Son of God


The Jutrand Trials – The Year of Dominion
In six months, the gates will close. For a year, no one will leave the Valley of Sovereigns except in victory… or in ashes. Seven Houses will clash for the title of Sovereign, each led by a Proctor whose favor can grant boons — or doom a House to ruin. And the entire Empire will be watching.
Some will enter as heirs to ancient power. Others will step in as unproven, desperate to make their name in blood and banners. A few will arrive with hidden purposes — spies, saboteurs, pretenders. All will be tested.
The Valley is already stirring. Castles rise, each set in terrain chosen to test the mettle of its House. Sponsors court Proctors in the shadows, bribes flow beneath the notice of the public, and the first names of the 1st Cohort are already whispered across the Empire. In a few short weeks, the Choosing Ceremony will begin, and every House will be set on its path toward triumph — or destruction.
OOC: The Hook
This is a large-scale, collaborative narrative inspired by the spirit of Red Rising’s Institute arc, blended with Sith Eternalism’s brutal philosophy. The Trials will be written as an interconnected series of threads across an isolated “low technology” environment — castles, banners, duels, supply theft, and the slow war of attrition and politics.
What I’m Looking For:
- Participants – Cadets from the Jutrand Academy, Sith or otherwise; NPCs tied to your characters; infiltrators such as Jedi or other spies.
- Proctors – Sith Lords guiding (and corrupting) their Houses from behind the scenes. PC Proctors especially welcome.
- Dungeon Masters – Writers to help drive events, react to threads, and ensure narrative momentum even if I get busy IRL.
The Setting
The Valley of the Sovereigns is no natural land. Though it stretches for hundreds of kilometers from its northern gates to its southern marshes, every climate within it has been sculpted and maintained by ancient Sith technology buried beneath the soil. The skies shift subtly from zone to zone, clouds dissipating or condensing on command, the very wind shaped to carry moisture where it is needed. Snow-capped ridges tower over sunlit meadows, while a day's march away, thick, choking jungle conceals rivers dark with tannin and the hiss of unseen predators. The Valley is a crucible — a living forge in which climate, terrain, and beast are all weapons in the Trials.
At its heart runs the Sovereign's Vein, a wide river that nourishes the central lowlands and divides the Valley into distinct territories. To the west rise jagged blackstone mountains, honeycombed with tunnels and ancient keeps; to the east, forested highlands plunge into misted canyons where the air hums with unseen power. Vast tracts of land are divided between the seven fortresses of the Houses, each placed to command a distinct terrain advantage: arid mesas, temperate plains, fetid swamps, or volcanic ridges.
The Valley is not empty wilderness — it is alive with dangers crafted by Sith alchemy and magick. Dragons, bred from the bones of extinct leviathans, soar above the peaks, their shadows enough to scatter a company. Gryphons haunt the high passes, their screeches audible for kilometers, while six-legged rancor-stalkers prowl the lowland jungles. More alien still are the Sithspawn born of failed rituals — creatures whose forms defy natural law, lurking in caves, ruins, and old battlefield trenches. To face such beasts is to claim honor; to tame one is to carry a living banner of conquest.
Hidden throughout the Valley are the remnants of the Old Sovereigns: collapsed strongholds, tomb complexes, and shattered temples, each sealed against the centuries. These "dungeons" are as sought after as enemy banners, for they hold caches of wargear, relics of Sith Lords long dead, and devices capable of shifting the balance of the Trials. But the Valley guards its treasures jealously. Wards and traps endure in these ruins, and some are home to Sithspawn that have never seen the light of day. Raiding such a site is a gamble — it might grant the victors a boon strong enough to change the course of the year, or it might feed the Valley another corpse to keep its legends fresh.
The Valley of the Sovereigns is more than a battleground. It is a stage for the galaxy's oldest performance: the struggle for dominion. Those who step inside will not merely fight their rivals — they will wrestle with the land itself, with its monsters, its storms, and its ghosts. And in the end, the Valley will remember only one banner.
The Houses
House Veyr (The Iron Fang)
Proctor: Unassigned in public records — rumored Lord Veyric Halshorn of Thalyss lobbying for transfer.
Fort: Cliffside bastion in black rock; kill-zones and forges visible as dull red eyes in the stone.
Specialty: Fortification & Attrition Warfare.
Proctor: Unassigned in public records — rumored Lord Veyric Halshorn of Thalyss lobbying for transfer.
Fort: Cliffside bastion in black rock; kill-zones and forges visible as dull red eyes in the stone.
Specialty: Fortification & Attrition Warfare.
House Drazik (The Black Lance)
Proctor: TBD — whispers of a disgraced cavalry commander.
Fort: Plateau fortress with hidden stables and sally-out routes.
Specialty: Shock Assault & Mobility.
Proctor: TBD — whispers of a disgraced cavalry commander.
Fort: Plateau fortress with hidden stables and sally-out routes.
Specialty: Shock Assault & Mobility.
House Varaxis (The Silent Chain) (NPC)
Proctor: Lady Proctor Enthis Drae.
Fort: Fortified canyon complex with choke points and shadowed banners.
Specialty: Covert Operations & Enslavement Strategy.
Proctor: Lady Proctor Enthis Drae.
Fort: Fortified canyon complex with choke points and shadowed banners.
Specialty: Covert Operations & Enslavement Strategy.
House Thalyss (The Gilded Vulture) (NPC)
Proctor: Lord Veyric Halshorn.
Fort: Walled oasis-city with irrigated terraces and grain stores.
Specialty: Economic Dominance & Resource Hoarding.
Proctor: Lord Veyric Halshorn.
Fort: Walled oasis-city with irrigated terraces and grain stores.
Specialty: Economic Dominance & Resource Hoarding.
House Korvane (The Ash Forge) (NPC)
Proctor: Darth Chass Varno.
Fort: Volcanic stone with molten vents and thick curtain walls.
Specialty: Siege Engineering & Demolition.
Proctor: Darth Chass Varno.
Fort: Volcanic stone with molten vents and thick curtain walls.
Specialty: Siege Engineering & Demolition.
House Myrrik (The Blood Serpent) (NPC)
Proctor: Proctor Ryllessa Venn.
Fort: Jungle redoubt hidden beneath canopy and swamp.
Specialty: Guerrilla Warfare & Poison.
Proctor: Proctor Ryllessa Venn.
Fort: Jungle redoubt hidden beneath canopy and swamp.
Specialty: Guerrilla Warfare & Poison.
House Dravoss (The Howling Horn) (NPC)
Proctor: Lord Commander Jal Orrick.
Fort: Timber palisades enclosing massive parade grounds; war drums audible for miles.
Specialty: Mass Mobilization & Intimidation.
Proctor: Lord Commander Jal Orrick.
Fort: Timber palisades enclosing massive parade grounds; war drums audible for miles.
Specialty: Mass Mobilization & Intimidation.
The Rules
- The Banner Law – Victory by holding all enemy Standards.
- The Brand of Dominion – Captured enemies may be Branded to enforce service.
- The Blooding – Entry earned by unarmed combat to the death.
- The Proctor’s Eye – Proctors have absolute authority in the Valley.
- The Death Clause – Intentional killing outside the Blooding is prohibited; “accidental” deaths are lawful.
- Supply Mandate – Monthly Proctor-assigned supply drops; theft between Houses is legal.
- The Year of Dominion – Lasts one year; tiebreakers settled by open battle.
- Public Record – Trials are broadcast; tampering is punishable by removal.