“They're not of this world, they're from beyond the Veil. It would be wise to be cautious” - Unknown.
Cracks spread through time and space when the veil fell, reaching far beyond the realm of the known world, this has become known as the Rift. While some protection remained there were those that fell through these cracks in their own realities and into a new world far from their own. With no apparent way back, it is up to the individual to decide on their own fate, will they find a new life in this new world? Or will they strive to find their way back?
Outsiders are a mixed bag of people, and the name has been given to cover these strangers that have begun to appear in the world. Some are familiar shapes, some not so much. For good or ill, these folk have now found themselves within the world of Khultan and are here to stay. For now.
Please do not blatantly use existing lore such as D&D or other established canon. This is a freeform racial option that allows players to reach beyond the realm and let their creativity flow. Your character is from a place beyond this known world, from a world of their own perhaps, or some pocket realm.
We do have some limitations on this option listed in Character Creation. Please ensure that you read this section carefully!
The point of this option is to give people options outside of the bounds of our established races, this means that they can be as simple as sharing some similarities, like being a human from another world with different rules, or perhaps something more alien. The choice to turn heads or stay under the radar is entirely up to you!
Like the races of the Known World, the races from beyond the rift are mortal and susceptible to to the same weaknesses. Of course there are limitations to what makes it through the rift due to some unknown quality that prevents the long lived from finding their way through safely. Any person over 800 years old will not make it through, and even those of 500 years and over will suffer from memory loss!
Religion and belief structures will vary from person to person, and some may even choose to follow the native Gods or beliefs of different races. Gods from other realms will be absent from this world, lessening their effect on their displaced followers.
Wild and wonderful, what was once your character's home is no longer, but the memory still lives on, be it as familiar as the lands they now reside in, or something so foreign that this new world is unrecognisably alien to them.
With all races, there are differences to how they react to each other and what social norms there are, and some of these may stand out from the crowd! When making an outsider, it is important to think about their society, as this will form their behaviours and mannerisms heavily.
From mud huts and caves, to cabins, cottages, and even castles, how a character lives isn't just the only thing that defines them, but also what they live in.
An Outsider might come into this world with nothing but their wits, but that doesn't mean that they have nothing to offer. Some might find wealth and fame, others might not. It is entirely up to them to find their feet in this new world!
What is the norm for some, can be a nightmare for others, or even something completely abhorrent. Slavery is alive and well in many parts of the Known World, and an Outsider will react to this in different ways depending on their own views on the subject.