Caste FAQ
Where are the Castes from?
This is explained within each caste’s information page, however the supernatural beings within the Badlands originate from the following locations:
Earth
Note: Whilst humans also exist within the lands of Darraknoir, they are unable to travel through the rifts into the Badlands.
Badlands
Note: Those created by ritual (Berserker, Nightwing, Veilguard) are also able to be created within the Badlands, but it is a much harder process than what would have been possible in Darraknoir (and it should be noted here that it is impossible, at this time, for Humans to venture into Darraknoir through the rifts that open in the Badlands).
Darraknoir
Archelosaurian (born)
Berserker (via rituals created in Darraknoir)
Nightwing (via ritual created in Darraknoir)
Nythari (born from the Void)
Vampire (cursed)
Veilguard (via ritual created in Darraknoir)
Werecat (full-blooded & cursed)
Werewolf (full-blooded & cursed)
What can I become? (changing castes)
Players are only able to go through the Immigration Quest once in their character’s lifetime. There are certain circumstances that would allow a character to switch from one Caste to another.
As explained on the general FAQ page, the following caste changes can occur through roleplay and within reason:
Human
Vampire (curse-infection) [easy]
Werecat (curse-infection) [easy]
Werewolf (curse-infection) [easy]
Ma’ii (through blessing from the Spirit of Coyote) [medium]
Veilguard (through ritual magic and mutations) [medium]
Berserker (through ritual magic) [medium]
Nightwing (through ritual magic) [hard]
Archelosaurian & Kitsune
These beings are born or formed as they are; Archelosaurian were born with the ability to transform into their gator forms, and Kitsune originate as fox spirits. They are unable to become other castes due to their fixed natures.
Berserker & Nightwing
These castes are upkept by ritual magics. Whilst they are of their caste, they are unable to transition to another caste, however, it is possible that the ritual magic can be lapsed or let go and they will eventually return to being human once more.
Ma’ii
The Ma’ii people are blessed by the Spirit of Coyote and, as such, are able to also lose this blessing if said spirit is displeased with them, turning them human once more.
Nythari
The Nythari are a people from the Void that have been formed within the Void and know no other existence. It is impossible for them to be anything else.
Vampire, Werecat & Werewolf
These three castes, created through cursed-infections, cause massive changes in the body of the host which fundamentally alters their very being as the base very. Vampires, being physically dead, are beyond the point of no return and will never be human again. However, there is a very, very, very slim chance that a werecat or a werewolf may regain their humanity. Whilst possible, this is a very long and hard endeavour and it should be noted will only work for those that were cursed in the first place, not those that come from Darraknoir that were always shifters.
Veilguard
Once a Veilguard, always a Veilguard. This is both true in motto and in fact as the ritual process of creating a Veilguard involves both magic and mutations. There is no coming back from these mutations.
Can I play a character who is from a different Caste? (IE: an Elf, a Fairy, a Chicken Shifter, etc.)
As of now, we do not permit characters to be supernatural beings outside of our current caste system. While you can make some personal touches to your character's caste (such as a Kitsune that is from Ireland or a Nythari that believes they are a Vampire but isn't, etc.), you may not extended beyond the lore we have provided (Vampire's from the middle ages on earth or a Veilguard order from Japan that has been around before the rift opening, etc.)
Can my character be from another rift opening from outside the Badlands?
No. As of current, there has only been rift openings in this world, which is in the Badlands. There are no other rift openings.