Thursday, July 1, 2021

Imp

There is something telling about the Imp being the token devil—a mischievous little critter that's prone to pranks and occasionally offering deals that will condemn your soul to eternal damnation.

As per the Bestiary, the Imp operates outside of the usual devil hierarchy, having certain leeway in how it operates, so long as it gets results. The results, of course, being more souls to feed to the infernal furnace.

Looking at its statblock, it becomes evident that the creature is not suited for combat, only having one strictly offensive action (more if you count all the animals it can polymorph into). Where it shines is outside of it, in various social encounters. It boasts a solid choice of spells such as invisibility or charm that have a lot of applications, but the meat is in its Infernal Temptation ability, which is just perfect - the Imp offers you a small favor, with a neat little caveat that should you die within the next hour, your soul goes straight to hell.

So if you're looking for an emissary of the infernal, despite its meager stature, the Imp is a great choice.

- Max

Hook 1 (TJ) - Rise of the Rat King

Greel didn't hate his job. As a matter of fact, he generally liked it. Crawling where other people wouldn't dare go in order to do things other people didn't want to think about made him feel useful. No one liked to deal with him, but he provided a necessary service. Society needed ratcatchers like him. As a matter of fact, the rats kept telling him that.

This wasn't strange to Greel. He often got lost in thought and talked to himself when he was working, carrying on entire conversations. When the rats started responding, it felt natural. They were just echoing what he already knew. What was a little strange to Greel, however, was the offer of a partnership. Rats wanting him to catch other rats? Very strange. But very lucrative! The ratcatching sessions where the rats offered to help were the fastest, which made Greel feel quite efficient.

But then the rats started offering other things. Power. Money. Fame. And Greel had come to trust the rats. The contract was sealed. And Greel liked this new job even more.

Hook 2 (Max) - Bloodsand Bargain

Bloodsand Arena is a typical, underground, semi-legal fighting spot for vagabonds and ne'er-do-wells. Entry is gained through a seedy tavern in the slums of the city where you're then acquainted with the—very few—rules and admitted into the pit. There, you meet your opponent and proceed to fight to the death. Pretty simple, all things considered.

What separates it though is a small creature appearing before every combatant just as the fight is about to start. It is reminiscent of a sickly goblin with reddish skin, and most assume it to be so. The bugger offers everyone good fortune, and most accept.

Funny thing is that after this they can't be resurrected, should they perish in battle. The whole thing is kept on the hush-hush as if arena owners benefit from it in some way.

Hook 3 (Reece) - Grainland Bushdevil

Contrary to popular belief, it is rare for infernal creatures to make appearances in the Relendish isles. Supposed "devil-men" in the south-east are more often than not misidentified orc-blooded men who stalk the foothills, foraging for food or looking for work.

There is one place, deep in The Grainlands, that has a unique sort of problem—the foothills are absolutely ridden with bushdevils. These strange imps, permanently caught in the shape of boars, tempt hunters to sell their souls for an easy reward. Each time a hunter attempts to collect their bounty, they are chased deeper into the foothills where they might be collected.

Who exactly is doing this collecting? It's hard to say. The Grainlanders are looking for someone to deal with the bushdevils and find what has happened to the hunters, as they disappear without a trace, leaving their families destitute and their guild without ranking members. 

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