Ibar Idras

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Guild Summary | |
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Established | 2025-06-10 |
Focus | Roleplaying |
Membership | |
Recruitment | Invite Only |
Platform | PC |
Language | English |
Timezones | EST |
Activities | Roleplay |
Play Style | |
PVE | Yes |
PVP | No |
RP | Yes |
Major House | Neutral |
IC Information
We are the scattered—Fremen by blood or by spirit, survivors by necessity. Ours is a fellowship of the displaced and the determined: siblings seeking the lost, warriors with haunted loyalties, exiles of Sisterhood and House alike, and minds trained to remember when memory itself is a weapon.
We walk two worlds: the ancient rhythms of the sietch and the uneasy glare of off-world light. The desert shapes our core—its discipline, its silence, its refusal to waste even grief. Yet survival demands we wield the tools of outsiders, adapting without forgetting who we are beneath the stillsuit and shield.
Our ethos is unity against forgetting. We honour water and memory, cherish trust as we cherish breath, and bind ourselves not just to blood but to chosen kin. Each among us brings a different legacy—Atreides honour, Harkonnen scars, Bene Gesserit cunning, Mentat logic—but all are refined in the crucible of the sands.
Our purpose is threefold:
- To find the missing Fremen and restore the memory of our people, wherever they hide—in dust, shadow, or silence.
- To stand as a living sietch for all outcast or wandering souls, bound by shared struggle and the will to adapt, endure, and protect.
- To build a new path—one shaped by both tradition and necessity, guided by the fierce wisdom of the desert and the hard lessons of exile.
We lead not with banners, but with the quiet certainty of water shared, secrets kept, and futures shaped together. The desert remembers. So do we.
OOC Information
- FACTION: Neutral
- RP LEVEL: Medium
- ACTIVITY: RP, PvE
- TIMEZONE: EST/EDT
- LANDSRAAD: Optional
- BUILDING: Optional
- GATHERING: Requested
- DISCORD: Required
- AGE REQUIREMENT: 18+
GUILD CHARTER
♦ CODE OF CONDUCT
As a member of this guild, you carry our banner into every encounter—whether on the battlefield, in diplomatic halls, or across community spaces. We ask for respect: toward each other, leadership, and those we cross paths with. Rivalries and heated debates are part of the game, but keep them clean, sharp, and in character. We're here to build something enduring, founded on trust, talent, and a shared love of the world we're playing in.
♦ COOPERATION & GROUP PLAY
Differences in playstyle or character build don't matter nearly as much as having each other's backs. Whether you're deep in the desert chasing spice, winning favour with Atreides, or handling tense stand-offs with rival guilds, treat group missions as opportunities to build trust. That's where connections form—through teamwork and shared story.
♦ RAIDS & OPERATIONS
Raids are where our goals take shape. Come ready, on time, equipped, and focused. These aren't just chances for loot; they're how we shape our presence in the game world.
- Arrive at least 15 minutes early for ops.
- Bring gear, focus, and a team-first mindset.
- Got feedback? Save it for post-op and talk to leadership directly.
♦ COMMUNICATION
Our secure Discord server is where coordination happens. Voice comms are essential during major events, even if you're not speaking—clarity matters.
- During ops, keep chat mission-focused.
- Respect the comms hierarchy: during missions and meetings, leadership calls the tempo.
♦ CHARACTER ALIGNMENT
Each member should have a primary character that fits our guild's direction. Due to the design of the game, there are no alts allowed in the guild.
♦ STRUCTURE & ROLES
Roles are OOC because of how guild mechanics are in-game.
- Guild Leader: Holds the mechanical title required by the game, but operates as an equal within the leadership council. Oversees logistical coordination and broader alignment.,
- Officers: Co-leaders who share authority with the Guild Leader. They guide raids, recruitment, diplomacy, and strategic planning. The leadership functions as a council, not a strict hierarchy, and collectively makes decisions.
- Full Members: Proven, trusted players central to our goals and group operations.
- Recruits: New folks under evaluation during their initial period.
- Inactive: Players who've stepped away. Talk to leadership if you're planning a return.
PROBATION PERIOD
Recruits begin with a two-week probation. This is the time to get to know each other, sync up on culture and expectations, and see how the fit feels—on both sides. At the end, a vote determines advancement to full membership.
♦ SHARED RESOURCES
What we earn together, we manage together. Guild resources—wealth, gear, intel—are pooled for the collective good. Leadership oversees distribution with fairness and foresight.
- 'Treasury:' Held in sub-fief consols. Funds raids, taxes, and strategic moves. Contributions welcome. Requests go through leadership.
- 'Loot:' Drops and spoils from ops are communal. Distribution aims to reward participation and support ongoing strength.
♦ ACCOUNTABILITY
We're all responsible for keeping this space healthy. If someone's behaviour undermines trust or direction, we'll step in. Violations of Discord or Dune: Awakening's Terms of Service are also taken seriously and fall under this umbrella.
- 'Minor Issues:' Interruptions, ignoring direction, or stirring tension. These may result in a warning or temporary limits.
- 'Mid-Level Infractions:' Missing critical ops, ongoing disrespect, or repeat disruptions. May lead to reduced access to events or further discussion.
- 'Severe Breaches:' Serious harm—abuse, exploitation, or anything that compromises safety or damages the guild's integrity. These may result in removal.
♦ LONG GAME
We're not here just to chase victories—we're here to build something that means something. Whether through story, strategy, or shared effort, we aim to leave something lasting.
The Imperium is wide. So is our reach. Let's shape it into something worth remembering.
RP CHARTER
♦ PREFACE
This document outlines our expectations around roleplay within the guild. It will grow over time, just like the stories we tell. Every member is expected to understand and uphold these standards. We represent each other in-character (IC) and out-of-character (OOC), and these principles help keep our shared narrative strong. Got questions or ideas? Please bring them to leadership.
☀ We are a moderate roleplay guild.
Our roots are deep in the lore and continuity of the Dune universe. We aim for immersive, setting-faithful RP and expect members to remain IC during roleplay sessions. Unless otherwise stated, OOC comments must be marked in all public or shared spaces.
☀ Use of language for flavour.
Sprinkling in words or phrases from other languages—like the Fremen do—is encouraged for flavour and worldbuilding. A well-placed term in Chakobsa or Galach can enrich your character's voice. That said, avoid writing entire scenes or conversations in a non-English language. Everyone needs to follow the flow of play. Think spice, not soup.
☀ OOC consent is the cornerstone.
Behind every character is a real person. Always ask before involving another character in serious physical or psychological harm. Make sure everyone is comfortable with the direction of the scene—no surprises, no pressure. Many players put time, creativity, or personal storytelling into their characters. Respect is key.
☀ Meta-gaming breaks immersion.
Meta-gaming means using OOC knowledge in an IC context—don't do it. If your character doesn't know something in the world, don't act like they do. Also, don't mislead people OOC to influence IC outcomes. If someone asks, "How did you know?"—"Find out in character" is always fair game.
☀ God-moding ruins collaborative storytelling.
You don't control other characters. If your character takes an action that affects someone else—attack, persuasion, sabotage—write it in a way that leaves room for response. Let others choose their reactions. The fun is in what unfolds, not just what you plan.
☀ Losing is part of good RP.
Characters fail. They get outplayed. They suffer setbacks. That's where real growth and tension come from. Embrace loss as part of your arc. Talk OOC when needed, stay flexible, and treat defeat like any other meaningful plot point.
☀ Actions carry weight.
Choices have consequences. If your character insults a noble, breaks a contract, or betrays a faction, expect fallout—duels, demotions, rivalries, and worse. You're part of a living, breathing world. The guild narrative works best when actions ripple outward and affect others.
☀ No one is above the guild.
We're here to tell stories together. No single player or character is more important than the whole. This isn't the place to control every plot or push for personal power at the group's expense. Sometimes your story will take a back seat. That's part of the pact.
☀ The charter will evolve.
We'll inform members when updates are made, but everyone must stay in the loop. If anything feels unclear or off, just ask.
♦ FINAL THOUGHTS
The Imperium is harsh, strange, and full of wonder—and our stories should reflect that. Whether your character serves a noble House, survives the sands, or schemes behind closed doors, let your roleplay bring the richness of Arrakis to life.
Play boldly. Respect boundaries. And help make the world feel real for everyone else walking through it.
RECRUITMENT PROCESS
Visit our Join Us page over on our Carrd, or contact us in-game or on the Dune: Awakening RP Hub.
RANKS/HIERARCHY
Roles are OOC because of how guild mechanics are in-game.
- Guild Leader: Holds the mechanical title required by the game, but operates as an equal within the leadership council. Oversees logistical coordination and broader alignment.,
- Officers: Co-leaders who share authority with the Guild Leader. They guide raids, recruitment, diplomacy, and strategic planning. The leadership functions as a council, not a strict hierarchy, and collectively makes decisions.
- Full Members: Proven, trusted players central to our goals and group operations.
- Recruits: New folks under evaluation during their initial period.
- Inactive: Players who've stepped away. Talk to leadership if you're planning a return.
LEADERSHIP
- Guild Leader: Sima
- Guild Officer: Savaria
GUILD LORE
The Fremen on Arrakis are missing.
However, a pair of Fremen siblings were taken off-world a decade ago, forced to be living trophies within the courts of Giedi Prime.
Until they were suddenly transferred to the custody of the Bene Gesserit.
Accompanied by a handler, an outcast now dancing to the Sisterhood's tune, the pair have returned to Arrakis with two goals: to reclaim their past and find out what has happened to their brethren.
Upon arrival, a trooper of House Atreides was reassigned to their protection, while a local merchant and wayward pyon were caught up in the duststorm created by a well-known importer known as the Rag Merchant.
And now... the lot has vanished into the desert...
KNOWN ALLEGIANCES or RIVALRIES
Rel Imani: "The Rag Merchant", the head of Imani Imports, which operates across the Arrakis, Giedi Prime, and Wallach IX corridors. The company has contracts with the various organisations that reside within those corridors. A sun-hardened, compact middle-aged woman known for her weathered, high-crowned, wide-brimmed sable fedora and her signature patchwork greatcoat, lined with old spacer tags.