For as far as Kalimdor has been, and as far as man has been able to sail the seas, the Wastewanders have existed. Gradually pooled together from brave adventurers, marooned sailors and scholars who sought ancient knowledge of the old world, the Wastewanders formed. In their infancy, they were bandits and brigands who combined their wits and resources to survive on Kalimdor. In the new era, they've evolved into much more, from an ethno-state to a budding kingdom. This is the Wastewander Caliphate, a government created by the most influential figures and powerful people within this once bubbled society, its prime purpose is to unite the people as a whole and elevate the notion of their own, unique identity and stake they have in this ever-changing world, by centralizing government.
The Caliphate holds a diverse range of people, all aligned for a similar purpose. The reverence of the sun, the bondage of their society, and the safety and welfare it provides; they are a largely egalitarian society, valuing education, astronomy and magic. The Caliphate shares deep trade with other races and factions, but are no strangers to conflict and prejudices set by past examples. In the Caliphate, society is governed by a single Caliph, just alike a king and he establishes amirs to help him govern his fiefs and the many branches of his expanding trade empire. They believe in omens and their religion is of that of the sun. They believe they're the sun's chosen people and only with the sun's will can they do whatever they want, manifest destiny. Anyone who does not share this belief of the sun is looked down upon. Anyone that's not a human, saurok or goblin, may be subject to being enslaved even so, this does not make their own exempt. Even humans who do not subscribe to or respect their faith may pose the risk of becoming a slave themselves in Caliphate company, for in their society, only humans descending from the desert who believe in the sun may be recognized as citizens.
Despite citizenship being exclusive to native-born peoples or the rare honorary member, second-rate life is not as stigmatized: carry your weight and contribute to the Caliphate and you can afford luxury and respect within the Caliphate's ranks the same as any.
The Caliphate trades with many, many races and due to neutral benefactory, it takes in black market profit, arms-dealing and slave trade, the latter of which they're most known for in their staging days. Slave trade sustained the Caliphate in the early days of its conception, and still circulates widely throughout the Caliphate. Slavery is a common practice despite the Caliphate's egalitarian beliefs: slaves serve functionally as dredges, entertainers and soldiers and in rare cases can be a form of penal punishment for a crime committed against the Caliphate. Slaves can also become partisans and citizens, though slaves elevating themselves beyond their status of servility is rare and must be lawfully sanctioned by an Amir. While slavery in the past has dominated a large part of the Caliphate, it has become less and less of a main import, instead the Caliphate's begun to shift towards becoming a respectable, self-sufficient society by it self. Artisans and artificers provide for the Caliphate and a strong, militaristic arm secures the interest and governs these artisans. Spice, exotic foods and fruits are the dominant exports. Merchants bringing in new materials and franchises are always welcome.
The Caliphate it self has been built up from a very sturdy composition of strong governors, 'princes and kings', and tribes from the varying outliers of Kalimdor. They pride themselves off the work put into creating their own home in the harsh deserts of Tanaris, seeing as some rather have fled it at the first opportunity. The Caliphate is about a hundred and seventy years old now and while initially tiny, it's become a true society to the outside world just recently.
As with any budding faction gaining traction, there will be enemies and allies, old and new. It's up to you to decide what you want to do in this new expanse. Races found in this increasingly diversified society, such as but not limited to, are humans, goblins, ogres, elves, dwarves and gnomes. Dwarves and gnomes are valued for their ingenuity and frequently trade arsenals with the Caliphate whereas goblins are an obvious choice of friends, and mutual partners, being they are prolific moguls and control most of the ins-and-outs of Azeroth's popular ports and trading lines. Elves are looked at as an exotic touch, but no more spurned by the Caliphate as long as they are true to what they seek to do within the Caliphate. Ogres are looked at it with the same stigmas everywhere in Azeroth, dumb and unintelligent brutes fit for dredgework only, but they are especially useful and prolific in the Caliphate as guards, sorcerers and laborers, sometimes even merchants, rope-alongs of goblins no doubt. Overall, the racial composition can vary but true Wastewanders are usually humans. In recent times, more outsiders as they're dubbed among the native population, have been attracted to the Caliphate's wealth and business opportunities. Others wish to join them and understand them.
The Caliphate holds a bastion deep in the mountain range separating Uldum and Tanaris, far enough from the sea that privateers and buccaneers cannot brush it, and deep enough that the only passage way inside the city's a long, arduous trek through the mouth of two neatly separated crags. There's only a single thoroughfare in and out of the Caliphate but there are several footholds of the Caliphate pock-marking Tanaris and there are ambassadors and public franchises within the mechanical entrepots of Ratchet, Gadgetzan and so forth. The Caliphate is known for their skilled tradesmen, their hardy men and women, and their stygian worship of the Sun, though the more unsavory come-uppances also extend to slavery, brigandry and grand theft and raiding. Overtime the Caliphate has transformed most of the Wastewanders muscle into a disciplined unit of soldiers and imparted the average man citizenry and basic rights and amenities, governed by officers and amirs who are appointed over bodies and lands, which are sometimes fully recognized as fiefs for the Caliphate's many bodies to divvy between each other.
The Wastewanders are no longer mere bandits but their own societal movement. Artisans, regular hard working laborers and every-day citizens hustle through the lands of the Caliphate in search of work, or expansion, doing their best to get by and make a comfortable living for themselves. Some seek glory and honor, others knowledge within the courts of the Caliphate, and some simply wish to spread the Sun's embrace and explore the word whilst under the Caliphate's protection. Any reason a normal man may have outside the Caliphate to live and breathe, a man inside the Caliphate so too can possess as his drive. Here, people are recognized as something greater, something unique, something born from centuries of being stranded on Kalimdor.
As of this very moment, the Caliphate intends to embark on more trade and truly demonstrate their worth to the rest of the world, and perhaps even gain more allies and partnerships in doing so. With a recent flood of attacks from trolls, and some political disputes too, it's up in the air about the recent death of several councilors. Some would say it was a coordinated assassination using the trolls as a guise, others say it was merely coincidence and an attempt to create division. In any case, people are rushing to join the councilors, others see it as an opportunity to climb to Amir and make a name for themselves.
Slavery has also started to become a detested practice by some, and is still advocated by others. Politics intensify as people lobby for the removal of slavery outright and some wish to abolish the restrictions of citizenship, imploring the Caliphate become more inclusive as it begins to grow and grow.
The ruler of the Caliphate and the governor of every facet of the Wastewanders' society, they hold the singular most power. They pass laws, govern the bodies and disputes between the lords and lands, and control the arm of the military, deciding alongside their councilors and war advisors, where best to put them. In short, they are charged with the welfare of the entire kingdom.
These men and women are lords and ladies of the Caliphate, either by blood right or by election and growth into power. They act as governors for their fiefs and stand with an elevated status in society, affording more luxury and power which usually extends into an honorary ranking within the military. They enforce the Caliph's will and laws while being given liberty on how to dictate their own lands as well to a certain extent. They handle distribution and civilians and keep in direct contact or liaison with the Caliph, settling disputes over his court. They're imparted a level of judicial power too, and their duties may go hand in hand with communicating with the legislative body to better see their agendas or interests realized. Not all Amirs stand equally, power ebbs and flows here.
An esteemed man or woman who has been elevated into a seat of judicial and legislative power, they parse and handle all the information of the Kingdom and discuss it between themselves and then bring their finished products to the Caliph. If their laws or ideas have a majority vote, it will usually be approved without any questions asked by the Caliph. They're trusted with making intelligent decisions with or without the presence of the Caliph and siphon all the complaints and disputes of the Amirs to their court meetings. Councilors are flexible, and a councilor can also come from any walk of life. A rich merchant lord, an average partisan, a low-class citizen, or even an outsider. Some are more specialized towards other ends. Altogether, the councilors act to form a parliament of sorts, keeping checks and balances between the Amirs. They are allowed to rebuke the Caliph's decisions and even over-rule them with unanimous votes.
Sages and court magicians of the Caliphate. Sometimes witch doctors and healers. Employing a vast range of mysticism and divination, they heal ailed souls and solve supernatural problems and offer strategic advice to the Caliphate. Hakim can be a trusted, village mage or elementalist or a priest, sometimes even a warrior; they could be considered glorified magicians amongst other walks. A true Hakim descends from a line of especially trained sages within the Caliphate, or comes from a more obscure dune, wielding strange magic. Their most guarded power is their ability to make prophetic visions. The most esteemed Hakim are renown for their far-seeing and their abilitty to peer into the future and past with equal parts of clarity, some are even said to be perceiving them in the moment. The Hakim are respected in all parts of society and their word's trusted. They tell of omens and fortunes and read peoples souls. The ranks of the Hakim take actual recognition to join and one must either prove worthy enough to be considered a Hakim or be trained as a child in the ways of the old due to an innate connection. Very little is known about how they gain their sight-seeing ability other than it being a latent potential, less yet how they train it - a secret known only to the Hakim.
Merchants are the corner stone of the Wastewander Caliphate. An essential part of its society, they command the respect of every level of its government, due to their relentless efforts to trade the wares of the Caliphate and ensure its survival. In turn, those who are merchants are incredibly wealthy, with caravans and large abodes to reflect said wealth. Merchants are the ones that travel and discover distant lands and bring back stories of other civilizations and societies. As such, prowess and intelligence is sought by these Merchants. Any citizen of the Caliphate may become one by either working for one and inheriting their caravan, buying out another insolvent merchant, or being granted/creating their own caravan.
The Caliphate Army is divided in simple ranks. At the lead of the Army you'll find the Caliph that sounds the horns of war or negotiates any ceasefire or peace. Sometimes he may delegate other people to do this for him. The Caliph appoints certain Amirs to act as his generals, to advise him on strategies of war and various tactics. On an exceptional basis, the Caliph may rise a warrior who has shown intellect and prowess to the rank of General. Usually, this exceptional rise in rank is given to Captains respected and feared by all.
The Captains are the heads of the divisions of the Armies. Serving right under the Amir or the General, the Captain aids either with planning strikes and raids, or bolstering morale and deciding tactics. The Captain is the hands on leader during the battlefield, ensuring proper order and ensuring strategies are well respected. These are men who are good fighters and intelligent. They are known to be leaders of men and fighters like none other.
The Sergeant aids the Captain. These are a rank above a regular soldier. Under a Sergeant, there are only a handful of men that the Captain trusts to appoint. To achieve the rank of Sergeant, a person must show an ability to keep good morale and be a good soldier, able to help the Captain with any orders. On occasions, for smaller missions, the Captain will appoint the Sergeant to lead a group of soldiers for the specific task.
The most self explanatory ranking within the Caliphate, an average man or citizen, even outsider, can enlist and be a soldier. Soldiers are usually provided basic food, barracks and training, and they refer to Sergeants as their officers. One may be comfortable with living in this rank entirely, seeking martial merit and feats. It's easy to join the army, but it's hard to gain distinguishment and renown, nevertheless it's a popular choice for some of the true born Wastewanders. Here, they learn how to use basic weaponry exclusive to the Caliphate, strange and curved weapons and unique tools. Soldiers may day to day be assigned to help an Amir with his problems or likewise a citizen. When not disposed on an active duty, they simply act as peace-keepers and law-enforcers.
By far and large the most controversial, and unofficial ranking, slavers are merely glorified fighters and businessmen who hire fighters to capture slaves. They will ask soldiers to fight for them usually with a promised stipend by the end of it, or their choice of a slave from the acquired stock as a bargaining chip, before rounding slaves up. Slavers are diverse, slavers may not even be from the Caliphate, but all the same they trade them with the Caliphate, sell them to citizens, soldiers, councilors, noblemen and women - anyone willing to buy. Slavers will usually have a holding pen and some of the most esteemed and wealthy slavers will have their own villa where they train the slaves from birth or the moment of their captivity, to be servile or fulfill a certain function. Most of all, slavers provide an enjoyed entertainment in the Caliphate, gladiators.
Somebody not distinguished or identified within the Caliphate, they come and go, some choose to stay with the Caliphate, some seek other things. All in all, they're outsiders and considered as such by most. They may hold stock within the Caliphate either through trade or the providing of a service, and some may simply linger and watch from a distance. These people come from all walks of life and join the Caliphate for different reasons.
It's been postulated by the roaming tribes and Wastewanders for a long time there is a mystical presence on Kalimdor, no, the world but that it was especially strong in the southern deserts of Kalimdor, where the sun bore down the hardest, a force looking over people as they went about their lives. One day, one such seer from no man's lands appeared from the dunes, harnessing the power of the sun, manifesting it in roars of solar fire and soothing, but brilliant lights of citrusy-orange energy. Praise be the prophet, for he was the man to spread the faith of the Sun amongst the Wastewanders, the faith which would eventually engender the emergence of the Caliphate. The seer wove grand prophecies about the fate of the Wastewanders and expressed his love for the Sun, and how his direct reverence of it's light gave us life, in spite of the blistering heats of Tanaris. He told many the worship of the Sun would allow a symbiotic relationship that could make the Wastewanders prosper for as far as the Sun's reach extended, that the Sun fostered life, love and all principles of good. His teachings became prolific and eventually talented men and women became his apostles, using the Sun's light to defend weak and heal the ill and injured. With the power of the Sun, it became it's own parallel to the Eastern Kingdoms' light and the tauren sun goddess. The people believed and with their belief, they tapped into the power of the Sun, coming to weaponize and use it for the good of their people. Their belief in the sun also allowed them to study the stars, and the moon and the space beyond, creating a scholar centric society.
This worship gave way to what is now called the Order of the Sun, a knight & priest chapter funded by the Caliphate and treasured by the people. The Order of the Sun holds franchise within large spires of the Caliphate's city and most places of worship. They ensure peace, community and safe practice, and above all else enforce the Caliph's will. The Order of the Sun has become so intertwined with the Caliphate, it is because of them, the Caliphate exists almost. Their influence in the formative years of the Wastewanders incensed people to create an identity for themselves.
The Sun teaches principles very similar to the light and the loas, it is not unlike the other faiths of Azeroth. It fosters a sense of community and protection from belief in a high power which watches over every soul. It teaches good principles and to be kind to one another, respect thy neighbour and help the weak and defenseless, give to the poor and to the downtrodden. It is homely and teaches humility, but is not above pride and zeal, even to a fanaticism. By acknowledging the Sun, one acknowledges the Sun is crucial to the development of the elements, too, giving to the worship of the Sun many unique subsets of practice and worship. Among these focal points are the harvesting of the earth, lending it self to geomancy, and the studying of fire and the wind, as well as water and lightning. The Sun's closeness to the sister moon means that the powers of the stars are harnessed, too, for the stars are but the Sun's many spawn, illuminating the night in the Sun's stead when the Sun must rest. You'll find many spellcasters and priests' in the Sun, studying it for one reason or another. The Sun only becomes increasingly prolific with the Caliphate's growth. Every day, the worship of the Sun grows and so does the understanding of it, thus creating more and more powerful warriors which combine the power of the Sun and their love for the Caliphate to crusade in the name of their Caliph and the Sun. The people of the Wastewander Caliphate love the sun, because it is so deeply rooted in their identities and past, that they genuinely believe they are the chosen children of the Sun. With time, the Sun may become prolific enough to be taught to outsiders, some even believe those not natively Wastewander or Tanarian born can be anointed to the status of one, vis-a-vis the sun.
What are we looking for? What are we hoping to achieve here? And what are the rules of this phase going to be/how will fighting and etc be governed?
- I'm looking for people interested in breaking barriers, and just having fun. The custom lore won't extend very far, and most of the ideas I have are pretty founded in WoW's universe already, and possible. Ie Hakim can use chronomancy / derive power from the Bronze to be able to see into the future or past (either vaguely or strongly, depending.) Sun's already worshipped by the tauren and referenced by the Sin'dorei.
- Detail workers; prime builder already taken.
- DMs and people interested in working with me or writing stories. I have lots of DM and people management skill and experience myself.
- Flexibility: the RP will not be hinged on our phase solely, and the lore can flex/bend to allow us to enter other phases. The idea's to be nomadic merchant lords and people who can phase to phase, selling our goods and services, or even be a threat/benefactor to said phases.
- Fighting will be free-form with a fall-back system to weed out arguments that may arise in said free-form, or when two parties can't find a middle ground, also subject to my ruling or a moderators.
- Casual and dedicated audience: this is designed to appeal to everybody, you don't need to climb the ranks. You can be who you want to be so long as it follows the rough design of the Caliphate! Be a civilian, be a custodian/slave, be an aspiring lord or a great warrior, you choose.
- Fun above all else; I will not make a concerted effort to spoonfeed anybody here and I hope everyone can enjoy themselves.
Discord available on request.