QUASIT

'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. SUMMARY > RACES > QUASIT

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