Wasteland
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Guild Summary | |
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Established | 2025-01-20 |
Members | 5+ |
Focus | PvPvE, Territory Control, Spice, and Trade Economy |
Membership | |
Recruitment | Open |
Platform | PC |
Language | English |
Timezones | NA/EST/CT |
Activities | Raids, Base Building, Trade Control, Espionage, and Warfare. |
Play Style | |
PVE | Yes |
PVP | Yes |
RP | Yes |
Major House | Atreides |
Links | |
Discord | https://discord.gg/joinwasteland |
Purpose / Ethos
Wasteland was not built on ideals—it was born in the dust, shaped by war, and hardened by betrayal. We do not seek glory. We seek control.
Our purpose is survival through dominance: of spice, of territory, and of influence. We are aligned with House Atreides, but we serve no master. Every raid, every trade, every kill is a step toward reshaping the desert in our image.
Loyalty is everything. Strength is respected. Cowardice is buried.
In Wasteland, you earn your place—through blood, discipline, and fire. The weak wither. The worthy rise.
Recruitment Process
Wasteland is currently open for recruitment.
We welcome capable fighters, builders, tacticians, and survivors willing to contribute to our warpath. All new members begin as Dustborn and are expected to prove themselves through contribution.
No forms. No screenings. If you belong in the Wasteland—you’ll show us.
Ranks/Hierarchy
1. Dustborn “From nothing, into the storm.”
Fresh recruits under observation. Proving grounds for future loyalty and value.
2. Glassfang “Sharp. Unseen. Deadly.”
First-tier raiders and scouts. Quick-strike fighters trusted with missions beyond the walls.
3. Sunscarred “Marked by survival, tempered by duty.”
Reliable veterans who've endured the desert’s trials. Trusted with critical roles and strategic input.
4. Embermarked “Burned and bound by purpose.”
Elite units and specialists—raiders, tacticians, or spies. Operate with high autonomy.
5. Red Sentinel “Guardians of the line, enforcers of the creed.”
Senior warriors and strategists. Lead operations, mentor lower ranks, and enforce Wasteland order.
6. Herald of Arrakis “The will of the Wasteland.”
The Inner Circle (4 leaders). Final word in war, diplomacy, and doctrine.
Leadership
The Heralds of Arrakis are the core of Wasteland’s command. This Inner Circle of four directs all major decisions—strategy, diplomacy, war, and judgment.
Each Herald speaks with full authority. Their unity shapes our future.
Guild Lore
In the silence that followed Paul Atreides’ absence, Arrakis fractured. Without the Kwisatz Haderach to ignite the Fremen or unite the Houses, the spice wars never ended—they simply mutated, twisted into something crueler and colder.
The Great Houses clawed for control of spice while the sand claimed everything. No prophecy. No savior. Only struggle.
From this chaos, we rose—not as nobles, not as messianic followers, but as survivors.
Wasteland was not born of loyalty. It was born of necessity.
We were remnants: soldiers discarded by failed campaigns, traders crushed under embargo, spies who knew too much, builders who lost everything to raids. The desert tried to erase us. We carved our names into its skin instead.
We chose House Atreides—not out of blind allegiance, but because they offered something the others didn't: the chance to fight with purpose. But we are no lapdogs. We serve on our own terms.
Where others build walls, we build traps. Where others march in formation, we strike from dunes. Where others pray to sand and myth, we burn both.
We are raiders, traders, recon teams, and saboteurs. We strike with precision, vanish into heat, and take what we need. Spice is our currency. Territory is our voice. Fear is our language.
Out here, in the Wasteland, there is no mercy.
The spice will flow. But only through us.
Known Allegiances or Rivalries
House Atreides (Independent Alignment)
Rivalries:
Harkonnen-aligned factions
Guilds, betrayers, and wanderers
Any who threaten Wasteland spice or soil
Other Activities
Black Market Trade Covert dealings with neutral or enemy-aligned players to manipulate spice and gear flow behind enemy lines.
Resource Denial Operations Sabotaging enemy harvesters, intercepting supply lines, or destroying resource nodes to starve rival guilds.
Territory Sabotage Undermining rival bases with stealth incursions, explosives, or misinformation to weaken their hold before a raid.
Advanced Intel Mapping Scouting and mapping high-value zones (spice fields, sietches, worm routes) to maintain tactical superiority.
Extraction Missions Pulling out stranded allies or assets from deep behind enemy lines during heavy conflict or storms.
Desert Recovery Searching for and salvaging wreckage, lost gear, or downed vehicles after battles or sandstorm events.
Infiltration & Impersonation Using disguises, sleeper agents to gather intel from inside enemy ranks.
Rite of the Sand Internal event or trial where Dustborn prove themselves through a solo or group challenge.
Wasteland is a hardened collective forged in the chaos of Arrakis. A guild for those who thrive in the sand, not in caves. We operate with precision, strike without warning, and disappear before the storm settles. Aligned with House Atreides on our own terms, we don’t serve ideals—we serve results.
Our strength lies in our unity, adaptability, and our refusal to die quietly. We raid spice fields, intercept, and manipulate the battlefield with tactics, not theatrics. Whether you’re building a desert fortress, scouting, or cutting through Harkonnen lines, if you wear our mark—you fight for something bigger than survival.
There are no titles bought here. No safety nets. You earn your place in Wasteland, or the sand swallows you whole.