
"Quesar, it is said, were created
by a group of lawful aasimon to serve as guardians
over celestial treasures. These aasimon went to the
radiant plains of Elysium and into the layer known
as Belieren. There, they formed from the marshy mud
a dried husk of human shape and form. In a hidden
fortress called Nellis-thur, the aasimon magically
transformed this mannequin so that it would absorb
its energy from daylight. The fires of the construct
began deep within it, but they quickly blossomed forth
in cascades of might.
"Soon the creation was more essence
than form. The aasimon named the fruit of their labors
a quesar, which meant ‘borrowed from heaven’s crown.’
They were so enamored with themselves and their ingenuity
that they immediately began creating more …"
— Planes of Conflict Monstrous Supplement
[2615]
The quesar are, at once, a source of
pride and shame for the aasimon. Unlike the clumsy,
nonsentient golems crafted by mortals, the quesar
are radiant, free-thinking beings infused with life
and an unshakable desire to uphold the cause of good.
They are virtuous, strident, and compassionate by
design. The aasimon, in their supreme arrogance, thought
they had created the perfect servitors. However, once
the eagerness to please their creators had worn off,
the quesar rejected their role of servitude. They
had every intention of remaining a powerful force
for good, but they wanted to walk their own path.
The aasimon reacted poorly to the quesar’s push toward
freedom, thinking them insolent and disrespectful.
The rift between the creators and the created widened
until, at last, this divergence led to war.
The conflict between the aasimon and
the quesar shook the heavens. The arguments were heard
throughout the Upper Planes. The war ended quickly
with the intervention of the powers of Elysium, who
advised the aasimon to recognize the quesar as beings
of order who follow the commands of no one. These
powers then turned to the quesar and advised them
not to succumb to rash thoughts and chaos, for such
was not the way of Elysium. Thus the quarrel ended.
While the Upper Planes turned their attention back
toward the Blood War and other pressing concerns,
the aasimon left the quesar to fend for themselves.
The quesar appear as slender humans
with narrow faces and pointed ears. (For mostly esthetic
reasons, they appear as males and females, although
they are actually genderless.) Quesar lack many of
the fine social graces of the true celestials, and
they seem wholly incapable of laughter. (Granted,
since the time of their creation, the quesar have
found little humor in their lives.) Their seemingly
delicate forms radiate incredible amounts of energy
which the quesar can vary in intensity. The energy
encompassing an enraged quesar has been likened to
that of a newborn star.
Their Powers
Quesar are immune to energy-based attacks
such as fire, lightning, and magic missiles,
and they possess magic resistance. (See "Special
Benefits" below.) These luminous beings draw
energy from the sun and regenerate 1 hit point per
round while in daylight, even after they have been
"slain." There are only two ways to kill
a quesar permanently. The first is to defeat the quesar
in battle (i.e., reduce the quesar to –10 hit points)
and then place its remains where daylight never reaches.
After 1 turn in this state, the quesar cannot rejuvenate
and simply fade out of existence. The second method
requires the annihilation of the quesar by magical
means, such as disintegration, multiple energy
drains, or wish.
Quesar rarely employ weapons, since
even the most enchanted weapons would eventually melt
or dissolve in their hands. (This is not true for
most artifacts and relics.) Quesar normally attack
with a burning strike, inflicting 1d12 points of damage
per hit. The energy delivered by this attack affects
all creatures, including those immune to magical fire.
Magic resistance has no effect on this attack.
Quesar radiate an intense energy halo.
At its lowest intensity, this light can blind all
seeing creatures within 100 yards; such creatures
must make a saving throw versus spell or be blinded
for 1d10 rounds. (Creatures that do not have visual
senses are unaffected.) This energy is equivalent
to sunlight for purposes of battling certain evil
and undead creatures. After one round of blinding
light, the intensity can be increased, unleashing
a pulse of searing light that inflicts 6d6
points of damage; a saving throw versus breath weapon
reduces the damage by half. After a round of searing
light, quesar can increase the intensity further:Everything
within 5 yards must make a saving throw versus death
magic or be incinerated. The searing light
and incinerating light attacks can be used
a specific number of times per day and even affect
creatures immune to fire. Magic resistance does not
apply to either attack form. See "Special Benefits"
for details.
A quesar must rejuvenate its energy
in the light of the sun. If deprived of sunlight for
eight hours, the quesar’s searing radiance weakens
and no longer inflicts damage; their melee attack
inflicts 1d10 points of damage instead of 1d12 points.
After twelve hours without sunlight, a quesar can
no longer generate enough light to blind foes, and
its melee attack inflicts only 1d8 points of damage.
After twenty-four hours, the quesar loses its energy
halo, appearing as nothing more than a delicate humanoid,
and its strike inflicts only 1d6 points of damage.
If reduced to –10 hit points in this form and left
in the darkness for 1 turn, the quesar is forever
slain.
Quesar require no food, water, or air
and can exist for thousands of years. However, quesar
are essentially golems, incapable of procreation.
The aasimon have refused to share the secrets of creating
quesar, and as the quesar slowly die off, many planars
suspect that there will come a day, several millennia
hence, when quesar vanish from the heavens altogether.
Their REALM
Quesar inhabit Belieren, the third layer
of Elysium. Most quesar remain there, occupying former
aasimon strongholds, aiding travelers, or searching
for a purpose. A few quesar have left Belieren to
wander the Upper Planes, searching for a path or cause.
Others, driven by an intensity greater than that of
the fiercest aasimon, have found their way into the
Lower Planes, where they fight spectacular, often
suicidal battles against hordes of baatezu, tanar’ri,
and yugoloths.
Their VIRTUES
The honest, passionate, and free-thinking
quesar are the enigmas and pariahs of the Upper Planes.
Since turning against their creators, the quesar have
been alienated from the celestial hierarchy and left
to find their own path. Even when their powers would
make them useful as allies in conflicts against evil,
they are never approached by the other celestial races
for aid. The aasimon, righteous magistrates of the
Upper Planes, have not forgiven the quesar for their
insolence. For millennia, the quesar have endured
aasimon scorn and languished half-forgotten in their
desolate realm. This has made some quesar fiercely
determined to prove themselves in the eyes of their
celestial peers—a drive that can seem overwhelming
and can lead the quesar to commit valiant yet self-destructive
deeds. Quesar are sensible, but like golems they think
nothing of their own safety, always placing their
mission or task above any instinct for self-preservation.
A quesar thinks nothing of wading into a pack of fiends,
using its radiant halo and burning touch to incinerate
evil even as it’s being dragged down by fiendish talons.
Quesar are not bound by strict laws,
nor do they wish to impose their own beliefs on others.
They aid the cause of good where they can and destroy
evil where it dwells.
Their ROLE ON THE
PLANES
Without a strong, overriding purpose,
most quesar continue to perform the tasks for which
they were originally created: guarding powerful artifacts
of good hidden in aasimon citadels on the third layer
of Elysium. A few quesar wander the planes, searching
for a valorous cause, but rarely are they found in
the company of other celestials. More often they travel
alone or join the ranks of heroic planewalkers in
need of strong allies. A few lucky quesar find permanent
homes in the Upper Planes, as guardians and assistants
to powerful and benevolent wizards and priests. At
least one tulani eladrin has gone against the wishes
of the aasimon and taken a quesar outcast into his
Twilight Court, but such instances are understandably
rare. Quesar who find no purpose on the Upper Planes
usually ensure their own destruction by facing evil
alone on the Lower Planes.
DEALING WITH OTHER
CELESTIALS
There is no greater anomosity among
the celestials than that which exists between the
quesar and the aasimon. Time has not healed the wounds
between the constructs and their creators. Quesar
have no dealings with the aasimon, and a handful resent
the aasimon’s refusal to share the secrets of quesar
creation.
Quesar dealings with other celestial
races (archons, asuras, eladrins, and guardinals)
are mostly incidental. The most frequent contact occurs
on Belieren, where groups of guardinals are known
to train and hunt. These visiting guardinals occasionally
encounter quesar and ask for directions through Belieren’s
vast bogs, but the quesar are never invited to join
them.
Asuras are enthralled by the quesar
and admire their persistent refusal to serve the aasimon.
It’s no secret that the aasimon and the asuras do
not see "eye to eye." A number of asuras
have tried to help the quesar gain recognition in
the celestial hierarchy; to date, however, their efforts
have met with little success, as the other celestial
races are less inclined to oppose the wishes of the
all-mighty aasimon.
NOTABLE QUESAR
In the beginning, all quesar were created
equal. At that time, the aasimon perceived the quesar
as little more than obedient constructs. As they refined
the process of creating quesar, the aasimon began
to experiment. Arrogant in their ingenuity, they wanted
to create something far surpassing anything mortals
could hope to construct, and thus a society of quesar
came to be. The aasimon gave the quesar opportunities
to learn and the power to grow, and each construct
was infused with a trace of individuality.
Thousands of millennia after their birth,
the quesar continue to struggle with their identity,
but only a few have managed to garner some attention
for their deeds (or misdeeds, depending on whom you
ask). One of the first quesar to rebuke aasimon domination
was Ourixad, who stood before the Parliament of the
Concordance and demanded freedom for his people. Ourixad
was also one of the first casualties in the brief
aasimon-quesar conflict—slain by a righteous, fiery-tempered
planetar. Other quesar of note include the barmy Azabrallica,
who left Belieren to wage a private war against the
tanar’ri. At least one quesar is known to dwell in
the planar city of Sigil, although his name and deeds
are not known.
QUESAR AS PLAYER CHARACTERS
A player who wishes to run a quesar
character must begin that character at 1st-level.
Quesar may be fighters, paladins, mages (but not specialist
wizards), clerics (but not specialty priests), and
bards.
The quesar are not pious beings by design,
but many have found strength in religion. This transformation
began when the strife between the quesar and the aasimon
prompted several gods on Elysium to advance and affirm
quesar independence—a motion that the quesar have
not forgotten. Quesar paladins and clerics must choose
a primary and secondary power to worship from Table
1 below; quesar fighters, wizards, and bards may
choose both a primary and secondary power, a primary
power only, or no power whatsoever. For more information
on primary and secondary powers, consult the Warriors
of Heaven accessory.
Table 1: Deities of the Quesar
|
Deity
|
Pantheon
|
Status
|
Portfolio
|
AL
|
Plane/Layer
|
Influence1
|
|
Belenus
|
Celtic
|
Intermediate
|
|
NG
|
Elysium/Thalasia
|
Primary, Secondary
|
|
Bragi
|
Norse
|
Intermediate
|
Poetry, music
|
NG
|
Elysium/Eronia
|
Primary2,Secondary
|
|
Diulanna
|
Mystara
|
Lesser
|
Determination
|
NG
|
Elysium/Amoria
|
Secondary
|
|
Eldath
|
Toril
|
Lesser
|
Peace, pools,
groves
|
NG
|
Elysium/Eronia
|
Secondary
|
|
Kuan-ti
|
Chinese
|
Intermediate
|
Diplomacy
|
NG
|
Elysium/Amoria
|
Primary, Secondary
|
|
Majere
|
Krynn
|
Intermediate
|
Thought, control
|
NG
|
Elysium/Amoria
|
Primary3,
Secondary
|
|
Nut
|
Egyptian
|
Intermediate
|
Sky
|
NG
|
Elysium/Belierin
|
Primary, Secondary
|
|
Pelor
|
Oerth
|
Greater
|
Sun, light,
healing
|
CG
|
Elysium/Amoria
|
Primary
|
|
Savitri
|
Indian
|
Intermediate
|
Life, light
|
NG
|
Elysium/Amoria
|
Primary
|
|
Seker
|
Egyptian
|
Lesser
|
Light
|
NG
|
Elysium/Thalasia
|
Secondary
|
|
Ushas4
|
Indian
|
Intermediate
|
Light, dawn
|
LG
|
Elysium/Eronia
|
Primary, Secondary
|
|
Zodal
|
Oerth
|
Lesser
|
Mercy, hope
|
NG
|
Elysium/Eronia
|
Secondary
|
1 If a deity’s influence is "Primary,"
that deity can only be selected as a character’s primary
power. If a deity’s influence is "Secondary,"
the deity can only be selected as a character’s secondary
power. If a deity’s influence is "Primary/Secondary,"
the deity may be selected as either a primary or secondary
power.
2 Only bards may select Bragi as a primary power.
3 Only wizards may select Majere as a primary power.
4 Quesar paladins must choose Ushas as either their
primary or secondary power.
ABILITY SCORES
The frail-looking bodies of the quesar
are deceptive, as the quesar possess surprising fortitude.
However, they are not especially strong. Quesar PCs
receive a +1 bonus to Constitution and suffer a –1
penalty to Strength. Despite being somewhat antisocial,
quesars are radiant, heavenly beings and possess a
minimum Charisma score of 9.
|
Ability
|
Minimum
|
Maximum
|
|
Strength
|
3
|
17
|
|
Dexterity
|
3
|
18
|
|
Constitution
|
3
|
19
|
|
Intelligence
|
3
|
18
|
|
Wisdom
|
3
|
18
|
|
Charisma
|
9
|
18
|
CLASS RESTRICTIONS
Quesar PCs can be fighters, paladins,
mages, clerics, and bards. They can be multiclassed
with the following options: fighter/mage, fighter/cleric,
and fighter/bard.
|
Class
|
Max.
Level
|
|
Fighter
|
18
|
|
Paladin
|
18
|
|
Mage
|
16
|
|
Cleric
|
14
|
|
Bard
|
14
|
AVERAGE HEIGHT AND WEIGHT
Quesar have a height of 60 + 2d10 inches
and a weight of 120 + 6d10 pounds.
HIT DICE
Quesar PCs receive Hit Dice by class.
They gain the usual bonus hit points for high Constitution
scores.
ALIGNMENT
Quesar PCs are typically neutral good,
although lawful good and chaotic good quesar are permitted.
Quesar paladins must be lawful good. Any quesar whose
alignment shifts to evil, either through its own misdeeds
or because of some horrible magical influence (such
as a helm of opposite alignment) is instantly
and irrevocably destroyed.
ARMOR CLASS
At 1st level, quesar PCs have a natural
Armor Class of 3. For every two levels thereafter,
the quesar’s natural AC improves by 1 (i.e., AC 2
at 3rd-level, AC:1 at 5th-level, AC:0 at 7th-level,
AC:–1 at 9th-level, and so on). Quesars cannot
wear armor or employ magical protection devices of
any kind (including magical rings, bracers, ioun
stones, cloaks, and the like), relying on their
natural AC and Dexterity modifiers in combat.
LANGUAGES
Quesar can communicate with any intelligent
creature using a powerful form of telepathy. They
also speak their own unique language, which is clearly
understood by all other celestial races as well as
intelligent creatures of the same alignment. Quesar
can read and comprehend any written language.
PROFICIENCIES
Quesar cannot become proficient with
weapons, regardless of class. They may choose from
the following nonweapon proficiencies (italicized
proficiencies are described in the Planewalker’s
Handbook [2620])::Agriculture, Ancient History,
Artistic Ability, Dancing, Direction Sense, Endurance,
Etiquette, Heraldry, Languages (ancient), Languages
(modern), Planar Direction Sense, Planar Sense,
Planar Survival, Planology, Portal Feel, Religion,
Running, Singing, Spellcraft, Spell Recovery,
Stonemasonry, Tracking.
SPECIAL BENEFITS
• At 1st-level, a quesar has 15% magic
resistance. Each level thereafter, the quesar’s magic
resistance increases by 5%. Thus, an 8th-level quesar
has 50% magic resistance, while an 18th-level quasar
fighter has 100% magic resistance! For multiclassed
quesar, use the average of the two classes (rounded
down) to determine the quesar’s level. Thus, a 3rd-level
fighter/1st-level wizard quesar is treated as a 2nd-level
character and has 20% magic resistance.
• Quesar are impervious to nonmagical
weapons. As quesar increase in level, they become
more difficult to harm even with magical weapons.
Refer to Table 2; for multiclassed quesar,
use the average level of the two classes (rounded
down).
Table 2: Quesar Weapon Immunities
|
Level
|
Only
Harmed By
|
|
1-3
|
+1
or better magical weapons
|
|
4-6
|
+2
or better magical weapons
|
|
7--12
|
+3
or better magical weapons
|
|
13+
|
+4
or better magical weapons
|
• Quesar PCs can use their blinding
radiance as often as desired, provided the quesar
have the solar energy to maintain their radiant aura.
Quesar PCs at 1st-level can use their blinding
light power thrice per day, their searing light
power once per day, and cannot yet harness the power
to generate incinerating light. (See "Their
Powers" for details.) Manipulating their radiant
auras to unleash energy of such intensity takes practice
and time.
The frequency with which a quesar may
use its searing light and incinerating light
attacks varies with level:
Table 3: Quesar Aura Intensities
and Frequencies
|
Level1
|
Blinding
Light2
|
Searing
Light3
|
Incinerating
Light4
|
|
1
|
3/day
|
No
|
No
|
|
2
|
4/day
|
No
|
No
|
|
3
|
5/day
|
1/day
|
No
|
|
4
|
6/day
|
2/day
|
No
|
|
5
|
At
will
|
3/day
|
No
|
|
6
|
At
will
|
4/day
|
1/day
|
|
7
|
At
will
|
5/day
|
2/day
|
|
8–9
|
At
will
|
6/day
|
3/day
|
|
10–11
|
At
will
|
7/day
|
4/day
|
|
12–14
|
At
will
|
8/day
|
5/day
|
|
15–18
|
At
will
|
At
will
|
6/day
|
1 For multiclassed quesar, use the average
level of both classes, rounded down. Thus, a 12th-level
fighter/9th-level wizard quesar would be considered
a 10th-level character.
2 All seeing creatures within 100 yards
of the quesar must make a saving throw versus spell
or be blinded for 1d10 rounds.
3 After one round of blinding light,
the intensity of the aura may be increased to searing
light. All creatures within 10 yards of the quesar
must make a saving throw versus breath weapon or suffer
6d6 points of damage; a successful saving throw reduces
damage by half.
4 After 1 round of searing light,
the intensity of the aura can be increased to incinerating
light. Everything within 5 yards of the quesar
must make a saving throw versus death magic or be
instantly disintegrated. (Items must make a saving
throw versus disintegration.)
• Quesar wizards and bards neither require
nor keep spellbooks. Quesar possess marvelously precise
memories that allow them to retain their spells. They
"prepare" each day’s spell selection and
cast spells as normal wizards and bards do.
• Quesar bards receive the following
modifiers to their rogue abilities: CW —, DN:+5%,
PP –5%, RL:— (but see below).
• As noted in the "Languages"
section, all quesar have the innate ability to read
and comprehend any written language or script (as
per the comprehend languages spell).
• Quesar do not require sleep, food,
water, or air to survive, but they must rejuvenate
their energy field. Quesar can live for thousands
of years, and although they are not immune to magical
aging, they would have to be aged several hundred
years for any measurable effect to occur.
SPECIAL HINDRANCES
In addition to the hindrances mentioned
above (see "Their Powers"), quesar have
several additional hindrances and limitations:
• Quesar cannot activate or employ magical
items of any kind. (This includes potions, scrolls,
rings, wands, rods, staves, scrolls, weapons, amulets,
phylacteries, tomes, enchanted apparel, and cursed
items.) Such devices simply do not function in the
quesar’s possession. The aasimon designed the quesar
this way; they needed beings to guard powerful artifacts
and relics but who lacked the ability and desire to
use the items in question.
• Quesar PCs suffer a +4 reaction penalty
when dealing with other celestial races. The DM may
reduce this penalty if the character encounters celestial
NPCs who are more sympathetic to the quesar’s situation.
• Quesar cannot be raised, reincarnated,
or resurrected. When quesar die, nothing of
them remains. Not even a wish can restore a
destroyed quesar.
• As constructs, quesar are particularly
susceptible to items designed for use against golems,
such as a scarab versus golems, arrow of slaying
golems, or rod of smiting. (One strike
from a rod of smiting inflicts 2d8+6 points
of damage to a quesar. An arrow of slaying golems
destroys a quesar utterly.)
• Quesar clerics receive their spells
from gods native to Elysium. The farther away they
travel from their deities, they more likely they are
to lose their spells. For details, see the "Priests
and Their Gods" section (page 13) in the DM’s
Guide to the Planes book of the Planescape®
Campaign Setting boxed set [2600].
• Although nimble and fast (MV 24),
quesar are exceedingly poor swimmers and suffer a
–8 penalty to Swimming proficiency checks. Luckily,
they cannot drown. A quesar who finds its way blocked
by a large body of water will simply walk along the
bottom (at one-quarter its normal movement rate) or
circumvent the body of water using a spell of some
sort (fly, for instance).
ROLEPLAYING NOTES
Most quesar never leave their home plane,
but quesar PCs are unusual. Quesar PCs generally want
to explore the planes and see all there is to see.
These quesar are driven by curiosity—an anomalous
trait that was probably never intended by the aasimon
who created them. Although quesar are not considered
"true celestials" and are generally shunned
or ignored within the celestial hierarchy, quesar
PCs who are true of heart have no trouble making friends.
With the possible exception of a few hard-nosed aasimon,
even the most predisposed celestials are inclined
to judge a quesar by his words and deeds, and a quesar
who proves valorous and trustworthy is likely to earn
their trust and confidence.
Quesar who roam the planes are often
found in the company of other good-aligned beings.
Quesar, however, are unaccustomed to fellowship and
are prone to abandoning their newfound companions
to pursue their own goals. Quesar have perfect memories
and never forget their friends and enemies, and non-chaotic
quesar are careful to fulfill promises and honor their
word. However, intimacy is completely foreign to them,
and while they value companionship, they don’t fully
understand the needs of friendship. The bonds that
hold friends together often do not apply to the quesar
who wishes to see the rest of the universe.
A few quesar wander the planes for centuries
and never find a worthy cause or purpose, eventually
tiring of their endless journey. These quesar become
preoccupied with their own annihilation and can be
extremely dangerous. They often invite conflict with
insurmountable evil for the express purpose of ensuring
their own destruction. A quesar in such a frame of
mind can be both a powerful and perilous ally.
LYDIVEM
The Wandering Star
Quesar, 3rd-level fighter/3rd-level
bard
AC:1 (natural armor + Dexterity
adjustment); MV 24; hp 30; THAC0 18 (base); #AT:1;
Dmg 1d12+1 (includes Strength bonus); SA blinding
light, searing light; SD:+1 or better weapons
to hit, immune to energy-based attacks, regenerates
1 hp/round; MR:25%; SZ M (6' tall); ML:champion
(16); Str 16, Dex 15, Con 17, Int 13, Wis 11, Cha
16; AL:NG; XP:1,400.
Primary Power: Pelor (Greater/CG/Elysium).
Secondary Power: Bragi (Intermediate/NG/Elysium).
PROFICIENCIES
Ancient Languages (13), Dancing (15),
Planar Direction Sense (12), Planar Sense (10), Singing
(16), Spellcraft (14).
SPECIAL ATTACKS
Lydivem can use his blinding light
aura five times per day and his searing light
aura once per day. As a bard, Lydivem can cast two
2nd-level wizard spells per day; his preferred spells
include color spray, dancing lights, friends, Murdock’s
feathery flyer, phantasmal force, and taunt.
Lydivem may also Climb Walls (60% chance), Detect
Noise (55% chance), Pick Pockets (15% chance), and
Read Languages (100% chance; special quesar ability—see
"Special Benefits").
SPECIAL DEFENSES
Lydivem can be struck only by +1 or
better weapons. He’s immune to fire, electricity,
magic missiles, and similar energy-based attacks.
He regenerates 1 hit point per round in daylight or
in the dazzling light of his sunflies (see below).
In his travels, Lydivem has befriended
many peculiar creatures. He now travels with an unusual
group of friends: a small cloud of twenty-four sunflies.
The sunflies are careful to keep their distance from
the quesar when he uses his searing light attack,
but they are not harmed by his blinding light.
(In fact, they are lured to it.) Each sunfly can create
a dazzling burst of natural light once per hour, which
Lydivem uses to sustain his unearthly radiance when
traveling in places deprived of sunlight. The quesar
also avails himself of the protection afforded by
the the sunflies’ sundance ability. Sunflies
are benign, beautiful creatures fully described in
the Planescape Monstrous Compendium® Appendix
II [2613].
Sunflies (24):AC:6; MV:3,
fly 30 (B); HD 1+1; hp 4 each; THAC0 19; #AT:1;
Dmg 1; SA dazzling burst of light (usable once/hour
and affects targets within 10 feet; save vs. spell
or be blinded for 1d10 rounds); SD sundance
(requires 12 or more sunflies; creates a double-strength
protection from evil spell with a diameter
of 1'/sunfly); SZ:T (1' long); ML:unsteady
(7); XP:120.
SPECIAL EQUIPMENT
None.
appearance
Lydivem is slender and willowy with
turquoise skin, elongated features, and white hair.
His fingers are long and delicate, and he wears a
mantle of golden light that flaps and billows constantly.
His eyes are small, white, and pupilless, and his
face is capable of tremendous expression, from broad
smiles to terrifying frowns.
personality traits
Contemplative, trustworthy, cryptic,
theatrical
roleplaying notes
Lydivem is one of those rare quesar
gifted with a sense of wanderlust. The aasimon created
him to run errands between the various Upper Planes.
For millennia, Lydivem delivered magical relics safely
from one aasimon stronghold to another, taking in
the various sights and learning a number of songs.
When the quesar were set free by the gods of Elysium,
Lydivem remained in servitude for several hundred
years before a barmy asuras with a sense of fun convinced
him to abandon his charge and explore the Upper Planes.
While crossing a lush glade on Dothion (a layer of
Bytopia), Lydivem was befriended by a cloud of twenty-four
sunflies who have remained with him ever since, adding
their brilliance to his own.
Lydivem wandered the Upper Planes for
nearly one hundred years before he stumbled upon a
portal that brought him and the sunflies to the Outlands.
Since then, he has befriended a hard-nosed bariaur
cleric of Pelor named Thurbor and a young half-elf
bard named Keliana, who is enamored with Lydivem’s
heavenly songs. The threesome currently wander the
Outlands, thwarting evildoers while taking in the
sights; however, Lydivem has been known to wander
off on his own from time to time.