Sardaukar Legion

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Sardaukar Legion
Guild Summary
EstablishedJuly 2025
Members3/32
FocusPvP training, PvP operations in the Deep Desert in support of spice harvesting operations
Membership
RecruitmentOpen
PlatformPC
LanguageEnglish
TimezonesAll European timezones
ActivitiesRegular PvP training with all melee and ranged weapons, ornithopter combat training, base building, PvP operations in the Deep Desert in support of spice harvesting operations of other guilds and unaligned player groups
Play Style
PVEYes
PVPYes
RPYes
Major HouseHarkonnen - de jure; Corrino - de facto
Links
Discordhttps://discord.com/invite/sardaukar

Purpose / Ethos

Server: Salusa Secundus (EU)

Sietch: Fajr

The Sardaukar Legion is an international English-speaking hardcore PvP guild. The guild is based on values of honourable PvP, camaraderie, loyalty, discipline, competence, emotional maturity and respect for real life circumstances of its members.

Its utilitarian role play model draws inspiration from lore established by Dune books, recent movies, video games and Dune: Awakening itself, filling in the blanks with own writing inspired by ancient myths and lore of Warhammer 40000 universe. Through all of the above, it strives to faithfully replicate the experience of being an elite warrior in service of His Imperial Majesty, the Padishah Emperor of the Known Universe, to the extent possible in a video game.

To that end, the guild has chosen quality over quantity approach, focusing on growing a core group of quality members over pursuing sheer numbers. The guild recognizes that the journey to end game content is as important as the destination, as well as the fact that end game content alone is not enough to maintain a viable community. Therefore, it dedicates considerable efforts and resources to building and maintaining a long term community of like-minded individuals, and providing them with high quality training and material support for achieving in-game objectives over a long period of time.

Ultimately, the guild exists for the benefit of all its members. As such, it does not seek to make itself into a second job for them, but expects everyone to meaningfully contribute to the community's collective well-being, and always strive to be the best versions of themselves, both in terms of skill and morality. Those who are willing to live up to this standard may expect to have a bright future and a long memorable history within the guild.

Recruitment Process

Initial Selection

To begin recruitment process, the Candidate must enter the guild's Discord server and contact Sardaukar Captain (hereinafter - Recruiter) via Discord DM (caedo.05065) and request to join the guild.

To be eligible to join, the Candidate must meet all of the following requirements:

  • Be a civil and mature adult
  • Be fluent in English language
  • Be active in game during European evening hours at least 3 days a week
  • Have a working microphone and ability to use it in game
  • Have access to Sardaukar Bator skin (part of Deluxe/Ultimate edition)
  • Have no fear of PvP and gear/loot loss
  • Do not be a part of any other Dune: Awakening guild.

First Trial of Sardau

The Candidate must prove their understanding of the basics by reaching a remote location within Hagga Basin on time for the second trial.

Second Trial of Sardau

The Candidate must prove they have what it takes to be a fighter by recovering a unique weapon and surviving ground PvP, either by evading, escaping or defeating a powerful opponent.

Third Trial of Sardau

The Candidate must prove their loyalty to the Imperium by delivering the unique weapon they have recovered to the guild base and placing it in a chest at the altar to the Emperor.

Ranks/Hierarchy

Organization

The guild is divided into seven four-man squads (i.e. party-sized), each composed of one guild member with squad leader training and three ordinary guild members, plus one command section composed of the guild leader and three guild officers, for a total of 32 members.

Each squad has its own gameplay specialization which determines the training its members receive and proficiency that they could obtain while part of that squad. Ornithopter training is provided to all Sardaukar, regardless of squad specialization. An individual Sardaukar's proficiency is signified by their ownership of a matching Proficiency Badge. Presently, the following badges exist: Ranged Proficiency, Melee Proficiency and Ornithopter Proficiency.

Fire Support Squads are specialized in achieving excellence with ranged tactics and weapons, while Assault Squads are equally specialized in melee tactics and weapons - both opposites meant to complement each other on the battlefield to create a devastating multi-squad force. Those Sardaukar who have obtained both melee and ranged proficiency badges may be transferred to Tactical Squads, which trade the raw power that comes with extreme specialization for greater flexibility in a more compact group.

While during field operations squads are assembled from any Sardaukar available at the time, and each deployed squad's purpose is determined by current operational needs, which may be different from the usual Fire Support/Assault/Tactical archetypes, this system helps to maintain appropriate balance of leadership and non-leadership positions on all levels of the guild's chain of command.

Ranks

  • Sardaukar Trooper (TRP) - ordinary member of the guild, assigned by the Captain to one of Fire Support or Assault squads from the start. They may request transfer to another squad from the Captain - to learn another proficiency or for other reasons. Holders of this rank who have earned a proficiency badge and show promise as leadership candidates may be offered Squad Leader Training by the Captain - should they successfully complete it, they will receive a promotion to the next rank.
  • Sardaukar Immenbrech (IB) - member of the guild who has completed Squad Leader Training and was appointed by the Captain to oversee a single squad of matching proficiency. Holders of this rank who have acquired both melee and ranged proficiency badges and show promise as tacticians and administrators may be offered Officer Training by the Captain - should they successfully complete it, they will receive a promotion to the next rank.
  • Sardaukar Levenbrech (LB) - officer of the guild, appointed by the Captain from the members of previous rank, to assist with managing specific guild affairs entrusted to them. In addition to that, one of them oversees all Tactical Squads, while the other oversees all Assault and Fire Support squads. This is the ultimate rank a Sardaukar can achieve without becoming the guild leader. They are granted co-owner access to guild bases and outposts within their area of responsibility.
  • Imperial Sub-Prefect (SP) - non-Sardaukar officer of the guild, appointed by the Captain to oversee matters of diplomacy, trade and information. Unlike other guild officers, this position does not have direct command authority over the Sardaukar, but as a senior imperial official, it is entitled to receive their full and unconditional support for any guild-related affairs.
  • Sardaukar Captain (CPT) - the guild leader. They are the sole owner of all its bases and outposts.

Leadership

The guild is run by a single Sardaukar Captain (guild leader), who is assisted by two Sardaukar Levenbrechs and one Imperial Sub-Prefect (guild officers). PvP training and field command are further distributed to seven Sardaukar Immenbrechs (members who have completed Squad Leader Training).

Guild Lore

Introduction

Sardaukar warriors stand as the most legendary fighters of the Known Universe. Projecting an aura of invincibility and trailing rivers of blood wherever they go, their name is only ever whispered in fearful reverence by friend and foe alike. The supremacy of their forces in unquestioned and any ignorant of this fact are made painfully aware of it in short order. Thus do they serve as the most prized weapon of the Emperor's arsenal. Their blades forged His throne and over the millennia have ensured its dominion.

Origins

Though today the Sardaukar reign supreme, they once came from humble origins, scratching their way to the top through the lethal trials of countless generations. This ascent can be traced back to their pre-Imperial home of Salusa Secundus. The planet is the third in the Gamma Waiping system, which was colonized during one of Humanity's many waves of expansionary ventures. Yet while some explorers found planets of paradise or fortune, Salusa Secundus yielded neither. It was a world of grim climate and meager natural resources, which was ravaged by the extremes of frigid winter and broiling summer. Here, only the hardiest plants, animals and humans could survive.

Thus, what semblance of civilization, which which the colonists first arrived, was quickly stripped away. Over the years, their descendants devolved into fractious tribes who warred endlessly over the disparate enclaves of arable land, pastoral regions and iron deposits. Among the many groups vying for control were the Sardau Tribe. Through ruthless determination, they have secured control of key local resources and now leveraged these to carve out a large realm of their own on Salusa.

This was made possible by the evolution of their brutal martial culture. At age six weapons training and trials by combat began. At age eight bi-annual survival tests abandoned children to the wastelands. And at age twelve, teens began to join the adults on raids on the neighbours. From there on, their value to society will be defined by their ability to win tribe in battle. It should be no surprise, then, that few survived the ordeal. But those who did were bred for conquest.

Thus, over the centuries, the Sardau gradually forged a great empire. In the process, however, their traditions were changed. For instance, the early practice of slaughtering the entirety of vanquished tribes proved untenable, and would be replaced with a more lenient option - should they prove worthy and survive the requisite trials. Often, these were employed not just to weed out the weak, but also the loyal. Suicidal missions requiring blind obedience were favoured in this regard.

In this Darwinian meritocracy, it soon mattered little whether one came from Sardau or non-Sardau lineage. What mattered was only your abilities. This mentality was perfectly embodied by the emergence of a custom called "The Circle." Its practice meant that following every military action, the commanding officer will be subjected to the critique of his subordinates. All officers, no matter their rank, could also offer their own alternative plans. Should they convince the Circle of Leaders that their approach was superior - the man would be given command of the unit's next action. In this way, independence and initiative were preserved on a battlefield that otherwise demanded unquestioned obedience.

Eventually, the Sardau came to establish complete control of their planet. By this point they ceased to be a distinguishable tribe, but their martial culture was preserved in their military force that became known as the Sardaukar. Though they certainly proved formidable in dominating their local solar system, they proved far less of a threat to their galactic neighbours who could leverage far superior resources and technologies, especially during the Golden Ages of Mankind. Thus, did the Sardaukar remain tethered to their harsh existence on Salusa Secundus.

However, this would all change with the Butlerian Jihad, which saw widespread upheaval plunge the galaxy into chaos. Empires were shattered, populations were devastated and societies were left crippled by the sudden removal of all thinking machines. While the survivors were left to desperately adapt to the darkness, the people of Salusa Secundus were born in it, molded by it. Thus, the Sardaukar actually took up mercenary work for the various expansionary powers of the post-Butlerian period. This helped enrich their coffers and their skills. Soon, both will be turned against their former employers - House Megara.

Using captured equipment and ships, the Sardaukar mounted a fanatical offensive to now claim large sectors of space in a series of infamous "Meteor Strike Campaigns." Though the speed of their expansion was somewhat slowed by the limits of post-Butlerian space travel, its inexorable momentum posed a threat to the feudal galactic factions of the Landsraad. The various sides came to blows in a way that culminated in the Battle of Corrin. It is here, amidst a field of drifting debris, that an elite, but outnumbered force from Salusa Secundus used advanced intelligence to set upon its would-be ambushers. The space battle was among the longest in history, lasting over two hours.

The Sardaukar conducted brutal boarding actions, turning the tide of battle and ultimately gaining victory. Yet, neither side was knocked out of the war, which soon devolved into a strategic stalemate. Sheuset Ecevit was the current Burseg, or the leader of the Sardaukar. He saw the value of compromise and now negotiated a treaty that would see him crowned the First Padishah Emperor. From now on, the Sardaukar would serve as the mighty arm with which He and His successors of the newly formed House Corrino controlled the Landsraad, and in turn - the galaxy.

This transition to the Imperial period would mark the true beginning of their legend.

Nowadays

As a consequence of the fact that House Corrino and many of original inhabitants of Salusa Secundus have abandoned their homeworld in favour of more habitable environments, such as the new imperial capital of Kaitain. But, like the Mongols of old, it was recognized that generations born into such comfort would grow soft. Luckily, a new opportunity presented itself - imperial conquests led to huge numbers of civilian and military prisoners. Many of these were transferred back to Salusa Secundus, which was now transformed into a prison planet. Here, Sardaukar guard units provided them with basic equipment and training before withdrawing. In this way, new generations were forced to run through the survival gauntlet of this harsh planet. Many perished, but those who survived emerged hardened by the experience and set off on a similar path to the ancient Sardau tribes.

However, the Sardaukar kept a close watch on the planet, infusing it with their cultural and religious traditions, while interceding to prevent any higher levels of development. In this way, they manufactured a deadly environment of near anarchy that naturally trained battle-ready forces. Recruits would be drawn from their ranks by special selection practices. Those few who were chosen to ascend were released from their bonds of imprisonment and welcomed as brethren by the Emperor, who spoiled them with lavish treatment. This enshrined a heavenly hope of escape in the minds of all those still trapped on Salusa, pushing them to ever greater feats of survival.

Known Allegiances or Rivalries

For lore reasons, de jure the guild is affiliated with House Harkonnen. However, de facto the guild is loyal only to the Emperor and House Corrino, and as such remains neutral in all matters of politics, focusing solely on upholding the Emperor's directive to secure spice production on Arrakis, assisting security of any legitimate spice harvesting operation, regardless of Great House affiliation.

To maintain their status as neutral peacekeepers, the Sardaukar do not assist guilds or individual operators with offensive operations against each other, and do not share any intelligence obtained from them.

Any guild or a group of independent operators harvesting spice on Arrakis within EU Salusa Secundus server could request security assistance from the Sardaukar Legion by sending a direct message to Sardaukar Captain in Discord (caedo.05065) to make arrangements ahead of time.

Other Activities

Members of the guild play a variety of other games together.