Home » Aetolia Races: All 24 Playable Races » The Imps of Aetolia

The Imps of Aetolia

An Imp lower planar troublemaker with red horns green glow eyes and a raven companion

Imps are small, horned, winged tricksters with a reputation for being dangerously clever and unrelentingly vicious. The Goddess who made them is dead, the war they won against the Pixies is centuries past, and most of Aetolia still treats them as a problem waiting to happen. If you want a race that walks into every room already on someone’s bad list, imps fit.

At a glance

At a glance
Native regionSehal (central Sapience), after their nomadic period
Cultural homeNo single homeland; widely scattered, often drawn to Bloodloch
Spiritual frameServants of the dead Goddess of Mischief, Khepri; no current divine patron
Distinctive traitShort, winged, horned tricksters with a deep cultural relationship to chaos
Suits play stylesTrickster roleplay, shadow-aligned chaos, Bloodloch politics, outsider energy
Gender lockNone

Imp lore and origin

Imps were created by Khepri, the Goddess of Mischief, to spread mischief, trickery, and chaos across the continent. They started out as a nomadic people, and that wandering eventually brought them into the central region now known as Sehal. The Pixies were already there. The long war between the two races ended with a decisive imp victory and the establishment of a royal imp bloodline, which is the foundation of what passes for imp political memory.

Khepri is no longer a presence in Aetolia. She was eaten by the Almighty Kerrithrim and ended there, and a brief return as the fused Sanguine Ysmali also collapsed. What that means for present-day imps is that their creator-Goddess is gone, the cosmological reason for their existence is past tense, and the religious thread other races lean on for identity is not available to them. Some imps treat that as freedom. Others read it as a slow, quiet grief that the rest of the continent does not see.

Imps are not the only race Khepri shaped. The Kobolds and Goblins are her older children, prototypes who preceded the imps as her favored race. The official line, recorded in the Kobold help file, is that the Kobolds were driven from Sehal because they were seen as inferior. The imps know this. So do the Kobolds. It is the kind of family history that does not heal cleanly.

If you want a race whose lore is built around mischief as a worldview rather than mischief as a personality quirk, imps fit.

Imp appearance

Imps are remarkably short, with horns, vestigial wings, and tiny tails. Their coloration varies more than almost any other Aetolian race. The basic red is common, but canary yellows, lurid greens, and deep purples are all valid choices, and the in-game roleplay tips actively encourage players to lean into the wilder end of the spectrum.

The vestigial wings are part of the silhouette but not really part of the toolkit. Imps can hover, not fly, and the wings read more as inheritance from their lower-planar origin than as a functional limb. Combined with the horns, the tail, and the size, an imp in a room full of Humans, Atavians, and Trolls looks unmistakably non-native. That visibility is the point. Imps were not built to blend in.

Imp racial abilities

Imps have three racial abilities, unlocked at character creation, level 31, and level 61.

  • Hover (available at character creation). Syntax: `HOVER` and `SETTLE`. Your wings let you hover slightly above the ground, granting you the levitation defence.
  • Heatsight (unlocks at Level 31). Syntax: `HEATSIGHT`. Your superior eyesight senses the heat of your prey, briefly revealing those who would otherwise be hidden.
  • Mischief (unlocks at Level 61). Passive. Tricks and mischief are part of your nature. When performing a deceitful act, the difficulty modifier is a flat 5% less. See `HELP DECEIT` for how that system works in detail.

The package reads as trickster from top to bottom. Hover keeps you off the ground (and so off any traps that key on ground contact), Heatsight strips concealment off a hidden opponent, and Mischief is a small but always-on bonus that rewards staying with the race long enough to hit 61.

Imp base statistics

Aetolia uses statpacks, a separate choice from race that sets your five base stats. The values below are the racial baseline before statpacks apply.

StatValue
Strength10
Dexterity15
Intelligence13
Constitution11
Wisdom9

Imps lean hard into Dexterity, with solid Intelligence, average Constitution, and low Strength and Wisdom. That profile reads as quick, clever, and physically fragile, which matches the lore. Your statpack does most of the actual work, so the racial baseline is a starting point rather than a ceiling.

How to roleplay an Imp in Aetolia

  • Cultural anchor. No single homeland. Imps won Sehal centuries ago but were never tied to one city the way Mhun are to Moghedu or Atavians to their isolated villages. That rootlessness gives a player flexibility. An imp can be Sehal-born aristocracy with a claim on the royal bloodline, an opportunist who drifted into Bloodloch, or a wanderer with no ties at all.
  • Faction-cultural alignment. Shadow-leaning by default, and Bloodloch is the natural home for an imp who wants city politics. The corruption-aligned frame of the city absorbs the imp temperament more easily than Enorian‘s Spirit purity does. That said, plenty of imps have crossed the line into Spirit cities for personal reasons, and the contrast tends to play interestingly at the table.
  • Religious texture. Khepri is dead. An imp can carry that as a private wound, ignore it entirely, or transfer their worship to one of the living Gods. There is no current divine framework that claims imps the way Slyphe claims Kelki or the Mhun Spirits claimed Mhun. That gap is roleplay material.
  • Common archetypes. Other players will read an imp as a trickster, an instigator, or a small dangerous thing best watched carefully. The official roleplay tip is worth repeating: mischief is not always evil and not always innocent. It is a broad concept covering subversive behavior across the moral spectrum. Lean into the variety, or play the one imp in town who is sincerely trying to be helpful and finds it constantly going wrong.

Which Aetolia classes fit an Imp

Any race in Aetolia can play any class. Race never locks you out. Some class archetypes share a thematic resonance with imp lore, which can make for a naturally cohesive character.

Syssin

Spinesreach’s deception specialists, built around stealth, illusion, and venom. Syssin and imp share the same instinct for working sideways through a problem, and a Syssin imp leans into the trickster identity without softening it. The Spinesreach city tie sometimes pulls against the Bloodloch default for imps, which makes for tension worth playing.

Indorani

Bloodloch’s pact-wielders, drawing on demonic and shadow-bound entities to fight. The lower-planar resonance is direct: an Indorani imp reads as a creature returning to a tradition older than their race, calling on the kinds of forces that shaped imps in the first place. Mechanically intricate, narratively heavy.

Sciomancer

Spinesreach’s shadow mages, working illusion and entropy from the arcane side rather than the assassin side. Sciomancer takes the imp instinct for misdirection and runs it through a scholar’s lens. A Sciomancer imp reads as a trickster who decided to study the craft rather than just live in it.

Praenomen

Bloodloch’s vampires. The frame works for an imp who has gone fully into shadow corruption and traded what was left of Khepri’s legacy for undeath. Mechanically very different from the other three picks, but thematically a strong fit for a player who wants to commit to the Bloodloch arc.

Frequently Asked Questions

Yes, especially for players who want a built-in roleplay hook from day one. Imps are short, horned, and visibly non-human, so other characters will react before you say a word. If you want a quieter introduction to the continent, Human is the easier pick. If you want every conversation to start with someone already deciding what to think about you, imps deliver.

Imps start with Strength 10, Dexterity 15, Intelligence 13, Constitution 11, and Wisdom 9. Strong Dexterity, solid Intelligence, low Strength and Wisdom. Your final stats depend on your statpack, which is a separate choice from your race. The two systems work independently.

Imps have three racial abilities. Hover is available at character creation (`HOVER` and `SETTLE`, grants the levitation defence). Heatsight unlocks at Level 31 and briefly reveals hidden opponents through their body heat. Mischief unlocks at Level 61 and is a passive 5% reduction to the difficulty modifier on deceitful acts. See `HELP DECEIT` for the underlying system.

Imps were created by the dead Goddess Khepri as her servants on the continent. After a nomadic period, they entered Sehal in central Sapience and won a long war against the resident Pixies, which established a royal imp bloodline. Today they have no single cultural home and often drift toward Bloodloch for its shadow-aligned politics.

Yes. Any race in Aetolia can play any class. Race never locks you out of a class. The class you choose and the time you put in matter far more than your starting race. ## Other races to consider ### Kobolds The sister race, and the older one. Kobolds and Goblins are the prototype children of Khepri, driven out of Sehal before the imps were favored. The shared lineage gives a player options: a Kobold who resents the imps, or an imp who quietly knows their existence is built on someone else’s exile. Pick if you want the trickster identity in a heavier, more grounded frame. ### Atavians The other winged race, though Atavian wings work and imp wings mostly do not. Atavians get the airborne lifestyle the imp toolkit only gestures at. The shared roleplay anchor is the wings themselves: how they fit in cramped spaces, how they read as props, how they shape the silhouette. Useful comparison if you want to think about non-human bodies as roleplay material. ### Horkval The chitinous insectoid race. Horkval and imps share the experience of being visibly other in any room, but the cultures could not be more opposite. Horkval are cooperative, disciplined, and built around the hive. Imps are individualists with a chaos streak. Pick Horkval if you want non-humanoid roleplay without the trickster baggage. ← Back to all races