Taxes are heavy, and draft levies common.
- Tribals: Free in theory, hunted in practice. Viewed as outsiders, often enslaved when captured.
- Minorities (Leporine, Twi'leks, Elryssians): Both valued and exploited. Admired for beauty, wisdom, or charisma, but denied true autonomy.
Fear is the foundation: fear of lords, fear of hunger, fear of the Spire.
MILITARY & TECHNOLOGY

- Military:
Cindralis is not a unified fortress world but a patchwork of private armies, knightly orders, and tribal warbands. Its strength lies in zeal, tradition, and resilience — not modernity.- High Crown Guard:
A small but elite force loyal only to the monarch in Veylharrow. Equipped with the best relic-weapons and crystal-inlaid armor, they guard the Vault of Tools. To face them in battle is rare; they exist more as symbols of royal authority than an active army. - Great House Armies:
Each noble House maintains its own forces:
- Knights: Armored cavalry and duelists, often Cathar-led, sworn by blood-oaths. Duels between knights are as much spectacle as warfare.
- Infantry Levies: Peasant conscripts wielding spears, shields, and crude firearms. Their discipline depends on the charisma of their lord.
- Siege Companies: Engineers who use crystal-cutting relics to bore through fortresses. Their tools are sacred, and their use in war is considered both holy and blasphemous.
- House Banners: Each army fights under jeweled standards. To capture one is to humiliate an entire lineage.
- Knightly Orders:
Semi-autonomous warrior brotherhoods, often Cathar-dominated, sworn to Houses or the Crown. Many blend martial discipline with spiritual zeal. A few are whispered to already worship the Spire, their vows twisted by paranoia. - Tribal Warbands:
Tribals of the Nightside wield bone weapons, hides, and crystal-tipped spears. They excel at ambushes, using the terrain of frozen tundras and ice caverns. Though technologically primitive, their ferocity in leviathan hunts translates into ruthless guerrilla warfare. - Leviathan Hunters:
Not formally military, but their skill in bringing down titanic sea-beasts makes them natural shock troops. Bone-harpoons and hide-armor are surprisingly effective against noble infantry, and their knowledge of the Nightside makes them invaluable raiders. - Doctrine & Style:
- Warfare is ritualized: duels, jousts, and set-piece battles are as much about prestige as victory.
- Actual wars between Houses are brutal, with peasants suffering the most.
- Campaigns often revolve around capturing crystal mines, rivers, or hunting grounds.
- Tribals use raids and ambushes; nobles prefer open battle for honor.
- High Crown Guard:
- Technology: Cindralis exists at a paradoxical tech level: broadly pre-industrial, yet with scattered relics of advanced colonist equipment.
- Galactic Standard (Fragmentary):
- Crystal-Cutting Relics: Sacred laser-tools inherited from the first colonists. Used for mining, jewelry, and sometimes warfare.
- Generator Cores: A handful of ancient fusion or hypermatter reactors still provide power to House-cities, though failing.
- Weapons Relics: Cracked blasters, degraded energy shields, and half-working rifles occasionally appear in noble arsenals, but are rare and unreliable.
- Feudal Standard (Dominant):
- Weapons: Spears, bows, crossbows, crude firearms, swords, glaives. Crystal inlays serve symbolic and sometimes resonant roles.
- Armor: Steel, bone, and crystal-plated mail. Noble knights adorn themselves in jewel-inlaid suits, heavy but ceremonial.
- Transport: Horses, leviathan-hide sleds, glider kites. No functioning starships remain.
- Fortifications: Walled cities, cliff fortresses, spire-citadels. Constructed with crystal and stone, reinforced by relic-tools when available.
- Tribal Tech:
- Bone harpoons, hide armor, obsidian knives.
- Simple sleds pulled by frostbeasts.
- Totems carved from leviathan bones, sometimes resonating faintly with Force echoes.
- Galactic Standard (Fragmentary):
HISTORICAL INFORMATION

Cindralis has no true native people. Every soul upon it is the descendant of accident and misfortune, drawn across centuries into the jaws of the Veil Rift. The anomaly lies at the system's edge, a gravitational snare that seizes ships in hyperspace and hurls them into realspace without warning. The earliest recorded survivors were human colonists, likely from the Expansion Region, who found themselves stranded on a tidally-locked world of burning glass and endless ice. They clung to life in the Twilight Belt, scavenging their wrecks and fashioning the first settlements along glacial rivers.
Centuries later, other vessels fell prey to the Rift: a Hapan colony ship whose elegant halls were shattered across the crystal mountains, a Chiss exploration cruiser dragged down in flames, Cathar war-clans hurled from the stars in the middle of their own blood-feud, Elryssian pilgrims who sang to the void and were answered with silence, even wandering Twi'lek caravans and Leporine enclaves seeking hidden sanctuaries. Each wreck deposited new peoples onto the same thin habitable strip of land, forcing coexistence, rivalry, and eventual intermingling. The planet became a graveyard of lost voyages — and the survivors, children of exile.
What bound them together was not unity but necessity. Without access to the stars, their advanced tools dwindled, machines broke, and knowledge faded. A handful of relics endured — laser cutters, fusion cores, databanks with fractured records — and those who guarded them became the first rulers. They clothed their dominance in ritual and bloodline, declaring themselves Houses, claiming descent from ancient founders, and binding peasants to land and labor. The survivors who refused this order fled into the fringes, becoming tribals, clinging to oral tradition and shamanic practices born from the Nightside's silence.
Through all ages loomed the Spire of Korrath. A seamless obsidian tower rising from the Dayside edge, it became the axis of fear and legend. Some said it was built by Sith sorcerers who first seeded the Rift, others that it was a natural monument cursed by spirits. Tribals offered sacrifices to keep its whispers at bay, while Houses swore it was superstition even as they forbade their peasants from going near it. Force-sensitives who approached were often driven mad, their accounts of shadows and paranoia woven into myth. Whether built as a beacon, a prison, or a temple, the Spire etched the Dark Side into the planet's identity.
Over the millennia, the feudal system hardened. The High Crown rose in Veylharrow as arbiter of disputes, but true power remained in the Great Houses. Wars were fought over rivers, crystal seams, and hunting grounds, each draped in honor yet driven by hunger. Tribals raided caravans, peasants rose in desperate revolts, and knights clashed in duels that were as much ritual sacrifice as personal combat. All the while, famine and survival kept the planet bound to its narrow ring of dusk.
In recent centuries, Cindralis has known little change. No starships rise from its surface, no trade pierces the Rift. Nobles cling to relics as symbols of divine mandate, peasants whisper prayers to crystals and to Fajah, and tribals still dream of leviathans beneath the ice. Yet the planet trembles on the edge of transformation. Whispers from the Spire have grown louder, dreams darker, and the Houses more desperate. For those who come cloaked in power — Sith, or those who name themselves the Dark Court — Cindralis is not a backwater but a jewel waiting to be cut anew.
