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Outsiders

"They are insanely violent, insanely powerful, and just plain insane."
— Harry Dresden
Outsiders is a colloquial term referring to all the beings hailing from Outside the Brass realms. They are anathema to the very structure of the brass realms and wish to either radically change or outright destroy the realms.

Where Angels and Demons fight over the mortal souls of the multiverse in a grand 'game', the outsiders wish to change or destroy the game in its entirety. To them, the order of the multiverse if foreign and wrong, the established rules unbearable.

Outsiders do not occur naturally on Haven, though they can be deliberately summoned by their mortal followers and there have been several large scale-incursions in the past, the remnants of which still linger. Outsiders are invaders and not native to the Brass realms and are generally very disruptive.

Description

Aura of unease Same as the order of the multiverse is unbearable to them, they are unbearable to creatures of the multiverse. Any being of the multiverse can identify outsiders as not belonging. They emit an aura of tangible unease, they simply feel wrong, as if they shouldn't be. The creatures of the Brass Realms react to this aura with either aggression or panic.

The oblivion War: The outsiders are opposed in their pursuit of changing the order by the Mechanoids. The Mechanoids regularly sweep the brass realms for traces of outsiders, and if they spot a sufficient breach, take action. Their methods however are devastating and in many ways worse than the outsiders', for they care not about what might be caught in the crossfire of their cleansing.

Rulebreakers: Similarly to Fellstone, outsiders are not fully beholden to the laws of the brass realms and are thus able to do things that should be impossible by the laws of physics, so long as they are powerful enough or enough of them congregate in one area. They can do things like time travel, negate entropy, kill immortals and other nonsensical things. Luckily enough they have trouble doing this reliably and can be opposed.

There are many different kinds of Outsiders, belonging to seemingly different factions. While some of them are definitively malicious, some are ambivalent or even well-intentioned, though they are all universally disruptive and not taken lightly.

Types of Outsiders

Foulspawn
Foulspawn are chaos inkarnate. They follow no coherent form or strategy and their only shared trait is that they wish to destroy the Brass Realms utterly. They are a babbling, screechin horde of seemingly randomly assembled creatures obeying no visible logic.
They corrupt the land and its inhabitants wherever they go, with the ultimate goal of causing sufficient disruption that they rip entire realms out of alignment and throw them into the uncaring void.

Foulspawn are not subtle, they operate through brute force and unrelenting violence, with no sense of self-preservation.

Walkers
Perhaps the most dangerous of all outsiders, the walkers are subtle. They disguise themselves and slowly worm themselves into positions of importance to then cause havok.

They arrange plots to free chaotic beings, sabotage magical artifacts, incite wars that kill important individuals and generally just make sure that any situation that could spiral out of control, will do so.
Walkers can conceal themselves sufficiently to hide their aura, unless they choose to reveal themselves. The only way to reliably identify a Walker or Walker-possessed individual is to examine their very soul in detail, an ability restricted to powerful Spirits or particularly insane mortals.
Walkers are able to coordinate with each-other through unknown means and thus coordinate complex chains of events to cause massive chaos. They were able to cause major events such as the War of Burning Skies.

Nameless
The Nameless are a type of Outsider that is undefined. They are a walking flaw, living change. Their very nature is in defiance of the Brass realms, their existence changes and corrupts reality near them.
The nameless can vary wildly in their powers. Some examples include:
  1. A Nameless that could possess inorganic matter such as stone, and used that ability to animate an entire city, then used the very bricks of that city to crush its inhabitants within seconds and shift into a gigantic ooze-like form.
  2. A Nameless that was a onyx-black statue that was both the unstoppable force and the immovable object, a construct that could not be injured in any way and immediately and literally tore apart any opposition it met in seconds.
  3. A Nameless that was a 'living' twisting of space, that would wonder the plane it arrived on, crushing anything it approached.

There are two ways to defeat one of the nameless:
1) The nameless needs to be trapped within a prison it can not escape from, and forcefully be given a name. Through this act it is converted into a resident of the Brass Realms, and forced to obey its rules. It most likely becomes either a Spirit or an Old One.
2) The Nameless is contained, moved to the border of the brass realms where it is then forced out.

Voiceless Dead
Voiceless dead are shards of the Ice of Ages. They are a paradox, a living void.
They speak in silence and can be perceived only by those attuned to their Liege. Those that know how to speak in silence to them often use them as unseen assassins in their own schemes.
The voiceless dead wish for the brass realms to become static, unchanging, frozen forever. They forever work towards this end if left to their own devices, but their effects are never irreversible.

Temporal stalkers
Temporal stalkers that do not follow linear time. They are capable of time travel to a limited extent while inside the brass realms, going backwards in time to try to influence the present and future. Whilst they have no greater ambitions apart of procuring prey and defending their chosen territory and period in time, they are nevertheless anathema to the structure of the realms and highly dangerous.
Temporal stalkers take the shape of lanky, grey-black dog-like creatures without eyes.

Dissolvers
A Dissolver is an amorphous liquid more than a functional creature. They are neither fast nor smart, the main danger they present is that they instantly liquify anything they touch- be it rock, steel or living flesh. They and their affected are likely to look like a big lake of mud, the presence of the dissolver unnoticable unless it is actively expanding. They are near impervious to physical damage as a result of their physiology, but can be killed by being heated or cooled too much.

Silver dancers
Silver dancers are special in that they heal from any wound inflicted on them stronger than before, their silver flesh knitting back together within seconds. Their shape also changes in response to traumatic injuries, growing additional limbs or fangs and teeth as needed. They have no unified shape but are supremely dangerous, anything that does not kill them fast enough will be overcome and devoured.
They also move with unnatural grace and they never ever stop moving. Their constant, fluid motions are often compared to them constantly dancing.
If they are ever made to stop struggling, improving, dancing and moving, they cease to be.

Appearance:

Outsiders are manifold.
Some are disgusting, seeing little need for such things as keeping track of how many limbs they have, or a need for skin or fur. They are often engineered as an overly crude attempt at a combat-form, with many limbs designed to strike, attack or bite. They have few commonalities and can shift so much that comparing one outsider to another will show barely any commonalities.

Outsiders provoke a primal fight/flight response in all that gaze upon them.

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