Imps - General Information

Children love to play pranks and jokes on each other, some more than others. While children thought their pranks were all silly fun, some of their parents thought otherwise. They would punish their children for playing pranks, warning them they will bring the god of mischievousness and trickery upon them. As more people believed in a mischievous god, it became real. However, the essence didn’t form into a single being but came as small goblin-like creatures that were later called imps.

Creatures of pure mischievous essence, the imps thrive on causing trouble and playing tricks. As many of the pranks that brought them into existence were elemental based, imps have embraced the elemental nature. Although they are not connected to the elemental god, they tap into its power when it feels threatened or under attack.

Being a minor deity, imps are immortal but not in a physical sense. Once they take their physical form, they cannot convert back into their essence form unless killed/die. Pure imps do can temporarily take their essence form and go incorporeal.

Imps can be killed, however, they simply turn into their essence form and cannot connect with the physical world. They must rest and wait to gain their power back in order to return in physical form. When an imp is defeated, they do not seek vengeance for their death, as they know they cannot be fully destroyed by mortals. However, imps seek justice if they are killed unjustly. They also come back in numbers. When an imp dies, its physical body turns to dust.

As imps are one essence, they can sense where other imps are and their condition. This connection allows them to teleport to each other, should the imp being teleported too wishes it. The connection imps have with each other is extremely strong, and mortals cannot break it. Often, groups of imps will leave one behind in order to have an easy way to escape should things become dire. Although imps are not evil and do not seek to harm anyone but just have a little fun, they will attack anyone who wishes to harm them or harm to their fellow imps.

General Appearance

All imps have tails longer than their height, massive heads with large beady eyes, and razor-sharp claws and teeth. Imps stand one to two feet tall. Depending on the type of imp, the rest of their appearance varies. The elemental imps resemble the element they connect with the most. They also gain special abilities in their connected element.

Types of Imps

Air Imps

An air imp has lighter pale skin and large wings. They love to fly around and play pranks on people in the sky. Sometimes, air imps like to play pranks by pretending to be a bird and dropping gross substances on unsuspecting people.

Earth Imp

An earth imp has brown skin resembling dirt. They have larger hands than other imps in order to burrow into the ground. Earth imps love to leave traps for innocent people to fall into. Although the holes they leave are never too deep to cause any serious damage, they sometimes misjudge the depth and end up harming the victim.

Fire Imp

The fire imp has a temper. Fire imps have deep red skin, wings and when they speak, small amounts of flame and smoke come out of their mouth. They absolutely love to set things on fire, no matter what it is or who it could harm. Fire imps are the more troublesome creatures and fires that have engulfed small towns have been started by them.

Frost Imp

An imp with a frozen heart. Their skin is pale blue with transparent wings. Frost imps are the only type of imp that will kill to get amusement. They have no emotions or feelings for what they do. If it brings them joy, they will do it. Out of fear at the harm frost imps can cause, they are often hunted down, hoping to keep them away from populated areas.

Pure Imp

Pure imps do not connect with a single element but embraces them all. Their control over the four elements of imps is connected to show their mental prowess. These imps have dark tan skin and medium wings. Often they can be found in cities living among the populous, still causing trouble but rarely causing harm. They do not live like the normal populous as they come and go as they please, with no one ever knowing where they go when they leave.

Pure imps come to people who are in need and offer to help them in exchange for a favor to be paid in at a future date. If they cannot do the favor when called upon, the imp can take their life force as payment. Some imps are fair and only ask for simple favors, but some more cruel imps will ask for impossible tasks. The life force is converted into a more mischievous essence in order to fuel more imps.

Universal Special Abilities

Elemental Immunity

Imps are immune to all forms of damage and effects related to their element. Such as air imps are immune to air energy and the pure imp is immune to all elemental damage and effects.

Imp Connection

Imps can teleport to another imp within a 10-mile radius as a free action. When an air imp teleports, a swirling gust of wind surrounds the imp right before it disappears.

Self-Conduit (Passive)

This creature does not require a conduit to channel spells of their expertise channeling skills. All over channeling effects apply to the creature as if they were the conduit.

Languages

Runic

Vision

Normal
Lifespan
Immortal
Average Height
Air: 1ft.
Earth: 1.5ft.
Fire: 2ft.
Frost: 2ft.
Pure: 3ft.
Average Weight
Air: 30lbs.
Earth: 55lbs.
Fire: 40lbs.
Frost: 50lbs.
Pure: 40lbs.


Cover image: Essence and Energy Logo by Alexander Foerster
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