Tyrant Queen of Darkness
The conquest of Malachor's mines is complete. The scavenger guilds have been broken, bought, or silenced, and the first ore now flows into the hands of the Dark Court. In the ash-choked canyons, laborers are driven to their work, forging the earliest stones of the Shadow Spire, a citadel that will rise from ruin to command the galaxy in shadow.
But victory must be sharpened into strength. The Dark Lady decrees that the spoils of conquest be marked not only with toil, but with blood. To celebrate, a gathering is called in the fractured heart of Malachor. Two trials unfold: one of violence and ambition, the other of whispers and design.
On the surface, fighters are thrown into the Trial of Ash, a brutal contest where strength, cunning, and survival will decide who emerges with a prize of power. No title matters here — apprentice or master, mercenary or wanderer, all are welcome to enter the fray. Trust is fleeting, betrayal expected, and only the strongest will walk away unbroken.
Above, within the half-built Shadow Spire, the First Council convenes. Senior members and allies of the Court gather in its unfinished halls, their words as dangerous as blades. Here, alliances form and fracture, plots are set in motion, and the next steps toward corruption of the galaxy are chosen.
Malachor has been claimed, but the galaxy waits to be ensnared. Step forward — whether to bleed in the ash or to whisper in the halls — and prove your worth to the Dark Court.

Objective One: Trial of Ash
The Trial of Ash is an open challenge. Fighters are cast into the wreckage of a shattered Mandalorian war machine, its jagged husks and flooded ash pits forming the arena. There are no teams, no rules, and no mercy. Participants may wield the Force, blades, tricks, or brute strength — whatever they bring and find in the ash is theirs to use.
The prize is more than survival. At the trial's end, one combatant will be chosen by the Dark Lady herself to receive a relic, weapon, or secret of power. Glory, recognition, and influence await the victor, while all others leave with scars or lessons burned into flesh and memory.
All are welcome. Apprentices, Knights, mercenaries, even interlopers who wish to test their strength may enter. Allies can form for a time, but betrayal is expected, and every eye will be on those who prove themselves worthy.

Objective Two: The Price of Silence
While warriors battle below, the Court's leaders gather in the unfinished Shadow Spire. Around a crude obsidian table, the first true council begins. Here, decisions must be made: who controls the mines, how the scavenger warbands are divided, which targets beyond Malachor will be struck first.
This council is not a place of comfort. Every word is a test, every gesture a move in a greater game. Those who speak too boldly may find themselves isolated, while those who remain silent risk irrelevance. The Dark Lady listens, but it is the Court itself that must prove it can rule.
This objective is for politicians, schemers, and leaders — those who weave plots instead of spilling blood. Rivalries can be stoked, alliances forged, and grand designs set in motion. The outcome of this council will shape the Dark Court's path, and its whispers will echo far beyond Malachor.

credit to EllieEx for the art provided