House Erebus
Guild Summary | |
---|---|
Established | 2024-03-06 |
Members | 160+ |
Focus | Trading / Diplomacy / Intrigue / Military |
Membership | |
Recruitment | Open |
Platform | PC (unless cross play is allowable for game) |
Language | English |
Timezones | Global |
Play Style | |
PVE | Yes |
PVP | Yes |
RP | not required - lite |
Major House | Corrino |
Links | |
Discord | https://discord.gg/sTahVu455w |
The House Erebus, is a noble house founded by Krez, Jhordi, and Hundro. We are focused on creating a fun core group of quality players modeling our lore based history off a noble house connected to the Emperor and battalion of Sardaukar from the Dune books and movies.
Purpose / Ethos
House Erebus aims to grow as a significant player in the competing factions of Arrakis to become a Minor House in Dune Awakening. We will use intrigue, diplomacy, combat, trade and commercial strength to further the policy of House Erebus on Arrakis.
Recruitment Process
We are recruiting and looking for people desiring to join a elite group of players. We will be focusing on building a core group of chill quality folks over sheer numbers . Players must pass a "blood" trial and then nominated by existing Sardaukar and voted on by the Sardaukar. If voted in, an initiate will become a Sardaukar and formal member of the guild. Please see #Apply here, #Overview and #organization channels on our discord for more detailed information. Or Direct Message Krez8921 / Jhordii on discord for more information.
Leadership
Our Viscount, Hundro is the leader of House Erebus. However, he has designated his two Great Bursegs as joint decision makers in his name Krez and Jhordi. All have experience in guilds and playing games such as WoW, Bannerlord, Eve Online, Star Citizen, and SWG.
Ranks/Hierarchy
House Erebus is designed to be a flat organization in structure and hierarchy. Emphasizing that each formal member is a Sardaukar having distinct privileges/rights/level of trust & responsibilities having reached that rank. The Master positions are leaders of divisions and we will pick the people who we believe are the most qualified and show a desire to help the team. Burseg decisions with vote from the Sardaukar will make decisions on behalf of the Guild.
ORGANIZATIONAL STRUCTURE
Viscount = Leader / Grand Strategy
Grand Bursegs = joint decision makers and executives over divisions / coordinates with Viscount on reoccurring basis / lead council meetings with Masters
Masters = lead Operational Divisions and sit on council with Great Bursegs. There is currently 5 Master positions planned Bashar / Sword Master / Master of Assassins / Master Steward / Master of Accord for the following 4 Divisions currently below: Military, Clandestine, Foreign Affairs, and Logistics Operations.
Sardaukar: Made Members of the guild, have to be nominated and voted in by existing members. After acceptance as member you will get to pick your specialization below (not permanent). Additionally Sardaukar will have voting rights on decisions for the House - TBD.
Initiate: If you prove yourself by helping in various ways with either in-game and out of game methods (recruitment ect..) will help you be eligible for a vote. Doing this while playing with the other Sardaukar level members you must be nominated by one of them after a period of time. We suggest you find a Sardaukar mentor to show you how the game works. The Sardaukar will be looking to see if you are a team player, humble, and mature.
Specializations
Join our ranks, to rise among our four divisions:
I. Military Operations Division:
Bashar = top military officer who answers to Bursegs, creates doctrine of tactics, and strategy plans, organizes squads of Sardaukar, expected to be expert in ranged/vehicle-based combat
Sword Master - top military NCO (2nd in command of military division), regulates training/ events/ and institutes doctrine, utilizes squads leaders, expected to be expert in melee combat
Squad leader: leads squads, answers to Sword Master, voted in by Sardaukar squad mates after blood trial
Sardaukar Elite: competent in piloting at least 1 vehicle type, training in and emphasis in combat (PVP/PVE), Security, Reconnaissance, and extra bodies in harvesting/building if needed
II. Clandestine Operations Division:
*Redacted. Must be member to see
we will institute this division once game starts
III. Logistics Operations Division:
Master Steward = Accounting, taxation, House bank, manages spice/Solari, trade, building projects, chief Architect, manages Logistics Officers
Logistics Officer = builder/architect/crafting/industry/transport/harvesting/Explorer pilot scout. In respect to Dune lore, bonuses for those who identify "Worm sign" first while harvesting spice.
IV Foreign Affairs Division
Master of Accord = in charge of executing policy of House how they see fit: diplomacy, and relations with other guilds. Working in and out of game, negotiating trade deals, good relations and coordinating Ambassadors.
Ambassador = envoy and diplomatic extension of House. Networks to build relations and diplomatic ties with other guilds. Alot of out-of-game gameplay and must have a present understanding of the political landscape.
Guild Lore
In order to keep House Erebus safe and secret and as a gift for years of loyal servicesHouse Erebus have been granted fiefdom over Nemesis Sigma, one of Kiatain’s small moons thought to be virtually uninhabitable, a Class II Environment, not unlike Salusa Secundus. Its’ harsh environment mostly stems from an orbit around Kaitain that is in sync with its natural rotation; forcing the moon into an eternal night on its far side. The Side facing the sun only receives a brief respite from the scorching rays every 36 hours, one full orbit around Kaitain, in which for a brief moment, the moon has the sun eclipsed by Kaitan, sending the moon into an almost complete night. Most of the planet is uninhabitable due to a sufficient lack of atmosphere, thus causing the sun-lit side to go into almost uninhabitable temperatures of heat and dehydration. Most of the H2O found in the atmosphere is found on the dark side of the planet, where it naturally begins to condense due to the colder temperatures on the side of the planet that are not exposed to the light of the sun. This causes constant rain and clouds as well as unrelenting storms than can completely cover the dark side of the moon. Repeated lightning strikes and constant rain enshroud the plains and mountinous regions offering poor visability leading to wildlife development focusing on sonic and acoustic adaptions. Additionally the planet has an abundance of natural Mercury reserves, much of which found at the core of the planet forcing it to have a greater amount of gravitational pull than usual, sitting at a harsh 1.5x that of Earth's natural gravity.
It was here House Erebus existed for Roughly 8000 years forging a set of unique set of skills useful for the emperor. Amongst them came the Obsidian Blades, specialized soldiers created in close training with Sardaukar adepts provided by the emperor. Although limited in number, the Obsidian Blaides, received their name from the obsidian rock formations created on the dark side of the planet where repeated intense lightning strikes on the impacted the sand plateaus of Nemesis Sigma. A bolt of lightning burning 50,000 degrees Fahrenheit slices through the air and hits the sand and as it pierces the ground, splintering as it lances the sand. In an instant, no more than one second, the white-hot thunderbolt melts and fuses the sand around it and creates an obsidian rock, a hardened mass of matter in the shape that the lightning took when it entered the earth known as a fulgurite. These adepts, the Obsidian Blades, are counted as amongst the best in the Imperium.
Skills developed during the domination of natives of Nemesis Sigma, House Erebus’ also became well known for their quick reaction and response units, Logistic forces known for operating in complete darkness grew adept in feats of advanced engineering and the creation of Forward Operating Bases (FOB) under constant threat. These forces were instrumental in the destruction of guerilla forces on Nemesis Sigma and counterrevolutionary domination there. Lastly through generations of lessons learned and honed close-held tradecraft, House Erebus quickly became known for training some of the Imperium's best Assassins and Intelligence agents for House Corrino, as well as other houses... for a price.
However, in 10,191AG, The Padisha Emperor Shaddam Corrino IV, had other plans for House Erebus. He commanded House Erebus’s current leader and descendent of Adonis, Viscount Hundro Erebus, to send down two of his most trusted Bursegs with an advance force to execute his will on Arrakis. With their expertise in night operations, uniquely suited to the conditions on Arrakis and sensitive political situation, trusting only us in this task, he smuggled multiple members of the house as well as Sardaukar onto Arrakis under the guise of being prisoners, in order to secretly execute his choice of winners and losers on between the war of House Atreides and House Harkonnen. This lost division of "prisoners" that survive on Arrakis form the vanguard of operations on the planet's surface for House Erebus. These individuals were to execute the will of the Emperor anyway they saw fit, given complete autonomy but also no safe harbor risking connection to the Emperor himself.
Known Allegiances or Rivalries
The historical animosity between House Erebus and House Atreides is a well-known aspect of our past. Additionally through our lore, it was the Erebus that destroyed House Ginaz. However, we are currently only formally allied to the House of Corrino and act on his behalf and proxy here on Dune. The Viscount commands we will serve our joint interests and ensuring the noble house gains promotion to a minor house status.
Other Activities
This guild is primary focused on Dune Awakening and domination on Arrakis.