'QUASIT'
After the abyssals were banished with Zaikkra and his demon generals, many
of their wounded escaped to the Material Abyss. Here, they met their
untimely and unexpected end at the hands of their own familiars. Sensing
their masters were weak, the quasits abruptly turned on them and reversed
the servitude. They are not content to remain within the abyss, and
regularly commune for the help of the lord of undead. For the fee of one
abyssal soul per journey, Resatimm transports a quasit to Serin, finally
free of their birth bond, and with a promotion of power to boot.
Quasits as they are usually found in the abyss realm have rarely been seen
in Serin. Instead, what Serin meets are quasits that have overturned
their masters. Fiercely free-willed and extremely dangerous, these small
beings seek to entertain themselves, often by settling in urban areas where
there are plenty of folk to torment. Many an adventurer's only saving
grace when encountering a quasit is that they are consummate cowards. Even
so, it is wise to be wary of an angry quasit, as it casts spells with greater
power than a non-quasit mage of equivalent experience.
Younger quasits may begin with small practical jokes, but as they grow older
their pranks may become more sinister and cruel - for instance, grand schemes
that cause the downfall and ruin of others. Due to their love of pranking and
cruel tendencies, it is highly recommended for quasits to follow the god of
trickery,
Vhrael, or the god who gave them freedom,
Resatimm.
A quasit's innate paranoia of capture makes it more difficult to summon
than other creatures. While a quasit can fly and land at will, its warped
frame and tiny legs can only withstand so much - managing the weight of its
inventory can become difficult while grounded.
Quasits that have reached Serin have escaped the reach of their abyssal masters,
but continue to bear the mark of those who enslaved them. Some quasits consider
this brand a source of shame, while others wear it with pride. Regardless of the
quasit's feelings on the matter, each mark retains some amount of power and gives
the wearer some resistance to one element as follows:
Pyre - The mark of the Eternal Pyre grants fire resistance.
Wastes - The mark of the Endless Wastes grants cold resistance.
Storm - The mark of the Shadow Storm grants lightning resistance.
Torrent - The mark of the Black Torrent grants drowning resistance.
Note that these brands take the place of tattoos.
STR: 16, INT: 24, WIS: 22, DEX: 22, CON: 18
Ethos: any
Align: evil only
Resists: none
Vulns: holy
Size: tiny
Innates: infravision, flying
Special abilities:
DOPPELGANGER,
CAUSE FEAR
Quasits can be the following classes:
Thief, illusionist, invoker, shaman.
6.16.
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