
Wastewander Nomads
Wastewander - Moon Guard (US)
Wastewander is an Alliance roleplay guild on Moon Guard (US) focused on desert survival, caravan life, trade, espionage, and villain storytelling. This site explains the canon history of the Wastewander, the guild-created story of Scorpid’s Eye Caravan, our customs, ranks, trials, and how to join. Whether you are a merchant, guard, healer, scout, thief, assassin, or outcast, there may be a place for you among the sands. The land is temporary. The people are home.
[RP Tags: Espionage, Villain, Slice of Life, Caravan Life, Merchant and Economy]
Table of Contents
1.) History of the Wastewander
2.) Guild founding and lore
3.) FAQ
4.) How to join
5.) Pictures & Art
History of the Wastewander
The Wastewander Caravan began with a small band of pirates who settled along the coast of Tanaris around the end of the Third War, eventually becoming stranded. After a short time, the Southsea Pirates discovered the outpost and began competing with the Wastewander. Then, in the dead of night, they stole their ships and left them marooned in the deserts of Tanaris.They spent many years wandering the desert. They learned how to skin hyenas for clothing and how to use local herbs for cooking and medicine. They were forced to become warriors of the desert, protecting their nomadic caravan from the wildlife, the heat, Sandfury trolls, Dunemaul ogres, and the dangerous silithid.The goblins began to move in, with different cartels taking minerals, artifacts, oil, and, most precious of all, water. The Wastewander began raiding their settlements, taking back the water and goods the goblins were removing from the desert. They specifically targeted the Noonshade Ruins and Waterspring Field. They became so effective that the Gadgetzan Water Company placed a bounty on their leader, Caliph Scorpidsting.Then the Cataclysm happened. The entire Caravan moved into the Eastmoon Ruins after the Noonshade Ruins were flooded. A contingent of Wastewander under the command of Warlord Ihsenn was sent into the recently uncovered region of Uldum to plunder the treasures of the Titans for trade.They continued this pattern to survive the harsh deserts in which they lived. Then the Legion came. The Wastewander took up arms against the demons and protected their home in the Eastmoon Ruins.As time passed, the Wastewander became a distant memory to the rest of the world. They had taken control of much of the western half of Uldum. With their leader, Caliph Scorpidsting, presumed dead, a relative of the Caliph took over. His name was Arik Scorpidsting, the new Caliph.They made their main encampment at the Obelisk of the Moon while also taking control of Schnottz’s Landing, renaming it Ankhaten Harbor, along with numerous other temples and obelisks. They had claimed Uldum as their home.Then N’Zoth and his minions, the aqir, came and began attacking the desert of Uldum. At the start of the assault, the Wastewander fought bravely but ultimately lost much of the territory they held in Uldum and were pushed back to the Obelisk of the Moon. A small group in Orsis managed to hold its ground thanks to a single Mender and Outrider Lashan.Arik Scorpidsting traveled to Ramkahen to meet with the forces of the Explorers’ League and the Ramkahen, along with adventurers of the Horde and Alliance. There, they committed their forces to battling N’Zoth, and the Uldum Accord was established to fight N’Zoth and the Amathet.The Accord was formed despite the harsh words directed at the Wastewander by High Commander Kamses. His objection was struck down by King Phaoris, who understood the dire need for support in the campaign.The Wastewander sent many brave warriors into battle. Those killed by N’Zoth’s forces were infected with aqir spores, which transformed them into Wastewander Hosts: huge monstrosities driven only by death and chaos. Adventurers were tasked with burning the bodies of the dead, gathering missing supplies, collecting sacred coins from the fallen, and assisting in the battle.N’Zoth was defeated by the forces of the Uldum Accord and the heroic adventurers. The remaining aqir are still being dealt with and must be eradicated before the whole of Uldum can be retaken.
Guild founding and lore
(Non-canon)
Following the defeat of N’Zoth, the forces of the Horde and Alliance left Uldum. Support for the Wastewander from the Ramkahen and Explorers’ League began to wane.The two great factions departed after claiming the glory of the Old God’s defeat. No assistance was offered in pushing back the remaining forces. No land or supplies were given. There was no formal acknowledgment of the Wastewander’s sacrifice, nor even a formal treaty with the Ramkahen. Once again, the Wastewander had been weakened by forces that invaded the desert.It was then that Vizier Navid Sandstone formed an idea. As second to Caliph Arik Scorpidsting, he possessed a degree of autonomy. He called upon one of his two trusted advisers, known as the Hands: one right and one left.The Right Hand of the Vizier, Zahra Sandstalker, was occupied fighting in Uldum alongside her soldiers. The Left Hand of the Vizier, Lorthamor Sandveil, had recently returned after leading a trade caravan sent out to gather supplies.Vizier Navid confided in Lorthamor, expressing his anger at being left with nothing after giving so much. He spoke of how their people had suffered in the desert for generations and declared that it was time for the Wastewander to take a stand.He tasked Lorthamor with traveling to Stormwind, the distant kingdom of the Alliance. To outsiders, the mission would appear to be a trade caravan and recruitment effort. Its true purpose, however, was much darker.From the shadows, operatives of the Caravan would attack the Alliance beneath false banners, cause infighting, steal documents important to its efforts, disrupt trade routes, plant false information, and sow chaos and disharmony throughout its ranks. This would keep the Alliance focused on itself and its distant wars, its eyes too occupied to turn toward the desert while the Wastewander rebuilt and grew stronger.They would grow stronger not for conquest, but so they could never again be taken advantage of. They would hold their lands, protect their people, and become self-sufficient.Lorthamor’s new caravan was given the name Scorpid’s Eye Caravan, both in honor of their leader and as a nod to its true mission. They recruit traders, merchants, guards, laborers, cooks, and medics to serve as the public face of the Caravan, while also recruiting warriors, spies, assassins, thieves, and outcasts to pursue its hidden purpose.
Frequently Asked Questions
What are the Wastewander Coins for?
- Wastewander members are given a unique coin as a sign of their membership in the caravan and as a way to identify each other. When the Wastewander dies, the coin is passed to their family so they may grieve.What is the structure of the Wastewander?
- If we follow World of Warcraft Lore then Caliph is the head title of their caravan. There is no standard Islamic structure to follow so I pulled from different sects and different things in history to build.
Caliph (Leader)
Vizier (Second in command)
Pasha (Leader of a specific job type)
Elder (Leader of a small group of coinholders in a caravan or splinter caravan)
Coinholder (Member; can be specialized into a job)
Foundling (Member who has yet to undertake trials)Do wastewanders take water from the dead as hinted in-game of the RPG?
- Canonically there is no answer to this. I like to think so because its a cool idea though.Do the Wastewander have use of technology? Like planes and whatnot?
- Yes they have historically scavaged materials and machines from other groups. Most recently they got flamethrowers, bombers and other things from Schnottz's crew.Do I have to roleplay a villain?
- No, but you would be part of a villain organization. There are spots on the public facing side such as laborers, merchants, guards, etc. That do not have to be directly involved in the clandestine activities of the guild.Are you a big guild?
- I would say small to medium is the goal. The trials normally weed out the people who do not want to participate in roleplay.Do I have to roleplay? Or be constantly active?
- Activity isn't a huge deal to me. If you want to put an alt in and come roleplay when you have time that is perfectly fine. This is a roleplay guild though, so roleplay is expected at some point. We accept all kinds of roleplayers, big posters to small posters. Newbies to experts.
How to join the Wastewander Guild
All members have invite power, simply find a member and request a guild invite. However, to become a full member an officer must see you complete all three trials in Roleplay format.Three Trials:
Trial of Water - Foundling is given a wastewander water pouch to hold onto until the end of the third trial. They must protect it, meditate on it to learn how to be still and calm while remaining fluid and changing on a moments notice.Trial of Skin - Foundling must create an outfit worth of the desert and show an Elder of the guild to get approval. Teach them to become self-sufficient, independent while still being part of a group as there is no standard uniform. ((Making a desert theme transmog))Trial of Blood - Foundling is taken into the desert of Tanaris. They are accompanied by a proctor and are made to kill descendants of Southsea pirates who stranded their people.Once all trials are complete, they are taken to the ancestral home of the Wastewander and return their water pouch and are given a coin of membership to hold onto and are welcomed into the Caravan as a brother or sister.
























