In the Badlands, individuals are given the opportunity to choose their caste, a decision that shapes their future in this mysterious land. During the welcome quest, new citizens learn about the various castes, each with unique abilities and lore. This journey allows them to explore their options, understand their strengths, and ultimately align themselves with a group that best suits their nature. The caste they select plays a crucial role in their interactions, survival, and the magical skills they develop, as each caste comes with its own unique powers. This choice marks the beginning of their personal story in this dangerous, magical world.
Choose your Caste
Archelosaurian - The old ones, the saurian people are not known for being powerful warriors like other castes. They are renowned for being keen scholars and cunning tacticians, spending their long lives researching and discovering new knowledge to take back to their kin.
Berserker - Hailing from the lands beyond the Rift, the Berserkers have a totemic lineage and a deep spiritual link with the Great Bear Spirit. They were once enslaved as beasts of war for an unyielding army, but some broke free of their shackles and escaped through the Rifts that opened and into the Badlands to seek out a new existence.
Kitsune - When the Rifts opened in the Badlands the Kitsune, once residing in only myth and legend, felt the magic emanating from the tear in the very fabric of reality and were drawn in by the promise of something new; a pull upon their very souls that brought them to the Badlands. They are a shy and elusive race that generally prefer to keep most folk at a casual distance.
Ma’ii - A profoundly spiritual caste that have their roots in Native American history. They were once humans who have been blessed by the spirit of Coyote, able to transform into a coyote themselves, and have very strong ties to the natural world around them; often acting as a bridge between the natural world, the spiritual world and the world of man.
Nightwing - The Nightwing, a caste born within the depths of Darraknoir itself that once served the vampire lords as spies and information gatherers. Since the fall of the old vampiric empire and the opening of the Rifts most have felt the chaos and butchery to start a new; many still choosing to blend in with their surroundings and gather information from the shadows.
Nythari - The Doppelgangers are a shy and elusive caste with no natural form; seeming transparent to those that view them. They are able to shape shift and take the form of other living beings, allowing them to hide in plain view without anyone being the wiser. Most doppelgangers will never show their true nature, donning a form and living out their lives in hiding.
Vampire - The vampire caste is a powerful and ancient race hailing from Darraknoir. While they can be dangerously cunning, some have chosen to live friendly and collegial lives among the citizens of the Badlands, whilst others remain predatory, seeking the blood of those around them in order to sustain their everlasting life as a being of the undying.
Veilguard - The Veilguard were known as legendary monster hunters from Darraknoir. They were once human, but choose to undergo ritual and mutation in order to fight the monsters that they so despised. Known for wielding magic and sword, most of the old guard tend to shun firearms, preferring traditional means of combat.
Werecat - It is thought that the caste of werecats originated from the other side of the Rift within the lands of Darraknoir. They are a breed of shifter that can take the form of a cougar. Like their feline form, they tend to be a solitary caste in nature, only rarely travelling in small groups of two or three at most.
Werewolf - There are two types of werewolf shifter, those that were born within the realm of Darraknoir and were wolf first before they were ever human, and those humans cursed by the bite of a wolf that have become changed and now live a duel life when the moon is at it’s fullest.
Human - Before the Rifts opened there were the humans. Spread across the globe in every direction and stubborn enough to survive and thrive in any environment. The humans that choose to live within the Badlands have no special abilities nor powers, but what they do not lack in is the sheer willpower to survive.
All castes have pros and cons, and all castes are categorised into one of the following sections:
Natural Born - Were born as they are, either with natural abilities to transform or were born as animal first.
Cursed / Blessed - Were once human, but were cursed or blessed and can now transform.
Ritualised - Were once human, but underwent a ritual of some kind and can now transform.
Click on a Caste heading to learn more!
Note:
If you wish to play something that is a little outside of lore, or a caste member that is towards the upper limit of what that caste can reach in age, please open up a Lore Ticket to get approval!
Also, ALL player animals within the Badlands are a member of one of the above-mentioned castes. There can be lore reasons to be stuck in an animal form, but you will be required to open a Lore Ticket in order to get the character registered as such with Lore Team approval.