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Imp

Imps, the favoured race of the dead Goddess of Mischief, Khepri, were created as Her servants on the continent, spreading mischief, trickery, and chaos wherever they roamed. Though initially nomadic, the Imps later settled the continent’s central region, now known as Sehal, and clashed with the Pixies indigenous to the region; the long war ended with a decisive Imp victory and the establishment of a royal Imp bloodline.
At a glance
| Feature | Details |
|---|---|
| Appearance | Very short humanoids with horns, small tails, and vestigial wings; colouring varies. |
| Origins and communities | Sehal, where an Imp kingdom arose after conflict with the Pixies. |
| Culture | A heritage associated with Khepri, trickery, and mischief, alongside a history of conquest. |
| Racial abilities | Hover; Heatsight; Mischief |
Appearance and reputation
The race is often regarded as high-strung, passionate, and mischievous, though likewise dangerously clever and unrelentingly vicious. Typical physical features include horns, vestigial wings, tiny tails, and remarkably short stature; their colouration can vary considerably.
Racial abilities
Level 1: Hover
Syntax: HOVER and SETTLE
Your wings allow you to hover slightly above the ground, granting you the levitation defence.
Level 31: Heatsight
Syntax: HEATSIGHT
Use your superior eyesight to sense the heat of your prey, allowing you to see those that would otherwise be hidden briefly.
Level 61: Mischief
This ability is passive.
Tricks and mischief are part of your nature, having been utilised throughout your race’s history. When performing a deceitful act, the difficulty modifier is 5% lower.
Please see HELP DECEIT for more information on this system.
Class ideas for roleplay
These are potential starting points for a character’s story and are offered as suggestions only. You can make almost any class or race combination work in Aetolia, as your race gives no special advantage with these classes; availability follows the usual class and guild rules.
Infiltrator
An Imp could turn a talent for misdirection into work for Spinesreach’s Syssin. A harmless-looking joke or a charming conversation might conceal careful observation, but loyalty to the Theocracy gives their schemes consequences beyond personal amusement.
Bard
An Imp performer might bring Sehal’s tales of trickery to Djeir’s Theatre of Shadows. Disguises and light-weaving would suit an inventive stage act, while the Theatre’s lethal contracts make mischief a much more serious profession.
Oneiromancer
An Imp storyteller could awaken to the colourful magic of the Astral Realm and use it to give dreams a tangible presence. Choosing to help Duiran would turn that imagination toward protecting memory and meaning against Shadow, alongside the Council’s defence of living things.
See also: The Races of Aetolia · The World of Aetolia · Character Classes
