Imps
Imps are the magical incarnations of demonic essence within the Æther realm, but taken into the netherworld and corrupted into twisted magical servitors and minions of the demons. Sometimes these trickery fiends are known as lesser demons, because their smaller stature and diminutive eidolons are far weaker than a full blood demonic entity. Imps normally serve as messengers and scouts for demons, usually embodying a sense of annoyance to all who they interact with. However, as history progressed, Imps became seperated between two groups... the Netherworld rookery born, and the Samhain rookery born. Those born in the netherworld are slaves to the demonic masters, where samhain born are independent and magically powerful.
Imps benefit from a profound Magical bonus. Netherworld Imps must have a demon master, while Samhain Imps are free to exist but have a bound loyalty and allegiance to the Lith nation.
Familiar
Familiar Imp Name Database
Familiars are the slave imps of powerful warlocks. These imps are highly adapted to their master's will and can even shape change voluntarily, taking only a few minutes to alter their forms. They can become any figure that their warlock masters will them to be, from flying cats to small dragons. However, Familiars can become nothing but small creatures for they cannot change their mass when they shape-change. Most familiars are messenger imps, usually delivering ultimatums or decrees to the masses the warlock is meant to control. Familiars have no sense of individuality, even Samhain born Familiars seek out masters to serve.
* Familiars can take any shape, so long as it is small and organic.
* Familiars are excellent messengers, and because of their shape changing nature they can be willed to take on any specific task for their master.
* Native to the Netherworld, but are found in rare numbers within the Samhain Rookeries.
- Familiars have master-selecta
ble attributes.
- Familiars are agile imps, usually preferring to avoid combat rather than engage in battle.
- All Familiars are the Mage class.
Imp
Imp Name Database
The common imp is simply referred to as 'imp', which makes it easier for demonic masters to identify them. Though common, they are no more imp than any other variety. However they are commonly mistaken for goblins, which comes to a very intense irritation for them since they are neither green nor as tall as goblins. Most imps are avid assassins, making short work of creatures that dare to attack their masters. Imps do not usually associate with any particular ranged weapon, so long as they are able to attack from a distance with such a weapon. With their flying ability, most imps will attack and flee in guerilla warfare rather. Imps are not easily provoked into hand-to-hand struggles for life, preferring instead to kill from afar and loot afterwards.
* Imps are usually reddish to orange in color, which distinguishes them from goblins which tend to look similar. Imps are much smaller, but have two goat-like horns and feet which are other distinguishing features that they have from other demons, along with their wings.
* Familiars are excellent messengers, and because of their shape changing nature they can be willed to take on any specific task for their master.
* Native to the Netherworld, but are found in commonly within the Samhain Rookeries.
- Imps are able to fly.
- Imps are rather agile, usually preferring ranged combat rather than infighting.
- All Imps are the Archer class.
Flibbertigibbet
Flibbertigibbet Imp Name Database
The name Flibbertigibbet does not often strike fear to those that first hear the name of this imp variety, often laughing at its lengthy absurdity. Make no mistake, these imps were bred to kill mortals, and they to it very well. The best of heroes throughout history have tales of fighting these imps and losing several men to just a single flibbertigibbet in combat. Small and stealthy, these imps are almost always assigned to assassin purposes, using their burrowing and thick carapace to best advantage. Most flibbertigibbets prefer to kill targets with their own claws and horns, rarely choosing to use any weapon unless it is more lethal than their own growths.
* Flibbertigibbets are heavily armored imps, growing the thick black carapace that shields their flesh. Flibbertigibbets also have many sharp talons and horns with which to rend their foes to shreds in instants.
* Flibbetigibbets are attacking imps, and quite deadly. Most demons use them as powerful hounds to track and kill any wounded cowards who might carry a message of their master's existance.
* Native to the Netherworld, but are often found swimming the sands of deserts throughout the world.
- Flibbertigibbets are able to burrow very easily, making use of powerful wings altered into flippers to swim through sand and loose soil.
- Flibbertigibbets are energetic and very quick, sometimes wearing out an opponent first before dealing a deathblow.
- All Flibbertigibbets are the Soldier class.
Bunyip
Bunyip Imp Name Database
Bunyips are the river imps of Alchera, rarely choosing to exist in a manner that is not secretive and reclusive. Bunyips are called the river imps because they are the freshwater imp variety of the demonic creation. While they are somewhat a failure in terms of river control, Bunyips have their uses for communication, besting in echo location and underwater scavenging. Most Bunyips are so bizarre in appearance that they are rarely distinguished or easily hidden in public because of their absurd design.
* Bunyips are very peculiar in shape, having webbed claws to swim with and a beaver's tail. Above all, their beak and otter fur make a very unusual imp seemingly pieced together from several animals.
* Bunyips are watery messengers, able to speak the tongues of river-born animals.
* Native to the Netherworld, but are found most often in the rivers of Alchera.
- Bunyips are messengers imps, though can fight if need be.
- Bunyips are most agile in the water, but on land they are equally formidable to the unprepared warrior.
- All Bunyips are the Fighter class.
Dufflepod
Dufflepod Imp Name Database
Dufflepods are perhaps the most odd form of Imp, and the only one of which that has developed entirely free of demonic influence. Perhaps on of the more versatile spellcasting imps, Dufflepods are also useful healers. The paradox of a demonic incarnation that heals and exists peacefully within nature is sometimes seen as bizarre if not a mistake. However, Dufflepods were the creation of the Shedim, the demons most tied to the Æther realm than any other demon. As their creation, Dufflepods are rarely ever to exist in the Netherworld, though they are certainly not non-existant there.
* Sometimes they are mistaken for tree spirits, mushrooms, or tiny little people with one large foot but the most accurate of these descriptions is that of the mushroom-like appearance. Dufflepods are not very threatening, but their appearance does make for excellent camoflage and makes them expert spies as well as trackers within the rainforests of Kalonvale.
* Dufflepods are quite adept spellcasters, usually defecting from demons to live their lives in nature.
* Native to the Netherworld, but are adapted to life within rainforested regions.
- Dufflepods are healing imps, usually as support for the lands that the demons control.
- Dufflepods are able to fly, but flutter slowly through branches.
- All Dufflepods are the Disciple class.
Lasae
Lasae Imp Name Database
Lasae are terribly cruel Imps that have a penchant for destruction. Their chaotic nature can sometimes lead them into becoming suicidal, a trait that makes them feared even by demons. They often swarm in large numbers and attack with the force of a natural disaster. Lasae are Imps that even Demons fear on occasion. Their race is the product of a terrible mutation that even the Netherworldly powers have trouble containing. One Lasae alone is nothing to fear, but finding a lone Lasae is indeed rare compared to their preferred groupings. Most Lasae swarm with others of their group, sometimes hovering in the millions within a chaotic cloud of death. Regular Swarms are not normally a problem for the magically adept.
* Individual Lasae are like small venom fanged locusts with Mantis sickles, each of these small imps are terribly veracious, and eat everything in their paths. Some blame the Lasae for the barren wastelands of the Netherworld.
* Lasae are terribly agile, so much so that demons without magical powers will often flee before the powers of these swarms before ever deciding to put up a fight.
* Native to the Netherworld, and are so dangerous that they are rarely ever seen outside of such.
- Lasae are not controlled by demons, but are rather a plague to them as they swarm within the millions to attack their demonic creators.
- Lasae are able to fly, and do so within enormous swarms.
- All Lasae are the Knave class.
Kappa
Kappa Imp Name Database
Kappa are the result of engineering by demonic methods for an aquatic imp after the somewhat failure of the Bunyip design. The Kappa are undertaker Imps, which wait on shorelines for their prey and then drag them under with terrible force. Although, the aquatic project failed somewhat again, as the Kappa must remain near water or their easily dried bodies die within days of exposure. Although limited to the areas with plentiful water, the Kappa certainly draw out fear from the fisherman and seaside villages they hail from. These Imps have cruelty that runs as deep as the waters they retreat into with victims they purposely drown and consume.
* A Kappa looks much like a turtle standing upright, but with a much more flattened head with a divot filled by a gelatinous gland which acts much like a camel's hump. Their hands and feet are clawed, but not like a predators. Their's claws are more like that of a sloth, used to tear open shellfish.
* Kappa are very durable for Imps, often becoming shields for their masters.
* Native to the Netherworld, but are sighted along the shorelines of Andoria.
- Kappa are protector imps, using their hard shells to deflect damage from their demonic masters.
- Kappa are able to swim, so well that they become dependant on water for sustainance.
- All Kappa are the Squire class.
Tengu
Tengu Imp Name Database
Tengu are perhaps one of the most ancient Imps, second only to the common Imps. However, there is somewhat of a controversy surrounding their creation because there are accounts by dragons that suggest they were once slaves to Apochryphai during his first resurrections and encompassed much of the cloud of demonic entities that surrounded him. This suggests that maybe Imps were designed from the Tengu, unlike the popular theory that they were pieced together from existing demon structures. In either case, these bird-like imps that resemble crows with homonid features have taken residence within the Great Haunted Castle of Sarvix. Whether this is to keep it safe, or await the return of their Dark God is unknown. Since the imprisonment of Apochryphai, the Tengu have been free to live their lives independent of his malevolent powers, unlike many other Imps and Demons. They sometimes steal children off to their royal roosts and entertain them for fun.
* Tengu are black, bird-like imps stemming from the most ancient of demonic designs, the Shedim. These Imps were the first imps created by demons and have equal, if not greater, magical prowess than their demon masters. Tengu have some have the power to transform into a human, although their prominent beak becomes a rather obscure proboscis (long noses).
* Tengu are shape-shifters, but also are powerful attacking imps as they have magical qualities that allow them to strike with the spells they conjure.
* Native to the Netherworld, but all Tengu have defected and instead choose to horde the secrets of Sarvix for their own.
- Tengu are imps that are prized combatants, though choosing to use powerful magic rather than might to slay a foe.
- Tengu are flying imps.
- All Tengu are the Mancer class.
Return Link: Fantasma Evil Races
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