Caste Elders

The following outlines the rules, regulations, and expectations for those serving as Caste Elders within the Badlands.

An Elder is a position of both age and deep respect, and should be approached with the seriousness it deserves. Elders are entrusted with the continued guidance and integrity of their caste and are expected to uphold these responsibilities at all times.

Each caste has specific requirements for the Elder role; please ensure you have reviewed and understood these before submitting an application.

Those who step into the role of Caste Elder are entrusted with more than a title; they are given the responsibility of preserving the heart of their caste’s traditions. With this privilege comes the expectation of consistent activity and a higher standard of role-play, both in conduct and in the quality of storytelling brought to the world.

To be considered, applicants must have a clean player report record, reflecting both reliability and respect for the shared role-play environment. As leaders within their caste, Elders will be looked to as examples, setting the tone for how their people are represented.

The duties of a Caste Elder include:

  • Teaching: Guiding and instructing new members in the ways, customs, and disciplines of their caste.

  • Ritual Maintenance: Assisting casted members in upholding and renewing the magical bonds and rites that empower them.

  • Initiation Rites: Overseeing and performing the sacred rituals of transformation for those who seek to join the caste.

An Elder’s role is not one of idle prestige; it is one of service, guardianship, and the continued weaving of the caste’s legacy into the fabric of the world.

Elder Application Form: [LINK]

Applications are currently CLOSED


The Ritual Castes

Humans within the Badlands may undergo ritual magic to walk the path of three specific castes: Berserker, Nightwing, and Veilguard.

For the Berserker and Nightwing castes, these transformations require ongoing ritual maintenance to retain their shifting abilities. In contrast, the Veilguard transformation is permanent, requiring only a single initiation ritual to bind them to their path.

Nightwing:

  • Would require to be from Darraknoir

  • Would need to be 100+ years of age ('Elder') to have had the knowledge passed down to them.

Berserker:

  • Would require to be from Darraknoir

  • Would need to be 150-200+ years of age ('Elder') to have had the knowledge passed down to them.

Veilguard:

  • Would be required to be a leader of a Veilguard group

  • Would require to be from Darraknoir (Radical faction)

  • Wound require to be from Earth (Tolerant faction)

The Cursed Castes

Though any member of the 'cursed' castes can bite and pass on their affliction to a human, the potency of the curse is significantly stronger when it comes from those who have walked the earth for many years.

Veteran cursed beings carry a deeper, more refined strain of the affliction; resulting in a much higher success rate for turning and surviving the transformation.

Vampire:

  • Can either be from Darraknoir or a Scattering Descendant

  • Would need to be 1,000+ of age ('Elder') to be able to successfully curse someone with vampirism without complication or the delay of the curse taking effect.

  • Would need to be 4,000+ of age ('Ancient'). As above, but is able to pass down mild abilities with Lore Team approval (this would not be as powerful as the Sire, and may not be exactly the same, depending on the character) - this would be limited to make sure we don't suddenly have armies of vampires with abilities (Ancient Vampires require to be Special Characters).

Werecat & Werewolf:

  • Can either be from Darraknoir or a Scattering Descendant

  • Would need to be 100+ of age ('Elder')