"I am Fire, born of Rage and fueled by Passion! Stand before me at your peril!"

Clan Prospectus


"A brotherhood within a brotherhood" — Sharad Taldrya Hett

Clan Taldryan is the First Clan of the Brotherhood of Dark Jedi. The Clan was founded by Independent House Ektrosis, at which point House Archanis and House Dinaari joined them to complete the structure of what would be the most dominate Clan in the Brotherhood's history. Today that record still holds true with all original Houses open and pushing for an even more successful future.



Historical Records


Clan Taldryan is the First Clan of the Brotherhood and has stood the test of time and endured. Clan Taldryan was formed out of the Independent House Ektrosis before the great Exodus. Over time the Clan has seen many influential leaders, unforgettable members, and incredible victories in and out of the battlefield. Simply said, the Clan carries a very proud Historical Record.

The History of House Ektrosis

The Emperor had many dark ventures, not all of which were revealed to his advisors. Not even his apprentice Darth Vader knew all of what went on in his Master's mind, nor what thoughts, ideas and creations were born there. One such idea was Ektrosis.

Long before the Rebellion began, the Emperor would regularly vacation on Byss and entertain his closet group of advisors and apprentices. All were brilliant minds who had proven their worth and loyalty to their Master. These beings were all introduced to power and brought into the fold of the Dark Side.

While none were permitted to reach the level of control and understanding of Palpatine himself, they were indeed powerful entities themselves. They were split into specialties dictated by their own natural abilities. Some were instructed in the combat arts and made into Dark Jedi; others became elite Imperial functionaries who traversed the galaxy enforcing the Emperor's will, and still others were put to work researching and experimenting with the 'Science of Darkness'.

Ektrosis was an elite group of these researchers who were given the task of creating methods to feed on and drain the life essence of the Empire's citizenry. They all had an innate curiosity about the effects of the Force on the human body and the galaxy as a whole. This made them the vanguard of the Emperor's plan to squeeze the entire galaxy and every being in it into submission.

The group consisted of scientists who were gifted in the Force, and who were eager to explore as well as experiment with the power and nature of the Force. Ektrosis withdrew into a secret research facility on Byss and worked tirelessly for years, virtually cut off from the rest of the universe. Rumors leaked to the rest of the Emperor's Dark Adepts told of creatures created entirely FROM the Force and beings morphed into atrocious vestiges of their former selves, and finally of techniques for using the Dark Side to drain the essence of beings from their very soul.

Ektrosis gave years of hard work conducting countless experiments, and devoted their lives to their projects. But in the end all they received was censure. This condemnation stemmed from the fact that somewhere in the course of their learning and understanding, they had crossed a line that even the Emperor would not dare approach. For all their work they were banished far from civilization and all they had ever known. There on the fringes of the Empire they continued their work as best as they could, with sub-standard equipment and improvised materials to aid them. The population near their research facility said that the land surrounding their new forced home began to wither and fade. They said that the only things able to survive were those that had been touched by the Force powers that were being experimented with. The only thing known for certain was that the locals never got anywhere near the area.

From 4 ABY onward...

After the defeat of the second Death Star and the death of the Emperor, the Empire struggled to rebuild. Leaders grabbed power only to be assassinated soon thereafter. Warlords and Admirals fought for pieces of the once-might Empire, while the Rebellion ate away at it from the outside. Finally the return of the brilliant Grand Admiral Thrawn brought hope to the remaining Imperial forces. Thrawn wreaked havoc on the newly established 'New Republic', and would have returned the Empire to it's seat of power if he had not been assassinated by his own bodyguard on his flagship.

Once again the remaining Imperial forces were thrust into civil war. Countless leaders carved out their own fiefdoms throughout the Imperial Remnant's territory. One of these leaders was the self-proclaimed Grand Admiral Ronin, who seized control of an experimental super-ship and formed his own fleet, named The Emperor's Hammer. This fleet carved out its own territory near the Minos Cluster and flourished, eventually bringing the Dark Brotherhood out of hiding to join with them.

With its numbers quickly growing, the Dark Brotherhood formed Clans and Houses. Spies employed by the Emperor's former researchers reported the existence of this group of Dark Jedi, and Ektrosis returned from the imposed exile, and joined the Brotherhood, forming House Ektrosis. No one knew from whence they had come, or what had kept them on the edge of the galaxy for so long, or even how they had gained their incredible knowledge of the Dark Side; all of these truths are uncertain. The only ones who know the whole truth are the Ektrosis members themselves, and they are reluctant to divulge the knowledge that they possess.

Ektrosis, now lead by Shaitan, found acceptance in the Dark Brotherhood and flourished. The House gained many new members who were eager to learn its secrets, eventually growing strong enough to evolve into a Clan. Shaitan joined with another powerful Dark Jedi named Jarla to draw up the designs for the future Clan. Ektrosis would become the Krath House of the Clan, but now the fledgling Clan was in need of two more houses to join its fold. The first group to join Ektrosis was a group of fugitives that would become known as Archanis.

The History of House Archanis

Archanis started as a group of rogue programmers who carried technological integration beyond the moral means dictated by the Old Republic. Fearing for their lives, they took their research and several of their heavily modified ships and fled, narrowly escaping imprisonment for their work. The group came upon the planet of Dar'Telis I, and decided to make it their new home. Soon after setting up their settlement the group made a most discouraging discovery; the entire planet was covered with ferocious carnivores. The group began to load up their ships to leave only to find that something in the planets atmosphere had eaten away at the Hyperdrive's of their ships, making it impossible for them to flee.

Taking this unfortunate series of circumstances in stride, the group used their technology and innovation to defend their fledgling community. They were shocked with the ease with which they repulsed the creatures, and soon discovered that a strange outside force was assisting them. The group settled into their colony, and several generations passed. The strange force that the original colonists had discovered had been cultivated over time, to the point where the youngest generation could visually enhance their cognitive abilities, allowing them to run faster, see farther, jump higher, and generally enhance their survival skills.

While on a routine patrol, a pilot from the Dark Brotherhood accidentally exited hyperspace in the Dar'Telis system. The pilot was hurriedly attending to his malfunctioning hyperdrive when he felt strange force impulses coming from the planet's surface. He made a log of it and then returned to his patrol, not thinking anything would ever come to it. The Sith High Warrior at the time had his suspicions however, and sent a Modified Dreadnaught to check out the planet. Upon their arrival they discovered the colony, and after a tense initial contact in which fifteen colonists were killed and one Dark Jedi Knight injured, the colonists agreed to join the Brotherhood.

Upon their arrival in Brotherhood space the colonists were examined by the Sith High Warrior who had brought them out of their exile. Interested in their heightened survival instincts and abilities, he gave several of them rudimentary starfighter training and sent them out in a training melee with other Brotherhood pilots. The former colonists quickly mastered the TIEs they were given, showing a natural aptitude for space combat. The High Warrior immediately ordered the rest of the colonists to undergo similar training along with their normal apprentice studies, and they soon formed an elite cadre of Sith pilots. When Clan Taldryan was being formed, soon-to-be Consul Jarla negotiated with the new Sith warriors and arranged for them to join House Ektrosis as the future Clan's Sith house. When they were asked what their House's name would be, the former colonists responded Archanis, which was the name the original outcasts had given for the planet upon which they had been unwittingly exiled. Thus House Ektrosis was joined by House Archanis and Clan Taldryan was nearly complete, the third and final piece would be an Obelisk house the rest of the Brotherhood would grow to fear, Dinaari.

The History of House Dinaari

During the war between the Galactic Empire and the Rebel Alliance the Galaxy was in turmoil. Lawlessness ruled as the two groups vied for dominance allowing gangsters and assassins to evolve. Unbeknownst to most, societies were formed amongst the bounty hunters and assassins who were in high demand during the war. The strongest of these assassins secretly formed an elite group and became known as Dark Fire. Led by a mysterious man named Dinaari; Dark Fire was soon revered throughout the Galaxy for quickly killing anyone whom they believed deserved it. Dinaari was one of the only leaders that took contracts for the honor alone; he never accepted money from his employers. His deadly followers were all of like minds which made them almost legends to their own kind.

After the destruction of the Empire and the renewed justice imposed by the New Republic many of these societies withered and died becoming mere myth and legend. The followers of Dinaari found fewer and fewer opportunities to practice their art, and left for the Outer Rim in search of new challenges. While traveling far out on the Rim they stumbled upon the ancient Sith planet of Korriban, now inhabited only by strange beasts and vicious storms. While exploring some of the ancient Sith burial chambers, something strange changed the very essence of the Dark Fire members. No one was ever sure how or why, but after they left Korriban, Dinaari and his followers were no longer mere assassins or warriors; they had become receptive to the powers of the Dark Side.

Still not completely understanding their new connection to the Force, Dark Fire went in search of others who could help them harness their powers. Their search finally led them to the planet of Eos and the Dark Brotherhood.

The Brotherhood is not very receptive to newcomers brandishing weapons on the door of the Dark Hall, and Grand Master sent members of his Royal Guard to wipe out the intruding Dark Fire members. The battle raged on the steps of the Dark Hall with both groups losing members, however Dark Fire held its own against the guardsmen. Intrigued by the trespassers, the Grand Master recalled his Guardsmen and summoned the remaining members of Dark Fire into his presence. In front of hundreds in the Dark Hall, the members of Dark Fire laid the bloody body of their leader Dinaari in front of the Grand Master and his Council. The council welcomed Dark Fire into the Brotherhood, and the Dark Fire members vowed they would learn to master their abilities and skills for the honor of the Dark Side. Dinaari's second in command, whose name has been lost to history, stepped forward and accepted the Grand Master's proposal on one condition.

"We will not forget our past as we step into the future. Therefore, we will become known as House Dinaari in tribute to our fallen leader because we hold our loyalty to our own." The Council accepted the terms and merged House Dinaari with House's Ektrosis and Archanis knowing that Dinaari would fit in well with the members of the great Clan Taldryan, little did they know that the combined might of these three Houses would dominate the Brotherhood from that point on.

House Ektrosis remains the Clan's Krath House, joined by the Obelisk House, Dinaari, and the Sith, Archanis. The Clan entered the new Brotherhood as the winner of the Great Jedi War and seeks to keep the reputation Ektrosis held before it. Taldryan remains undefeated in all Great Jedi Wars it has participated in thus far.

The Great Exodus

When the time came for the Dark Brotherhood to break itself away from the oppressive grip of the Emperor's Hammer, Taldryan was ready to lead the way. Taldryan lost virtually no members during the split, and was the first Clan to bounce back from the post-split slump in activity. Today Taldryan again stands strong, with its leadership poised to lead it into victory in all future encounters.

Long after its formation, it was determined that for the good of the Clan, that House Archanis and House Dinaari would be merged into one. This was due to the decreasing number of new Sith members when compared to Obelisk and Krath. The two Houses joined forces and now form a crux of activity that once again dominates both the Obelisk and Sith worlds.

Clan Taldryan, always counted among the strongest Clans in the Brotherhood, continues to operate everyday towards one common goal: eventual domination over all of the other Clans. The Consul and Proconsul are constantly plotting and positioning the Clan to gain any advantage they can over other Clans of the Brotherhood, which exist only to eventually serve Taldryan. One day, when it is strong enough, Clan Taldryan's fleet and soldiers will strike out at all of the other Clans and crush them, making them all servants of the Sons of Taldryan. On this day Taldryan will have fulfilled its destiny as the greatest Clan in all of Brotherhood history.

Born of the shadows, our time is now.

Time to Prosper

TBA...

Changes and New Challenges

TBA...

Government and Politics


Once Clan Taldryan arrived in the Kr'Tal System they established relationships with the populations on all inhabited planets. Accordances were met and the Clan took up government of the system, thereby providing security and enhancing future development for the inhabitants and at the same time finding a home for the Clan. The government setup was a form of Military Dictatorship with the system being ruled by a Regent (Consul of Taldryan) and a Deputy (Proconsul of Taldryan). The Regent designates Planetary Viceroys for each of the planets in the system. These figures have control of all Clan forces on the planet and orbiting moons they govern.

The Clan is seen by the general public more as a military force that are guardians of their worlds, providing security and many other resources through its connections with TEAD (Textiles, Electronics, Agriculture, and Development) Technologies.

Executive

The Executive Branch of Taldryan actually takes on roles of all branches of government due to it's structured government, but three officially remain for a better public face. All officials and departments are setup by the sitting Consul, all subject to appointment and removal by the leadership at any time. The Clan Summit can realistically use any power of government it wishes, including making laws and enforcing them.

Roll of Leadership
  • Regent of Kr'Tal: Shaz'air Taldrya
  • Deputy Regent of Kr'Tal: TBA
  • Planetary Viceroy of Taruma: TBA
  • Planetary Viceroy of Karufr: TBA
  • Planetary Viceroy of Altur: TBA
  • Planetary Viceroy of Kaltace: Shaz'air Taldrya
  • Army Service: Surface Marshall Travik Korr
  • Naval Service: Fleet Commander Tak Vordin
  • Intelligence Service: Chief Director Syn Kaek
  • Magistrate General: Justice Arben Arkin

Legislative

The Legislative Branch of Taldryan has very limited power when the Executive Branch can override them, but since the selection of legislators is more or less done by the Clan Summit they don't usually see open conflict. The body only meets a few times a year to discuss the status of the Clan and Kr'Tal System, and propose any changes they may have to the Executive Branch. This body is referred to as the Taldryan Conclave.

Taldryan Conclave
  • Sons & Daughters of Taldryan
  • Quaestors and Aediles
  • Few select other members chosen by the Conclave and acting Consul

Judicial

The Judicial Branch of Taldryan oversees cases brought up by the citizens of the Kr'Tal System. The Magistrate General is appointed and removed at the will of the Clan Summit, who then appoints a limited number of Magistrates under himself. Few cases are heard that have anything to do with the Clan itself, and if they are the outcome is favorable to the current leadership.

Economy


Much of the income the Clan makes comes from TEAD Technologies, a corporation started and still ran secretly by the Clan that deals in many areas such as textiles, mining, food supply, and growing technologies in the system. The corporation controls most commercial and private development, meaning they have a monopoly on the economy of Kr'Tal. With virtually unlimited resources, Clan Taldryan holds a formidable Military to insure the security of TEAD Technologies and the surrounding worlds. The corporation is in the process of expanding a branch in the Rybanloth System since the Clan recently acquired rule after winning a major victory.

Society and culture


In the Kr'Tal System there are several different planets with many moons consisting of various and unique cultures, life forms, and climates. From fiery peaks, to frozen tundra, back to lush forests, the system holds all kinds of landscapes. Though the system is flooded with a huge population, the Clan rarely interferes with the diverse inhabitants, and allows them to keep their own heritage, beliefs, and connections to the world around them.

Clan Taldryan made their way into the system many years ago and since then have assumed control of the worlds and resources, with the support of the native populace. There are several social classes within the system that are clearly different. There has been little to no resistance to the form of system government mainly due to the Clan providing an abundance of services to the population as well as protection that did not exist before.

Taldrya

These are the highest members of Clan Taldryan, those that have been honored with carrying the name of the Clan. They usually serve at various levels of leadership within the Clan or even across the system. If you are a Taldrya, you are respected by all those around you, your loyalty and devotion well known. The Consul, the Regent of the Kr'Tal System, considers the Taldrya as his close and personal advisers. Members of this class have full access to all locations in the system excluding the few that are reserved for only the Consul and Proconsul.

Taldryan

The Taldryans are the many members that belong to the Clan and positioned in all levels, from House leaders, to new Apprentices, and even those armed forces that have declared allegiance to Taldryan and serve in the Security Service. Members of this class have much more access to Taldryan-locations in the system than the average person, but still limited on Fleet vessels and any other stipulations stated by the Clan leadership.

Kr'Tal Citizens

The many diverse populations across the worlds in the system are often referred to by the Clan as simply Kr'Tal citizens. While they all have their own cultural background, some with different dialects, they all belong to the same class. These citizens are not a part of the Clan and thus do not have access to many locations including Clan structures, Fleet vessels, and other restricted areas. They are content with their situation, as they are left freeto live their lives as they always have with the added protection and benefits offered by Taldryan.

Military


The Clan's military is known as the Taldryan Security Service and his made up of three branches maintained and led by non-Jedi officers. For the most part, the Clan let's these officers run things, but the Consul has over-riding authority over any and all military situations. When the need arises, the Consul can also place members of the Clan in direct control over military units, but again these Jedi focus more on what they do best and leave the actual command to the officers.

More information on the relationship between military and Jedi can be found on the Clan Military page.

Army Service

The Taldryan Army Service is comprised of the Clan's ground forces and includes soldiers, special forces, and military-grade vehicles. For the most part, Taldryan's Army serves as a mobile infantry corps carried to battle aboard one of the many ships in the fleet to meet the enemy head-to-head on a planet's surface.

Naval Service

The Taldryan Naval Service is comprised of the Taldryan fleet, which includes all capital ships, starfighters, and support craft. Like the Army, the Navy operates under its own command structure only answering to the Consul of Taldryan. Though certain ships within the fleet are tied to one of the three Houses, the Jedi are seen as important figureheads. The fleet officers know not to give a member of Taldryan an order, and for the most part are not given orders by these members in turn.

The fleet is made up into Battlegroups Vanguard and Vigilance as well as the Home Guard. The Home Guard is made up of a customs station, military space station and several facilities across the system. The Battlegroups are each designated to a specific task. While not in action they remain in the system always preparing for the inevitable clash between pirates, the New Republic, the Imperial Remnants, fellow Clans of the Brotherhood and the new threat in the shape of the Yuuzhan Vong.

Intelligence Service

The Taldryan Intelligence Service is the intelligence-gathering arm of the Clan's military. Under its own command, the Intelligence Service is responsible for keeping the Clan's leaders informed on Brotherhood- and galaxy-wide developments. The Operations Division oversees the collection of raw information through surveillance, infiltration, interrogation and informants. This information is then passed on to the Analysis Division, which then interprets the data and determines how things fit in the big picture.

Military Ranks

The rank progression for all branches of the Taldryan Security Service can be found on the Military Ranks page.

Astrography


Clan Taldryan is currently in control of three different star systems. All provide the essential needs to keep the Clan alive and in power. Kr'Tal is our home system, Rybanloth is largely a secret retreat and financial resource, and Merach is a hidden gem in the darkness. To view these system locations and others in the Brotherhood check the Dominion page.

Kr'Tal

The Kr'Tal System was conquered by Clan Taldryan shortly after the migration from their former system, Karana. The system's inhabitants were relatively undefended and unprepared to repel the powerful Dark Jedi invaders and soon acquiesced to Taldryan's rule. After time relations began to grow more naturally, with both counting on the other for different reasons. Kr'Tal is located in the Expansion Region just outside the Inner Rim.

Rybanloth

The Rybanloth System was awarded to Clan Taldryan as the prize for First Clan in the Rite of Supremacy Second Darkness. The system is relatively small, having only four orbiting bodies, but is reputed to be tainted with the Dark Side and home to many secrets waiting to be uncovered. It lies near the Subterrel sector in the Outer Rim Territories.

Merach

Merach is an inhospitable planet that is rather rich in mineral wealth. Clan Taldryan won this planet through its victory in the Seven Day War, a skirmish between the Clans of the Brotherhood over who would retain rights to the rich deposits on the planet's surface. The planet is in the Moroketh System right in the Wild Space region of space. The Clan has continued to gain a large amount of supply and income due to this possession.

Clan Powers


"The powers of the earth are great, for its strength can be a savior, or the destruction of entire armies. Fire has long-since been thought of as a gift from the gods, to stave back the cold, and usher in the age of man. Water is a tool of life, and brings to us nourishment, and renewed vigor. The wind can be a curse, or a blessing; none are quite sure what the minds of the cardinal winds have in store from one day to the next. And from the skies, electric fire rains down in the midst of the great, and torrential storms that threaten the very sanity of us all. These powers have been sought after, and mastered by the Clan, Taldryan. For long years, they have studied nature, and sought to bend it to their will. Finally, the Dark Side has bestowed these great secrets upon them--and Taldryan is ready to turn Elementalism loose on their foes."

o Level 1: Vortex
o Level 2: Fissure
o Level 3: Water Manipulation
o Level 4: Barrier
o Level 5: Combustion
o Level 6: Lightning Shield
o Level 7: Cryokinesis
o Level 8: Pyrokinesis
o Level 9: Levitation
o Level 10: Kinetic Charge
o Level 11: Elemental Empathy
o Level 12: Elemental Transference

Minor Tier

Level 1 - Vortex: The basis of this power allows the practitioner power to manipulate the currents of air to create different effects. A minor user can use it to sweep enemies off their feet, while several adepts working together can fell entire battalion of soldiers. These kinds of winds are only used for non-destructive measures, as they cannot be "controlled" enough for anything else.

Level 2 - Fissure: This ability allows a Dark Jedi to shake the depths of the earth creating fissures in the ground. A practitioner can use this power to devastate enemy ground forces by opening up holes in the ground in which to swallow troops and vehicles whole.

Level 3 - Water Manipulation: With this power, a Dark Jedi can control how and where a body/gathering of water moves. A Dark Jedi could change the course of a river, or simply move a tablespoon of water around a table as if it were marching on parade. This power allows control enough to cause walls of water; it can stop a waterfall in its tracks as if time itself had been frozen, etc. With this power, bodies of water are at the complete control of the Dark Jedi.

Major Tier

Level 4 - Barrier: The Dark Jedi can summon the earth to shield him from incoming projectiles, force powers, etc. When using this power the Jedi is able to will a pillar of earth to rise up in front of him to block most weapons.

Level 5 - Combustion: Combustion is the ability to increase the base temperature of any object, including humans (though this requires much greater effort). . The force behind the power is to ignite rapid movement in the molecules in, or around something, causing such intense heat to build up that the very air around the person, or item, might almost ignite in a conflagration of flames.

Level 6 - Lightning Shield: When this power is invoked, a thin shield of electrical energy surrounds the user. Physical contact with this shield will incapacitate any attackers by paralyzing them for a brief period of time, allowing the practitioner to escape or finish his opponent off. Greater power extends the duration of the paralysis effect.

Level 7 - Cryokinesis: Cryokinesis is the ability to rapidly decrease the temperature of moisture in the air. This power allows for a freezing effect on most inorganic materials.

Inner Order

Level 8 - Pyrokinesis: The ability to create, alter and extinguish fire. One of the most powerful Elemental powers a Dark Jedi may possess. With it, the practitioner can create violent gouts of flame to launch at his enemies to devastating effect.

Level 9 - Levitation: Harnessing the unbridled power of the wind, the practitioner can focus his power into lifting himself and possibly others with greater skill. Though not fully controlled, the Dark Jedi gains the ability of self-propelled flight, however it takes a great deal of power and skill to use for any length of time.

Level 10 - Kinetic Charge: Harnessing the elemental power of electricity, the Dark Jedi can focus his power on an inanimate object to increase it's electrical charge allowing him to make powerful EMP explosives from anything at hand. With greater power the practitioner can increase the charge vastly amplifying the damage, or charge larger objects.

Level 11 - Elemental Empathy: Elemental Empathy is the ability to connect with and communicate with nature itself. This power allows the practitioner to learn things otherwise unknowable. The wind can carry the sound of distance conversations; the earth knows the number of troops marching over it. Though one of the most difficult powers to learn, mastery gives the Dark Jedi a powerful edge in any battle.

Level 12 - Elemental Transference: Like the fabled Grand Master power, a Dark Jedi who has mastered this ability can transfer the essence of any element into himself gaining the properties of that element. Earth increases the physical resistance of the user. Air allows the user to phase through solid objects. Water increases the users dexterity. Fire adds an inferno-like quality to any physical strikes. Lightning increases the users reflexes.

Clan Force Powers Requirements
Every Clan in the Brotherhood has Clan powers specifically belonging to them. All Clans also have twelve levels, from the lowest at one to the highest at twelve. There is a document version of the requirements for each level, but it's pretty packed listing all the tiers, classes, and more extra information. To keep things simple, we have an easy list of the requirements needed for each listed below. You can also check out the document linked below if you wish for more information or examples of each step requirements.

Clan & Order Specific Power Levels Requirements

Level 1
At least one merit award

Level 2
At least two merit awards

Level 3
At least three merit awards of two different types

Level 4
At least four merit awards of two different types, AND
2 LS, 1 DSS, -OR- 2 LS, 25 CF

Level 5
At least three different types of merit awards, AND
3 LS, 1 SI, 2 DSS, -OR- 3 LS, 1 SI, 75 CF

Level 6
At least four different types of merit awards, AND
4 LS, 2 SI, 8 Vendetta Seals, AND

3 DSS -OR- 100 CF

Level 7
At least four different types of merit awards, AND
5 LS, 3 SI, 15 Vendetta Seals, 1 SoL, 1 Nova, AND
5 DSS -OR- 200 CF

Level 8
At least five different types of merit awards, AND
At least one tussock, AND
A clan loyalty time of 4 months

Level 9
At least five different types of merit awards, AND
At least two tussocks, AND
A clan loyalty time of 8 months

Level 10
At least six different types of merit awards, AND
At least three tussocks, AND
A clan loyalty time of 1 year

Level 11
At least six different types of merit awards, AND
At least three tussocks, AND
A clan loyalty time of 2 years

Hold the position of PCON or CON for 8 consecutive months, OR
Hold the position of QUA for 12 consecutive months

Level 12
At least seven different types of merit awards, AND
At least three tussocks, AND
A clan loyalty time of 3 years

Hold the position of PCON or CON for 12 consecutive months

Note: A tussock is defined to be a collection of 3 Grand Crosses -OR- 4 Steel Crosses -OR- 4 Anteian Crosses, -OR- 5 Dark Crosses. Now, instead of requiring that a member have exactly a SC-SoH, AC-ToSL, and DC-SiP when they reach level ten, they can instead have 3 tussocks of any combination. While achieving 3 tussocks is still difficult, it opens a few more pathways not previously open to the member who had several of one type of reward but few of another. I give several examples of three tussocks below:

Example 1: 8 Steel Crosses, 5 Dark Crosses
Example 2: 12 Anteian Crosses
Example 3: 10 Dark Crosses, 4 Steel Crosses
Example 4: 3 Grand Crosses, 10 Dark Crosses
Example 5: 8 Anteian Crosses, 5 Dark Crosses
Example 6: 6 Grand Crosses, 4 Steel Crosses
Example 7: 4 Steel Crosses, 4 Anteian Crosses, 5 Dark Crosses

Inner Order of Clan Taldryan

This section shows those who have earned the status of members of the Inner Order of Clan Taldryan as per the Clan and Order Force Powers guidelines. These are the members that have reached level eight and up.

    Level 12
  • Kir Taldrya Katarn, Son of Taldryan, Master of the Inner Order
  • Duga Taldrya Arkarso, Son of Taldryan, Master of the Inner Order
  • Jac Cotelin, Son of Taldryan, Master of the Inner Order

  • Level 11
  • Keirdagh Taldrya Cantor, Son of Taldryan, Second Caste of the Inner Order
  • Sharad Taldrya Hett, Son of Taldryan, Second Caste of the Inner Order
  • Shadow Taldrya, Son of Taldryan, Second Caste of the Inner Order
  • Dark Sabre Taldrya, Son of Taldryan, Second Caste of the Inner Order
  • Benevolent Taldrya Whiner, Son of Taldryan, Second Caste of the Inner Order

  • Level 10
  • Acxodim Pyralis, Third Caste of the Inner Order
  • Alanna Taldrya, Daughter of Taldryan, Third Caste of the Inner Order
  • Halcyon Rokir, Third Caste of the Inner Order

  • Level 9
  • Betja Jun, Fourth Caste of the Inner Order
  • Andan Taldrya Marshall, Son of Taldryan, Fourth Caste of the Inner Order
  • Kraval Novir, Fourth Caste of the Inner Order
  • Syn Kaek, Fourth Caste of the Inner Order
  • Telaris "Mav" Taldrya Cantor, Fourth Caste of the Inner Order

  • Level 8
  • None


Allies and Enemies


Allies

Taldryan currently holds no official alliances with any of the Clans in the Brotherhood, nor does Taldryan have any future plans for an alliance. To many, the other clans are seen as inferior next to the might of Taldryan and there would be no benefit for the Clan to ally. None can match our strength in military, nor the dedication found in the Clan's membership.

Neutral

Neither enemy nor ally, Taldryan has a different relationship with neutral Clans. Ever suspicious and distrustful, Taldryan views neutrality as a lack of immediate conflict. As long as they're not a direct threat to our interests we choose not to provoke them.
  • Clan Naga Sadow - Pompous and overconfident, Naga Sadow has always nipped at the heels of Taldryan's greatness. The bitter rivalry between the two Clan's formed ages ago and reached a climax during the Sixth Great Jedi War. Since that time the Clan's actually formed a brief alliance with the threat of the Yuuzhan Vong being greater their the rivalry. The alliance shortly fail and conflict returns as the Battle of Antei struck. Following the Incursion we have decided to stay on neutral terms with them.
  • Clan Plagueis - While Plagueis has been seen as an enemy since their inception, the Clan leadership now puts the group on neutral terms in our books. Many still see them as the weakest and most pathetic Clan in the Brotherhood, our position is simple they are not a threat.

Enemies

Taldryan has become one of the most feared and hated Clans of the Brotherhood due to it's flawless record of victories in major wars. Because of this the enemies of Taldryan are numerous, though most are too cowardly to admit to open hostility. Regardless of this, certain Clans have managed to earn the wrath of Taldryan.
  • Clan Arcona - Arcona was long thought of as Taldryan's most rival Clan, but during the reign of Halcyon Rokir relations between the two Clans took a turn for the better. They have since been through several new leaders and have continued to revert to enemy status.
  • Clan Scholae Palatinae - Scholae Palatinae is seen as little more than an annoyance that needs to be ended in the most brutal of fashions. Past and current leaders of the clan have strengthened Taldryan's belief that they should simply be wiped off the face of the galaxy. In more recent times they have shown signs of growth, daring to even battle Taldryan in conflict. This has served to further our desires for their destruction.
  • Clan Tarentum - For years Tarentum was considered an enemy Clan, but the two found a common enemy in Scholae Palatinae. It wasn't enough to bring the Clan's together as allies, but they did manage to declare dual neutrality. After the blatant assault on Taldryan during the Vong Incursion, we move the over-confident and now even less strong military power to hostile category.


Typical Clan Actions/Reactions


Clan Taldryan carries the motto of the Brotherhood within a Brotherhood. This holds true in all they do, safeguarding the Kr'Tal System and its boundaries from unwanted guests. Normally the Clan's first interest is increasing its many assets, but they spend an equal amount of time securing their current holdings, as well as maintaining a strong sense of Clan unity. When provoked their actions are swift and vicious, always with the entire strength of the Clan behind any action taken.

Clan Taldryan has always had a strong sense of loyalty towards the Dark Brotherhood, more so since they participated in the Exodus that separated them from the tyranny of the Empire's Hammer. While Taldryan would never follow blindly, there is a bond between Clan and Brotherhood due to having had many prominent Clan members serve in various positions on the Dark Council, including the seat of Grand Master. When other Clans decide to rebel, Taldryan is usually the first to stand up for the unity of the Brotherhood - whatever the cost.

Important Facts and Figures

    Political & Historical information
  • Type of government: Form of Military Dictatorship
  • Founding document: Declaration of Clanning
  • Capital: Karufr Calidomar, Karufr
  • Official language: Galactic Basic
  • Currency: Credits
  • National holidays: Domination Day, Valoris "Day of Valor"
  • Formed from: Independent House Ektrosis
  • Date of establishment: 13 ABY
  • Era(s): Rebellion Era, New Republic Era, Dark Jedi Brotherhood Era

  • Notable Clan Leaders
  • Jarla - The first Consul of Clan Taldryan
  • Shaitan - Founder and first Quaestor of Independent House Ektrosis
  • Telaris "Mav" Taldrya Cantor - Only Dark Prophet in the Clan, former Consul and Deputy Grand Master
  • Kir Taldrya Katarn - Longest serving Consul, to many the Greatest Influence on the Clan, also served as Deputy Grand Master and currently Justicar

  • Sons and Daughters of Taldryan
  • Alanna Taldrya
  • Andan Taldrya Marshall
  • Benevolent Taldrya Whiner
  • Bubbles Taldrya
  • Chaosrain Taldrya
  • Dark Sabre Taldrya
  • Duga Taldrya Arkarso
  • freshjive taldrya
  • Jac Ae-Sequiera Cotelin Taldrya-Cantor
  • Keirdagh Taldrya Cantor
  • Kir Taldrya Katarn
  • Mordin "Apo" Malchia Taldrya
  • NexusMage Taldrya
  • Shadow Taldrya
  • Sharad Taldrya Hett
  • Sithspawn Taldrya
  • Swiper Taldrya
  • Telaris "Mav" Taldrya Cantor
  • William Flechette Taldrya Cantor

Last Updated: May 21, 2008