
Choose your Caste
Explore the options for your character

Riftguard
Refugees from Darraknoir these monster and demon fighters can weird specialized magic to defeat dark forces or even just bad humans. They prefer melee weapons to projectiles. They are faster than humans, but cannot wear armor.

Peace Keepers
The peace keepers had their start fighting the dark creatures that escape from the rift. They weird advanced weaponry, advanced ammo, bolas, explosives to gain advantage over the forces of evil in the county.

The Cunning Folk
The Cunning Folks are traditional folk magic practitioners, who were able to harness the power of the Rift to create defensive and healing spells. They act as healers for the Badlands.

Werewolves
The werewolves are humans with a terrible affliction that also comes with some power. They transform into a werewolf under the moon, and can force another caste to become a werewolf as by biting them while transformed. Their curse can be cured, through magical means. They have speed, a magical strength and love to run as a pack under the night sky.

Bezerkers
Bezerkers as a peaceful race, who love the mountains and snow. They can transform into a bear at will, and tend to be reclusive and of large stature. They can use magic to enhance their speed and strength.

Vampires
The Vampires were originally denizens of Darraknoir, who came into the Western Frontier through the Rift. Some of them have assimilated and focus on partnering with humans, and others still lurk in the shadows, feeding on citizens of the Badlands. Transforming into a bat, or their base form, they are damaged by the sun but have magical spells at their disposal.

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