Sons Of Arrakis
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Guild Summary | |
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Established | 2025-05-19 |
Members | 14 |
Focus | PvPvE, Missions, Exploration, Trading, Base building. |
Membership | |
Recruitment | Open |
Platform | PC |
Language | English |
Timezones | UTC |
Activities | All activities the game has to offer. |
Play Style | |
PVE | Yes |
PVP | Yes |
RP | No |
Major House | Neutral |
Links | |
Discord | https://discord.gg/sjhxQsScyE |

Purpose / Ethos
"We do not own the desert. The desert owns us. Through it, we are forged."
The Sons of Arrakis exist not as a traditional noble House, but as a spiritual and martial collective bound by survival, legacy, and reverence for the sand. Forged in the crucible of Arrakis, we are the whispering wind in the dunes, the blade in the dark, and the voice that echoes the prophecy.
We seek not empire, but endurance. Not conquest, but communion with the land. Ours is the path of the desert-born—those who rise from hardship, live by the whisper of spice, and walk the path of the Shai-Hulud.
We are the flame that walks, the silence between beats of a heart. We are the Sons of Arrakis.
Recruitment Process
The Trial of Sand and Spirit
The Call of Dust New aspirants must enter our Discord and make themselves known at the gates of initiation. You will be watched—observed in demeanor, humility, and curiosity.
The Trial of Endurance In-game, you must complete a trial tailored to your path—be it combat, survival, scavenging, or strategic cunning. These are not games, but rites. The sand sees all.
The Embrace of the Desert Upon completion of the trial, you are sworn to the Desert Accord and inducted into the ranks as a Dustborn. From there, you rise through merit, duty, and vision.
Ranks/Hierarchy
“To rise in the desert, one must first become the dust.”
Dustborn – Initiates and new members. Unshaped by the desert, but full of potential.
Sandwalker – Proven members who have learned to navigate Arrakis. Scouts, warriors, and workers of the land.
Fedaykin – Those entrusted with more than duty—managing resources, intelligence, or command in the field.
Sayyadina – Spiritual and strategic guides of the guild. These may be seers, mystics, Mentats, or master tacticians.
Sandseer – A rare advisor said to commune with the ways of the sand and spice. They guide from shadows and silence.
Naib – Second-in-command. The Na-Qadi speaks with the voice of the leader in their absence, coordinating major ops and diplomatic pacts.
Sietchfather / Sietchmother – The voice and will of the Sons. Chosen not by blood, but by wisdom and fire. The leader is the desert made flesh—unforgiving, enduring, sacred.
Leadership
The Sons of Arrakis are led by the Sietchfather (or Sietchmother)—not a duke, but a desert sovereign whose authority comes from vision and survival, not inherited power.
Beneath them stands the Na-Qadi, who oversees war councils, logistics, and diplomacy. Supporting roles like the Shai’kin and Spicebound form the guild’s intellectual, spiritual, and strategic core.
Leadership is earned, not granted. The sand remembers all. Those who lead must bleed.
Guild Lore
"Our ancestors did not rule from palaces—they ruled from survival."
The Sons of Arrakis trace their lineage not through bloodlines, but through legacy. Formed by exiles, rogue Mentats, freed Fremen, and cast-off smugglers, the Sons were born in secret after the fall of a forgotten sietch—its name buried beneath dunes and time.
They are a people of the in-between: not nobles, not outlaws—but something ancient and primal. They believe that Arrakis is alive, and that those who hear its voice become part of its will.
Their formation was catalyzed by a prophecy discovered in a derelict CHOAM archive—an encrypted scroll said to contain visions of a tribe that would one day rise not to conquer the spice, but to protect its balance. From this mythos, the Sons of Arrakis were born.
Known Allegiances or Rivalries
Neutral Respect: Fremen tribes, select Smuggler guilds
Cautious Trade: CHOAM affiliates, certain noble Houses
Active Disdain: Technocratic enclaves, House Harkonnen-aligned factions, and any group that seeks to exploit Arrakis without reverence.
The desert chooses its allies slowly—and forgets nothing.
Other Activities
Spice Scouting & Raiding – Efficient and ruthless in securing spice fields. Tactical deployment and guerrilla warfare are their signature.
Lorekeeping – Members collect ancient prophecies, hidden knowledge, and desert myths to understand their path.
Combat Trials – Regular sparring, challenges, and ritualistic duels known as Shai-Kesek.
Desert Diplomacy – The Sons occasionally serve as neutral arbiters among warring tribes, often demanding tribute in spice for their wisdom.
Sietch Building – Strategic base construction focused on concealment, defense, and resilience against environmental threats.
"In the end, even the great worms return to dust. But the Sons of Arrakis remain—like echoes in the dunes."
The Sons are not just a guild—they are a movement. A resistance against blind exploitation. A rebuke to the petty squabbles of Houses.
To be a Son is to live by silence, strike with fury, and vanish like a mirage. Every step in the sand is a statement. Every grain beneath their feet, a memory.
They do not merely play the Game of Houses—they play a different game entirely. One older than empire. One whispered by the wind and sung by the dunes.
The desert does not forgive. But it remembers those who serve it well.