The Krath Order: History, Teachings, and Organization.


     Over four thousand years ago, the Jedi were numerous and powerful throughout the Galaxy.  But it was also a time when thousands of Force senstive individuals (including many who had the potential to become Jedi Knights) were succumbing to the Dark Side’s facination. 
    In those days in a star system called The Empress Teta System, after the woman worlord who, in the early days of Space Travel, had conquered and united its seven worlds.  As the the millennia passed, the Teta System, which is situated inthe Deep Galactic Core, had become the prime source of Carbonite, a volitile metal that proved dispencible in the manufaction of faster-then-light engines (and secondly, the suspended preservation of living flesh). 
    The decendants of Empress Teta were still the figurehead rulers of the seven mining worlds.  But they had been forced to share their power, to a large degree, with the commercial interests that had developed the Carbonite mines. 
    Together, the Teta royalty and wealthy mine owners formed an elite society, a tightly knit group that reigned with arrogant abandon over the multitudes of the less fortunates. 
    The sons and daughters of this elite were a self-indulgent lot, with much leisure time on their hands.  As a way of amusing themselves these young aristocrats began dabbling in the lore of primitive magic. 
    At some point in their mischievious experiments the young Tetans crossed an invisible threshold and tapped into a strata of magic that unleashed its malign mental reality with unexpected power.  What started out as only a game suddenly grew deadly serious, and it took a life of its own. 
    In the weeks that followed that fateful day, this sinister power utterly shattered the minds of the young Tetan elite, and began to transform them into willing servents.  Under the guidence of Satal Keto, the first of their group to fall, the young Tetans formed a secret society dedicated to the dark arts.  They called themselves “The Krath,” after an evil magician-god from the fairy tales they had learned as children. 
    In fact, their experience was far from the realm of fairy tales.  The youthful sorcerors had been ensnared and swallowed up by the Dark Side of the Force.
    Ulic Qel-Droma was a great Jedi warrior of those days, pure of heart and purpose, without corruption of any kind.  Some said he was arrogant, but those who knew him best said he merely possessed unbounded confidence, being very strong in the Ways of the Force. 
    By the time Ulic Qel-Droma heard of the Krath, they were well on their way to their Dark destiny, having surreptitiously murdered their own parrents and staged a political coup, taking control of the seven Tetan worlds. 
    This was a problem for the Jedi knights, and it fell to Ulic Qel Droma, as Watchman of the Teta system, to bring the Krath to justice. 
    But it quickly became obvious that any attempt at arresting the Krath would result in great bloodshed.  The Krath possessed space-farring armies.  Against every tenet of Galactic constitution, they declared themselves ready to go to war against the Jedi. 
    A Jedi assembly was called on Mount Meru in the desert world of Deneba, of the ten thousand masters who had primary responcibility for the Core systems. 
    Ulic Qel-Droma argued strongly that war was unnecessary and absolutely the wrong way to deal with the power of the Krath. 
    “We are witness to sinister developments… A war with the armies of the Krath might last for years.  Many Jedi will die.  And what will be gained by this bloodshed?  We will have slain thousands, but the Krath themselves will survive intact. 
    “I suggest that the Krath coup is a dangerous development that demands special measures.  This is the first time, to my knowledge, that the Dark Side of the Force has been used to take large scale political power.  This kind of episode must be stopped before it spreads, and it must be torn out by its very roots. 
    “The only way that will happen is if one of us joins the Krath, and learns the secrets of the Darkness that has possessed them and made them powerful.”
    Many other Jedi warned Ulic against the foolhardy enterprise he had conceived.  Master Thon of Ambria spoke very eloquently of the Jedi path: 
    “Ulic, my friend…the Dark Side has been with us since the beginning, and there is much accumulated understanding about its nature.  But never forget – there is the Way of the Jedi…and there is the path that leads to destruction.  A Jedi who takes up the path of the Dark Side is no longer a Jedi.  He who learns the way the Dark Way will become infected with Darkness.  His judgement will become clouded and he will forget the good things he has learned.  If he persists in this attempt to bridge the two divergent roads, he will be torn apart in his very being.  Do not underestimate the Power of the Dark Side…at all costs, do not underestimate the Power of the Dark Side!” 
    But Ulic Qel-Droma was convinced he had discovered the best way to conquers the opponents of the Jedi.  And, as Watchman of the Teta System, he had the right (and the obligation) to prceed according to his own judgement. 
    So Ulic Qel-Droma disguised his identity and merged with the social life of Cinnigar, the largest city in the seven worlds…Eventually, after many months, he found his way in the friendship and confidence of the ruling elite. 
    Ulic Qel-Droma became a Krath.
    What happened next is not completely known.  According to the Jedi Holocron, Ulic Qel-Droma dissappeared from view for a number of years.  The other Jedi Masters tried to locate him, using all the mental powers at their disposal.  But each time they attempted to penetrate the cloak of dark power that enveloped the sanctums of the Krath, they came up against “a wall of thought like blackest iron,” and could advance no further. 
    Then without warning, Ulic Qel-Droma reappeared – as a high priest of the Krath.  During the years of his dissappearence, he had been completely transformed into a warrior magus with dark powers far beyond those demonstrated by any other member of the Krath! 
    His reappearence coincided with a political struggle among the Krath leadership.  The Krath split into three groups, one dominated by Satal Keto, the founder.  The second group was dominated by Satal’s cousin Aleema, a woman whose Dark Side power included the ability to create mass hallucinations.  The third group was ruled by Ulic Qel-Droma. 
    Qel-Droma’s organization was militaristic and bloodthirsty.  He set out on a path of conquest, gathering treasure, armies, and weaponry.  In short order he possessed a vast fleet of faster-than-light warships that could swoop down unexpectedly on worlds in distant parts of the Galaxy…and quickly pillage their ruling cities. 
    Needless to say, Qel-Droma was declared an enemy of the Republic…and Qel-Droma declared himself an enemy of the Jedi!  As the Jedi Knights took action to protect the worlds threatened by Qel-Droma’s piracy, the Sorceress Aleema formed an alliance with Qel-Droma, using her wicked Dark Side talents against the Jedi with great effectiveness. 
    The conflict that followed is remembered as an important historical turning point in the history of the Jedi Knights: it was the first war in which Dark Side powers were used on a massive scale, affecting the fate of millions.
    The resulting conflict between the Krath and the Jedi was, as Ulic himself had once predicted, one of the largest and bloodiest wars the galaxy had ever seen. It was the Sith war, the first war in which Darkside powers were used on such a massive scale, and the armys of the Sith and the Krath were responsible for millions of deaths. 
    The Sith and the Krath, along with Mandalore and his mercenaries, waged the Sith War in an attempt to reshape the galaxy into the new Golden Age of the Sith. During an assault on Coruscant, Aleema betrayed Ulic and left him to be captured by the Jedi. Ulic was to be tried for treason against the Republic, along with many other charges, but was rescued by Exar Kun during the trial. In return for her betrayal, Ulic Qel-Droma sent the unsuspecting Aleema on a mission that would end in a massive supernova set off by her Sith magic, ultimately destroying her, her ship, and the nearby planet of Ossus. 
    All this time his brother Cay had been trying to convince Ulic to end his mission of conquest and destruction and return to the Light Side. But that came to and end when in a fit of Dark Side anger Ulic killed his own brother, and then fell into shock after realizing what he had done. Upon witnessing this, Nomi Sunrider used a Jedi power taught to her by master Odan-Urr and imprison Ulic in a wall of Light, making him blind to the Force. With no connection to the Force, Light or Dark, Ulic realized his faults and began his redemption by leading the Jedi to Yavin 4 so they could destroy Exar Kun. 
    The war ended with the death of Kun, and Ulic Qel-Droma dissappeared into obscurity.  The followers of the Sith and the Krath were believed destroyed with their masters, and the Republic was, at last, ride of them. 
    Weren’t they? 
    The Krath survived, their teachings intact.  Remaining within the Empress Teta system, the Krath continued their practices in secret, their members remaining comprised of many of the scions of the ruling families, but they insured that they remained safely annonomous. 
    Thousands of years went by, and the Krath barely surffaced, and if they did, only as individuals, possing as Dark Jedi or at times Sith devotees, thus keeping their existance secretive, except in the darkest tales of the Tetan legends, which, even now, still speak of the daemon-worshipers who conjure evil sorcery.
    Once more the name Sith rose out of the shadows, but this time, it was not the Sith of antiquety, but rather, a new breed of Dark Jedi, bent on the destruction of the Jedi.  The Krath watched this from the shadows, intent to see where the pieces of this new emergence would fall.  But these Sith retained the same fall of their predecessors: they could not unite. 
    The Sith faught eachother as much as the Jedi, and the Jedi soon simply stood back and waited for the victors to emerge.  Once they did, the Jedi swooped in and annihilated them.  The Sith were destroyed. 
    Or so all, including the Krath, believed.
    Soon, however, the Krath and the Jedi learned otherwise, to both their eternal regrets.  Palpatine, and his Apprentice Darth Vader began an extermination that did not end with the Jedi, but uncovered and destroyed the survivors of the Krath.  The shadows of subterfuge was carefully peeled away and the Krath destroyed or taken into custody.  Palpatine demanded their secrets.  The Krath refused.  The Krath were destroyed. 
    But, as with the Jedi, the new Sith had Krath survived, and she was with child.  She went into hiding in an undisclosed part of the galaxy.  Unfortunately her son was born without access to the Force.  Placing him with another family, the woman went into hiding in the wilderness of the planet, watching her son from afar. 
    The son grew and married, and he sired a daughter.  Still, the woman knew patience, and she watched this knew scion, as she grew and married, and bore a single child, a son.  This son, the woman sensed, was strong in the Force.  This son would be the heir.  She instilled within the woman’s subconcience a name:  Dhor-Gual Ram.
    Over four thousand years ago, Satal Keto brought an ancient tome to King Ommin of Onderon.  In exchange for a copy of the tome, Ommin bestowed upon Keto a talisman that allowed him to translate the arcane text within.  
    The coming of Ulic Qel-Droma brought to the Krath the skills of the Jedi, and his Apprenticeship to Exar Kun, the Dark Lord of the Sith, coupled with his own training and that gained from the ancient Manuscript formed the basis for Krath instruction.  Because of the dual-leadership of Ulic Qel-Droma, a warrior, and Aleema, an illusionist, the Krath developed into both an esoteric and militaristic sect, learning to blend both the elements of sorcery and combat into one harmonious unit.  
    The Krath teachings are a derivitive of the ancient Sith, and much of their ways are similar (at times with only somantics seperating them).  The Krath utilise the same skills and Disciplines, but add their own elements to them.  Unlike the Sith, the Krath are not a sect of fallen Jedi.  Their founders were never part of this order.  Ulic Qel-Droma later joined and led them, but by the time he arrived, the Krath tradtions were already well underway, and his skills were blended neatly within.
 Krath Powers  
    The powers listed here are similar to their Sith counterparts.  Only those that differentiate from the given Jedi powers, those only the realm of the Sith and the Krath, are listed here.  Explaination on other powers can be found on the Force pages for the Sim. Alter Powers Bolt of Hatred  

Alter Difficulty: Moderate 

Warning: Anyone who uses this power gains a Dark Side Point. 

Effect: The Force-user creates in his hand a radiant sphere of pure hatred which he can hurl at any target within his line of sight. After a successful alter roll to initiate the effect, the Force-wielder makes a thrown weapons roll with a 2D bonus to launch the bolt of energy at his target. Characters hit by the sphere suffer 6D damage and automatically lose a Character Point.  
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Sith LineDark Side Web  

Alter Difficulty: Difficult 

Warning: Any character who uses this power gains a Dark Side Point. 

This power may be kept up. 

Effect: When successfully initiated, this power summons strands of dark side power that wraps around the Force-user’s target, ensnaring him in a mesh of brilliance. The lattice of energy severs the connection between the Force and the trapped individual and saps the strength from his body. 
In game terms, the target of the dark side web loses a number of Force skill dice up to the number of the Force-wielder’s alter dice. For example, if King Ommin had 6D in alter, he could lower any one of Master Arca’s Force skills by six dice; or, he could break up those six dice across all three of Arca’s Force skills (control, sense, alter), lowering each by 2D (or in any combination as long as the total number of dice removed totals 6D). 
If the Force-user desires, he may include the Strength attribute in the reduction, thereby giving him the option of temporarily removing dice from control, sense, alter, and Strength in any combination of dice that adds up to his alter dice.  

Sith LineControl and Alter Powers 
Aura of Uneasiness  

Control Difficulty: Easy. Modified by proximity, but limited to line of sight. 

Alter Difficulty: Easy. 

This power may be kept “up.” 

Warning: A character who uses this power against a sentient being immediately gets a Dark Side Point. 

Effect: This power allows a Sith to project a field of vague discomfort and unease around him, which causes non sentient creatures to avoid him. Sentient creatures sense a vague “uneasiness” about the person. 
Aura of uneasiness effectively acts as the intimidation skill. When used against a sentient being, the Sith rolls alter +3D against the target’s willpower or Perception 
When used against predatory animals, the Sith rolls alter +5D against the target’s willpower or Perception.  

Sith LineElectronic Manipulation  

Control Difficulty: Easy for non-sentient machines; Moderate for sentient machines; Difficult for sentient hostile to Sith. Modified by proximity. 

Alter Difficulty: Easy for slight alterations; Moderate for significant changes in programming; Difficult for major reprogramming. 

Required Powers: Absorb/dissipate energy, affect mind 

Time to use: One round 

Warning: A character who uses this power immediately gains a Dark Side point. 

Effect: This power allows the Sith to channel his anger into the electronic circuits of a computer, droid, or machine, and reprogram it by manipulating its physical and electrical components. The reprogramming can only restore original programming that has been altered, not actually rewrite a computer’s programming. 
Since this Sith power can only be evoked in a state of rage, the Jedi have avoided using it.  

Sith LineWaves of Darkness  

Control Difficulty:  
Area of Effect Difficulty
1-2 meters Moderate
3-10 meters Difficult
11-20 meters Very Difficult
21-30 meters Heroic
Alter Difficulty:  
Area of Effect: Difficulty
1-2 meters Moderate
3-10 meters Difficult
11-20 meters Very Difficult
21-30 meters Heroic

 Warning: Any character who uses this power gains a Dark Side Point. 

This power may be kept up. 

Effect: The user delves into the darkness of her own sprit and dredges up the feelings of hatred, jealousy, greed, and rage that linger in shadowed recesses. Using the Force as a power source, she expels these vile emotions in waves of dark side energy that radiate outward in an expanding sphere. Anyone caught in the disturbance suffers immediate confusion, and a few seconds later, flees in fear. 
In game terms, those entering the area infested by the dark side waves must make a willpower or control roll against the Force-user’s control total for initiating the effect. Anyone who fails the roll cannot take his next action (in this combat round or the next) and must flee on the successive round. Anyone who succeeds becomes confused and can take no more than one action each combat round until he exits the field of dark side energy.  

Sith LineControl, Sense, and Alter Powers 

Drain Life Energy  

Control Difficulty: Easy. 

Sense Difficulty: Easy. Modified by proximity. 

Alter: Easy. 

Required Powers: Affect mind, control pain, control another’s pain, dim another’s senses, hibernation trance, life detection, life sense, receptive telepathy, sense Force, transfer Force. 

This power may be kept “up.” 

Warning: A Jedi who uses this power gains a Dark Side Point. 

Effect: This power allows the Sith to draw power from nearby non-sentient beings to boost his ability to go without sleep. As long as this power is kept “up,” the Sith will not fatigue or require sleep. Use of the power depends on a ready supply of nearby insects, small rodents, birds and so on to draw energy from. This power may not be used to draw energy from sentient beings.  

Sith LineMemory Wipe  

Control Difficulty: Moderate. 

Sense Difficulty: Target’s willpower, Perception, or control roll. Modified by relationship. 

Alter Difficulty: Target’s willpower, Perception or control roll. Modified by relationship. 

Required Powers: Control pain, hibernation trance, life detection, life sense, magnify senses, receptive telepathy, sense Force, telekinesis, far-seeing, projective telepathy, affect mind, control mind, dim another’s senses. 

Warning: A character who uses this power immediately gains a Dark Side Point. 

Time to use: Five minutes. 

Effect: This dreadful power allows a Sith to sift through another person’s mind, and destroy all knowledge of specific events or learned skills. Use of the skill requires direct contact with the target, and only one specified objective can be pursued per session. 

Sith LineSense and Alter Powers 

Force Wind  

Sense Difficulty: Moderate 

Alter Difficulty: Moderate to affect 5 meters; Difficult to affect 10 meters; Very Difficult to affect 15 meters. 

Required Powers: Magnify senses, shift sense, telekinesis 

This power may be kept “up.” 

Warning: A character who uses this power immediately gets a Dark Side Point. 

Effect: This power allows the Sith to manipulate and channel air currents to form powerful and destructive tornadoes that can lift people bodily up into the air and fling them about. The cyclone does the Sith’s alter code in damage to all within its range.  

Krath Disciplines  

Like the Jedi, the Sith developed areas of study that they chose to specialize in, and the Krath adopted these as well. For the Krath, these formed into actual schools of training (such as Control, Sense, and Alter), and personal preference caused many Krath magicians to concentrate on one aspect over another.  Like Control, Alter, and Sense, each of these Disciplines have their own ratings.  Unlike Control, Alter, and Sense, there are no seperate skills that go underneath, rather, the rating of the Discipline dictates what may be accomplished with it. 


Some Krath abilities can not be categorized, or fit into two or more different disciplines. Therefore, the powers fall into the general category!  


This discipline deals with everything from simple healing techniques to the creation of Sithspawn – hideous monsters bred from naturally evolved creatures. Some Sith cultures have labeled these sorcerers as necromancers, but this designation places the discipline into the area of superstitious alchemy.  


Certain Force abilities invoke energy from the user’s surroundings and direct it at a target for some purpose (usually bodily harm for the target). These energies include lightning, fire, gravity, and other naturally occurring forces.  


Many Sith and Krath magicians favored the aspect of the Dark Side that allowed them to fool their victims with a twisted exhibition of the power of mind over the body. The target experiences effects that seem all too real, but the visions only exist in the dreamscape of the mind. The Krath lord who practices this dark art can cast sinister illusions that drive the victim to insane conclusions about their surroundings. The victim will invariably make a bad decision and cause his own death!  


Powers in this discipline prey on the minds of the victim, altering the thoughts and memories without the individual’s awareness. These infernal powers allow Krath devotees to beguile and dominate their targets, forcing them to take actions they would not normally take under usual circumstances.  


Untold thousands of years ago the Sith discovered how to use the Force to affect mechanical constructs. All but a few of the powers in this discipline have fallen into obscurity, since very few magicians had more than a momentary interest in this area. Dark rumors do exist, from tales found in Sith Holocrons, of half-being/half- mechanical creatures created by sorcerers who had achieved a great knowledge of the more theoretical aspect of this discipline. No actual record exists of these constructs existence, so speculation remains as to whether or not this was a possibility.  


Force-users are always seeking ways to protect themselves from the effects of other Force-users, as well as other forms of attack. Interest in this discipline always seems to rise during times of revolt. every time the Jedi begin to pose a serious threat to Krath devotees, interest in these protective powers seems to increase. 


    Since the reign of Ulic Qel-Droma, the Krath have ever been a militaristic cult-like organization.  While the terms used by the sect are taken from millennia of tradition within the ranks of the mystic and occult, the overall organization is in itself very militaristic. 
    The High Priest of the Krath, a powerful warrior magus, functions as supreme commander for the Krath forces.  He is the singular most powerful individual within the Krath.  His word is law within the Empress Teta system, and is enforced with fanatic zeal by his followers.  The High Priest of the Krath in ages past was also the Apprentice of the Dark Lord of the Sith. 
    The First Disciple is the Apprentice of the High Priest, as well as his representative when the High Priest has other matters to attend to (which is frequently at times, dependent on the personality of the High Priest.  Instances in the past speak of High Priests who were never seen by their people, and the First Disciple was veritable ruler of the Krath and the Tetan System).  He is second in power and position, reporting only to the High Priest of the Krath.  This position is a dangerous one to hold, however, as legends speak of First Disciples being replaced on a whim, which often resulted in the demise of the Apprentice. 
    Below the First Disciple are a number of High Disciples.  These senior initiates lead smaller factions of the Krath, functioning as military commanders. These are the students of the First Disciple, and it is from their ranks that a new First Disciple is chosen after the elevation (or demise) of the current holder of that position.  Disciples also serve as the Royal Guard of the High Priest of the Krath. 
    The Disciples are the students and vassals of the High Disciples, leading smaller factions of the Krath.  It is at this stage that the Krath has begun studying the ancient Disciplines, and usually specializes in one. 
    The students of the Disciples are termed Sorcerers, and they have just begun learning the ancient and forbidden knowledge that sets the Krath apart from the Jedi and even the Dark Jedi.   These students have perfected their combat techniques and are now ready to delve deeper into the secret lore of the Krath. 
    The Warriors are the junior officers of the Krath war machine.  They have now begun learning more advanced Force powers, but are still little more then Dark Jedi (even if they tend to be more fanatical then the loose knit Dark Jedi).  They have not fully proven themselves to the Krath, and as such, are constantly watched and tested.  It is the Warriors who train both Initiates and Acolytes. 
    Acolytes have passed their initiation and are actually considered Krath.  It is at this stage that they begin learning more of the nature of the Dark Side, as well as their second and, at times, third Force Discipline (Control, Alter, Sense). 
    Initiates are those seeking entrance within the ranks of the Krath.  They are constantly tested for worthiness as well as Force sensitivity.  They are instilled with fear for those of the higher ranks, and taught the basics of one of the major Force disciplines (Usually Control). 
    The Krath are divided into a number of smaller sects, each with its own mission and purpose, answering ultimately to the High Priest of the Krath. 
    The smallest of these units is known as a Coven, and it is headed by a Krath Warrior, consisting of the Initiates and Acolytes (s)he is responsible for training.  Generally it is an Acolyte and two initiates, but sometimes it will consist of two acolytes or even three, depending on the rate of their training.  Generally, however, if all become acolytes, one will be test for advancement to Warrior and thus be given his own Coven, with one of the Acolytes coming with him/her, and two more Initiates being assigned to each Coven. 
    Four or more Covens are organized into a Circle, and lead by a Sorcerer, with the Sorcerer and the Warriors that lead the Covens forming their own Coven.  As with the Covens, sometimes a Warrior will be advanced to the rank of Sorcerer, but remain within his own coven and circle until such a time as a new Circle is formed, hence it is entirely conceivable for a Coven to be lead by a Sorcerer. 
    Five Circles are organized into a Pentacle, the largest grouping, and headed by a Disciple.  As with the Circles, the Disciple and his Sorcerers form their own Coven, and sometimes a Disciple will lead a Circle if one is advanced and no Pentacle is available for him/her to lead.  However, a High Disciple will never lead a Pentacle.  They will always be removed and placed as part of the High Priest’s guard, though they will continue the training of the Disciples.


    In legend there are actually two of these amulets in possession by the Krath; one belonging to the sorceress Aleema, and the other initially belonging to Satal Keto, then later passed to Ulic Qel-Droma.  These amulets were used to focus energy during long, intricate rites (those typically
associated with harnessing vast amounts of Dark Side power). These devices have a
major flaw. When at the completion of the task, the user of such a talisman succumbed to
exhaustion. This prevented the use of these trinkets in battles.  (Game terms: These two amulets may add 2D to the Force powers of the weilder, but upon completion of the rites, the weilder suffers from severe exhaustion.)
    It was also from one of these Amulets (the one worn by Ulic Qel-Droma) that, when brought into the pressence of another (the one worn by Exar Kun), the spirits of the deceased Dark Lords of the Sith appeared and bestowed the title of Dark Lord of the Sith to Exar Kun, and the title of Sith Apprentice to Ulic Qel-Droma.  It is also hypothisised that these amulets may have assisted in turning their wearers to the Dark Side (at least initially with Satal Keto and Aleema).  Thus, they may also function as Talismans of Ensnarement.
    It is unknown what happened to any of these amulets.  Aleema was recorded to be consumed by a supernova.  Whether this destructive power have the neccessary capability to destroy the talisman is unknown.  That worn by Qel-Droma vanished at the close of the Sith War.  What he did with it is a mystery.
    After the reemergence of Dhor-Gual Ram, he appeared to be utilising a similar amulet, though whether or not this was any of these amulets is a mystery.
    Given to Satal Keto by King Omin of Onderon, this talisman allowed the Krath to translate the ancient Sith texts within their possession.  This talisman allowed the Krath to read and pronunce the ancient Sith language.
    What happened to this talisman is unknown, but it may still be located on Cinnagar, as no reports show it to have ever been discovered by the Jedi.
    The closest thing to holy text possessed by the Krath, this is the origional manuscript recovered by Satal Keto and Aleema.  Within its pages are recorded knowledge of ancient sith rites, disciplines, and powers.  It was with this text that the Krath were able to learn the ways of the Force, and allowed the first of them to become formidable enemies of the Jedi.
    Like the Talisman of Translation, the whereabouts of this tome are unknown, but no records show it ever being discovered by the Jedi or leaving Cinnagar.



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